Showing posts with label Social Deduction. Show all posts
Showing posts with label Social Deduction. Show all posts

Saturday, 13 October 2018

Act of Treason: Direct To Your Door!

I have the tendency to pontificate. So, allow me to get right to the point.

I’ll be releasing Act of Treason for open play testing.

You read that right. I’ll be releasing Act of Treason for open testing. As many of you know, I’ve been developing Act of Treason for over 5 years now. I am very confident of how solid Act of Treason is, so why open play testing?

Why?
  • Additional Marketing: Marketing has always been a large hurdle for me and for Act of Treason. Everything else has been polished and tucked away. It is my last and only hurdle  - hence the open playtesting. I figure it’s a great way to get the game out there, and get some marketing going. If people like it, it will spread organically.
  • For The Fans: I have a lot of pride in Act of Treason, and I wanted to see it through to the end. Over the years, my interest in becoming a game designer has waned somewhat. I still want to make games, but I cannot dedicate as much time to it as I would like. It doesn’t help that getting Act of Treason across the line has been so difficult. I’m not complaining, it is what it is. I would never want to lock Act of Treason away from the world. Act of Treason has already cost me thousands in time and money. Some of that is my own doing - again, not complaining. It is what it is. I’d just as soon release Act of Treason and make no money than not release it at all. This is a thank you to all of those who were fans of the game, and who waited for it so patiently, and so eagerly, for so long. Thank you. I hope it was worth the wait.
  • Feedback: While it will be unlikely that I’ll be making any sweeping changes, it will be great to get feedback on the game, and potentially improve it further still from where it sits currently. Every little bit helps, so feel free to share your thoughts. To that end I will provide feedback forms as well as an email address for feedback. All feedback will be reviewed and potentially incorporated into the official Kickstarter release.

An example Printout

When?

I’ve managed to overshoot timeline estimates in the past. Things crop up that I cannot control, and I have to adjust my schedule accordingly. So I am reluctant to post a firm date. However, I will aim for the first week of December. It would be great to get it out to you all before the Christmas and New Years holidays, giving you ample time to prepare a game to play over the holidays with family and friends. 

I’ll be removing the art, tweaking some of the rules and images used in the rules and on the cards. In addition I’ll need to make sure everything is set on the website, mailing list, and with Gamecrafter, in order for a smooth transition into a public trial. It’s a bit of work, but I imagine I should be able to get it done in time.



Where?

You’ll be able to get the game in two core ways:

  • Print and Play: Sign up to the mailing list and you’ll get a link to download the Act of Treason print and play PDF. I’ve had to remove all card art from the game, as I do not have permission to use it for this purpose. The print and play will be roughly 20 A4 pages + rulebook. It includes standard Magic: The Gathering sized cards, which can easily be sleeved, and a few larger printouts to make up the board, which had to be cut up into sections in order to fit onto A4. This trial edition, once released, will be available indefinitely.
  • Gamecrafter: I don’t like excluding those who might not have access to a printer. For those who may be willing to pay a little extra for the convenience of not having to cut up 20 pages worth of cards, I have decided to offer a printed trial edition of Act of Treason for a limited time. It is essentially the same as the print and play, but professionally printed and delivered to your door for your convenience. How much will this service cost? Don’t know yet, but I’m not trying to profit from this, and I don't want to charge people retail prices for what is effectively a trail copy. I will seek to make the cost as cheap as possible, but bear in mind that a large part of the cost will be determined by The GameCrafter, which is the service I'll be using.
    Edit (2018/01/06): I would love to offer this service, but after some research it's sadly not viable as an option. However I am happy to offer a copy to reviewers for the purpose of evaluating. If this is you, you can contact me here.

I think that about raps it up. I look forward to the coming months, and to your feedback.

Cheers,
 Tyson


Sunday, 11 February 2018

Act of Treason Design Journal - Part 3





Why aren’t there more Examinations in the game?
I’ve deliberately put many opportunities to gain Examination Blocking and few opportunities for players to examine other players in Act of Treason for very good reason. If too much information is given out as to the loyalty of the players then the mystery and tension of the game is stripped away. Players can narrow down the suspects and simply make a plan to win, eliminating those they need to - there is no more unknown - The fun gets sucked right out of the game almost instantly and the game becomes an accounting exercise to wrap up an who wins.

If you know too much, then Act of Treason is no longer a game of intrigue and deception, and the whole point of the game is lost. I’ve witnessed this effect many times during my early playtests, and because of this, I’d rather have too few examinations than too many. You need to keep the suspense of who is who right up until the very end of the game for the maximum fun.

As it currently stands. Act of Treason has a good balance. You won't get too many examinations to reveal too much, and it's highly likely you'll get one or two - enough to encourage suspicion, interaction, and added conflict.

Why are there lots of ways to get Examination Blocks?
Sort of the inverse question to the one above. Examination Blocks gives both the Heir and Traitors the ability to pick up these cards without being too suspicious - after all if there are so many it's tough to avoid them... right? This makes getting an Examination Block less suspicious.

Added to this, you don't want the game flooded with Examinations, as noted above. Players will have to adapt their examinations to the blocks that are currently in play - It just makes getting clear information that much more tricky, which is a plus. In my opinion, there definitely isn’t too many examination blocks. I’ve never seen full saturation of Examination Blocking - there’s always been at least one person at the table who can still be examined by the end of the game.

Depending on your loyalty, the trick is trying to get an examination block as inconspicuously as possible! At the very least you may want to try to stop others from getting them, or use the opportunity to throw suspicion on them if they do!

Why do players gain Examination Blocking if they Examine?
'Chaining' examinations is a very powerful strategy that has been used in previous editions of Act of Treason. What is 'chaining'? It’s when player A examines player B and then Player B examines Player C. By 'chaining' examinations in this manner you gain an extremely strong sense of who is who, to the point of sometimes actually knowing for certain. A can’t be lying unless C is on their team, and so forth, The larger the chain, the stronger the information. This is very bad for he game as mentioned in 'Why aren’t there more Examinations in the game?' The fun gets sucked right out if you know too much!

As an added negative, this gives examinations so much power that players were incentivised to get Examinations at any cost. Worse still, the strategy was only dominant for the loyals, and yet the Traitors would be forced to go along with it or risk exposing themselves as a Traitor! This created a terrible dominant strategy that removed all meaningful choices from the game and replaced them with "buying Examinations so that you can chain them".

Examination chaining was removed from the game early on. Now, Examinations are both scarce and they can never really be proven to be correct because 'chaining' has been removed. This keeps the mystery of the game going. In the current iteration of the game, players who examine others or who get examined gain examination blocking - this is what prevents examination chaining. I trailed this in a few games a while back and have never regretted my decision to add it to the game. This is a very good mechanic to have because it keeps distrust and intrigue going, and if anything it adds to it!

Why does the Steward get to reward a Court card if the Quest passes?
The Court is where players can go to purchase cards that give them additional powers and effects. A Court card must be purchased buy spending Knowledge. Since Knowledge is used to pass Quests, players will be lowering the chance of the passing the Quest that round, and potentially subsequent rounds.

