• Critical-Hits Studios
    • Criminals Card Game
    • Sentinel Comics: the Roleplaying Game
  • Downloads & Tools
    • Critical Hits Fantasy Name Generator
    • Drinking D&D 2010
    • Drinking D&D 2011
    • Fiasco Playset: “Alma Monster”
    • MODOK’s 11 for Marvel Heroic Roleplaying
    • Refuge In Audacity RPG
    • Strange New Worlds RPG
  • Guides
    • Gamma World
    • Guide to 4e Accessories
    • Guide to Gaming DVDs
    • Skill Challenges
  • RSS Feed
  • Facebook
  • Twitter

Critical Hits

Everything tabletop gaming since 2005

  • News
  • Reviews
  • Columns
    • Dire Flailings
    • Dungeonomics
    • Musings of the Chatty DM
    • Pain of Publication
    • The Architect DM
  • Podcasts
    • Critical Hits Podcast
    • Dungeon Master Guys Podcast
  • Roleplaying Games
  • Tabletop Games
  • Game Hacks & Content
  • Video Games

Balticon Panel Recap / Crappy First Prototypes

June 1, 2007 by Dave

First, thanks to everyone who came out and attended the panel I was on at Balticon. The guys with me on the panel are geniuses who I always like comparing ideas too, and I’m glad we had a good discussion with an audience that seemed genuinely interested.

Some random points that I remember from the panel:

  • Playtesters are very important. Get people who can be brutal.
  • pic54114_md.jpgConventions are important. Not only do you have access to a wider variety of playtesters who can give you new feedback, it also allows you to network with game publishers.
  • Focus on what makes a game fun, and make sure that people are doing that as much as possible.
  • The one piece of advice 100% shared by all the panel members is that simplicity should be your main goal.
  • Kingmaker is bad.
  • One audience member described his hatred of what he termed “reverse kingmaker” (but not how I’d characterize it) where one player is essentially playing the game for another person. This can be because the rules are too complex or the decisions are too opaque, and so one person has to rely upon another who gets it more.
  • Short games can also fix that problem, in addition to solving the problem of someone losing for long periods of time. It can also minimize kingmaker.
  • “Don’t play with that person” is a fix for players, not for game designers. You should not rely upon your players to fix problems with your design, either.
  • Cooperative games are an interesting challenge since they require a greater level of balance to provide a satisfying game experience. (I’ll have to write a column on them later- and they’re an excellent candidate for my “slacker game design” rule, but they don’t have to be.)
  • When taking the final step of trying to get your game published, it can be useful to find out how much the components in your game will cost. This can also help determine what publishers you should approach with your design.

Hopefully I’ll get a chance to do more panels like that, I really enjoyed it, and the discussions that came out of it afterwards.

Taking yet another cue from fiction writing for game design, I’ve decided to try an experiment this week. See, I agreed to attend a game design retreat. Only problem is, between finals and whatnot, I don’t have any designs ready to be workshopped. Sure, I’m a pretty darn good guy to have workshopping someone else’s game, but why should I let everyone else have the fun?

So I need some games to bring. Of course, I have a big list of unused ideas, but I’ve been waiting for a magical “Eureka!” to actually make the prototypes with a ruleset I think is genius. Well, it’s not happening, and I have a deadline.

What am I going to do about that? I’m going to do what was recommended with writing, and just make a shitty first draft. I’m going to take the concepts and just put them to paper (and plastic, and wood, etc) to have something to work with. If I’m lucky, I’ll have a good core idea that can be revised into something good, or I’ll stumble into an interesting area of designspace I hadn’t thought of. Otherwise, I can scrap it… but at least the idea is out of my head and I’ll have room for new ones. My playtesters might not appreciate sitting down to a “shitty first draft” of a boardgame, especially when all the other stuff that gets put in front of them is immediate gold (heh, right.) But hey, that’s what good playtesters are for. However, I’m sure they wouldn’t mind being bribed with beer or cash.

I’ll let you all know how it goes, and if this is a workable technique (as it is in fiction.) I may not have a column next week while on the road at the convention. But for now, back to inventing…

Share This:

  • Tweet
  • Share on Tumblr
  • Email
  • Print

Filed Under: Board, Card, and Miniature Games, Critical Threats

About Dave

Dave "The Game" Chalker is the Editor-in-Chief and Co-Founder of Critical Hits. Since 2005, he has been bringing readers game news and advice, as well as editing nearly everything published here. He is the designer of the Origins Award-winning Get Bit!, a freelance designer and developer, son of a science fiction author, and a Master of Arts. He lives in MD with e and at least three dogs.

Comments

  1. D says

    June 3, 2007 at 4:45 pm

    Im in ur carcassonne, eating ur mans.

  2. Bartoneus says

    June 4, 2007 at 7:38 am

    ROFLcat!

About the Author

  • Dave

    Dave "The Game" Chalker is the Editor-in-Chief and Co-Founder of Critical Hits. Since 2005, he has been bringing readers game news and advice, as well as editing nearly everything published here. He is the designer of the Origins Award-winning Get Bit!, a freelance designer and developer, son of a science fiction author, and a Master of Arts. He lives in MD with e and at least three dogs.

    Email: dave@critical-hits.com

    Follow me:

Subscribe

RSS Feed

Archives

CC License

All articles and comments posted posted on the site (but not the products for sale) are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. References to trademarks and copywritten material are included for review and commentary use only and are not intended as any kind of challenge.
Mastodon

Recent Comments

  • fogus: The best things and stuff of 2024 on Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Routinely Itemised: RPGs #145 on Review: The Magus
  • The Chatty DM on Review: The Magus
  • Linnaeus on Review: The Magus
  • 13th Age: Indexing Truths — Critical Hits on The Horizon Conspiracy

Contact The Staff

Critical Hits staff can be reached via the contact information on their individual staff pages and in their articles. If you want to reach our senior staff, email staff @ critical-hits.com. We get sent a lot of email, so we can't promise we'll be able to respond to everything.

Recent Posts

  • Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Review: The Magus
  • Hope in the Dark Heart of Evil is Not a Plan
  • Chatty on Games #1: Dorf Romantik
  • The Infinity Current: Adventure 0

Top Posts & Pages

  • Home
  • The 5x5 Method Compendium
  • Dungeons & Dragons "Monster Manual" Preview: The Bulette!
  • Critical Hits Fantasy Name Generator
  • On Mid-Medieval Economics, Murder Hoboing and 100gp
  • "The Eversink Post Office" - An Unofficial Supplement for Swords of the Serpentine
  • Finally a manual for the rest of them!
  • Dave Chalker AKA Dave The Game
  • How to Compare Birds to Fish
  • The Incense War: a Story of Price Discovery, Mayhem, and Lust

Copyright © 2025 · News Pro Theme on Genesis Framework · WordPress · Log in