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When can we play!

Seriously...I am glad you are taking the time to do this.

When can we play.
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B Mendez
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Soon.
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New version of the characters. I have made the differences only 1-2 value points.

Another option to test, in a multi-player game, all players with the same starting attributes 2,2,2; giving the players more control and choices.

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BoardGameGeek » Forums » Board Game Design » Board Game Design
Re: Solo playable game with a Christian theme I have been working on
Also, I have redefined the companion cards. Now with 24 cards ready to test. Will post when the file is ready.
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No... haven't forgotten the thread... nothing to post yet... working on the game. Thanks for your support.
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Board game submission approved!

Pilgrim
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em we
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Have been working with the game...
Have now added more character cards to the game... (Will post soon)
Have been also working with the locations...

Also have been busy with a new set of cards... The concept might change but for now they are kind of encounter cards in the Valley of the Shadow of death, they a might be optional, added challenge, an option if not having the all-prayer weapon the book talks about, or a complement... Still working with them but here's a preview of the 10 cards:

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basm22 wrote:
Also, I have redefined the companion cards. Now with 24 cards ready to test. Will post when the file is ready.


Not 24 anymore, there are now between 36 and 48. Well, 36 ready, but trying to get 48 finished as soon as possible.
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basm22 wrote:
New version of the characters. I have made the differences only 1-2 value points.

Another option to test, in a multi-player game, all players with the same starting attributes 2,2,2; giving the players more control and choices.



...Also, changes in the players options as well.
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What if the locations were hexes?



The player would first place the Destruction and Celestial City tiles and randomly place the remaining hexes in the number order shown. It would: 1, eliminate the linear navigation; 2, increase replayability by changing the order of the locations each time you play; 3, add a movement option --closer/further away tiles would cost less/more action points; and 4, choice, as you have to choose which tile to move to.



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I know that moving away from linear navigation has been a topic of conversation here, but I am curious if you have an idea of how movement would work on this random board.

I, myself, kind of envision having to successfully face a certain number of challenges around the outer ring, then gradually moving towards the center. Otherwise, I'm having a little trouble picturing how the ultimate goal (reaching the Celestial City) is attained.

Also, are you still thinking there will be some kind of path? I realize it would probably be somewhat random, but it seems to me that the idea of a path is an important part of the allegory.

Sorry if the answer is in this thread and I am just having trouble seeing it.

I really appreciate that you are trying to make the game play seriously and are boldly trying out different approaches.
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Nathaniel Baker
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I love the idea of this game and want to try it really bad. Once it becomes more finalized and I have the time, I would love to review it as well. Keep us posted and thumbs for you, Pilgrim, and the inspirational 9 year old
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Beaker73 wrote:
I know that moving away from linear navigation has been a topic of conversation here, but I am curious if you have an idea of how movement would work on this random board.

I, myself, kind of envision having to successfully face a certain number of challenges around the outer ring, then gradually moving towards the center. Otherwise, I'm having a little trouble picturing how the ultimate goal (reaching the Celestial City) is attained.

Also, are you still thinking there will be some kind of path? I realize it would probably be somewhat random, but it seems to me that the idea of a path is an important part of the allegory.

Sorry if the answer is in this thread and I am just having trouble seeing it.

I really appreciate that you are trying to make the game play seriously and are boldly trying out different approaches.


No, the answer is not in the thread and is something I am working on now as I just explored the idea today. (Personally I like the map with the linear movement) But I already have the map... and I saw those positive points that I mentioned there. My second thought was, from a set amount of action/allowance points, you would need more points to move further, less points for closer... It's interesting that the player can choose where to move and when... The limitation would be the amount of points available with many choices, Acquire a card, move closer or further, exchange values for a lesser or higher cost, each card and or location has items necessary for successfully completing location challenges. Some challenges can be faced without the useful item but would require more attribute values other challenges can't...

There's also ways to control the movement by limiting the sides from which the celestial city can be accessed (oh!, I just realized that the river has to be immediately before the celestial city... shake sadness!! I guess the totally random hex placement won't work...shake


/edited to add the quote/
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knatebaker wrote:
I love the idea of this game and want to try it really bad. Once it becomes more finalized and I have the time, I would love to review it as well. Keep us posted and thumbs for you, Pilgrim, and the inspirational 9 year old


Thanks for your kind words!
 
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Back to the drawing table.
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basm22 wrote:
[q="Beaker73"]I really appreciate that you are trying to make the game play seriously and are boldly trying out different approaches.


