Hollandazed: Thoughts, Ideas, and Miscellany — game design

PRETZEL JELLO (by Tom Russell)

Mary Russell

Tags game balance, game design, game model, game structure

PRETZEL JELLO (by Tom Russell)

Games are unusual in that they generally have the structure of a story (a beginning, a middle, and an end) but are not themselves stories. I don't build a plot or create characters, and I'm not leading you along from A to B to C. I'm not a storyteller; the idea is to create models and dynamics that allow you to tell your own stories. In the case of wargames, these stories are historical. The model is meant to isolate certain aspects of the historical event that the designer thinks were important and will help you understand how and why...


CIV (by Tom Russell)

Mary Russell

Comments 2 Tags civilization, civilization games, game design

CIV (by Tom Russell)

One of the many projects I've got on the backburner is a solitaire civ-building kinda-sorta legacy game. It has a neat twist that I'm going to keep to myself for the time being, but when I tell people about the game and about that twist, they get pretty excited and they very much want to know when the game is coming out, and why am I not working on it right now? And the reason why the thing is still on the backburner is that I have a problem with civ games in general, and that is the tendency of...


7P (by Tom Russell)

7P (by Tom Russell)

Years ago I wanted to do a big, complicated game about the Thirty Years War, and spent some time immersing myself in the topic. I eventually decided that my ambitions far outpaced my abilities, and chose somewhat lower-hanging fruit instead, which has worked out pretty well for me. But still the topic fascinates me, and from time to time I've circled back and dipped my toe in those waters, only to jump right back out. "The Ratification of the Treaty of Münster, 15 May 1648", Gerard Terborch, 1848, oil on copper. But the last time I did it, I became...


THESE GUILTY TWEAKS (by Tom Russell)

Mary Russell

Tags game design, game development, This Guilty Land

THESE GUILTY TWEAKS (by Tom Russell)

I had the pleasure over Memorial Day weekend of attending Heavy Con in Denver, where I dedicated quite a bit of time to running playtests of This Guilty Land for twelve persons who had never played the game before. I was more than a little nervous going in. While the dozens of playtests before Heavy Con had all seemed to confirm that I knew what I was doing, it's always a little nerve-wracking pushing something in front of brand new people, particularly when that something is as aggressively odd as my open-hand political CDG.  In particular, the way that cards...


BOMBARDED (by Tom Russell)

Mary Russell

Comments 1 Tags game design, game development, Table Battles

BOMBARDED (by Tom Russell)

One of the big shifts in the design philosophy behind the Table Battles expansions when compared to the base game is that I've made the morale cube splits more immediately fragile and asymmetric. The base game has a lot of 2-3 splits, and with bad play that lent itself to a lot of situations where I rout one, you rout one, I rout one, you rout one, passing the same cube back and forth until neither side has enough oomph to secure a decisive victory. The expansions are more likely to use a 1-3 or 1-4 split, or to offset...