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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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Fashion, gdj

They deserve better!

3 marca, 2016 by Ignacy Trzewiczek 3 komentarze

I am a huge fan of children’s games. I have a big collection of board games for kids and even though my own kids got older and they won’t play with me anymore, I still keep these kids games in my collection. I won’t get rid of them. I will play with my grandchildren, right?!

There are some real gems among games for children. Ramses II. Labyrinth. Gulo gulo – to mention only a few classics.

And yet, even though these days game stores offer so many great innovative children’s games, there is still a ton of mere unimaginative variants of memory games.

Yes, sure, kids like memory games. They have a great memory, they beat their parents easily and they enjoy it.

Once.
Twice.
Thrice.

But then at some point…

***

I was a teacher for a few years, and I was conducting board games classes. I would play with kids for hours. I would bring them stupid toyish games like Louping Louis, Operation, or Funny Bunny. Kids loved them.

I would bring different versions of memory games, with Chicken Cha Cha Cha, Monster Chase, or Ramses II being the highlights among many others.

And I would also bring them some more difficult games. Games like Batik Kids. Pickomino. Wicked Witches Way. Ribbit. And many more.

And guess what!

After a few lessons more and more kids were moving towards the more difficult games. They liked the challenge. They wanted to think deeper. They wanted to play something more than just another memory or toyish game. Operation and Funny Bunny sank into oblivion.

***

In 2015, Portal Games launched an amazing economy game for children (!) on the Polish market. It is called My Happy Farm and was designed by the authors of Mysterium. It quickly won the hearts of board game fans in Poland.

Soon after the release, we decided to buy full rights to the English version of the game and to release it worldwide. This week it’s going to hit retail stores in the U.S.

It is a very smart design. It challenges young players, it makes them think and engage with the game from the very beginning till the last minute of the play. Children will need to plan carefully in advance, they’ll need to sow and plant, harvest, feed the animals – they will have to manage the whole farm!

That’s a challenge they’re going to love.
That’s
a story they will understand.
That’s
a task that will sound cool for them.

(and BTW: harvesting and feeding is something that you all love, too – I am looking at you, Agricola fans!)

Yesterday we began the game’s promotional campaign. We say: „Don’t feed your children with another memory game.”, and I strongly, strongly, strongly believe in this message.

We all know they deserve much better than just another memory game.

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Inseparable brothers

26 lutego, 2016 by Ignacy Trzewiczek Brak komentarzy

In the latest #askboardgames show I answered a very interesting question about keeping my motivation high during a long process of designing a board game. In fact, this question is not only about being motivated and focused this whole time. It’s about much more than that. It’s also about frustration, despair, and being stuck with no idea how to fix the damn prototype.

I had that feeling again only yesterday. It was another test of First Martians. Another test game when everything works smoothly, everything goes well, and yet I know the game is missing something. My testers says the game is great, but I know it’s bullshit. There is something wrong with how the gameplay works. Something I cannot name, something I cannot identify, but I know there is a problem. I am pissed off. I am playing another game, everything works, all mechanisms function well and it just drives me mad.

Don’t fucking pretend you are finished. Don’t try to look awesome. You suck. You are a bad game. I won’t publish you.

It’s not that late, sometime about 10PM but I feel like I am done for today. I am so frustrated I cannot focus on anything. I don’t want to read a book. I don’t want to watch a movie. I don’t want anything. Angry and frustrated, I go to bed. This day ends early and in an extremely bad manner.

***

It’s Friday morning. I’m standing next to my desk with a cup of hot tea. After yesterday’s test session, the prototype is like a battlefield. I look at it with anger. I think about Robinson and I try to find the mysterious thing that is missing here in First Martians. That final detail, that invisible something that makes a difference.

And then it hit me. In a split second I can see everything clearly. I grab a piece of paper. I note it down.

And then I smile.

Despair and pure happiness. Every designer’s inseparable brothers.

edited by Piotr, thank you!

 

 

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This is what I do

8 lutego, 2016 by Ignacy Trzewiczek Jeden komentarz

At some point she – out of nowhere actually – says something like: ‘This weekend we played Robinson, me and my family. We had a great time. My mom was so excited that she was standing next to the table, because she just couldn’t sit still. And you know, she is not a gamer, she never plays board games. We won. I know, I know, we played a few rules wrong, I double checked the rulebook after we finished the game. We had an amazing time together, though. It was great.’

