First pass at… Science

I strongly believe this is one of the hardest things to redesign, simply because my opinion is that the science game is the weakest of the roles (essentially role-playing for the sake of role-playing). I have since spoken to some MegaGame designers who tell me that the original intent of the science game was to feel very Discworld/Monty-Python-esc - the world is going to hell and the scientists are discussing what type of hats the aliens are wearing. In addition, the documentation from both versions is very lacking so I felt this needed a complete overhaul. 

My goals going in were 3-fold: 1) Have a reason that scientists meet up in each round. 2) Have them use resources to advance up a tech-tree. 3) Maybe some sort of interaction with the main map. I’m not 100% sold on #3 - do I really want them getting in the way of the military units and knowing the layout of the map when MegaGames thrive on staying in your lane and misinformation? More things to think about. 

So then onto #1 - why do scientists need to meet up? The obvious answer is resource collection and/or trading. Other answers include requiring others to develop techs, but then you’re in alliance territory (International cooperation) and that might be complex and/or taking away from the Foreign Minister. 

Also, just as important as answering the questions above is the question “what do I want the game to “feel” like for a scientist?” My ultimate goal is for every single player to have a good time, therefore I have to plan for different tastes. Role-players are ideally suited for the UN and I don’t feel the need to have another RP-heavy role. Therefore the science role should feel unique from all the other roles whilst still being thematic and rewarding. 

I’m settling into the idea of doing a simple auction for resources. For inspiration, think No Thanks or For Sale. I like auctions because I can set the lots beforehand, always guaranteeing that everyone gets something whilst controlling the resource distribution. I’ve spent a lot of time thinking through other mechanics to borrow from: Push-your-luck mechanics could leave some unlucky soles with nothing over several rounds and that would be demoralizing (not being able to advance up the tech tree because you didn’t get what you needed). Worker placement could quickly become overly complex - both to design, learn and run in the allotted time. Deck/pool building is again, potentially very complex and custom materials dependent. Drafting - complex, materials heavy. And I’m just not a fan of dexterity or speed games in general so they don’t excite me to design. 

I haven’t nailed down the final version of the auction yet but I’ve started with what the lots will be, to at least get me started when I start planning technology costs. 

My friends and I did a lot of high-level discussions, but not really into the specific rules. That’ll have to come later. 

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First pass at… The Tech Tree

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First pass at… United Nations