For the last few months I've been having once-per-month-mostly meetups with a couple of game designer friends from a town that is a little over an hour's drive away from me. Most of the time they have been coming to my house, but this month we expanded our meet to include several other designers from the general vicinity, and one of them hosted the event. This is what we considered to be the inaugural meeting of the "Wessex Guild of Game Designers", named for the ancient Saxon kingdom we live in -- they near the middle and me near the edge.
While a group of the others played a cool sounding race game in the other room, I had a couple of designers playing Scurvy Crew with me, trying out the relatively small changes I had made since last time.
The game was a little slow, but this was largely due to having a new player and doing quite a lot of chatting as we played. Even so, the 45 minute playtime didn't seem unreasonable for the style of game. I usually use a playmat to keep the game in order, but didn't this time, and everything was fine. During play, there was a suggestion to use a supply of tokens to mark the sea spaces that have been cleared of merchants. We rolled this into play as we went; this actually worked really well, and for the cost of eight tokens, there was a nice, easy to track countdown to the end of the game. I'm now starting to think that these tokens could even have some sort of an effect, but that's probably unnecessary at this point.
The play didn't really identify any substantive problems, though I still have work to do on getting the cards balanced up properly There was another suggestion that I liked: some of the merchant ships could provide you with additional crew when you capture them. We decided to have another play and implemented this by reducing the points value of some of the merchantmen, but allowing you to draw a card from the crew deck if you captured these ships.
This change didn't make a huge difference to the game, but it did seem to add a small extra decision sometimes, fit the theme of the game, and added almost nothing to the complexity. The numbers we used were probably not right, but the change seems to add nicely to the game, so I'll take a look at how to incorporate this in a more solid way. This second play came in at bang on half an hour, despite being quite tactical and cagey at times; I am very happy with that.
Apart from my own game, I also tested a game about building up a town and trying to stop it falling down due to the ravages of time (the designer describes it as a "1X game"), a lightweight car racing game, and a game about building robots, all of which are well on their way. As is usually the case for this sort of event, I missed out on some other great looking stuff too, but them's the breaks.
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