This has mostly been covered in parts 1 and 2, but simply put, the Court is restricted to put a limit to the amount of damage that players can do when acquiring cards from court - knowledge spent on court card can't be used to pass Quests for instance. Likewise, allowing the Steward to reward any left over cards in Court is a nice free bonus that rewards players as a group for not just buying cards outright.

Without these mechanics in play, new players have a strong tendency to purchase cards without knowing why it’s the wrong time to buy, or what it means. Then some new players may blame the game rather than realise the fault was with them. With these mechanics in place as well as the tips in the rulebook, players are more likely to build up the understanding that buying without solid reason is the reason for their downfall, not the game or anything else.

Why are the Quests ordered?
This is highly related to the point above, and why it is recommended that advanced players play with the Quests unordered and randomised.

For beginning players, playing with ordered Quests is somewhat like playing with training wheels. In blind playtesting some players would leap into tactics that were quite destructive without realizing. This could lead to them blaming the game for their actions, not realizing that they were "playing the game wrong". Now as a designer I don't believe players can play a game wrong, so I needed to provide a clearer incentive and push for players to play in such a way  I covered this before with the social contract as discussed before.

I've found that using ordered Quests help to keep the kingdom nice and controlled in the early game, with some of the more dangerous cards coming out near the end game to help facilitate conflict. This guides players into the the social contract and tactics that keep the game on course. When the Quests are unordered, players will have to organise themselves to ensure that they stay on track and that Quest and the Court cards aren't misused by the other players.

Why do you have a Deception Phase?
I've played a lot of games both with and without a Deception Phase, and with many different groups. The consensus is that including the deception phase is more fun and allows for more tactics with your Traitor friend. That said you don't have to include it as stated in the rule book. Optional rules exist that allow you to play without it. In fact for the five player game it's mandatory that you play without it.  Both ways of playing are equally viable, and in my opinion.

Why do you not reveal Loyalties after a player dies?
This keeps the suspense of the game going until the very end of the game. As discussed above, revealing too much can take away the suspense, and locking down a players loyalty after they die so that they cannot be examined adds yet another factor into if killing them is a good idea.


Tune in next time for the following:
Why is the Quest phase before the Action Phase?
Why do you discard down to 4 Knowledge cards each round?
Why is the cost of Court cards variable?
Why is there a Town Watch?
Are the Court cards balanced?
It seems way too tough for the Traitors/Loyals to win Tribute/the game?
Why do you not reveal Loyalties after a player dies?

Thursday, 8 February 2018

Development Diary #9 - Less than 24 Hours to go

Hey Y’all,

Under 24 hours to go until Act of Treason launches on Kickstarter. It all just feels so surreal.




The Update

Let me take you through some of what I’ve been up:
  • Updating the Act of Treason website (playaot.com) and prepping it for the Kickstarter launch. It’s mostly new art assets and concept images, but the biggest update was adding the rules for Act of Treason, which are all sitting online now at www.playaot.com/rules.
  • Created a press release, and sent it around to various bloggers and board game related news sites.
  • Act of Treason is now up on Board Game Geek. If you've played it, feel free to create an account and post up your review.
  • The Kickstarter page has seen a ton of work and is looking very swish now. I’ve included a mixture of text and what I’ve been calling “long tiles”, which are basically just images. I call them long tiles because they are tiled down the page and are typically quite long. A fair bit of work went into Photoshop to make sure they all look good and they covered all the needed information.
  • I created my own company called Saffron Entertainment. It doesn’t have an identity of itself yet, or website, or anything really - right now it’s basically a holding company for Act of Treason, but it will be getting its own unique personality & all the frills sometime after the KS launch.
  • Prepared some blog posts to come out before and during the campaign. A recent one went up for those who are interested in learning more about me and my future projects. You can read it here. Also, expect posts to come up soon for both The Dominant Strategy as well as parts 3 and 4 of the Design Journal.
  • I created an Act of Treason video with some basic animation for the KS page. It's embedded below. It took me roughly three days out of a planned two. First was getting the VO right, cutting out the background noise proved both necessary and more difficult than I had anticipated. That was most of Day 1. Days 2 and 3 where on the visuals, first half and second half respectively. I had most planned out ahead of time, but winged a couple of parts when I arrived at them. I think it’s important to stay adaptable for situations like that - you can sometimes stumble upon an easier and/or better solution if you stay flexible and open to it.



Personal Stuff



So about two weeks ago, windows decided to push updates on me really hard, and so I decided to go ahead with them. The next thing after I boot back into windows - my screens are glitching out and artifacting, flashing gray for a frame or two. Thanks Windows update! I trouble shoot to try resolve it via updates etc, but it keeps happening. The graphics card is the likely culprit - Gigabyte GTX980Ti for the tech nerds out there who are interested. So I decided to take my graphics card out and clean it. That's when I notice that it's boiling hot. I'm beginning to suspect overheating.

Sure enough I clean the card to remove the dust and then when I plug it back in I find out the fans either aren't spinning, or are making weird noises when they do spin. Sure enough, shortly after plugging in the card the fan falls off and I'm getting the artifacts again. I jam a large fan next to the case for a while until I can get my hands on a replacement - it actually worked too! No more artifacts while I had that setup. The culprit fan must have not been spinning for a while, or something came loose with it? Who knows. All I know is that I'm down one boss graphics card. RIP.

My makeshift cooling setup

Now I'm running my brothers old card, about the same power as an Xbox360 gfx card. While I wait for gigabyte to examine the card under warranty. The timing is just great as you might imagine. Right as the Kickstarter campaign is about to begin. Oh well, could be worse. I mean I could have had my hard drive fail with all my Act of Treason stuff. Instead I just had my hard drive fail with all my old movies and TV shows. Yes, you read that right - one of my hard drives failed like a few days ago! Afterwards I Immediately rushed and backed up my entire Act of Treason folder. At least I can still work and all my files are alright. That's the main thing. It is genuinely painful to work on some of my files now however. Even slightly large Google Docs documents are laggy at times!

Okay Google

So when I first started prepping Act of Treason for Kickstarter, I knew I wanted to have a website dedicated to Act of Treason. One of the things that really got stuck in my craw was that my website wasn’t appearing on google unless you typed in something very specific like “Act of Treason board game” - even then I don't think it was top of the page. Back then, typing in just “Act of Treason” had my website on page 5 or something, which might as well been tantamount to it not existing.

I’m proud to announce that when I typed “Act of Treason” into google today I got the following:


3rd result, not bad! And when I type in “Act of Treason board game” the results are even better still! It just feels good to make progress on something like that, especially when it has mostly resolved itself.

Learning From Mistakes

I was going through the Kickstarter, typing up the "Risks and challenges" section. For the unfamiliar, this is an area that sits at the bottom of your Kickstarter page. It is for the project creator to explain: "The risks and challenges that come with completing your project, and how the project creator is qualified to overcome them."

