Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Monday, February 17, 2014

Broken Contract Artist Search and Other Ramblings

Concept art by Sam Alcarez
I put out a call for artists on Facebook and on this blog and a bunch of friends directed me to artist friends of theirs which I genuinely appreciate. One of those leads has already sent over 5 sketches. Sam Alcarez has taken the ball and run with it and I can't wait to show off what they can do. In a couple of days I'll re-post the Security Officer blurb on the Broken Contract Blog with some of Sam's Security Officer art. In the meantime, go over to the blog and read about Actions and Interruptions if you want to know more about how the game plays.

In other exciting news, Zombicide Gaming Night at Next Dimension was packed and we're looking forward to doing it again. Tomorrow night at Next Dimension we'll be playing Settlers of Catan. Also, today I got an e-mail from Brian Parisi showing off some bulkhead doors he created for the Zone Mortalis boards he's going to share with me for this year's 40K Warzone Tournament at Adepticon and they look great.

Speaking of which, the tweaked rules for this year are up on the Adepticon website now:

40K Warzone Tournament 2014 Rules

More soon!
-Nick

Wednesday, February 12, 2014

Artist Wanted II - Character Concept Design Brief #1

Breaker Concept Sketch by Oliver Zavala.
A lot of people viewed the Artist Wanted Ad a few days ago and I got some responses. For those who might be interested but don't want to commit to anything, I created an initial "design brief" so that you can scribble something out at home or on your break at work and if you think its pretty cool you can send it my way via e-mail or a link to wherever you want to put it for viewing. Here's the specs:

Character Concept Design Brief #1
Ideally character concepts will show the character from head to toe. Any details or equipment that might need additional focus might need to be separated out or shown at a different angle. This will allow a sculptor to get a sense of the composition. Examples of this might be unusual/unique weapons, cool details like charms, logos, or something loosely concealed. The characters are described as having a gender identity, but that is a loose guide. In a co-ed indentured servant operated mining colony where everyone is on the same playing field, gender norms and roles would be blurred or thrown out the window. Depictions can be as ambiguous as you want them to be. Additionally, I mention on of the sketches to be a person of color. This is to encourage a diverse future where class is more important than race. There are some links to visual references at the end of the post.

Overview of Breakers vs Security Officers

Breakers
The Breakers are indentured servant miners. They are given the bare minimum to complete the job. Shovels, pick axes, the occasional head lamp and/or breather (mask). Their clothes would be pretty utilitarian, like the "Cool Hand Luke" workers, but occasionally with heavy duty overalls, like in this image - http://www.pinterest.com/pin/466826317596936722/ For the most part they're just disgruntled men and women who turn on their taskmasters. The important thing is for them to be dynamic, varied, and action packed. These are rioters.

Security Officers
They are poorly paid brutal security guards. The "western" looking prison chain gang guards from Cool Hand Luke are a good starting point. Give them a kevlar vest and a taser instead of rifles and it’s the right look. On the Concept References Pinterest there is an image of the riot cop with the riot shield and helmet but no armor to speak of. He's so bare and at risk - that's how I imagine the security officers. Throw a brimmed hat on him or something else to give him a little more western feel and he'd blend right in to the visual. Once again, they're trying to stop the miners from rioting and escaping the mines so they'd be action packed as well.

Where To Begin?
Ideally do a rough sketch of at least one Breaker and one Security Officer and send them to me and we can discuss the look and feel. If you’re really enthused you can do more, but this would be to show off that you have a good idea of the look and feel being discussed. This does not need to be finished work. Just a rough sketch to get a feel for the look.

Starting Character List

Breaker Characters
Gaylen: Gaylen is the daredevil of the group. A young agile female who is used by the IronSky Corp to get into tight areas to plant dynamite and other dangerous duties. She would be lightly equipped to not interfere with her mobility, but she’d have would have a breather with exposed eyes/upper face and some sort of head lamp. She carries concealed dynamite that she stole but could be depicted throwing it. She also carries a shovel.

