Endgame
The Queen Must Die is a long game. Not Twilight Imperium long. But well over an hour, realistically two even without the shackles of Tabletop Simulator.
For the first half of the mentorship that was my big goal –
to trim the game down. And I knew it was happening – but I really couldn’t know
for sure to what degree thanks to the ‘playing-one-handed-with-an-oven-mitt-on’
experience of playing on-line. What was
important was that the game had been trimmed enough that I was no longer
feeling like that was my main issue.
I even said, out loud, that I felt like the low-hanging
fruit was getting to be pretty small. Never say that stuff out loud. Right?
I knew that I needed to play the end of the game more. Due
to the length it was not uncommon for us to not get to the endgame in a
playtest. And the endgame is one of the outstanding ideas of this game. And not
by a little-bit. Consistently it was what people who I explained the game to
keyed in on as the most exciting element to them.
Sidebar: I’m not holding out on you here – I just don’t want
to get away from my narrative here – I explain the endgame at the bottom.*
So my mentor, Jonathan, and I decided it was time to commit
to getting playtests through to the end. Period. Book excess time. Forge through.
Make sure the play testers know that’s the plan. So we did.
We set aside a (ridiculously long) 4 hour block on Sunday and made it
abundantly clear that we needed a commitment to the whole time. Jonathan
decided that it was time for him to see the whole thing at work too, so he was
going to join for the first time to play.
It was exciting and a bit intimidating.
The time came and I ran through my “what you really need to
know in order to play” explanation – having refined it to a pretty trim teach
for the size of game of just 15 minutes. Mostly this was to make sure that all
my play testers were on the same page as far as changes since they last played –
and also for Jonathan who was broadly familiar, but had not played yet.
We dove in. And the game practically flew for the first two
hours… then we hit the endgame.
And the game started doing things that it never had
before. Weird stuff. Game breaking
stuff. Stuff that seemed obvious when it happened. The worst of which, I cannot
lie, had previously been a concern… but I thought I had designed it away. But I guess I had just buried it – and now,
with players who were getting savvy to the game, strategic choices that newbies
would never think of bubbled back into play.
And the last ¼ of the game took almost as long as the first ¾
- (largely due to break-off discussions about what was failing). It was an epic
fall. Totally demoralizing to have the game so completely crumble for the first
time in ages the day that my mentor shows up to play. I got to the point in our
post-game debrief that I really couldn’t process any more and started to
mentally shut-down.
Bed time came and I lay awake thinking about the resurfaced
problems… though really it was mostly a litany of expletives dancing around in
my noggin.
Eventually I fell asleep – no new answers really.
Just in case I wasn't being blatant enough... |
I don’t know that it will solve my issues, but it seems
promising. I’ll bounce it off Jonathan tomorrow and do a quick build on it so
we can playtest it on Sunday. If only I could fast forward the first ¾ of the
game so we could try it out right away, but its not the kind of game that
easily lends itself to jumping in without the emotional build up and investment.
*ENDGAME: As the endgame of The Queen Must Die approaches, players must ask
themselves if they think they have outdone their opponents in the act of saving
the Queen.
“Wait? But doesn’t title say she MUST die?”
Yes, it does. But strictly speaking she doesn’t have to. Players are trying to save her from marauding
adventurers, and as they do they gain prestige in the Kobold clan. In the end
either the adventurers are vanquished, or the Queen is. If they Queen dies, the
Kobold with the most prestige wins – ‘cause they get to take the throne. If the
Queen lives, she knows she can’t trust the most effective of her subordinates –
so she puts the Kobold with the most prestige to death. They lose, while the
others celebrate a group win. So it is in the most Prestigious Kobold’s best
interest to betray the Queen and help the Adventurers.
The real catch is that the stuff you need to do in order to save the Queen
gains you the prestige that is going to make you want the Queen to die, and
while you are busy back-stabbing (sometimes literally… well, literally in the
abstraction of the game) the Queen you aren’t gaining any Prestige, while
everyone else is as they try to save the Queen.
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