Hollandazed: Thoughts, Ideas, and Miscellany

THE BAND-AID (by Tom Russell)

Mary Russell

Comments 1 Tags game design, gameplay

THE BAND-AID (by Tom Russell)

One of the most curious things about making weird games on purpose is that there are folks who don't seem to think that it was on purpose. I couldn't really mean for the game to do that; somehow it snuck its way into the design when I wasn't looking. I get this a lot with Table Battles and its mandatory reaction loops. There are folks who feel this is a huge flaw, and they can't believe how obstinate I am in refusing to admit it. But the mandatory reactions aren't just an aspect of the game, they are the game...


FROM THE ARCHIVES: OP FIRE (by Tom Russell)

Mary Russell

Tags game design, game development

FROM THE ARCHIVES: OP FIRE (by Tom Russell)

I don't play a lot of tactical games; it's just not my jam. Occasionally someone will ask me to explain why it's not my jam, and there are several reasons, sure. Even the simplest tactical games are still a little too complex for my taste. I'm also not a big fan of turns that take twenty minutes to play but represent five minutes on the ground. And then there's a tendency for the hexes to get overly congested: I have a stacking limit of two units per hex, but one or both of those units can be a vehicle which...


DINO TB (by Tom Russell)

Mary Russell

Tags Dinosaur Table Battles, Dinosaurs, game design, Table Battles

DINO TB (by Tom Russell)

One of the things I'm working on - and if you ask Mary, the only thing I should ever be working on, and why isn't it done yet - is Dinosaur Table Battles, a standalone offshoot of our flagship Table Battles series. This naturally seems like it should be the easiest thing in the world: come up with some dinosaurs, translate their various offensive and defensive abilities into the language of Table Battles, you could do this in a weekend, why isn't it done yet. But as the director said to the cowboy, would that it were so simple. Because...


FROM THE ARCHIVES: STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)

FROM THE ARCHIVES: STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)

A partial section of a rough prototype map Designers, stop me if you've heard this one before: you create a new game after lots of immersive research. You have a solid set of mechanics that have been designed specifically to represent that historical conflict. You make up a rough map (in my case, using Photoshop) and a set of counters (in my case, scrawling on some sticker paper), and you sit down at the table to give it a spin. You don't expect everything to work - almost nothing ever does the first time around - but you're hoping that...


DEBT IN WESTPHALIA (by Tom Russell)

Mary Russell

Comments 3 Tags game design, Westphalia

DEBT IN WESTPHALIA (by Tom Russell)

One line early in my Westphalia teach always gets a laugh, and it's this one: There is no money in this game, only Debt, and you don't want it but you only ever seem to get more of it. Sometimes, but not always, I get a second laugh when I explain that Prestige reduces the rate at which the interest on your Debt accumulates, "kinda like a credit score". (Sometimes the laugh is tinged with a streak of bitter recognition - what better way to get away from thinking about my mortgage and my student loans and the fact that...