Bickler: Bickler is the grizzled veteran in the mines. Formerly a soldier, he didn’t have the status, connections, or value to be kept in uniform as he aged. He was discharged and signed a contract as a miner and was dropped here. He should look older and a bit haggard, but solid. He carries a pick axe and a chip on his shoulder. He might have a headlamp, but he should have an exposed face to show his grizzled features.

Trest: Trest is the Genetically Modified Brute. He was engineered strictly for labor purposes and stands taller than a normal man and is more hulking. Trest is pure muscle and brawn. He carries a pneumatic drill (like a horizontally held jackhammer) and wears a gas mask and overalls. He’s unknowingly addicted to corporate supplied narcotics and is prone to violent outbursts.

Security Office Characters
Officer Moerta:  Moerta is a security guard equipped with a Shock Baton and Riot Shield. His head is exposed, but the lower part of his face should be covered with a breather. He is a person of color “just doing his job” and he is exceptional at close combat.

Officer Anlika: Anlika is the diplomatic Officer, more adept at talking through confrontations than violence. Anlika has short cropped hair, an arc pistol (high powered taser) and a standard baton. Visible empathy gives credence to her attempts at diplomacy but will have no qualms about taking down a Breaker if she has to.

Officer Hickley: Equipped with a Kevlar vest, Crowd Control Repeater (a larger sub machine gun with rubber bullets), a baton, and possibly a helmet or maybe just sunglasses. Officer Hickley is a sadistic authoritarian. He will fire indiscriminately into mobs, while shouting uncontrollably and then follow it up with some hearty kicks and cracks with his baton.

Have a go at these concepts or use it to spark your own and we’ll take it from there. There will be plenty more Characters to develop from here and an expanding universe of ideas.

You can find some helpful references here:

Thanks for reading! Send me your concepts. :)
-Nick

Monday, February 10, 2014

Artists Wanted for Broken Contract


I'm looking for up-and-coming and established artists willing to help me get my miniature board game off the ground. I need people willing to work with me to flesh out concept sketches to base miniature sculpts off of and I need finished character art, box art, and a logo to to take my game, Broken Contract, to the next stages of development.

At this point the rules are just about ready to enter Beta Testing by the general public, but if I'm going to be able to attract crowd funding through Kickstarter I'm going to have to have a much more polished presentation. To put it simply, before I can run a Kickstarter I really need some solid art and at least a few miniature sculpts.

Without a stockpile of funds to dole out for commissioned work I'm at a catch 22. I need the Kickstarter to acquire funds, but I need artists and sculptors to run a successful Kickstarter. What I really need are some people who are really interested in getting in on a project like this to build their portfolios and be willing to gamble on a later reward for work completed. Even still, it would need to be "on the cheap" for now (even in this "bill me later" scenario), and depending on how successful the Kickstarter might be would could potentially scale up.

Its a lot to ask, I know. Still, play testing has seemed to demonstrate that the rules are fun, and people seem to find the background engaging and full of opportunity. This project has legs, but I need some help to boost it to the next stage. Get in touch and let's help each other out.

So what's this game all about?

You can find out the basics here: Background Introduction
Here: Breakers
And here: Security Officers

But the condensed version of what you'd be drawing are rioting miners and the security officers that keep them in place in a dystopian sci-fi wild west setting. Imagine Cool Hand Luke meets Firefly as good points of reference. You can get a feel for some of the ideas by looking at my "Concept References" Pinterest.

If you, or someone you know, would be interested in this please get in touch and let's work something out. I'm determined to make this game a reality.

