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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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One Photo, Varia

Challenge

28 grudnia, 2022 by Ignacy Trzewiczek Jeden komentarz

I downloaded the BG Stats app in February 2018. Since then, I have recorded 1178 sessions in 475 different board games. I played five or more times in only 53 of those 475 board games. What’s more, I played 258 games only once and never got back to them. I learned the rules, prepared the game, and then one session and never again. That’s a scary statistic.

Merry and I got a board game accessory for Christmas this year. We chose 10 titles that we love, games that bring us a lot of fun, games that, damn it!, deserve much more time on our table. Sorry, new releases, this year, get in line to be played…

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gdj

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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Photography

Some Things Have Changed

21 grudnia, 2022 by Ignacy Trzewiczek Brak komentarzy

Every time I dig into my disc, into the depths of archival folders, and come across this photo, I can’t help but think how unexpected life can be. I don’t know who took this photo, and I don’t know when, but it had to be taken somewhere around the time Blaszak and I were visiting conventions, promoting Neuroshima RPG. It was 2005 or 2006. Two twenty-something-year-olds, completely broke, who tried to sell a few copies of their RPG rulebook. A few years have passed since then…

On the left, Marcin Blacha, the Story Director at CD Projekt Red, creator of Cyberpunk 2077 and Witcher 3: Wild Hunt.

On the right, Ignacy Trzewiczek, nominated to Spiel des Jahres, designer of world-famous hits such as Robinson Crusoe or Detective.

When we were sitting on those stools back then, there was no damn way we could predict how our paths would unfold.

 

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Old School Gaming in 2023

16 grudnia, 2022 by Ignacy Trzewiczek Jeden komentarz

It was a really clickbaity title. See for yourself: How A Forgotten D&D Rule Shaped the Entire Old-School Gaming Culture. Wouldn’t you click that?! Alright, maybe it’s clickbait just for the freaks like me. Anyway, I clicked it, of course, and watched it with my eyes wide open. In just a few minutes, I teleported to the 70s and saw how people played RPG games back in the day. To put it simply, they were playing Diablo, while I was playing Divinity: Original Sin. They were playing quick-paced quests, while I was taking part in long epic stories that could be taken straight from G.R.R. Martin’s books.

Every D&D session began with descending into the dungeons. Every D&D session ended with leaving the dungeons. It was all about Experience Points, spending money on new items, and getting ready for the next quests. Sounds like Diablo, right? But there was a catch in this clickbaity and forgotten rule… 

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One Photo, Wednesday

Feels good

14 grudnia, 2022 by Ignacy Trzewiczek Jeden komentarz

On my way home from the office. We are again with Mark in the car, and again we are talking about the game, bit by bit, every detail gets discussed. It was very tight. Until the very end, everyone was in the game, everyone had a chance. Each of us made a mistake at some point, made a facepalm, and groaned that it was the wrong move, that they were mistaken, that they would lose, and that they wasted their turn. The factions in the game were excellent, each with its own strengths and weaknesses. The battle mechanism, revolutionary then, in 2016, today, in 2022, is still innovative. A mega clever idea to add crystals to battles to encourage conflict, mega cool terrain rules, and corresponding tactic cards, and a smart rule for a spherical planet … I was driving, and we could not stop buzzing.

Cry Havoc is a game that we created in 2015, nearly a decade ago. It is still one of the 5 best Area control games on the market. It’s good to play such an awesome game. It was good back then to test, improve, and live with it for literally months. It came out nicely. I am a proud daddy.

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Kindle Edition

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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Retweet on Twitter Ignacy Trzewiczek at Portal Games Retweeted
9 paź 1843979237730263474

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

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8 paź 1843724895089504343

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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Retweet on Twitter Ignacy Trzewiczek at Portal Games Retweeted
8 paź 1843668539691151812

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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