This Project Creator Wants to Respect Your Time – Stonemaier Games

This Project Creator Wants to Respect Your Time

Is there any resource more valuable than time? I often feel that way, so a recent crowdfunding campaign called Fateforge: Chronicles of Kaan stood out to me due to their focus on respecting players’ time.

I’ve corresponded in the past with the designer, Gordon Calleja, to contribute some thoughts for his recently released book, Unboxed. I thought Gordon and his partner at Mighty Boards, Eveline Foubert, might have some insights to share about why they prioritized time and how it manifested in the game’s design and marketing. The following section is written by Gordon, then I’ll rejoin you afterwards for my thoughts.

***

I grew up playing RPGs, but it’s been increasingly hard to keep up a campaign with work and life commitments getting in the way. I turned to board games that go for a similar feel and Gloomhaven is my absolute favourite. I love the game, but it’s been very difficult keeping a campaign of it up since both myself and various play groups I am part of play only on weekday evenings after work and find it hard to keep up a regular slot of 3+ hours. Many of us also play campaign games with our partners, but once again, meatier games of this ilk can be hard to bring to the table, due to both rule complexity as well as setup/tear down and play time. So I wanted to create a game experience whose minimum time-unit fit within this limited window of leisure time many of us have, while allowing groups to have longer sessions if they wanted to.

As a player, the minimum time unit of a campaign game is a really important factor to consider, both when playing with my groups or partner. I found that campaign games that can have a fun, meaningful session of an hour got to the table a lot more, even if sometimes we’ll troop through 2 or 3 games in an evening. There are now many great campaign games that fit the 1 hour length criteria and in fact these were the ones whose campaigns we manage to complete, but we were missing one that fit this length and is also more of a character-based adventure that brings together the story and tactical combat sequences we love so much.

Session length is, however, only half the equation. How much happens in that session, especially for adventure games, is an important complementary factor. I wanted to create more story worthy events during every aspect of the game, especially combat, in 1 hour than tends to be the case in similar games of 2+ hours.

Let’s go to TV series for a minute. In some hour-long shows a lot happens, while in others the events are slower. Peaky Blinders, for instance, roars through a dizzying string of story events in one episode. The Handmaid’s Tale, on the other hand, tends to have far less events happen in each episode. This is not to say that one is better than the other! The Handmaid’s Tale is a masterpiece on many fronts, and one of my favourite shows of all time, but I do find the pace in Peaky Blinders to be exciting.

Recently, I started feeling this growing sense of dissatisfaction with how few story events happen during a 2-3 hour session of most dungeon crawlers. By story events I don’t mean bits of actual, written story I read out, but, more importantly, the story-worthy events in combat. In most similar games, at the end of a 2-3 hour session I don’t feel like many story worthy events have occurred aside from a few highlights of dramatic moments. For the most part, most actions are abstracted into a series of numbers or mechanical operations/calculations that are great at engaging me with their mechanical system, but they do not generate many interesting story events in my mind. I wanted to shift the balance of the experience from one focused primarily on the mechanical aspects to balance it out with the story that emerges from each action during combat.

One way of doing that was to compress the time in the game. Each combat scene lasts 3 to 5 rounds and then it’s over. Every turn heroes do quite a lot. A common turn has a hero sneak into a room, open a chest, come of the shadows to down an opponent and backflip out. That is roughly a standard turn’s worth of actions, and as a result, story events. I wanted players to experience imaginable events as actions, rather than moving 4 hexes and inflicting 5 damage to an enemy, which is a more abstracted way of interpreting in-game actions, not to mention limited in story event generation.

These two elements intertwine to form the foundation of the game’s design direction, with many other decisions following on from them. Flexible session times that can go as short as 1 hour including setup and tear-down to however long the group wants to play and the richness of stories generated during that session by compressing time in the game-world and how much happens in each player’s turn.