Thanks!
-Nick Baran
thirdxparty@hotmail.com

Thursday, February 6, 2014

New Broke Contract Blog and Thoughts on Warhammer Visions

Last week I made the decision to give Broken Contract its own space. This has its pro's and con's. I wanted it to have its own dedicated space so that as I go into Beta Testing there is a place where people can find it. I also wanted it to have chapter headers so that if people just want to read a bit of the fluff without sifting through all the game design ramblings, Angels of Absolution pics, Adepticon prep, etc. Instead, they can just click on the relevant heading. The biggest disadvantage to that plan is that unlike 2ndCityWarzone, Broken Contract doesn't have followers and it doesn't have a spot on the BoLS blog roll yet which is where a lot of my traffic comes from. So if you've been reading up on Broken Contract and think its looking pretty cool, please please please go to the new blog, Follow it, and if you have a blog roll: p9lease add it.

Broken Contract Blog

Otherwise, there isn't a whole lot to report on the Broken Contract front. Its been over a week since the last play testing and after I sifted through the core rules to correct any areas that stood out from the session, I began working on the scenarios in greater detail. In the last few weeks I had mapped out how I envisioned the mining complex and created key locations. Going into this week I had written a bit of narrative about each key location and this prompted me to look at the win/loss conditions I had created for the original couple of scenarios. I was using a Victory Point system that gives and takes based on goals achieved and mistakes made. It occurred to me, to add to the narrative feel why not carry those Victory Points over from scenario to scenario so that you look at your night of gaming (or your campaign) as a whole instead of as individual parts? Then I could build special rules into certain accomplishments or failures so that they carry with you so that the VP's sort of act like experience points but that can be taken away. I'm curious to see how this idea goes.
Warhammer Visions

 I wanted to take a moment to comment on everyone freaking out over how much they hate Warhammer Visions. I've been playing GW's games for 20 years now and have been reading WD for the full duration. Its had its ups and downs as a magazine. Everyone has their favorite era - mine was from about 2000-2006 though people complained about it then too because some issues were too heavy on this game system they don't play, or that one. But as I've gotten older I've found that the one thing that I keep my WD's around for is as a painting reference. Long after the rules for each edition are obsolete, and the fluff has evolved, the one thing that always endures are the photos. It just so happens that when I would get a new White Dwarf the first thing I did was to flip through it from cover to cover looking at the photos. Now, when I grab an old White Dwarf off my shelves, generally speaking, is that I flip through it looking for some photo I remember seeing years ago that inspired me.

Now we have Warhammer Visions - essentially a beautiful magazine of just photos. I flipped through the first issue and I was pumped. This is the magazine for me - a timeless reference I can keep on my shelves for inspiration. While everyone is cancelling their subscriptions I'm wishing I was in a position to start a new one.

And on a final note, as people gnash their teeth about the price. There is a push right now to make the Federal Minimum Wage ~$10. When the minimum wage was ~$4, White Dwarf was ~$4. The world has changed quite a bit since then, but if the Federal Minimum Wage goes up to $10.10 or whatever it is, and Warhammer Visions is $12, well that seems about right to me for 250 pages of gorgeous full color photos. That's my take.

-Nick

PS. Broken Contract Play Testing will be happening February 9th at Noon. Drop a line if you want to come check it out.


Thursday, January 23, 2014

VII. Broken Contract - Discussing the Mechanics and More Play Testing

Boylan's Ginger Ale and board games. This is from the first play testing session with Monkey (pictured) and Chuck (capturing the moment). Also pictured: Lisa, Ian Mackaynine, and Jean Harlow (making out in the far background).
I've talked about the background to the game and I've rambled on about theory, but I haven't really discussed the mechanics to the game outside of a tight circle of people, so I'll talk about that a little now.

Broken Contract uses an Action system, similar to Zombicide, Wreck-Age, and even Infinity (though they call them Orders). Each Turn begins with the players drawing a numbered card for each Character on the board. The deck contains a card for each Character, so if the game has 8 Characters on the board, you would have cards numbered 1-8. This is how you establish Initiative Order in the game.

