Archive for Patrick Jestershand
1 , 2 , 3 , 4 , 5 Next »
Still waiting for the new cards and boards will be in from The Game Crafter. It includes the new Icons and a few more pieces of updated art. Little by little I have been funding art out of pocket. The soft parts all have homes already, but if they look good (not too dark) I will order more immediately. There are a lot of people waiting for new copies; I hope you all will be patient.
I am also working on a new video for instructional play. Siege is not a difficult game to learn to play (even across the board’s review mentions it’s ease of play). We just want to make sure its is as fun and seamless game as possible for it’s players.
Just got played info- We are taking St. Patrick’s day off, but not really. We will still have a new video out Thursday. We recorded two last week, so if it looks like we didn’t change clothes for a week you will know why.
In the beginning of each episode I introduce us in a colorful way. I would like to involve the viewers, so please email us at email@example.com. Give us an idea of how you would like to introduce ourselves. If we pick yours we will but your name in the credits.
Here is an example of how we have introduced ourselves
…I am the desperately in need of a new AA sponsor Patrick Siebert and this is the cool the funky the Brian Fiore.
Give us some funnies, we would love to hear them.
Jesters hand publishing
[geekurl=Youtube episode https://www.youtube.com/watch?v=FFoFkroWPGY]
Things have been moving so fast this week. We are still waiting on some reviews that promise to be great. We have also started to do a table Top review show (bi-weekly) we have a lot of work to do and a long way to go but the goal is to give a brief description of the game, and then each reviewer will give one strength and one weakness of the game to prove we are impartial. We do state “If you had to pick one thing you like” and “if you had to pick one thing you didn’t like”.
We are doing this because we love board games, after we build a little viewer ship we will focus on boardgame prototypes because I think that is where we can do the greatest good.
In the mean time we sure could use some likes, and shares and if you would mention us on boardgamegeek.com that would be great too.
Here is a link to our pilot
Just got played review[/geekurl]
We have been working on a new KS video for the last few weeks. There is a little green screen action in it and a few other animated elements but I have to say. Acting is like hard and stuff! I am not kidding it is remarkably hard not to come across as a tool when you are talking honestly to an in animate object (I guess if it has auto focus it has some degree of animation stop busting my cherries). We will keep working on it. This time I am not going to let a time line effect my decisions. I truly want to make the best possible product. I have a great job working with great people so, profit margin is not a huge (or any priority). I will leave you a picture of my living room with a green screen. You can see I have a great wife as well. Its been like that for almost 2 weeks.
Wish us luck..
“ I have been, and always shall be, your friend.”
Jesters hand has been working on the rules revisions and re-design, a re-do of the kickstarter video, and of course networking, networking, networking. I have published a version of our kickstater video and asked my facebook friends for feedback.
The response is pretty all over the place from “this is the best video I have ever seen” to crushing email that merely said “This sucks, you lost me after the 3 second mark”.
What is truly interesting is that both overwhelming praise and a comment from someone that only watched for 3 seconds has about the same value. Next, to nothing. I would rather hear overwhelming praise then a bad mood vent but neither help us truly make a better video.
(check out or video on the facebook page if you would like to form your own opinion, and feel free to email me. I would love to hear what you think
( https://www.facebook.com/rhett.siebert )
I sent emails and asked them to peel back the layers, and I have to say every conversation became positive pretty quickly. If you are following this because you are interested in doing your own game design, you like me personally, or you find Siege of Verdan interesting I have some novel advice that you have probably never heard before.
Sticks and stones.
Some people may be having a bad day. Some people may just want help but are very direct. Some people will just want to have there voice heard. The bottom line is to not let misspoken words or someone bad day effect you. In the game industry I have found that most people have the best intentions, and some do not. Look for the constructive information, and set the rest a side.
If you have read this thread I think you know I am doing this project for many reasons, but making money, and admiration are very low down on the priority.
What ever the reasons you are involved in gaming I hope you never forget why you started.
I hope that luck always swings in your favor, and when it doesn’t you have the courage to pick up that die and roll again.
We have been pretty diligently working on the nicer version of the rule book. We are definitely going to have a space issue with the new changes (added some diagrams to help) so this is going to take some time. It will also force us to put off the re-launch for kickstarter. I hope fans will understand, but I really want to make the best possible product I can. With this done before the launch I think it will allow for not only the best presentation but also the fastest return between KS funding and the delivery of the product.
We are continuing to evolve the final product, reviewers have given some great insight to what might help further fine tune the game. Please look for us on facebook and our website at www.jestershandpublishing.com to see updates for the rules and such.
If you have been reading I think you already know that there are lots of little Easter eggs hidden in the game. The new rules are no exception, but what I am willing to share with you now is the players mat. I will be hiding some flavor test in the players mat. Keep your eyes peeled.
