I DO MY OWN STUNTS Update #4
Last night I had my first systems playtest of I DO MY OWN STUNTS!
I always say that iteration is the heart of game design, so it's best to get something on the table as quickly as possible so you can start banging on it. And bang on it we did! We had five play sessions of the game, changing rules and adding components as we played.
We tried different ways of rolling the dice - by hand, down a ramp and in a dice tower and the dice tower was a far superior (and more fun) way of rolling dice.
Using the dice tower brought up several questions - what would it look like? Could there be multiple exits? What other game play features could the tower add (such as an airbag zone targeting)? I've been using the ingenious dice tower/box from DON'T GO IN THERE, which is definitely an inspiration for the packaging of I DO MY OWN STUNTS. I've even reached out to the manufacturer of the dice tower/box to see what it would cost.
This initial prototype consisted of two sets of "themed" Scene Cards - Sci-Fi and Action - in the final game, there will probably be around six different genres. There are plenty to choose from! Which genres do you most associate with stunts?
I want there to be some sort of set collection element to completing these scenes, but I haven't quite decided how that works. As of now, I'm thinking that the player has to actively pursue making a "movie" out of a specific genre - but you don't necessarily have to do that to win either. How the player gets genre cards, whether that's achieved by drafting scene cards, "buying" them from a market or some other method, I have not decided.
One thing became very clear during the play test, the players will have to re roll the meeples several times on a turn so that they will get "standing" results. The method we play tested was a draft-style where the players took turns choosing the meeples they wanted like how you select dice in Sagrada or Wingspan.
One player rolled first and selected which meeples went into the draft pool, then the second player rolled the remaining and selected which meeples to be drafted and then the first player rerolled the remaining and they went into the draft pool. The the second player got first pick of which meeple they wanted and they players chose back and forth until all usable meeples were selected.
For a first pass, this system worked pretty well and some strategies about which meeples were selected and which were re rolled emerged quickly.
We also played around with placeholder cards that will grant players the abilities to reposition meeples to the configurations they need to complete scenes.
First we gave each player a four cards, each of a different color, that when discarded, could be used to reposition a meeple. It worked pretty well... until the player ran out of cards. It was clear that the player would need more of these. We played another game with a market of these cards, which was just ok. This still needs thinking and play testing, especially since I originally intended for these cards to represent characters with skills. If that's the case, they perhaps they aren't discarded and remain persistent through the game? This is the challenge of game design - too many options!
More play testing results coming soon!