A rather important section for some projects and for backers too. It helps set the stage for what could go wrong and should be used by the creator to honestly reflect on where they could become stuck, which allows the backers to make a informed decision about the level of risk they are willing to take on.

In typing up that section, it made me realize something: It’s all about trust.

Trust is a huge part of any business interaction. If you don’t trust whom you’re dealing with, it’s unlikely that you’ll give them any money in exchange for a good or service. Why? Because you can’t be sure of the level of quality you’ll get, or that you’ll get the product or service you asked for. Heck, you could potentially not get the product or service at all. Any number of things can go wrong in a business situation, and not having trust and confidence in whom you’re conducting business with means that you might not get the outcome you want. Trust means you're confident that you'll come out okay, even when things go wrong.

Now, with all that in mind, I need to come clean about something that has been buging me.



This was not a great promotion I ran. I’m going to peg this one up to me not being so great at marketing - but even then I should have known better! Some of the things I mention in my post when I first revealed this are just straight up wishful thinking. It just wasn’t very grounded of me. I’m going to unpack it a little here for you so you can learn from my mistake. 

Let's start with the reward of this promotion - doubling the marketing and art budgets. My rationale at the time makes some sense:

“I wanted a reward that didn't detract from the product and divert attention or effort elsewhere. I also wanted a reward that all backers could enjoy. A reward that would be fair to all backers. This reward is in line with my main concern - making the best game possible.”

While I stand by this rationale, the biggest issue with the reward is that it’s vague, and not very tangible or salable. What does "double the budget" actually mean? Having values such as an increase of $4,000 for both would have been much clearer and more transparent. But even then, that’s not a very salable reward. No one is going to get excited when you tell them that they should sign up to a mailing list because they then get to increase the numbers on somebody's else budget.

A better reward would be in line with all the rationale I laid out above, while at the same time being  more tangible, salable and clear. I would give you an example, but if I could do that I would have run a better promotion in the first place. Something like adding a new card or two into the game kind of works, but that comes with it's own cost. I for one am very dubious of any Kickstarter game when they do this - offer to increase the components or mechanics of the game as a stretch goal or bonus. I wonder, "why am I not getting the most complete/best product when the idea is already out there and tested?", and "Doesn't adding/removing that component upset the balance of the game?" Both fair questions.

Another smaller mistake, but a mistake none the less, is that I should have taken a different tact with the x3 mailing list “rule” worked into this promotion. I should have only applied a 1 for 1 across all social media accounts, OR only included the mailing list in the promotion. Having mailing list sign ups count for x3 followers is a confusing and convoluted message.

In marketing, I think you should treat everything that you do like you’re playing Chinese whispers - if it can be miscommunicated, it probably will. You should always aim for the clearest and most impactful message you can as this has the greatest distance - a convoluted message won’t travel very far. This is one reason that memes have the spread that they do. They are a short snappy highly shareable idea or message that provides some level of value - The messages you give out to the public should be almost like memes. Clear, short, snappy and valuable. If you can do that, then the message will share itself. In hindsight I should have gone with email signups only for a clearer message.

But by far the biggest error I made was the amount of followers needed for the promotion to be successful. 4,000!? Are you serious? In my defense, I figured that if they were to all be email sign ups which is what I was pushing for the real number is ~1,333. Added to this I already had quite a few signups which made the number of signups I needed less still. But having such a large number as the goal would have made me look like I was living in a dream world - and let's be honest, in some sense I was.

I did see an increase in the email signups at the start of the promotion. I want to thank my supporters for that, but I’m sure it’s much less than it would be had I included a sensible goal, focused purely on e-mail signups, and had a much clearer, salable, and tangible reward for hitting the goal. My bad.

As it turns out, after doing some more calculations and juggling the budget, you’ll be getting some of this reward for free anyway. I really want to see the final product have great art, even at the lowest possible funding goal. So the minimum Art budget for Act of Treason has been tweaked to just under double of what it was to ensure this. The marketing playbook has also had some rework to allow for easy scaling. I might not be doing more marketing spending, but I most certainly will if the advertising has good hit and conversion rates.

Please don’t make the same mistakes I did - focus on simplicity & clarity. Run your ideas past someone first who will be willing to challenge you.

----

That about covers it. I look forward to the post Kickstarter blog write up where I can break down what went right (or what went wrong).

See you on the other side.

Cheers,
 Tyson

Thursday, 28 December 2017

Development Diary #8

Hey Y'all,

Merry Christmas and I hope everyone is enjoying the holiday season!

Only 43 days until Act of Treason is up on Kickstarter! I'm currently rushing, making sure all the i's are dotted and the t's are crossed. This week I'll be talking about the most recent Act of Treason review by Unfiltered Gamer, the website update, social media, and other sundry miscellaneous thingys.

Unfiltered Gamer - Act of Treason Review

I'll start with the most awesome news - Unfiltered Gamer has reviewed Act of Treason, and from the sounds of it they really liked it! For those of you who don't know Unfiltered Gamer is an independent 3rd party board game reviewer. They often review games that are going up on Kickstarter to help people get to know if the game is for them. Overall I loved the review and I'm very happy with it. You can watch it below.


In addition, Unfiltered Gamer will be doing a live play of Act of Treason on Wednesday the 17th of January PST. This is the best opportunity to check it out and see what AoT is all about before the launch date ! You can watch the livestream at the Unfiltered Gamers Facebook Page. Be sure to sign up so that you get notified when it's on!

Website Update

With the new video from Unfiltered Gamer I wanted to slap on an update to the Act of Treason website. I've added the following:
  • Featured the Unfiltered Gamer review on the front page as well as on the feedback page.
  • Revealed more rules for Act of Treason in the Rules section.
  • A few other small tweaks and Quality of Life improvements here and there.

Social Media Promotion

I just wanted to say a big thank you to everyone who is signing up to the Kickstarter mailing list. I've already seen a notable increase to the number of subscribers there. It has more than doubled since the 8th of November, which I'm pretty ecstatic about, which brings us to a solid ~700 followers. We're well on our way folks!

As some of you may know where currently running a promotion whereby if we get enough followers before the Kickstarter launch date on the 10th of Feb we'll be boosting the art/marketing budget. I think 4,000 followers may have been a bit high in hindsight, but it's still very much possible! If we can make a sizable dent in it then I'll definitely consider giving a small bonus as a reward even if we don't hit the 4k goal.


I'll be working hard to make sure that we try to collectively hit the 4k goal! I want to be able to make the best product possible and 4k would make for a very stable foundation indeed.

If you know any podcasters or 3rd party reviewers who might be interested in covering Act of Treason to help get the word out please do let me know in the comments or you can contact me directly.

Miscellaneous

I'm not sure if I've shared it yet, but here is the final prototype all boxed up. The art is subject to change, and the components might be altered a bit, but at this stage the mechanics are all pretty much locked down.

That's Emilien Rotivals artwork featured on the back an front of the box. Great artist, you can find more of his work over at theartysquid.com.