This has really been a great journey so far please stay with us.
Wow some really exciting stuff!
We have some great feedback from the Meeple Mechanic, and across the board. These are some game reviewers that have copies of Siege. They have included some pics of them playing the game and said some really nice things.
We have also made a new how to play video that’s only 10 minutes long!! Please check them out when you get a chance.
I am just gonna leave you with a bit of siege eye candy before I go!
This is the old game board and the new tokens just so ya know.
As always thank you for reading!
Time, savor every drop…
A current large concern of game consumers and desingers now is time. Actually, it’s time, depth/re-playability, and ease of understanding and then 1st timer equality. I have only been doing this for a few years but I have formed a strong opnion about this. Some of these are opposing attributes.
Depth/replayability- while this requires a great deal of work it can be achieved pretty easily. Long detailed story lines buried with in the subtext of the game can be a tool for this, especially good for those creatively inclined. A modular board that can change with set-up can help with the replay-ability aspect and cause players to re think strategy can be a good cheat to buy you some more replay ability (but will require more extensive play-testing, you really should play test every possible combination and more then once. Randomization is my favorite (although very un-popular among designers) weather it be card allocation or dice a random variable that will cause you to change you strategy is something that adds re-play ability and depth of thinking (although not depth of theme). This is usually the counter measure of time. Adding depth/replayability usually adds time which players want to spend less of. So replay-depth are on the opposite spectrum of time for the most part..the trick is to give a full rich experience and not add too much time. (Think about movies, they want you to love a character before they want tragedy to befall them, and you have to do it all within two hours and some change).
Along with time, ease of understanding is also the adversity of complexity, which is also a great tool of…..Depth and replay-ability. It extends the learning curve and highlights discovery as they unfold all the subtle nuances of the game. These are the struggles that we battle with games. I hope I have managed all these well with Siege of Verdan and the upcoming Scoundrels, Scavengers and Smugglers.
I have said this before and I will say it again. Whew, the Kickstarter was an amazing ride. I wish it funded but, I am very happy with the community that rallied around us to make us a better game. I have said this before and I will say it again.
Among all the changes we made to the cosmetics of Siege, we are also making some big changes to the game itself. We are working on a system that will allow for no player elimination. It is only a slight rules variation and it seems like it will work very well. I have some concerns about the speed of play (always a concern for designers) and the emotional impact on the game (a bit anti-climatic when all the players stay to the end) I will explain the pit falls of that later. Next week I would like to talk about game speed, depth, and player elimination.
On a last note I would like to say thank you to everyone for reading, thank you to all the kickstarer backers (old friends and new ones) thank you to all the contributors that from the first day the kickstarter began have sent in art, graphic art, and rule suggestions. This really no longer is my game, it is a communities game.
It looks like we are coming to a close on our kickstarter. It has been an amazing learning experience and something I will never forget. I have got a lot of great feedback, constructive criticism and some just plain old trolling, but very little.
You can tell that some folks have woken up on the wrong side of the bed or just had a bad day in general. I have found that if you contact them directly and address there concerns, sometimes they have good ideas veiled in anger, and sometimes they are sorry for what they said. Either way the out pouring of support far exceeded the negative.
I have met (internet met) some really great people in this industry and some have volunteered a lot of hard work to make this project better. We will re-launch in February with a much stronger campaign and a much stronger product. As I said before, it has been a valuable learning experience.
I am going to offer a special (secret gift) to those that backed me this time around. I don’t want to go into detail but I to get the gift mailed to you must back the project, even for 1 dollar. Chances are it will not fund, and you will NOT be charged the pledge! Either way if it funds or not you will get this small token of my appreciation, something that will not be offered in the kickstarter for the re-launch. It is something I am really proud of and I think will make a great addition to your copy of Siege of Verdan if you choose to back it on the re-launch.
I leave you with a picture of the latest collector’s edition going out. This one is going to across the board.
Plans for a new beginning.
The largest amount of negative feedback for siege so far has been the game board. We have started the re-design this weekend. We hope to have it finished by the end of the week. We love our backers and we want them to have a voice in the end product.
Still no news from the reviewers but we have high hopes for them. We did do an interview with The Meeple Mechanic on Sunday Daniel Zayas is an up an coming voice in the game industry, and a whiz with statistics so keep an eye peeled for him.
I will try to get you some updates as they happen, lots, and lots of stuff going on. We are making plans for a “out of print FREE card draft” to get ride of our old cards. We are planning for a re-launch of Siege of Verdan for mid February just in case we don’t make it this time, and of course we are re-doing all the graphic art too.
Microvores is launching this week on KickStarter too. A great game, by a great guy made in the USA!
1 , 2 , 3 , 4 , 5 Next »