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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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To be like Stephen King

22 grudnia, 2022 by Ignacy Trzewiczek Brak komentarzy
Does every board game have to be innovative? Should every designer try to include something in their game that the world of board games doesn’t know yet? Do players expect innovation when they buy a game?
I think not.
Stephen King has been preaching for years that writing books is a job like any other. He calls himself a craftsman. I myself believe that there are only a few geniuses, and outstanding designers, such as Garfield, Wursch, or Cathala. The rest of us must try as hard as we can to be the best in our craft. To be like Stephen King. That’s all it is.
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Thorgal and the Atlas of Adventures

6 grudnia, 2022 by Ignacy Trzewiczek Brak komentarzy
I remember my first Forgotten Waters playthrough. My hands were trembling from excitement, I couldn’t sit down, I was standing at the table, and the designer in me was over the moon. The Location Book—a bound set of adventures we experience during the game—opened an ocean of possibilities before us. On page 2, we’re at the Port, but then we set sail, turn to page 8, the Archipelago, and after a few rounds we end up in the Bay with a secret cave, and if there’s a cave, we move to page 18, where we see a mysterious…
Every page is a new world. Every page is a new mini set of rules, a new challenge, a new adventure. Forgotten Waters have unhinged the door to a chamber containing dozens of new game ideas.
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What kind of game Thorgal is

25 listopada, 2022 by Ignacy Trzewiczek Brak komentarzy
Thorgal is one of the biggest comic book series in Poland. Created by Jean van Hamme and Polish artist Grzegorz Rosiński became a nationwide phenomenon. Polish fantasy book? Witcher. Polish comic book? Thorgal. Even though van Hamme is a Belgian writer, we all here in Poland treat the comic book series like our national treasure.

When the owners of rights to Thorgal reached us and asked if Portal Games is interested in creating a board game, we debated it for some time. 2, maybe 3 seconds. Then, we wrote 'Heck, yeah.” and clicked send button.

And then the question – how to even start? You have rights to your beloved IP, and you can do absolutely everything. Should you do a fast-to-play deck builder like Hero Realms? Should you go for a dungeon crawler like Bloodborne: the board game? A story-driven game in the style of Sleeping Gods? A strategy game like War of the Ring?

There is an infinite number of possibilities. All tempting, all whispering to my ears: „Choose me, choose me.”

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GDJ – Breakdown of the design process in Dune: House Secrets, part 2

5 listopada, 2021 by Ignacy Trzewiczek Brak komentarzy

In the previous article, I discussed most physical components of Dune: House Secrets and what their purpose was in the game, and how they helped immerse players in the story. Today we continue the breakdown of the design process – I’ll discuss one deck and the website.

Mindmap
One of the most famous components in Detective: A Modern Crime Board Game, were photos. A square-shaped deck of cards with portraits of every non-player character in the story. As the game progresses and players meet these witnesses, suspects, and consultants, the photos land on the wall creating the beautiful, insane mind map of correlations and interactions between story characters. Players are detectives. They must find the murderer. The photos and mind map does the purpose.

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GDJ – Breakdown of the design process in Dune: House Secrets part 1

29 października, 2021 by Ignacy Trzewiczek Brak komentarzy

Dune: House Secrets is a story-driven game inspired by award-winning Detective: a modern crime board game. The game uses the same system to tell an engaging story, but at the same time, with some tweaks and changes in the rules, it brings a very different experience. In this article, I’d like to discuss a couple of these changes.

The board
Detective: a modern crime board game was all about putting players in the shoes of characters from procedural TV shows like CSI: Crime Scene Investigation. Players take the role of law enforcers and detectives. They visit the Lab to examine DNA samples, they visit Court and City Archives to dig in old files and cases, they visit Richmond PD to question suspects and witnesses. The game comes with a small board to help manifest this simple structure – Lab, Richmond PD, Court – this is your terrain, this is your playground, this is your procedure.

Dune: House Secrets invites player characters to Tel Gezer, a small city on Arrakis they never visited before. They are members of resistance on a secret mission. There is no structure, there is only unknown, there is only the fog of secret war.

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MY DESIGN PHILOSOPHY

I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it. That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.

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9 paź 1843979237730263474

BGG has some testimonials about AI Space Puzzle and I like them a lot! 📷

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Just had a long call with Adam Kwapiński discussing abilities and powers in the faction I designed for Nemesis: Retaliation!

I cannot wait for you to change Island setting into Space base and die again... 😉

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1/3
🌴 Robinson Crusoé - Aventures sur l’Île Maudite 🧭
Ça y est, Robinson Crusoé effectue son grand retour ce vendredi ! Suite à un naufrage… vous serez confrontés à une aventure extraordinaire, dans laquelle il va être question de gestion, construction, exploration…

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8 paź 1843607414106407042

Back in the office! Excited to dig into all these "I'll do it after Essen" topics! 😉

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