Frontside of Box

Backside of Box

For those of you who may have missed it, the first article of The Dominant Strategy is up. It's called 'What Makes Games Fun?' In it I explore the various reasons why we enjoy games and give some color to how a game designer might use this information to inform your design choices. If you're interested in game design, feel free to give it a read here.


I think that about covers it for this week.

Cheers,
 Tyson

Music of the week

Tuesday, 28 November 2017

Act of Treason Design Journal - Part 2

To see Part 1: Design Journal Part 1

Note: I think the most useful application of this document is as an example, to assist in making your own Design Journal for your own game. There are many benefits to making a 'Design Journal' as described in Part One. 

While this document does give some impression of what it would be like to play Act of Treason, this is not the purpose of this document. I'll have 3rd party reviewers for that purpose - their reviews are coming soon. The most accurate impression of Act of Treason comes from playing the game yourself.



Why 5 to 10 players?
5 is the minimum number of players required to play Act of Treason, while 10 is the maximum. 5 to 8 is a good player range in my opinion, with 6 or 7 being the best.

With 9 or 10 players, the game becomes a little harder to manage, and takes a little longer to play. The game still works of course, but playing a nine or ten player game with all new players is a tad difficult, as new players add additional chaos and length to the game. The player limit stops at 10 for this reason. I think the game would become too unruly, especially for new players, if the player count was 11 or more. And lowering it to 8 or 9 players would cheat experienced groups that wish to play with more people, and can do so comfortably.

Lowering the minimum number of players would be good, but is difficult without warping how Act of Treason currently works. Even if it could be done, Act of Treason is a social game and doesn't suit well to so few players. With only 4 players, there is not much room for social interaction and figuring out who is who. For these two reasons, Act of Treason is just not well suited for less than 5 players.

While a minimum of 5 players might be difficult for some groups to pull together, the player count can be seen as a great opportunity to meet new people. Socializing is often easier if you have a catalyst to help facilitate conversation. Act of Treason would make a great catalyst, as it provides an opportunity to socialize via the game as well as just casual conversation - swapping back and forth between the two as the game progresses. It would make me happy knowing that people were running games of Act of Treason at their local game stores around the world and using Act of Treason to meet new people.

Not only that, but playing Act of Treason with a batch of experienced players who you don't know that well is my favorite way to play. This is because the dynamic at the table changes with the players, much like how the social dynamic changes when you have different people in a room. This can provide you with a whole new play experience. Playing with new players adds another level of unexpected outcomes that you may have to navigate - a new landscape that you need to explore if you want to win.


How does the game usually play?
Each game will start off slow with the players organizing the group and focusing on passing Quests for the most part. This early stage of the game is mostly about gathering evidence on who is who based on their actions. It's giving the players an opportunity to set themselves up for mid and late game. As the Kingdom Strength drops, so will the players suspicions rise. Players will be eyeing each other up and taking note of every action and word. As we near the late game, Players will use their evidence gathered and their suspicions to weaken potential threats while securing the positions of themselves and their so-called "allies". Assassinations tend to hold out until the last round or two where many players will likely die in a bloodbath - a last ditch attempt to root out the Traitors. The Loyals attacking the suspected Traitors, while the Traitors try to influence the carnage so that they are not in the firing line, and perhaps taking a pot shot or two of their own if it doesn't increase suspicion against them! All the while Traitors will be keeping an eye out for the Heir. They may need to make a last ditch attack on the Heir if it comes down to it!

Note that the Traitors can win if Kingdom Strength hits '0'. This rarely happens as Loyals will try to win by killing those they suspect before this will happen. The Loyals can win by completing 5 Quests successfully. This rarely happens as the Traitors will place negative cards into Tribute to try ensure this does not happen. This is why most games always end assassinations.

Experienced players tend to play differently when compared to new players. It's exceptionally difficult to describe all the tiny things that goes into the difference between these two sets of players. However, One of the biggest differences is that experienced players develop a 'social contract', of what's good for the group. With familiarity of the game the players develop an understanding of how all players should act for the good of the realm, and deviating from this raises suspicion. New players cannot capitalise on this, as they don't know what good for the realm entails. New Players will often try act in self interest as there is no penalty from their peers in doing so. One of the toughest things with designing Act of Treason was to correct for this so that the mechanics encouraged the development of a social contract early, and didn't penalize the players too heavily for not having a social contract among the group. This was done by limiting the total available court cards on player count, Adjusting the cost of the Court cards to acquire based on Kingdom Strength, Rewarding players for leaving cards in court, and lastly, having ordered quests (optional) that reinforce the social contract in the early game. Each one of these small tweaks helps to encourage players to be more invested in what players are doing - or these tweaks act as 'caps' so that players can't screw up things for their team too much.

New players tend to focus on themselves and acquiring personal power - this masks the traitors who would be smart to also make use of this tactic. New Loyal players do not yet know what is best for the realm, and thus do not make any demands of the group. It was interesting to try and fix this mechanically - to smooth out the learning curve for new players and to assist in them realizing where they may be going wrong. Loyals have a better chance of winning in an experienced group because of the social contract. This is one reason why the rulebook has tips on how to play - Unfortunately, one cannot just add in a social contract as part of the rules - at least not without some costly negatives. This would effectively null out many of the interesting strategies as it would override player choice. For example, If you couldn't buy Court cards early on in the game, then no social contract would be needed. Nothing would be learned or could be used as evidence to draw suspicion when a player capitalizes on this opportunity, as there is no opportunity there - no need to make a choice.

The game has been balanced with this in mind, so that even with an experienced group playing optimally, the Traitors should have enough room to work with so that they have a good chance to win. And this chance of winning improves with good tactics and skill. In a group with all new players, the Traitors should have a much easier time.


Why is there a Steward?
The Steward ensures that turn order is fair and balanced, with little to no luck involved.

  • Player turn order is decided upon by the Steward. 
  • The choice of a new Steward is determined by the old steward, but can be heavily influenced by the group. 
  • Making an 'untrustworthy' choice for the next Steward will potentially hurt your trustworthiness and standing among the group.
Because of the above, even though the Steward picks the next Steward, it is better considered as a group decision. Thus, "the group" (who may or may not be influenced by traitors) picks the individual who will decide turn order.

Turn order has a significant effect in Act of Treason. Essentially deciding who can attack first. Attacking first is a big advantage in Act of Treason. Because of this, turn order cannot be randomized as this would mean the victor is decided by random chance rather than player skill and choice. As you can see, the concept of a Steward or something similar becomes almost a requisite in a game like Act of Treason, where Player turn order is so critical to winning.

I personally dislike games where arbitrary turn order, or seating position can have an effect on your chances of winning. I've managed to mitigate this by having a Steward who picks turn order. There is no randomization, there are no ties. All is fair - and determined in a very social way.


