Solving Design Problems by Reducing, Not Adding
Last week I tested an early alpha of Dung and Dragons that incorporated a sort of tug-of-war mechanic in which players lured dragons towards them by a number of different mechanisms. We tried making pulls a free action, but you had to push an equal number of cards towards your opponent. We tried making pulls cost you a card, sometimes a matching card. We tried both mechanisms at the same time. All resulted in awkward emergent behavior or stalemate situations. Every solution we tried out that night would just add complications and further grit in the gears. You recall my advice on playtest hangovers , and I certainly had a small one going the next morning. Ultimately I realized that I just needed to rip out big chunks of an overly complex system rather than tape it up to justify the complexity. So here's what I'm thinking: Instead of multiple tug-of-war steps towards getting the various components of your ranch, I figured it should instead be more like a drafting game,...