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Reply: Risk Legacy:: Variants:: Re: Expansion Collaboration

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by Isgrig1982

So there isn't much movement here so I thought I'd throw out some ideas/suggestions.

I've got the basic foundations for a pretty good mini expansion already put together. Is the general idea here to make several "packages" that are opened after certain in game criteria has been met, or are we talking about one giant expansion? I lean more towards making several packages, in the spirit of how the game already works.

I suggest that each package not be massive in scale and scope. The game evolves slowly, it doesn't take giant leaps. For example, if we introduce Antarctica as a new continent, lets make that expansion very small, because the introduction of a whole new continent is extremely game changing all on it's own.

How shall we divvy up responsibilities? Although I'm sure we all have great ideas, some of us may be better at imagining new game elements/cards, factions, etc. than others. That said, some of us may be better at actually taking those ideas and wording them properly for play, and others may have superior graphic design software and talent for making the cards and such. I'll say right now that I think I'm best suited at coming up with the game element ideas, but I'm totally lacking in the ability to create designs, as I simply don't have the software needed.

So here is a starting point. Lets brain storm for a bit. Ideas on a general theme of the expansion? My mini expansion that I started working on last fall has a War on Terror theme. Is that a route we'd like to go? Can that element fit into a larger theme somehow, can it be expanded to be THE theme, or should we go a different route altogether? I vote the War on Terror expansion just be a small element of a larger theme. What that could be, I don't know.

My "road map" of the expansion is this:
1st Package - Antarctica
2nd Pack - new game elements, scars, powers, etc.
3rd pack - "" (War on Terror???)
4th pack - ""
5th pack - Introduce a new faction

I think five mini packs is the way to go. We'd start with opening up Antarctica for play, perhaps setting up special rules for occupying the continent (lets face it, Antarctica isn't the most hospitable place on earth, lets let that fact be echoed in the game). The middle packs would introduce new scars, game elements, faction powers, missions, etc. Then the finale would be the introduction of a whole new faction. Maybe they are refugees from another faction, disenfranchised by it's government? Perhaps the way that would work is the "new faction" is unique to each board, and created based on how the game has evolved to that point. If say Imperial Balkania has won the most games up to that point, this new faction is a rebellion against them. Some of there powers are the same of Imperial Balkania, and some exploit Imperial Balkania's weaknesses. This would, as I said, vary from board to board, and maybe the player who has won the least gets to name the faction and pick it's starting powers?

There are my ideas. Any thoughts, suggestions?

Lets get rolling!

Chris


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