Is the Steward Role too powerful?
In my opinion the Steward is only as powerful as the knowledge that each team controls, and it can easily be misused. Either team can successfully use or misuse the Steward role. Each individual can subvert or lie to the Steward about what they will do. If giving the Steward role to the other team loses the game it for your team, then you deserve to lose. If giving the Turn to a player who turns around and stabs you in the back loses it for your team, you deserve to lose.

Yes the Steward role is powerful, but it is easy to misuse power and lose just as easy as it is to use it and win. For this reason, I do not think it is overpowered. Anyone can whisper in your ear and have you harm your own team.

The real power is in being able to correctly figure out who to trust and not trust. Or persuading others to trust you. Once you have that, you don't need a Steward Role. In fact if you were the most trusted player at the table, the Steward Role is mostly useless to you. Players will protect you and kill those who try to attack you.

My conclusion is that, yes, the Steward Role is powerful - but not by itself - it is certainly not overpowered to the point of imbalance.


Are the Quest effects necessary? Can Quest effects cheat players out of a win?
Quest cards have an effect that come into play as soon as they are picked as the Active Quest. The Quest effects give for a changing landscape that the players must adapt to. There are some positives and negatives to this, but I took Act of Treason in this direction as it creates for a more interesting strategic game in my opinion. The cost is that there is a slight increase in complexity.

Quests can provide some powerful effects at times, however, they are known well in advance. As such there isn't luck involved. A Quest that allows the first assassination of the round to be unblockable is known in advance, and can be accounted for. If you suspect a player suspects you are the Heir, you can take actions to prevent them actioning this Quest Effect.

I wouldn't say that a Quest effect can cheat you out of a win, only that it can provide the opportunity for a win/loss if you let it.


What stops the Steward Role from 'bouncing' between two players?
There is no rule against this as this should be self correcting.

Early game this is inconsequential and a fix would only serve to add more rules without significant benefit. Late game, this can be a balanced and valid strategy.

Most players dislike it when two players pass the Steward back and forth early game. The bouncers aren’t buying themselves any favors as this usually results in some animosity towards them. These bouncers are likely hobbling themselves for late game when they will have to rely on their teammates to win.

Furthermore, only the Traitors know who are on their team in the early game. What benefit is it to bounce the Steward back and forth when you cannot be sure of who you can trust?

Needless to say that 'Steward bouncing' is not a great strategy, and the Steward usually gets passed to other players in time.

Lastly, while this could be corrected for in the rules, this would restrict player choice. Perhaps a situation could arise where only two players are seen as most trustworthy early game, and this decision is echoed by the group. eg: during the first Quest, two players put in a hefty four knowledge cards each, and this wins the Quest for the group. In this example, should the two players be allowed to pass the Steward back and forth? I certainly think so.

Ultimately, Act of Treason is about group dynamics. I don't want to restrict how the group interacts unless it can't be helped.


Tune in next time for the following:
Why aren’t there more Examinations in the game?
Why are there lots of ways to get Examination Blocks?
Why do players gain Examination Blocking if they Examine?
Why does the Steward get to reward a Court card if the Quest passes?
Why are the Quests ordered?

Saturday, 11 November 2017

Development Diary #7 - 10th of Feb

Hey Y'all,

Today I am excited to announce that on Saturday 12pm on the 10th of Feb Act of Treason is planned to launch on Kickstarter ( Friday, 9th,11:00 am GMT).


To aid in a successful launch I will be running a promotion leading up to the release date. As previously mentioned I've been toying with bonus "Social Media" stretch goals to help spread awareness of Act of Treason before the Kickstarter goes live. After much deliberation I have landed on going ahead with this plan, and aiming for 4,000 followers which should be an obtainable goal. That should be enough to help me to secure funding for Act of Treason.

4,000 may seem like a lot to some of you. I have laid out my rationale below which I help explains where I'm coming from. I'm trying to choose a number that will yield a successful Kickstarter - nothing more.


To reward all of us for hitting 4,000 followers, I will personally turn my pockets inside out and lay down *double* of the budgeted money for both the Art of the final product as well as the Marketing during the Kickstarter campaign. This helps me and it helps you. I get to make a more beautiful product that I can be prouder than a gushing parent over - and you can have a nicer, better looking game that you can love playing with your friends. We all win!

Note that there are additional art budget increases in the kickstarter stretch goals as well. So even if we don't hit this goal, there is still plenty of opportunity to fund even better kick ass art for Act of Treason.

It wasn't easy to come up with that reward. I wanted a reward that didn't detract from the product and divert attention or effort elsewhere. I also wanted a reward that all backers could enjoy. A reward that would be fair to all backers. This reward is in line with my main concern - making the best game possible.

It's easy to just say doubled - what does that actually mean? Well, for the Art, the current baseline  budget is ~$5,000 USD. Which is roughly break even when hitting the Kickstarter funding goal. This will double to ~$10,000 USD if we hit 4,000 followers! Marketing during the kick starter is currently set to $2,000 USD. Naturally this will increase to ~$4,000 USD. Keep in mind, marketing doesn't just help me! More marketing means more pledges and more pledges means hitting stretch goals. It means even more budget. It means economies of scale. It means negotiation power, etc.  Ultimately, this all leads to an even better product for you!

So, How'd I settle on 4,000? Well previously on the blog I've floated the figure of 1,000 eyes on, within the first 24 hours. Or even better 1,000 pledges within the first 24 hours. I have been assured by others and my own research that this is a good step in the right direction, and will definitely help to reach a successful kickstarter campaign.

In order to reach 1,000 I figure that we'll need more than 1,000 followers. The conversion rate for each social media account I have isn't likely going to be 100%. I imagine that for twitter I'll have a very low conversion rate of say 10%, and for the email list I will expect something along the line of 70%. Because of this I definitely need more than 1,000 followers across all social media if I want 1,000 pledges within the first 24 hours.

Also to note, nothing stops people from signing up to more than one social media channel - which is fine. However, what this translates to is an even lower conversion rate for each social media channel. For example, the same follower could be spread across 4 different media channels, but would only result in one sale. Because of this I would imagine that 4,000 is at least the bare minimum needed to get that delicious 1,000 within the first 24 hours. If anything 4,000 could be too low - but I want to set an obtainable goal for you all that incentivises both you and me to make this project a success!

Note there will be some foot traffic from Kickstarter as well as marketing traffic from my advertisements. So naturally we will get a few bonus pledges that won't come directly from followers, but the more we get in the first 24 hours increases our chances of hitting that glorious front page and getting that prime spot on that Pareto distribution.

4,000 Followers just seems like a good start to me. Who knows, if we happen to hit 4,000 quick enough I can always offer another bonus reward!

Here is our progress so far:





It's looking pretty nice so far, but we only have three months to hit that 4,000 follower goal!

Now, as alluded to above, I believe the email signups are a much stronger indicator of interest than the other social media follows. Because of this I have offered a very nice x3 bonus for *all* email signups - the strongest indicator to buy of all the social media. After all, an email signup is someone who has taken the time to sign up either using a link on the blog or from the website - they aren't just looking for a follow back.