Starting with the Character who drew #1, you would work along completing each Character's Turn until you get to Character #8. Each Character has 3 Action Points with which they can perform either Actions or Interruptions (an Action performed out of Turn). You don't have to use all of a Character's Action Points when your Initiative comes up because you just might want to have Action Points remaining to perform those all important Interruptions.

The list of Actions includes the usual suspects, Walk, Shoot, and Attack, but it also includes a host of uncommon ones like Running Jump, Dive Roll, Apply Restraints, and Carry a Comrade. The Action system is geared for cinematic play and big drama. The list of Interruptions includes Defend, Parry, Dodge, Flee, Beg For Mercy and a bunch of other exciting options. Now you might ask yourself, "why would I ever Beg for Mercy?" Begging for Mercy allows you to make a Dealing Check to halt an Attack with desperate groveling or pathetic charm. Done at the right time it could spare your life for the moment while your opponent is out of Actions, the hope being that you can flip the situation to your advantage on the next Initiative draw. This makes for great "action movie moments".

Almost all of the Checks in the game require a simple roll of a D6 to keep the game play easy to process, and thus, fast and furious. The principle exception to this are Combat Actions as they require a roll to hit, and a roll to wound. The Checks all play off a list of 16 Stats from the obvious Move, Melee, Shoot and Strength; to less obvious ones like Dealing, Perception, Recovery, and Psyche.  The robust list of Stats allows the Characters to be more varied with subtle distinctions of how they are specialized.

The list of possible Actions and Interruptions is extensive which does require some contemplation, but they all involve very simple mechanics so that once you get familiar with the list it becomes fairly intuitive how to carry them out. Of course, with so many options available you may find yourself making hard decisions as there will likely be multiple right and wrong answers for any given situation. This makes for a fun, exciting, and sometimes challenging time.

The Weapon list features a lot of non-lethal options as Security Officers and Enforcers are hoping to bring back escaping Breakers alive. So Arc Pistols and Shock Batons can Shock opponents leaving them Prone and twitching, while Neuro Grenades use gas to Drug the victims leaving them Stumbling around. Of course, you have to have big guns, so a Repeater Rifle with Rubber Bullets can easily Stun a Character (remove an Action Point for the remainder of the Turn) but it has a harder time Wounding. Meanwhile, the Breakers use a lot of improvised weapons like Shovels, Pick Axes, Pneumatic Drills, and "home brewed" Molotovs.

Like some of my favorite old games like Bloodbowl, Necromunda, and Gorkamorka, there are plenty of opportunities for Characters to trip and fall, break weapons in half, run out of ammo, or accidentally drop a Molotov at your own feet. All of these unfortunate events come from rolling natural "1"'s during some of the more dramatic Checks that take place during the game.

At the end of a normal Turn, you will likely have Characters defined as being Shocked, Down, Out of Action, or Seriously Injured. For all but the Seriously Injured there is a Recovery phase where Recovery Checks are made to see if their condition improves or worsens before going into the next Turn.

Play continues until the scenario has been successfully completed, or all of the Characters on one side are unable to act or off the board.

As one might expect, the board game will come packed with scenarios, and more will be planned for Expansions as well as downloadable content to keep game play varied and interesting.

That should give you a rough overview. The last play testing session on Monday yielded some tweaks but overall it plays pretty well, so I'm focusing on editing and writing more scenarios. That's it for now. Thanks for reading.

-Nick

PS. If you're curious about the previous articles:

I. Broken Contract
II Broken Contract - Breakers
III. Broken Contract - Enforcers
IV. Broken Contract - Security Officers and What is Broken Contract?
V. Broken Contract - Board Design and Scenario Development
VI. Broken Contract - Play Testing and Revisions

Sunday, January 19, 2014

VI. Broken Contract - Play Testing and Revisions

Breaker with pneumatic drill concept sketch by Oliver Zavala.
Up until sometime last week, Broken Contract had only been played by me, alone in my living room. I've sent the rules to ten of my trusted gamer friends for scrutiny and got a good amount of feedback and commentary - much of which has be used to refine my ideas. Still, nothing gives you a true sense of how the rules play than seeing them in action. Its actually fascinating to watch, to see how easily people pick up on the rules and what choices they make during the game that you did not expect. Last week I finally got to experience that when my friends Chuck and Monkey came over to try the game.

