Hollandazed: Thoughts, Ideas, and Miscellany — game design
FLAVOR (by Tom Russell)

In most card-driven wargames/political conflict games, each card has a unique effect that, in theory, is meant to represent the effect in game terms of the historical personage or event that it represents. This is underlined with a few lines of flavor text. Because your cards are hidden from your opponent and vice-versa, players must operate in an atmosphere of uncertainty. The "event" cards in This Guilty Land are, barring a handful of exceptions, not event cards in this traditional sense. Each card within a certain type (Public Opinion, Organization, et cetera) functions in precisely the same way (though some...
PRACTICAL PROBLEMS: INEVITABLE VICTORIES (by Tom Russell)

I had a problem: I needed a new combat system. The set piece battle sub-system I used in Agricola, Master of Britain and Charlemagne, Master of Europe involved deploying your troops along one side of a staggered square grid opposite randomly drawn enemies. In a series of alternating attack and defense rounds, each of your units would roll against the enemy. Once you had made your initial deployments, your options were limited to a choice of adjacent targets during the attack rounds, and so the battles were basically resolved on a sort of auto-pilot roll-off. Reaction to the system in...
FROM THE ARCHIVES: NOTES ON AURELIAN (by Tom Russell)

Around the time that Charlemagne came out, I stealth-announced the next game in my series of "cup adjustment" solitaire games, Aurelian, Restorer of the World. A few months later, I started working on the rules, prototype map, and counter-mix, and then I had to set the whole thing aside while I tried (perhaps in vain) to put a dent in the ever-growing submission pile. Mary pointed out that since it says "Lead Game Designer and Chief Bottle-Washer" on my business card, that maybe I should take a break from the submission pile and design something, and also maybe wash some...
ELEPHANTRY MY DEAR WATSON (by Tom Russell)

Early on during the design of With It Or On It, the first game in our Shields & Swords Ancients line, I decided that this series, unlike its medieval predecessor, would not have a single be-all end-all rulebook. This makes sense of course because the new series would be covering a much longer period of time, and feature more diverse fighting styles and technologies. I wish I could say that in my infinite wargame designer wisdom that I looked at the scope of the thing and that this approach was immediately self-evident. But, no, I only really decided on this...
FROM THE ARCHIVES: HOW TO DESIGN A GAME (by Tom Russell)

Beginnings are always difficult, as the fellow said in Trouble in Paradise, and boy do I know it. I've spent two-plus hours banging my head against the wall, writing and then discarding one intro paragraph after another in seemingly fruitless attempts to get to the part where I talk about what I want to talk about, which is kinda apt and maybe even ironic, because what I want to talk about is starting a thing - an area where, the occasional stubborn blog-thing aside, I usually don't have many problems. I recognize of course that this isn't the case for...