This is my oxygen. This is why I work. This is why I stay up till 1AM cutting out prototype pieces and trying to playtest the shit out of this mess. This is why I have the strength to struggle with a prototype that is not working the way I want it to work. This is why I will trash bad ideas and look for good ones over and over again. This is why I am ready for sleepless nights and for long weeks of bad mood when I can’t find a solution and the prototype is not working.

I am ready for all this mess.

Because at the end of this struggle there is a family somewhere out there that will have a great time together.

And this is my oxygen.

 

edited by Piotr, thank you!

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I am tired of boring rulebooks

26 stycznia, 2016 by Ignacy Trzewiczek 3 komentarze

[warning: this post contains strong language. If you don’t accept such language, please, don’t read this post, visit me next week when I’ll have a new article. Thank you and sorry for the trouble.]

On Monday I posted a short article explaining how the Neuroshima RPG book came to life. It’s sort of a preface for today’s article, so if you have a moment please, head to my other blog post and read it. It’s a 3–minute read, a really short story. It’ll give you a good background for today’s article.

Link to Monday’s article.

***

There were plenty of reasons why the Neuroshima RPG was a tremendous success. It was because there was no other post-apocalyptic game on the market. It was because of its rich and immersive world. It was because of a huge marketing campaign I created.

And it was because it read like no other book on the market.

Let me just give you a few examples.

How did we describe the Abilities of Player Characters in the Character Creation chapter? More or less like this:

Dexterity
You need this to be high to shoot well. If you can’t shoot, you’ll die. You need this to be high because you will need to escape from ruined buildings that have just collapsed, or to drive a motorbike and try to escape from mutants. You need this to be high or you’d better start creating a new character because this one is already dead.

Perception
You had better focus. There is death [to be found] in every corner of the ruins… in every bunker, old shelter… everywhere. If your perception sucks, you’ll wake up with a gun next to your stupid head and 'boom!’ will be the last thing you’ll ever hear. Have too few points of Perception and you won’t even see that fucking tomahawk that is coming to cut you in half.

Charisma
Yeah, sure, invest in Charisma you dumb-ass. It’s super helpful when you are surrounded by 10 pissed-off villagers who want to kick your ass and your ammo is gone. Yeah, sure, I bet Perception will save your ass when you need to interrogate this ganger to know when his gang is going to attack your hideout. Let me just ask you one question. Have you ever hear of a dude who dodged a bullet when he had a gun next to his head? Because I tell you this… I did hear about a guy who was able to convince people to put the fucking gun away.
So low Charisma? I don’t think so…

Intelligence
Sure, you might be agile like a gorilla. You might have the perception of damn Jessie James. You might be a charismatic bad ass like Tommy Lee fucking Jones, but you’ll end up dumb as shit if you don’t invest in Intelligence. Guess, what…

And it went on and on in that manner. Every single sentence in the book was written for the player, and by saying “player” I mean a gamer who loves RPGs, who wants to create the best character possible and he wants to enjoy this process. Lots of jokes, lots of meta-stories, lots of bantering with player so he knows that we – authors of the book – know what we are talking about.

It’s not [merely] a boring rulebook that just includes all the how-to-play rules. It was an amazing, engaging, funny guide that told players how to survive in the world of Neuroshima and how to create a cool character. This is true for how we wrote the whole Character creation chapter and  this is true for how we wrote the rest of the book.

A chapter describing Europe in the Neuroshima RPG? It goes more or less like this: „Europe, mate?! I have no fucking idea what’s 10 miles away from the shithole we are in now and you ask me about Europe? Are you kidding me? There is no radio, no TV, no Internet, and you want to know about Europe. What’s the next thing you’ll want to know? What’s my opinion on the weather on Mars? Wake up, dumb-ass. No one knows a shit about Europe.”

And that’s all about Europe you’d find in the rulebook. That’s how we rolled back then.

***

I’m writing about the Neuroshima RPG because I strongly believe that the revolutionary approach we made regarding the language in this book… the way we wrote it… was an extremely important part of its success . Players loved to read it. Players immediately got engaged in the game and its world. Players would – they really would! – quote the book like some movie one-liners. They were posting 'the best of’ quotes and sentences from the book. It was a blast for so many players.

Board game rulebooks are a whole different animal. They have much more in common with technical manuals for your new DVD player than with RPG books.