I read through the scenario narrative text to give them a sense of where they were and what they were doing, handed them a list of Actions they could take in the game, and had them roll for Initiative.

Less than 5 minutes in I found my first flaw. Each Character on the board has their own randomly determined Initiative. In solo play testing I had tried alternating initiative, rolling by side and choosing initiative order, and also trying rolling 2D6, 3D6, and 4D6 for each individual model. No matter how many dice you roll, certain numbers came up all the time, forcing a need to re-roll. Each new Turn in a group setting saw the Initiative taking 2-3 minutes as we rolled and re-rolled for each Character. This needed a better system. The next morning it came to me: A shuffled deck of uniquely numbered cards, If there are 8 Characters on the board you use a deck of 8 cards numbered 1-8, shuffle them, and everyone playing draws a single card for each of their Characters. This presented a seamless and quick solution to Initiative.

As the game progressed Chuck and Monkey were clearly having fun but I felt like certain Actions were ignored, gear was forgotten, and in one case, a weapon I expected to be really effective, a Repeater Rifle with Rubber Bullets, just didn't perform how I planned. Some of these occurrences can be chocked up being new to the game, but seeing a part of the game used and not perform how I intended was clearly an issue so I re-wrote it.

This prompted me to do a read through of all the current rules documents I have assembled for the game in order to purge, consolidate, simplify, and preserve the continuity of. That one night of play testing was invigorating for me. Seeing people have a good time playing a game that I designed was hugely rewarding. I can't wait for the next play testing session, which happens to be Monday (tomorrow) evening. 

In addition to all of the rules tweaks that were inspired by that first night of play testing, I've had my brain cranking along on the contents of the game, where I want the story line to go, and what sorts of expansions could evolve from that story line. Finally, I've mapped out the scenarios, created a rough draft of how I envision the mining complex, and sketched in where the various scenarios I had brainstormed would take place so I know what board sections to make. All in all, its been a very productive week. I'm looking forward to tomorrow and what inspiration it will bring forth.

More later in the week!
-Nick

Wednesday, January 8, 2014

V. Broken Contract - Board Design and Scenario Development

Four new prototype board sections that I'm using to play test Scenario #2.
I finished the rough draft of the rules to Broken Contract back in November. I've made tweaks here and there since then as I've gotten feedback from friends, but most of the tweaks I've discovered in the heat of battle when I hit a situation, read what I wrote, and say, "Hmmm. That doesn't make much sense." That's what alpha testing is for: tightening up the rule set before it gets exposed to a larger group of play testers so that the obvious errors don't ever muddle their play testing. In order to expose myself to a variety of circumstances, I needed some boards and missions to play on, so I set myself to crafting some.
An early play test game for 'Its Time!' the introductory scenario and initial Break attempt. The white counters represent ore carts meant to be barricades/obstacles to hide behind or get in your way.
Originally I designed two 12"x12" board sections, drew them out on some heavy card stock, and started playing. I wanted to the Introductory scenario to be the initial Break attempt, dubbed 'Its Time!' Five laborers rise up to over take their masters. It was based on a tiny piece of fluff I had written to open up the "Actions and Interruptions" chapter of the rules. 

“Open revolt. One of the miners in your crew, Trest, has overtaken one of the guards. You had discussed this. You planned for this. The moment is upon you and all those plans are blurred by fear and adrenaline. It’s time to act. A Security Officer moves past you with his shock baton charging towards Trest, demanding that Trest stand down. You step forward and swing your shovel, connecting with the Security Officer’s head. You instinctively anticipate gunfire from the Overseer’s position and drop to the ground to take protection behind a bin and plan your next move.” 

