Escaping Development Hell

Beast of Bottomless Lake
You've Never Heard of This
The Queen Must Die began life as a screenplay – I once worked in film, most of my biggest credits are things no one has heard of, or they died in development - “Development Hell” they call it… hence, I used to work in film.

Though it’s a screenplay I never finished, it was an idea I cherished and when I left film behind and my creative outlet switched to game design, it was one of the first things I ever considered.

Based ever so loosely on the fantasy RPG trope of a group of adventurers invading some demi-human tribe’s – kobolds in this case – home and mining it for gold and experience, yet turned on its head. In my imagination it was the classic D&D module The Keep on the Borderlands, with the kobolds as the protagonists… and as a board game.

Over about two and a half years it has inched along – getting far too bloated in the process. Every other game I’ve ever designed has been far simpler, far leaner than The Queen Must Die – but the idea would never leave me alone. I kept coming back. There were always things about it that continued to have life.

Early play-testers responded well to a crafting system where the kobolds rummaged in their warren for discarded detritus and built weapons and defenses from it. A rusty blade and a wooden grip, jam together and become a semi-functional sword; use the same grip with a metal plate, and the plate works as a shield; tie the shield on with a leather thong and it’s a breast plate; the thong and a metal bowl are a helmet, the helmet and some gunpowder become an I.E.D. (And so on.)

Players also regularly responded with 'ooh's and 'aww's when the party of adventurers were revealed – 15 different archetypes each with different abilities, randomly drawn into a group of 6, to give each game a unique strategic approach.

And then there’s the end game… I will talk more about the end game at some other time, but suffice to say that players win either by saving the Queen from the adventurers or by being the most heroic kobold who tried to save the Queen, but failed leaving a power vacuum for the most heroic kobold to fill – so saving the Queen might not be your best move… yet she will put a betrayer to death if she survives.

Then the pandemic came along…

I am now, post-film career, an essential worker. Honestly, it’s a bit laughable. I was essential for three or four months while we figured out how to keep our essential service happening, and now I’m not so essential. It was an exhausting few months. No time. And my brain was mush for ages after it all calmed down. I did no designing.

Darn it all… here I was right back in development hell. I left film in part, to avoid this! Oh how naïve I had been.

But gradually I started thinking about The Queen Must Die again, cataloguing fresh ideas in my head. I started killing darlings in my imagination…. What if I don’t REALLY need that AP-inducing crafting system? I started dreaming probabilities for more elegant solutions – shorter board, revised dice, simpler randomization… stuff that made me wonder what I could possibly have been thinking before, trimming both minutes and unnecessary complexity off the edges of the game in my mind’s eye like excess fast from a steak. But not a pencil-stroke ever hit cardboard.

And then I saw a posting about the Tabletop Mentorship Program, and though I’ve called it a whim, it was more of a beacon calling me back. I applied. And still I did nothing. Not a click of a mouse changed a digit in a spreadsheet. Until the last day of January – a Sunday – when I got word I’d been accepted. The crunch began. I dove back in – listing and implementing every change that had been coalescing in my head over the past year. Some fit like an old shoe. Some have wide stroke marks driven through them on my notepad and will likely never get another thought. Most were somewhere in the middle. I sort of knew how they fit, but I had to find the path there. It took most of my evenings – though I did get a movie in with my kid, and several episodes of Lupin in with her Mom – and most of my lunches from the IRL job were filled with more game design tasks than food.

Simultaneously I leveraged the news of my mentorship as a call to action for my support circles. Lots of friends, family and game-playing acquaintances signed up to my dedicated playtest group and a few started learning Tabletop Simulator just to help (and help fill some hours in these long winter nights of Covid, Year Two.)

Friday was the mentorship orientation. My mentor reached out to me for the first time (I had already sent my first message.) in the middle of it and booked our first meeting for double the recommended time for this coming Tuesday. That’s exciting.

And this morning, after my Sunday run, a week after finding out I’d be participating, I had my first playtest of The Queen Must Die in about a year.

It’s feels good to be back. It feels great to be excited about this again.


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