This is reflected on the graph above, so the actual number of email signups is around ~25 at the moment, this gets boosted to ~75. If you wish to help me out, you know what to do.

Thank you to all of those who have followed the journey so far and I hope to open my arms and invite many more of you in the coming weeks!

The Part One of the Design Journal was quite well received, which I am humbled by. I'm glad to see people enjoyed reading through it and hopefully they gained insight from it. In the pipeline is part 2 of the Design Journal and I will be also running a series called The Dominant Strategy, where I will be talking about all aspects of game design, game theory, and game analysis. This is inspired a little bit from the stonemaier blogs which discusses all things related to Kickstarter. A fantastic resource which I hope anyone looking into releasing a game on Kickstarter checks out - A ton of great info there! Well I want to do a similar thing, but for Game Design! The first article of The Dominant Strategy will be "What makes games fun", and I can't wait to share it with you!

Both part two of the Design Journal and Article one of The Dominant Strategy will be posted up in the next week or two.

Until next time squad fam.

Papa bless,
 Tyson

Music of the Week

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Wednesday, 1 November 2017

Act of Treason Design Journal - Part 1

Hey Y'all,

During the creation of Act of Treason I typed up a document. A Design Journal, intended to show publishers the rationale behind the game mechanics of Act of Treason. If a publisher ever wanted to make changes to Act of Treason, I had to be able to back up my position. The document served as a nice reminder to myself for the reasons behind some of my choices. What I could and couldn't afford to change and why.




In the interest of helping future designers I'm happy to share this document This reads as an FAQ, trying to answer questions designers or publishers may have for me - which I think is the best way to lay out something like this. it's a good way to sort through the creative process and to map out the choices you've made.

As a designer, if you have robust rationale behind each question you are asked, then that's a good place to start! If you don't then you seriously need to consider a redesign, or at least be prepared for it not to work when putting it to the test. If something just works and you can't explain it - that just means you need to work harder to find out what the reason is! There is a reason for everything! If something is broken you need to find out why! If something is working there is great benefit to knowing why! Everything has a reason, so you should be able to make a document just like this one - but for your game, or any other game worth their salt for that matter. You should be able to explain the why.

There was quite a bit of text from the design document so I've broken it up into four parts which I'll be releasing as I feel like it over the coming weeks. I've tweaked it a bit and added some parts to keep it up to date. Unfortunately the first part is a bit less juicy in terms of design than the others, but hopefully clues you into my frame of mind as I was designing Act of Treason.

---

Act of Treason Design Journal

by Tyson Bennett

Synopsis:

This document gives an overall view on the mechanics and design choices behind Act of Treason.

Design Goals:
The idea for Act of Treason came about after I played similar games such as Mafia, Werewolf, The Resistance, and especially Battlestar Galactica. Having played these games, I noted several improvements could be made on this genre of game - the most important improvement, is that there could be much more in-depth social play where persuasion, deduction and deception are important and highly rewarded - players would win or lose based on their social skills and wit alone. I do not think that games currently in the genre capitalize as much on this as possible and I wanted to make a game that did.

I feel like Act of Treason has hit these design goals - Act of Treason should be easy to understand, and yet challenging to master. It should offer a slight increase in complexity when compared to existing games in the genre, but offer much more depth when it comes to the strategy and the tactics one can take in order to win.

What are some Similar Games and where does Act of Treason differ?
As mentioned, Act of Treason was inspired by Mafia, Werewolf and The Resistance. When creating Act of Treason my goal was to design a game that mitigated the "flaws" of these games whilst building on what makes these games fun – the social interaction. I feel that Act of Treason has accomplished this goal, allowing players more tactics and meaningful choices when it comes to social interaction and deception.

To name a few improvements:

• Players have multiple avenues of influence, through individual actions, tribute, and, most importantly, social interactions. If a player is eliminated, it will be likely due to their actions, and not luck (although luck can play a small role). This is in contrast to say Mafia, where players have very little influence on the game and luck can take a major role. Players can vote in Mafia to try change the outcome, but that's about it for most players. Act of Treason has taken steps to ensure that players have a high degree of influence on the game, and that the influence never fully outs them as a Traitor, a Loyal or an Heir. I've seen amazing tricks to deceive others. One example is faking to be the Heir (while loyal) to provoke a Traitor to attack and expose themselves. Or you can fake being the Heir (as a Traitor) to prevent being eliminated by loyals. Another example is dropping an additional card into Tribute and then lying about it afterwards to throw off suspicion that it could be you who caused Tribute to fail. There are lots of viable strategies in Act of Treason!

• Game length gives you the time to investigate and allows you to build up a case based on historical actions, and other historical evidence. Contrast this to say One Night Werewolf where players are given almost no time to investigate, but more importantly, almost no historical actions or evidence to go off of. The most noticeable difference here comes down to the skill vs. luck between these two games. Act of Treason allows you to tap much more into skill because it allows for this increased game length to acquire evidence and position yourself for late game.

• Game length in Act of Treason also gives the advantage of slowly building tension, a great example of this is in the modern video game called Playerunknowns Battleground (PUBG). Games of PUBG last up to 30 minutes with a map that reduces in size as players are eliminated. Because of the time and effort investment as well as the increasing of intensity, the end of a game can be extremely intense and rewarding. This is akin to what happens in Act of Treason. As the game runs on, players become more emotionally invested in the outcome - there is a lot of time and effort invested and still so much potential for change. Like pubg, the investment, time and tension often leads to a very exciting finish. Because of the nature of Act of Treason, play times can vary a bit. A short game can be caused by the Traitors or the Heir making a mistake. A longer game is almost always caused by players partaking in longer engaging talks - trying their best to persuade, trick or deceive. Longer doesn't typically mean bad in Act of Treason, and conversely a long game has players fully engaged and invested in the outcome which is a good thing. In other words some of the best games of Act of Treason can be the longest.

• Mechanics are put in place to help ensure that players are eliminated at roughly the same time in Act of Treason, near the games end. This is to ensure that players do not have to sit out for a long period of time. Contrast this to say Mafia, where a players are eliminated early based on very little or no evidence, or The Resistance where while there are no 'eliminations' players can be excluded for many rounds at a time, pseudo-eliminating them.

What do I consider the weakest points of Act of Treason to be?
• The upper player limit is a bit on the high side with 5 players needed at minimum. While this doesn't adversely affect play and is great for big groups, it does mean it can be tricky to get a game together for some people. It seems to be the nature of the beast for Act of Treason, and I have been unable to find a suitable solution for lowering the player count below 5.

• Act of Treason is a bit more complex when compared to some of its predecessors such as Mafia or Werewolf. Again, this is unfortunately the nature of the beast. I set out to make Act of Treason a more socially tactical game - and in order to do that it was very likely the complexity would increase. I'm proud to say that I have taken considerable steps to reducing the complexity so it is no more complex than it needs to be. I imagine that most boardgamers would be able to take on the challenge of Act of Treason (there are certainly more complex boardgames on the market). However more casual gamers or younger gamers may struggle with their first few games - but they can certainly learn it with persistence!