Overall, I was happy with how the rules were playing out but the scenario ran a little long for an introduction (Note: It took an hour and I was hoping for 30 minutes.) Also, as I mentioned in an earlier blog post, the large board sections made it more difficult for the Breakers to flee off the board and escape into the mines. Additionally, 12"x12" board sections would be difficult for me to turn into PDFs for my play testers. Over time, the board evolved into a more compact 8"x10" and the mission objectives and victory conditions evolved too.

I played out the opening scenario a dozen times using the various skills, special rules, and equipment to see how they interacted with scenario special rules and board. I think it came out fun, and as I hoped there were lots of options to choose from. It isn't a finished product, but its something I was happy enough to share with my friends who were interested in play testing.

Once I had 'Its Time!' up for them to download with the board sections I had to ask myself, "Wow. What happens next?" "What do I want the Breakers and Security Officers to do?" "What do mines really look like?" "How do I want the expanding board to be as a result?" Then came a mix of brainstorming and research. I needed to come up with a series of challenges, from people the Breakers might want to go back for due to friendships or to expand their available skill set. I needed to think about the role I wanted the Security Officers to take and how tooled up I would expect them to be. And I needed the board to be interesting, and a straight line mine shaft didn't seem to meet that criteria even if I added debris, chasms, and check points. Then I discovered room and pillar mining and I knew this would make for a cool section of the board. Room and pillar mining is where they weave a grid leaving of massive columns behind to support the roof of the mine. For a game board, it felt more interesting than a horizontal drift mine, though I'll likely combine elements of various sorts of mining. The internet is fantastic at times because it even gives approximate sizing of the rooms and pillars and I was actually able to design the board sections to the smaller end of the actual scale.

Out came the card stock and pencil. I drew out 4 board sections to try out the rooms and pillars. I played out a game on it based on the assumption that the alarm had been raised and the Breakers would need to weave through the rooms and pillars to get to their next destination as Security Officers come running. I was happy with the results so the craft paints came out and I detailed my prototype sections.
Heavy card stock, you've been a valuable friend. These board sections also line up with the board sections from the introductory scenario so that you can combine them.
Here are the room and pillar board sections with the photo taken halfway through Turn 1. The Breakers are on the bottom 2 sections and they need to exit through the Security Officers in the upper right quarter as they head to a variety of stops along their way out of the mine. What happens next? Well, I have a lot of ideas jotted down. I want to have at least 5 or 6 scenarios take place in the mines and an equal number take place after the initial escape out in the desert wilderness, so I have a long way to go. Thankfully, I have a lot of ideas.

-Nick

Monday, January 6, 2014

IV. Broken Contract - Security Officers and What Is Broken Contract?


This is another tiny blurb from the rough draft of the game I'm working on called Broken Contract. Previously I posted the Introduction to the background, as well as blurbs about Breakers (laborers who break their work contracts and flee indentured servitude) and Enforcers (bounty hunter posses that hunt Breakers to bring them back to work). As it stands these will be the three groups the initial game will be based around. After the blurb I'll write a bit more about what the game intends to be.

Security Officers

Security Officers or Prods oversee the daily toil of the Tracted on behalf of the Corp they work for. Ensuring quotas are met and the work is done gives them their purpose. They exist to ensure that Contracted do not slack off, inflict calamity upon themselves, sabotage their work, or attempt to organize. They serve as the de facto police, supervisors, and in a bloody minded and militant way as the middle management of the dark and twisted life that causes so many to risk their necks before enduring another day under the boot of the Prods.

Many corporations prefer to keep their Security Force in-house, but private Security Firms are big business as well. Often there are layers to a the corporate security structure, with in-house security being better armed, better paid, and invested in the continued profitability of the corporation they work for. The private Security Firms are employed because they are a much cheaper option. Private Security Officers are poorly paid and are given inferior equipment and training. They provide warm bodies, semi alert and semi capable, who are there to provide greater numbers when needed. Still, their lot is superior to that of the common worker, and they know it and have little desire to upset that paradigm.