And yet, I’ve been struggling lately with the idea of making them more reader / geek friendly. I wonder what if instead of writing: „Each player draws 7 cards, chooses one to keep and passes the rest to the player on his left. Players repeat this process until every player has one card remaining. This card is kept along with all previously chosen cards.” I would just simply write: „Draft 7 cards. Friendly advice – choose the best of them and then crush your opponents.”

Wouldn’t it be cool to read rulebooks that are fun? Rulebooks that provide important information but don’t spend the time on explaining every stupid detail we all know? I mean, do we really need to read sentences like: „Put the board in the middle of the table so every player has a comfortable reach.”

I don’t know.

I have a well-earned reputation of a guy who was involved in extremely terrible rulebooks. I know that. I messed a lot. I am probably the last person who should talk about improving the way we write rulebooks. And yet, yes, I am struggling with this topic. And yes, I am trying a different approach. And yes, I want all of us to have better and better rulebooks.

I might try doing something crazy with the 51st State rulebook but before I do this, I’ll probably post some fragments on BGG and ask you guys for your opinion. Would you be interested in telling me that I should or shouldn’t take that route? Would you like rulebooks to be fun and engaging to read or you just want them to be extremely precise and you don’t care that they are boring as shit?

Please, give me your thoughts. Meanwhile, I’m going back to experiment with the 51st State rulebook…

Edited by Piotr, thank you.

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Offensive language, part 1

18 stycznia, 2016 by Ignacy Trzewiczek 2 komentarze

220px-Neuroshima

Neuroshima RPG game is the most offensive book you’d ever read in your life if I ever went crazy and decided to translate it into English.

Don’t worry. I am not that crazy. I won’t translate it. Let me tell you a story, though. Its first part comes today, the second will follow on Wednesday…

***

So I was in my twenties and I had serious financial problems. Portal Games was a small company struggling to survive. I was in debt, I had bailiff problems, I had no money in my account and I had a ton of debts a ton of creditors to pay off. I was in serious trouble. We were publishing a magazine about RPGs, we were publishing some small indie RPG games, we were trying our best to earn money in the RPG industry but already owed printing houses a lot of money, and piles of unsold products were piling high in our storeroom.

It was 2002, for three years I had been facing constant financial problems, three years of enormous stress, sleepless nights, unpaid invoices and working 24/7 without a single break and without a single dollar in my account. It was September 2002 when I told my closest friend, Michal Oracz, that I was tired and I was ready to try one more time to live our dream but then I was done. We decided that Neuroshima RPG will be our last try.

“It’s going to be a success or we are done here.”

***

We were working like crazy. I was writing like a madman. After 16 weeks of working all days and nights long, with almost no sleep, we wrote a book of over 500 pages. Never before had I written so much great stuff in so little time – and I’ve never done it again. With the amazing ideas and imagination of Michal Oracz, with the amazing faction chapters by Marcin Blacha and with me being the best fucking RPG writer on this planet, we compiled an amazing book and finally, at the end of that year we had a printable version in our hands. It was unbelievable material, funny, provocative; full of ideas, adventure hooks, jokes; the way it was written made it different from each and every other RPG on the market.  It read like a damn good novel, you started reading page 1 and couldn’t put the book away until you finished the last page.

Trust me, I know how to write. And these were my best writing days. I fought for my dream come true.

I had no money to print it, though. We had the material, we did not have the money.

Do you want to know how people dealt with this problem before the KS? I had an honest heart-to-heart conversation with Michal Oracz. I told him that we’d print 3000 books. Back then, it was 3 times more than an average print run of an RPG book in Poland. We both knew that I had no money to pay for it and that the sum stated on the invoice will be too large to somehow just wriggle out of it. The plan was simple enough – I’d just order the books and pray for a miracle to happen. Either we created a bestseller that would be going like hot cakes, or we would be fucked, Portal Games would go bankrupt and our dreams would be over.

In late January I sent the files to the printing house knowing that that was it. I paid them a small amount of money in advance and didn’t tell them that it was all I had. That and my hopes. I knew that either this was going to be the best RPG out there, or I had just screwed up my whole life.

***

Guess what! Neuroshima RPG was a huge success. People were buying it like crazy. Within a few months we did a reprint. Over a couple of years it became the most popular RPG in Poland superseding D&D, Warhammer RPG, Cyberpunk and Call of Cthulhu. We wrote the best RPG in Poland.

I didn’t screw up my life. I have lived my dream.

to be continued…

edited by Piotr,

thank you Piotr!

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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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🌴 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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