OK, I just wrapped up the latest game of Explore!
I think it was yet another rousing success and GMPatrick is hosting yet another that is in the later game stages as well, another rousing success from what I am told. The game is incredibly popular (Chad even mentioned it being a Redscape jewel or some similar praise)
The game has now been played approximately 15 times or so? We have had a slow "evolution" of rules changes and additions, even a complete variant of the variant (Hemisphere's) and all progresses well. If you have played, you know the game and your input is appreciated, if you have not played, maybe we can get you into the next game, please read up on the game (I think you will be VERY pleased a game like this exists right here on Redscape) the rules to the basic Explore! game can be found:
http://www.freewebs.com/tomahaha/
and from there you can click on the "Hemisphere's" tab for those particular rules variations.
OK, on to the reason for this posting
(selfish promotion is certainly PART of the reason)
Patrick and I have been tinkering with several new ideas I was thinking of bouncing off you guys. With one game in the books and another getting towards the end, it seems a good time as so many have the game fresh in their minds...
Let me go with some fairly basic ideas, we have fleshed most out further than I will state here:
Please keep in mind the game is supposed to be fairly easy to play and to understand. The more rules we add, the greater the confusion factor I want to avoid! We could add all sorts of complicated rules and that is not wanted!
We came up with an idea to add blimps to the game
spend a turn to build one and in future turns that unit can choose to "launch" his blimp instead of some other order, in doing so, the blimp goes up and the region is scouted from high.
This person will for this one turn only, see everything 2 spaces around, additionally he will see grayed spaces (no further info other than spaces and shapes) three spaces out. (possibly grayed out units in those spaces as well?)
If the unit is attacked in any way (dislodged or not) that turn, the blimp is destroyed forever, he gained no vision and the unit would once again require a turn to rebuild a new blimp.
Portals was an idea we discussed for a while
hidden on the map would be special portal spaces that would transport units to far reaching areas
Quick exploration and crazy dynamics could ensue?
Another idea barely even discussed would be to have multiple players share a power,
Several ways to do this, maybe one controls the armies and the other controls fleets. Maybe several play as a democracy and must vote for the orders to be used, maybe we have several players and each is assigned a unit to order (this would grow as the nation grew of course)
some stuff to get the ball rolling. Let me know your thoughts on thse ideas and any others you may have. Whatever you suggest though please keep in mind it must be simple to understand and simply to run by the GM (I have long had an idea to add resources to the map and trading of resources, each would be able to be added towards a commerce victory and/or possible unit upgrades but while a really COOL idea, this would be insane to have to run and keep track of not to mention explain so many new rules to the players, especially a new player to the game) That saying comes to mind, KISS (keep it simple, Stupid)
I think it was yet another rousing success and GMPatrick is hosting yet another that is in the later game stages as well, another rousing success from what I am told. The game is incredibly popular (Chad even mentioned it being a Redscape jewel or some similar praise)
The game has now been played approximately 15 times or so? We have had a slow "evolution" of rules changes and additions, even a complete variant of the variant (Hemisphere's) and all progresses well. If you have played, you know the game and your input is appreciated, if you have not played, maybe we can get you into the next game, please read up on the game (I think you will be VERY pleased a game like this exists right here on Redscape) the rules to the basic Explore! game can be found:
http://www.freewebs.com/tomahaha/
and from there you can click on the "Hemisphere's" tab for those particular rules variations.
OK, on to the reason for this posting
(selfish promotion is certainly PART of the reason)
Patrick and I have been tinkering with several new ideas I was thinking of bouncing off you guys. With one game in the books and another getting towards the end, it seems a good time as so many have the game fresh in their minds...
Let me go with some fairly basic ideas, we have fleshed most out further than I will state here:
Please keep in mind the game is supposed to be fairly easy to play and to understand. The more rules we add, the greater the confusion factor I want to avoid! We could add all sorts of complicated rules and that is not wanted!
We came up with an idea to add blimps to the game
spend a turn to build one and in future turns that unit can choose to "launch" his blimp instead of some other order, in doing so, the blimp goes up and the region is scouted from high.
This person will for this one turn only, see everything 2 spaces around, additionally he will see grayed spaces (no further info other than spaces and shapes) three spaces out. (possibly grayed out units in those spaces as well?)
If the unit is attacked in any way (dislodged or not) that turn, the blimp is destroyed forever, he gained no vision and the unit would once again require a turn to rebuild a new blimp.
Portals was an idea we discussed for a while
hidden on the map would be special portal spaces that would transport units to far reaching areas
Quick exploration and crazy dynamics could ensue?
Another idea barely even discussed would be to have multiple players share a power,
Several ways to do this, maybe one controls the armies and the other controls fleets. Maybe several play as a democracy and must vote for the orders to be used, maybe we have several players and each is assigned a unit to order (this would grow as the nation grew of course)
some stuff to get the ball rolling. Let me know your thoughts on thse ideas and any others you may have. Whatever you suggest though please keep in mind it must be simple to understand and simply to run by the GM (I have long had an idea to add resources to the map and trading of resources, each would be able to be added towards a commerce victory and/or possible unit upgrades but while a really COOL idea, this would be insane to have to run and keep track of not to mention explain so many new rules to the players, especially a new player to the game) That saying comes to mind, KISS (keep it simple, Stupid)