In the event of any sort of work stoppage or Break attempt, Security Officers are paid to intervene and stop not only the Breakers, but to shut down any widespread frenzy that it might create. Riots need to be crushed before they can start and that is where their training excels. Overseers and Officers employ shock batons, arc pistols, and repeater rifles with rubber bullets to great effect bringing the hammer down on any budding insurrection without significantly damaging corporate property.

-Nick Baran (with Rob Ferrick)

What Is Broken Contract? (or What Does It Intend to Be?)

Broken Contract is a Sci-Fi Wild West 28mm miniature board game. It is set in a dystopian future where humanity has begun colonizing the stars, but most folks live in indentured servitude to draconian mega-corporations. Though most accept their lot in life, there are those who yearn to be free of their masters. They break free from their mining colonies, agri-domes, and factory cities in the hope of starting a new life on the frontiers of whatever backwater planets they are enslaved on. These once contracted laborers are called Breakers for short. But the mega-corporations can’t let a strong back go, particularly when there are still debts to be paid. Assuming that Breakers manage to escape through the grasp of corporate Security Forces and make it out onto the desert plains, bounty hunters are then hired to bring them back alive to complete their contract. These bounty hunters are called Enforcers.

Game play in Broken Contract mixes the simplicity of a dungeon crawler board game with the depth of a skirmish war game. As a “high adventure” game, the mechanics are meant for fast and furious game play, and offer some of the same experiences that a true table top RPG or a first person shooter video game would offer, with the ability to leap over obstacles and dive roll under a closing door. Of course that also means the risk of falling or being crushed to death! To facilitate these ends the Characters have 16 Stats to help determine how well they can do things from fighting in hand-to-hand to patching up an injured comrade. Additionally, each Character can perform 3 Actions per turn so that they can jog to a better firing position and shoot a gun, or they could jump over a mining cart and hit that Security Officer they’ve been mean-mugging all day with a shovel. In the next turn they might want to throw them down a vertical mine shaft? It’s a difficult Action to perform but you can try! To add to the excitement, a Character who still has Actions left can Interrupt an attack by dodging, defending themselves or fleeing; among other things. Everything is resolved with a simple roll of a 6 sided dice to keep the game simple and flowing.  

If anyone has any questions or is curious where this is going, ask away. I'd love to hear from you.

-Nick 

Wednesday, January 1, 2014

New Year, New Game: Broken Contract Alpha Testing.

Broken Contract prototype board sections for the first scenario in the game, honed after a bunch of solo play testing. These board sections are 8"x10" so that they can also fit on a normal scanner.
 Early last year I was very immersed in working with Hyacinth Games on Wreck-Age. It was a rewarding experience but ultimately two of us started butting heads a lot and I decided to step away from the project. I got to see the first half of the layout for the new Wreck-Age soft cover a couple weeks ago and the art is great, and some of my writing was still there and intact. Its kind of thrilling to see something you invested yourself into come together and to see your input retained for distribution to a large audience. As a musician who's put out a bunch of records, its the same sort of thrill as seeing your record for the first time with art and all. Its a different medium but a very exciting thing. I'm very happy for them too and seeing my name credited is the icing on the cake. Good stuff.