***

Thanks to Gordon and Eveline for sharing these insights! If you want to see how they’re trying to respect your time, the Fateforge: Chronicles of Kaan project is live now.

This topic got me thinking about the various ways creators and designers can respect your time (or at least consider it). Here’s the list I came up with:

  • setup and cleanup (from components like inserts/trays to the number of decks you ask players to shuffle or the number of tokens you ask them to randomize and place)
  • learning (tutorials, clear rulebook with lots of examples)
  • teaching (reference cards/guide)
  • session length
  • campaign length (number of sessions to complete; see related article)
  • turn length and downtime (short or simultaneous turns)
  • progression (if players can level up, does it happen frequently or only after multiple sessions)
  • project clarity (infographics, prioritize the most important information up top, offer and deliver on a reasonable schedule, complete as much of the product as possible pre-launch)
  • customer service (response times to questions)

What would you add to this list? What is a game or project that you felt went above and beyond to respect your time?

***

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

9 Comments on “This Project Creator Wants to Respect Your Time

Leave a Comment

If you ask a question about a specific card or ability, please type the exact text in your comment to help facilitate a speedy and precise answer.

Your comment may take a few minutes to publish. Antagonistic, rude, or degrading comments will be removed. Thank you.

  1. A second aspect to progression is how long it takes to perform each level up. Something like the Scythe upgrade action (moving a single marker from one section to another) can be performed much more frequently than gaining a level in something like D&D where you have to perform spreadsheet operations to update a bunch of details and it can almost be worth having a separate session just to go through all the steps…

  2. It’s truly rare for a publisher simultaneously to create a wonderful gameplay experience, to establish a powerful table presence, and to use only a small, inexpensive component set (both in terms of $$$ cost and setup/teardown time cost).

    I see your campaign is off to a tremendous start. Good luck on the project!

    1. Hi Alberto – the app contributes significantly to reducing the time spent on admin tasks, setup and allowing a huge diversity of enemy AI without much input from the players at all. This is leaving aside the list of interesting twists and surprises it allows us to do by tracking (often invisibly) certain choices and actions and casting the repercussions of these back to the player. I understand some people’s apprehension towards app, but this game would be a poorer design if it relied solely on the printed medium.

      When I establish a set of core design goals and, upon testing and iterating, find these to be solid and valid, I make it a point to make as many design choices in line with those goals as possible. The respecting your time goal is a cornerstone of this game, and the app supports this 100%.

  3. An interesting learning/teaching mechanic that I’ve seen a few games use is learning-through-play. The video game industry has done this forever, but I haven’t seen it as much in tabletop games. I’d guess some styles work better than others, but adventure and narrative games in particular where there’s a somewhat linear progression (especially early on) seem particularly well suited for gradual mechanic introduction. I could even see a feature similar to video games where on following plays you can skip the learning scenario(s) without penalty. Would love to see more of this.

    1. Nice point Dave. This is exactly how Fateforge:Chronicles of Kaan works. You start off with the base mechanics and each combat scene introduces a new rule or element in the form of a sticker you add to your evolving rulebook. Other special rules unique to that combat scene are in the “new rules section of the setup tab in the app”. This has been super helpful in bringing in new players to the game that might not be as experienced with adventurey games and helps get even experienced player get going quicker.

      And you are right – it’s something we borrowed from video games (especially because most of us have worked in video games before board games and adopt a fair bit from them :).

      1. Zombie Kidz and Zombie Teenz does this, however after completing the game they are both basically my first Pandemic. Granted we got at least 20 plays out of each game, and there are cooperative challenges after finishing both and knowing all the rules, but I wish there was more game after you filled in the rest of the rulebooks. We have not gone through Gloomhaven Jaws of the Lion yet but it is on our shelf of opportunity. I think with it and the new Spirit Island, we will see if more “normies” transition well with the increase of intentional game ramping like Fateforge

See All Comments

Discover more from Stonemaier Games

Subscribe now to keep reading and get access to the full archive.

Continue reading