A nice little convergence of events has led me to take on what looks to be a fun challenge this month. On the Sunday before Halloween, I got to run the Ghostbusters RPG for some folks...my first time getting to actually GM a game in a while, and it reminded me that it's fun to roll a handful of d6s sometimes.
On Halloween night, Laura and I decided to play a quick game...and settled on Yahtzee. It was a family favorite for me growing up, and I had actually raided our copy of it (heretofore unused) to get enough d6s for my Ghostbusters game. I started to think that maybe there's something interesting about Yahtzee scoring (and the scoring of some of its public domain relatives) that could be exploited for adventure games.
Then, the next day, I was happy to see +Tim Snider's post over at The Savage AfterWorld on National Game Design Month (or NaGaDeMon, which is just...perfect!).
So, the end result of all of this was quite clear: I need to spend the month of November designing an RPG- or combat-styled game using the mechanics of Yahtzee for task resolution. :)
The question became...what should such a game be about? Well, I remember coming across Yacht in a book of games long ago and realizing that Yahtzee must have been based on it. And I guess it was, by some path of game evolution, anyway. So I can start the game's theme with just that: yachts.
Now, I don't really know how to design a game about anything other than fighting, so I guess I know what the yachts will be doing. But why are they doing it? A dangerous sport for the idle rich? War among CGI anthropomorphic vehicles? Or...well, I remembered a post over at Halls of the Nephilim where Justin threw out post-apocalyptic pirates as a genre mashup that'd be fun to play.
And so the game takes shape.
Now, I may straight up fail at getting this done. I have a history of not quite getting there on my gaming projects, my current game creation focus is still on getting my next Light City supplement out, and my life is kinda busy these days. Heck, it's taken me a week (and like five separate typing sessions) to even throw this up on the blog. But...it's been stewing in the old cranium, and I think I can knock something out by the time the month closes...
Oh yeah! The final question to answer in this introductory post...what shall I call the game, at least in its development phase? In homage to the naval combat game that I've probably played the most in my life, as well as one of the finest post-apocalyptic films of the early '80s, it will be known as Battleyacht.
More to come!
(Oh! And if you're interested in taking part in the game design fun, the center of activity seems to be the NaGaDeMon Facebook page.)