Days before I stepped away from Hyacinth I got injured on the job. I work for a moving company and I tore my ACL and meniscus disk trying to lift something awkwardly (hindsight: because it was too heavy for one person). Though I'm poor as dirt right now it was a sort of blessing in disguise. Friends and family were asking if I was going to work on a game of my own and suddenly I was on crutches and unable to work. I floundered around for a month debating whether this was something I wanted to do but I got some solid encouragement. Worker's compensation was going to take care of my surgery so immediately after my surgery I set to writing. If you follow the blog you saw these three posts:

Broken Contract
Broken Contract - Breakers
Broken Contract - Enforcers

These posts formed the budding concept for Broken Contract, a board game that could one day be fully expanded into a skirmish miniature game or even potentially a RPG. One thing I learned working on Wreck-Age was that a 344 page full color hard back rule book was was an enormous undertaking and way too ambitious for what I could undertake. So instead I looked at how a game like Zombicide was presented - the simplicity - and I decided to start out somewhere akin to that. By Thanksgiving I finished the first draft of the alpha play test rules and presented them to my friends - the core of which were my beloved gaming buddies from my time at GW #108 in Buffalo, NY. Rob Ferrick, Brenden Terrill, Mike Hughes, and Aaron Beechler have at least read partially through the document and given great commentary (Rob actually has done most of the editing thus far). The one thing that was missing from my initial play test rules was a scenario that could be played, and the board to play it on. So in December that became my new goal along with hounding some artist friends for some concept art. December also saw the start of pricing out development and manufacture along with assembling a business plan. One of the challenges I'll be facing is attempting to produce the most ecological and ethical game I can. I know this is going to drive costs up. However, I can't very well make a game about a ravaged Earth left behind and human workers forced into indentured servitude, and then contribute to those same conditions.
This was an initial prototype board that used 12"x12" board sections. Smaller board sections sped up play and would be easier to scan and send to my play testers. These sections met the blade of my paper cutter for alterations.
While I was working on some prototype board sections for the initial scenario I snapped some photos and made some changes. The models pictured are proxies (stand ins) from Games Workshop. One of the next goals is to see if I can wrangle a sculptor or two to help out with the project.
The red models represent Security Officers overseeing a mining operation. The models with light brown bases represent the revolting workers known as Breakers. Ignore the guns, they're all running around with shovels, pick axes, and the big guy has a pneumatic drill.
This insurrection is going badly. The two models laying down with 3's next to them have been taken down. The model laying down with the bulls eye next to them is in restraints. Making the board smaller reduced the distance to escape. I also updated the scenario after several runs through to incorporate a point system for determining success.
Hopefully, the first half of this year is filled with making this concept a reality. With a bit of luck and a lot of hard work, it could be. Keep watching this space for updates.

-Nick

Sunday, November 24, 2013

III. Broken Contract - Enforcers (Updated 1/6/14)



 I'm still working away on Broken Contract, the alpha test rule set is essentially ready. Here's a tiny blurb about Enforcers - the corporate sponsored bounty hunters of the Incorporated Worlds.

Enforcers

Contract Enforcers are paid to bring fugitives back to complete their contracts. The problem with having a workforce of people capable of inflicting misery on their fellow man daily is that they are not by nature and training the post perceptive or sensitive people. This makes them ill-suited to tracking down the Breakers smart enough and determined enough to get past the Prods in the first place. Most corporations have some combination of hired and in-house Security Forces to deal with break attempts but they are not specifically trained to hunt, detain, and return prey. Some companies with have their own Enforcers under contract, but more often than not an outside firm will need to be outsourced by the security firm or the corporation. These private mercenary firms take on short term agreements, usually for the duration of tracking down a specific group of Breakers and bringing them back, preferably alive similar to the Bounty Hunters and Skip Tracers of earth when there was such concept as governments and law still being enacted.

The goal is to bring back Contract Breakers relatively unscathed so that they can still be made use of. For this reason Enforcers rely heavily on non-lethal weaponry to incapacitate their prey. Catching fugitives by facing them head on is not enough however, so hunting tactics are diverse. Their Lead is supported by Trackers, Muscle, and Gun Slingers employing everything from revolvers, arc pistols, snare-guns, and high tech drones. The tools of the trade vary depending on the depth of the Enforcer’s resources and what they are willing to risk to fulfill a contract.

-Nick 
(with Rob Ferrick)