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Developer Diary: Where Do Magic Items Come From?

4/25/2015

 
I think I might have a working idea for a story.

Looking back, I think this was actually an earlier idea that someone else suggested to me. I kind of discarded it because I liked the epic city defense idea better, but now that that's off the table, I'm considering this one. Or rather, my train of thought brought me back to this one.

So, my chain of ideas went roughly something like this:

What do I know? What ideas are fixed, and what is mutable?

The mechanics of the game involve managing resources, building an economy, and accumulating victory points, for the ultimate goal of being the player that comes out on top.

In-game, the players are wizards. Dice provide mana. Cards represent spells.

Despite the previous story not holding, I'm still rather attached to the game's "Manaforge" name. It has a vaguely powerful, serious feel to it.

Manaforge. Mana... the magical energy that wizards use. Forge... the activity of creating something, or a place where objects are created. So, the players are using magic to create things. The previous story had that, but the concept still holds here.

So, what exactly are the wizards creating? Crystals? Walls? Illusions? Traps? Enchantments? The weather? Bad jokes?

How about equipment?

Equipment, as in the RPG sense. Weapons. Armor. Staves. Wands. Any number of mundane or magical tools that adventurers use to accomplish their goals.

So... the players are wizards that create magical gear that adventurers typically use.

In an RPG campaign, how do adventurers typically get this gear? Well, a little bit of it they make themselves. More often, they find it as the spoils of victory over evil.

But, at the end of the day, if adventurers absolutely, positively need some specific piece of equipment that they can't otherwise find, they go shopping. Magic item shopping.

*click*   ( <---  That is the sound of an idea coming together. )

What if, the players are wizards that own magic shops? These wizards make their own magic items, then put them on display in their very own magic shops for rich adventurers to come in, browse, and buy.

So what are they competing for? Customers, of course. :)

Bartender in a tavern to a group of adventurers:  "Well, th' closest shop is Pettiwell's, next street over. And if ya want a good blade, the dwarf Bronzebeard has his forge a couple blocks down. But...   b'tween you and me, what yer really lookin' for is Barthomew's Boomsticks, other side of the town square from here. His shop ain't much to look at, inside and out. But he's got some stuff in there that can blast the head clean off of a dragon, or so I'm told. Give them a try first."

So, the players are competing to have the most famous shop. Win! My concept of "prestige" being the victory points still holds. And the best way to get the most attention is to have the most awesome stuff for sale. So the cards that grant the most points should be the most impressive-sounding magic items.

And so the tagline:  "Where do magic items come from? These guys, of course!"

I think we might have a winner. Maybe not as epic as holding off a horde of invading monsters, but still sounds like it could be a lot of fun. :)

Developer Diary: The Quest for a Story

4/8/2015

 
While working on Manaforge, I've had one recurring problem: the game's story.

Mechanically, the development process has been relatively straightforward. Sure, the game has gone through many iterations. I've added new ideas, stripped out and/or replaced mechanics, added rules, patched up corner cases, corrected most of the balance issues (there are still some, but they get less severe with each iteration), playtested, rinse, repeat...  you get the idea.

But for some reason, the overall story behind the game has been hard to pin down.

When the game was first created, it had no theme at all. It was an abstract game about rolling dice to obtain colored 'dots', which were spent on cards that gave more dots. Dice had colors too, and each die typically gave more dots of its own color. Each card had a point value; at the end of the game, you tallied up the point values of your cards. For a first iteration, this worked just fine.

When the time came to start working a theme into the game, I decided on a theme about four gentlemen, with wildly different occupations, trying to settle an argument about who was best at their job. Each type of 'dot' became a 'currency' of sorts; red, yellow, green, and blue translated into Hard Work, Money, Influence, and Knowledge, respectively. The four players had the same colors, so the player's occupations became Construction Worker, Investment Banker, Celebrity Gambler, and University Professor, respectively. Cards in the game had names like 'Build a Skyscraper', 'Venture Capital', 'Tournament Win', and 'Scientific Breakthrough'.

The game was named 'Facets', both a play on the 'different facets of life' of each character, and a reference to the sides of the dice.

I thought it was a clever idea, but nobody that played the game really 'got' the theme. Quite possibly because the game didn't have any art at that point (just colored dots), but the connection was there if you looked. Apparently nobody else saw it the same way.

So, going on the idea of 'do what you know', I rethemed the game to be high fantasy, my favorite genre. (Also one of the most overused ones. Oh well.)

The colored dots became 'mana'. The four colors became the four elements. (When I tell a player that the 'fire' die has no sides that give 'water' mana, the understanding is pretty much immediate.) The cards that the players are purchasing are now 'spells'; you're using your mana to cast the spell. Spells create objects or call up magical effects. Spells in play become 'artifacts' or 'equipment', spells with only an instantaneous effect are 'sorceries' or 'evocations'. Dice represent the 'aether', the unstable flow of ambient magical energy around the wizards; rolling the dice shows the player what types of mana they can isolate and harness at that point in time. The game's three decks of cards became 'morning', 'afternoon', and 'evening', designating that the events of the game take place over a single day. 'Coins' (tokens that represented dots that could be carried over between turns) became 'mana crystals', magical batteries that keep mana contained until it is needed. (Unconstrained mana tends to dissipate if not used.) 'Goal' cards that gave player-specific special sources of victory points became 'character' cards, showing what types of magic your wizard specializes in.

All well and good, the game's mechanics fit reasonably well with the theme. The problem is the story. Why are the characters doing this?

The current story is that the players are defending a city from invading monsters. The player that creates the best defense wins a prize. Problem is, that doesn't really convey the feel of the game.

Just telling the players that they're defending a city makes it sound like they're defending it together. No, it's a contest. But by that point I've already made the wrong first impression. The game is competitive, not cooperative.

Telling the players that they're crafting equipment and defenses sounds too behind-the-scenes for the likes of such mighty wizards. They should be on the front lines, fireballing and lightning-bolting those monsters into the next lifetime.

Also, the game is about building an economic engine; what's so heroic about sitting in your workshop and cobbling together a staff that can increase your lightning power when there is a target-rich environment right outside your door?

I'm reluctant to part with the story I've crafted so far. I know it doesn't fit well, and I'm assuming I will have to change it at some point, but I don't want to replace it until I'm certain that the new story is the right one. To make matters worse, I'm also fighting comparisons to the board game Seasons, which while that game is mechanically different from mine, thematically it is very similar. I want to make certain my game distinct.

I don't have the answer to this question. Yet. I'm hoping enough playtests will make the answer obvious.

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