Why is there an Heir?
The Heir is arguably one of the most important mechanics in the game. Act of Treason isn't the same when there isn’t a Heir. I briefly toyed with variants that didn't use an 'Heir' mechanic and they failed, quite spectacularly. The main reason to have an Heir is so the Loyals don't want to kill anyone - One side needs to fear needless killing while the other side needs to profit from it. This is one of the dynamics of Traitor vs Loyals + Heir in a nutshell - The loyals don't want to kill needlessly in case they hit the Heir and lose. Without the Heir, the game turns into a bloodbath.

Furthermore, Traitors and Loyals both have reason to pretend to be the Heir, and the Heir has reason to pretend to be a Loyal. This means that all 3 types of characters have cause to act similarly or act as another, and that makes it difficult to identify a player’s loyalty by their actions alone. This allows the great acts of deception and intrigue that we see in Act of Treason during game play.

This all happens because there is an Heir. As you can see, the Heir is a character that is at the very core of Act of Treason.


Why is there Player Elimination?
It could be said that The Resistance or Avalon doesn't have player elimination, but I would say that it kind of does. If a player is excluded from the rest of the game (by being removed from checks) because they are a suspected Traitor, then this almost like they are eliminated. They are not actually eliminated, but they might as well be - the effect is the same.

Act of Treason seeks to correct this by holding off on eliminations until the end of the game, where you won't have to wait long before the game is over and you can start another. While eliminations can occur early, this are rare, and it does come with a cost - another player will have to trade their life and Tribute becomes harder to pass which speeds up how quickly Kingdom Strength is lost. The chance of being eliminated early and having to sit out for a long time is very low.

I often tell my playtesters that killing players triggers the games end. It’s all downhill after that. This is how it's designed, and this is how the game plays out very often.


Tune in next time for the following:
Why 5 to 10 players?
How does the game usually play?
Why is there a Steward?
Is the Steward Role too powerful?
What stops the Steward Role from 'bouncing' between two players?

Wednesday, 6 September 2017

Development Diary #5

Hi all,

It's been a while. A lot to cover off since the last update.

For a start I've been in hospital with a collapsed lung (spontaneous pneumothorax) - just felt a spike of pain and shortness of breath on my way into work a few weeks ago. It was kinda scary at the time. Spent roughly 5 days split over two visits getting it sorted. There was also the strong possibility that I would need surgery, but after further review this is not happening (phew!).

x-ray of a collapsed lung!


The final prototype has arrived and it's looking glorious! I've been prepping the game for blind playtesting - I have a group all set and ready to go. A prototype is on rout to them as we speak. I'm very much looking forward to hearing how they get on. I'm looking into getting more blind playtests set up too. As much as I'd love to jump into third party reviews, I need to make sure all the blind playtests go smoothly.

Prototype looking very shwifty if you ask me


There was a great update that I put through on the website recently as well. It was mostly quality of life stuff, and should hopefully get more people pointed through to either the email forum or the twitter page. Which was a major goal of the update - trying to land more conversions to the Kickstarter hype lists buy improving the user experience and clarity of message for the 'purchase' page. The Email list and Twitter page will be the core ways I'll be tracking 'hype'. Not that the other social media isn't important! It's just negligible at this stage in comparison to the others.

You can't tell me that that doesn't look amazing

My main efforts right now are getting the word out and marketing - Blind playtests and 3rd party playtests are a bit of a "set it and forget it" kind of deal, but I'm actively tracking tracking the ones I have ongoing. Honestly, my traditional advertising has been working the best so far it seems, but that's mostly due to me not being a "Social Media" kind of dude. It just doesn't come naturally to me (heck it barely comes along as a learned behaviour).

I'll also research around to see what's my best approach for advertising - It's one of those things that I've researched in the past, but since it's not my forte I'm in definite need of a refresher - stonemaiergames.com actually seems like an amazing avenue for this. The guy behind it seems like a bit of a genius when it comes to marketing and running a successful Kickstarter. I'll definitely be spending some time this weekend going through their countless articles and using the insights to fine tune my approach.

Oh, and I almost forgot - A very cool update is that I've put more rules for public consumption on the official Act of Treason page! Feel free to check them out and stay updated on our social media so you can see when I publish the next batch of rules.

Read the rules update at www.playaot.com


Until next time friends.

Cheers,
 Tyson

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Wednesday, 14 June 2017

Development Diary #4

Hi all,

Sorry for the bit of a hiatus since my last post. There are a few reasons for this which I've detailed below. Nevertheless things are still getting done and I'm very proud of how things are turning out - Rules are really coming along and everything is lining up for blind playtesting - I'm sure that when everything is done and dusted we will have a fantastic looking product with streamlined mechanics that Loyals and Traitors alike will really enjoy.

I've been quite unwell as of late. I managed to get sick *twice* with a nasty throat bug since last blog post. I've been feeling better at times... feeling much worse at other times. I think some of this has to do with exercise, but I'm beginning to suspect that it's been mostly diet related. I'll be starting up a food diary and tracking what I eat and how I feel each day to see if I can isolate if it is certain types of food that are the cause. Feeling tired, low energy, bloated, among other things. I don't wanna whine, but it's something I need to work proactively towards. I'll also be trying to cut out as much sugar as I dare to. I'll let you know how I progress and if I notice any major differences - who knows, it might help someone out.

Example of me working hard on Act of Treason

Those of you who follow the blog, you'll know that marketing isn't my forte. I'm trying my best to figure out what works and what doesn't. Twitter seems to be *the* number one place for people who are interested in upcoming Kickstarter projects like board games and so forth. I don't actually don't like Twitter for a number of reasons, the main one being that they seem to be quite political, often silencing people wherever possible who disagree with their companies political stance and views. Google and Facebook are just as culpable here. Since I'm a strong proponent for free speech that kinda rubs me the wrong way. Even though I'm not the biggest fan of Twitter, most of my followers seem to be coming from there. As much as I dislike Twitter I will focus my efforts to gaining followers on Twitter and staying in with the followers (other than this blog of course). So please make sure you follow me on Twitter to stay up to date with any major developments. Naturally I will also be echoing out the other important updates over my other social medias listed here.

One message I need to remember to push is how Act of Treason is going to be a great game for those who love that social deduction styled games like mafia and werewolf but are looking for even more opportunity and ability to deceive, bluff, persuade. I think that's the strongest part of Act of Treason. Act of Treason was designed specifically to allow players to flex their social deduction and prowess as much as possible, And that's purely because that's exactly the game I wanted to play! I got tired of playing games like Mafia and Battle Star Galactica where the opportunities for social deduction are limited. Playing Act of Treason is very humbling. Just when you think you've got a handle on how to play well, someone will show you that you can still be fooled and maybe you don't know everything you think you do. It's not an easy thing to fit all this into a soundbite however. "Act of Teason - Betray your friends, Deceive a Kingdom." It's close isn't it? it's certainly the best I've heard so far.

