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Showing posts from April, 2017

Game Designer's Notebook: Dogs in Broken Contract

One of the most frequently requested additions to Broken Contract has been dogs, and honestly, I was a bit resistant to the idea at first. My biggest hang up with dogs in games is that they have frequently been used as living shields. When I came up playing Dungeons and Dragons, they were a piece of equipment that you bought and were treated as disposable. Flash ahead 30 years, and in a game like Zombicide, they felt roughly the same way - like an object more than a sentient being. I just didn't like that dynamic, so I wanted dogs in Broken Contract to be different.

Broken Contract, in many ways, has been designed to highlight the individual. The models are designed on a flexible scale based on perceived character height, and every character is dealt their own individual Initiative Card each Turn. These are deliberate design choices, meant to create attachment and investment in the character's stories. Similarly, the animals in my life are all unique individuals, with wants, ne…

Using the Crew Roster

The Crew Roster was a last minute addition to the Broken Contract Rulebook and has no example or explanation, so I'm going to break it down for all of you.

When we sat down to fill out sheets for playtesting the other day, Hal's first question was, "What is Crew Designation?"

Crew Designation: This is the official name of the crew. It should be something completely bland and dehumanizing like, Work Detail C1007. I chose "C" for the C Level of Orin Mine, which is where the action begins in the FerrumSky setting. 1007 would be for the first wave of assigned work details, and 7 being the 7th crew of ~10. In all seriousness, I named this on the fly. The number was actually higher, I thought about how I envisioned C Level as being the newest dig and that it wouldn't have many assigned crews just yet, but a low number like 7 seemed reasonable. Long story short, a random serial number of some sort is fine.

Crew Nickname: This is what your crew get's called.…

Game Designer's Notebook: The FerrumSky Condition Deck

Last week I started work on the FerrumSky Condition Deck. This is not a new concept, many games use rolling charts for a pre-game sequence that throw the "unpredictable" at the players. I always loved the Strategy Card Deck from 2nd Edition 40K, so a deck presents a bit of warm nostalgia for me. What kinds of things will you find in the FerrumSky Condition Deck?


The other day Hal and I played a game where we drew the Limited Visibility Card, which gives -1 to the die roll on all Shoot and Perceive checks. This worked out in my favor because Hal brought along a character with a Shotgun with Bag Shot. The Shotgun has a low rate of fire (you have to Load for 1AP after every firing) so you really have to connect with every shot if you can. Anything that crippled the effectiveness of that gun was a win for me. I still only won the game by 1VP so it didn't dramatically affect the game. It did give us something else to think about while playing though, which is great.

There ar…