The last time I tested Boogie Knights, I was trying an alternative system where, instead of rolling dice to resolve challenges (in disco or combat skills), you played cards for their numerical value. This went down well with the playtesters and I was happy with the change at the time, but since then I couldn't help but dwell on the fact that the players were all "serious" gamers and that the play time pretty much doubled from previous plays. It was great that the players felt engaged and thought that there were decent decisions to make, but the more I reflected, the more I felt that the game had become something that I didn't really think it should be.
Complete sets of kit for almost everyone. |
So we went back to the previous version of the rules, with a small tweak (rolls of 6 "explode") and gave it a go. I would normally have my notebook open and writing down comments from the players and observations about their behaviour, but this time I didn't bother, I just wanted to give this game an airing and get a feel for it again.
Overall I'm pretty content with this playtest. I feel that this form of the game is not very far from "done" from my point of view, and I may give it a cosmetic change or two (like getting the action cards to have the same style art as the kit cards) and then pretty much leave it. I was given advice that more publishers would be interested in the game if I could lose one of the types of component (specifically the dice!) but now I think that I will just go with what I have, and if someone wants to publish it, that would be great, but otherwise I have learnt so much from developing Boogie Knights from that rough 24-hour game design from two and a half years ago.
Also, whatever else, I enjoy playing it!
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