Example draft of the rules

I've been fixing up all the assets so that they are as close as they can be to the final product. This helps as the less changes I have to make, the less something will go wrong in the drift from the prototype to the final revision. I always try to follow the adage "Train how you play". I think that is fantastic advice that is applicable in so many parts of life - and definitely applicable here. The Act of Treason Prototype is close to the final product in everything other than the final art. It should just be a matter of 'dragging and dropping' in the new artwork to make the game look as nice as possible. Everything else is already in place. Part of revising the assets involved me getting the Rulebook as close to the final as possible with the layout, diagrams and references in place - this is actually a major task surprisingly, and I don't doubt that blind playtesting will reveal even more changes that I need to fit into the rulebook to help smooth out any sore points. I've just been working on the rulebook all of today, it's surprising how the tiniest of details can help to smooth out the explanation for new players. I look forward to having the best rule book possible, as well having the rules online, and in a video, at www.playaot.com.

Example of the online rules

We are getting very close to the Kickstarter. Once I get the Rulebook checked a couple more times by third parties, and I get my prototype from Game Crafter delivered and checked, then I'll be ready for blind playtesting! After that it's third party and then right onto the kickstarter! Very close folks! I can see the horizon and It's looking glorious!

I also want to give a shout out to Shem Phillips (@garphillgames on twitter) who I met at Boardgames By The Bay, a local board game convention in my area. He has given me some great advice on how to progress towards the Kickstarter. Feel free to check out the awesome games he has made here. I also found out about the Game Artisans NZ Facebook Group at the same convention, which will be a great resource for me going forwards.

I've not forgotten about some of the other topics I promised to cover in previous posts. I'll be doing a big recap over some of them closer to the Kickstarter - or after. It will depend on the topic. But that's plenty for this week.

Cheers all,
 Tyson

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Music of the week

Wednesday, 25 January 2017

Update of last steps

Hi y'all,

So I've been flat out recently, and so will keep this weeks update really brief. Had a big playtest and have worked all weekend to implement changes and make a new slicker design for next time. In fact I worked so much it basiclly didn't even feel like I had a weekend. It just zipped by, and I felt like I was back into work Friday -> Monday, without even having a break of two days! It was pretty intense.

Anywho, this coming weekend hopefully I'll do a blog post or two to fill in more updates with AoT and to talk about some of the mechanics in detail. I might even throw in an opinion piece. Will also start working on a couple of simple tweets on the website - A couple of front page colorful 'Adverts' that point the reader to places of significant interest for them. I just think it's an easy way to share the most relevant information to those new to Act of Treason.

But for now I just wanna say I had a really good play test with people at work. I had tweaked a few things and tried out that I wanted to test. It was great and I learned a lot, but unfortunately it did not yield the final version of the game as I had hoped it might. However, the games that I did play on Friday were so illuminating that I think this next tweak to the game will be the final push it needs to get to perfection.


Me with a prototype board

So - What's the last thing that I'm trying to fix?

Well I will cover that in the next blogpost, but essentially in current AoT, a social contract is needed to create an excellent game, and an okay/good game emerges  if the social contract is not followed. I need to find a way to ensure that this social contract is converted into the rules and core mechanics in some way or form.

As it stands right now, ignoring or not knowing about this useful 'social contract' is a trap for new & intermediate players. Not following it promotes a type of play that detracts from the fun and design goals of the game.

The best option by far would be if I can create a mechanic that helps to foster this kind of social contract without actually having to enforce it by fiat.

I have already drawn up some proposed solutions that will fix this - and so I just need to test it. I really cannot wait for the next playtest

Until next time

Cheers,
 Tyson

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MotW: Droid Bishop - Nightland

Sunday, 15 January 2017

A Quick Update

Hey y'all

Just giving you a quick update on AoT and other things that interest me.

For starters I'm making some headway with playtests. You can see the list of things I need to get done at www.playaot.com. Down the bottom I have a list that shows how far away we are from launch. Once all those ticks are green, the Kickstarter will be well underway.

All goals so far. Stay tuned for updates!

Can I just say. I love those who have supported me so far - thank you so much for your assistance and your time and effort. It is much appreciated.

When I have more videos lined up we'll be able to really get into the marketing push. All I ask is if you like like the product or what I have to say - and you want to support me - then share, share, share! It would be a huge help.

End Screen from some of the videos. Looking pretty, pretty, pretty. Pretty good

Upcoming Blog ideas:
  • I'll do a blog post on an roleplaying game that I've been working on, on and off, for a little while now, and other ideas for games and general thoughts on games.
  • I'll do one on Gab.ai, Vidme, alternative social media, globalism and autarchy and why I think it's so important in a modern world (this will likely be two or three posts)
  • I'll do a post on some of my favorite games and why I think they are so great - and why you might like, or might not like them as well.
  • I'll also keep you up to date with anything AoT related of course, and anything in my life that feel is important, or if I have any words of advice or wisdom.

A bit off topic, but I wanna say I'm very excited for Trumps inauguration. I'm looking forward to seeing how things develop in the states. I have a lot of hope that Trump will do well, and I'm really excited to see if he delivers. 

Some people might not like that I'm talking about politics, or they may think I should keep politics separate from my work. Let me be clear: I'm very inquisitive person by nature, and trying to separate me from big ticket and often polarizing questions such as religion, life, and politics would be like trying to separate me from my body. I am like a modern day Socrates. I just have to ask the question even if it kills me. But I try to do it respectfully. All I ask is you not crucify me for thinking and having an opinion. And I also ask that people not infer or assume anything about me simply because I like to share my opinion. My true political views are not clear cut, and may surprise you.

I have found this election cycle one of the most polarizing, vicious and divisive that I will likely see in my lifetime (in America at least). If people want to ratchet things up to 11, that's their prerogative, but I simply think it's unfounded. Take Patton Oswalts tweet from below - this is in response to Trump refusing to answer a frankly rude reporter, Jim Acosta. 

 
These kinds of reactions don't help anyone. Trump simply didn't want to answer a question from CNN, one of the few news networks to report on fake news. After Acosta wouldn't take no for an an answer, Trump labeled his network "fake news", which was met with clapping from the audience

I'm sorry, but in this situation, there was simply no right for Acosta to accost Trump. People like Patton Oswalt, and the never Trumpers need to calm down and actually point out legitimate grievances. They do not understand that pointing out that misinformation and outrage culture only furthers to delegitimize them and actually makes the case and support for Trump stronger. If you don't have legitimate complaints then don't make them up. They will only make it harder for you to state your case later on, such as the boy who cried wolf. Let's all try to get along people, regardless of our race, or beliefs.

This is just me dipping a toe in the political water. I may discuss more political tripe down the road if it really interests me, but we'll see.

Geez, this was supposed to be a quick update. :/ Oh well. Next time I'll try talk about something light and fluffy.

Papa Bless and enjoy your week.

Cheers,
 Tyson

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