(I guess I didn't see this last part of the sentence) Thanks! I want this to be a good game, and that's what it will be, a game, so even if I like the idea of linear movement myself, I have to provide for a replayable experience with meaningful decisions first. The map separated in pieces will allow the player to have both, you can approach it randomly, you can assemble it in a manner that it resembles the book's sequence, or you could even leave the randomly placed pieces while you attempt to navigate it the way it happened in the book. I also like the way the separate hexes add to the competitive element of the game as different players will navigate it differently. Let's see how it plays, as this is only an idea.

basm22 wrote:
(oh!, I just realized that the river has to be immediately before the celestial city... shake sadness!! I guess the totally random hex placement won't work...shake


That could be an easy fix, one can make it into a modular kind of board, by breaking it into less pieces, or just constrain the placement of some hexes (example: River of Death piece has to always go next to the Celestial City piece and you can only access the Celestial City from the River of Death. The same can be said about the initial tile, City of Destruction and Wicket Gate. A reward value can be added to each hex, or a bonus for visiting all of the hexes... etc. I think it will still be a manageable system; just a matter of weighing pros and cons and choosing an effective combination of variables without making the system too fiddly. ...And then again, there's the map as an option still.

I ultimately envision it as a game "system" with expansions/variations/elements that can allow for multiple ways to play it. I think the concept of the book is rich enough.
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Johnny W
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I really fine this literary conversion to be most interesting.

If you don't mind I have a few suggestions, or suggestion questions?

I rather like the notion of a random board, but you might consider this take: the board becomes more linear the closer to paradise one travels. The world is a maze of confusion and choices, but as one draws near to Glory, Glory guides the weary traveller.

I could easily envision a lite RPGs aspect, something along the lines of Arkham Horror, in this regard. A player is a unique creation, and he is composed of attributes, skills, strengths and vices that reflect this.

If one would be willing to draw forth the fruits, weapons, and armour from Scripture, one has an alternative world of warriors, wonder makers, and healers.

Are Gandalf's words, "None shall pass!" not the words of faith in a higher force?
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kurthl33t wrote:

May I suggest reading the Gospel of John?


With all due respect, may I suggest leaving the proselytising to RSP and elsewhere? I could comment for hours on Christianity, the church or organised religion in general, but this is supposed to be a board game design forum... it's obviously necessary to discuss the way in which Christian values affect mechanics, goals and so on in a board game design, but it's not necessary to try and persuade people to change their opinions - in either direction.
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lemmingsunday wrote:
I really fine this literary conversion to be most interesting.

If you don't mind I have a few suggestions, or suggestion questions?

I rather like the notion of a random board, but you might consider this take: the board becomes more linear the closer to paradise one travels. The world is a maze of confusion and choices, but as one draws near to Glory, Glory guides the weary traveller.

I could easily envision a lite RPGs aspect, something along the lines of Arkham Horror, in this regard. A player is a unique creation, and he is composed of attributes, skills, strengths and vices that reflect this.

If one would be willing to draw forth the fruits, weapons, and armour from Scripture, one has an alternative world of warriors, wonder makers, and healers.

Are Gandalf's words, "None shall pass!" not the words of faith in a higher force?


Thanks for your contribution!

Yes, the characters represented by the players in the game have a collection of attributes, such as strength, wisdom and faith, and the companions cards contribute both virtues and defects when in play. I have tried to stay as close as possible to the book's allegory and the elements presented by it... I agree, that yes, the book provides for an "rpg-like" feeling which I like a lot.

And yes, also it is interesting to explore a more random board as opposed to the linear nature of the storyline. And I like your suggestion of the more random to less random movement as one get closer to the Celestial City...It will be interesting to explore.

In that sense I started to work with the idea od the hexes, but it would also work with a grid of location cards. On the other hand, I like the idea of a "board".

Thanks again.
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Nate, I would like to take this opportunity to mention that I have appreciated coming to the thread page and see that you have been following it up and caring to leave thumbs-up next to my posts. Thanks.
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In the meantime, I have also made alternate/additional cards for a couple of locations:

3 more cards for the Vanity Fair location
2 more for Hill of Difficulty
3 more for Country of Conceit
1 more for Doubting Castle
1 more for Palace Beautiful

...will post the images soon.
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Nate K
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Bichatse wrote:


With all due respect, may I suggest leaving the proselytising to RSP and elsewhere? I could comment for hours on Christianity, the church or organised religion in general, but this is supposed to be a board game design forum... it's obviously necessary to discuss the way in which Christian values affect mechanics, goals and so on in a board game design, but it's not necessary to try and persuade people to change their opinions - in either direction.


That's a good point. I'll remove the post.
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basm22 wrote:
Nate, I would like to take this opportunity to mention that I have appreciated coming to the thread page and see that you have been following it up and caring to leave thumbs-up next to my posts. Thanks.


I am very intrigued by the project! I can't wait to see the finalized version.
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I have deleted my earlier reply and I am sorry if I offended you, and dont get me wrong it was my intention to offend the religion of wich now remain nameless, but not you as a person. I Would love two answer your e mail but im not sure how to do it (technechly on board gamegeek). I Could have a long argumentation of my belives but since this is not the forum I leave it untill I found a way to email you.

Sorry and good luck with your game!
:devil: He he he=)
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