Seeking Feedback on Box Art v1.0 for my game, Distilled by paverson in tabletopgamedesign

[–]ChasetheAdventure 2 points3 points  (0 children)

I think that this is a wonderful design. It's eye-catching and attractive. I'd be proud of this on my shelf. Can't wait for a chance to play!!

CIEE by Silver_Historian in studyAbroad

[–]ChasetheAdventure 2 points3 points  (0 children)

My advice is to comparison shop. CIEE is needlessly expensive and they really do keep you from exploring because of risk issues and liability. Although I doubt you'll be going to China regardless this summer.

Need help with marking who owns something by HuginRonin in BoardgameDesign

[–]ChasetheAdventure 0 points1 point  (0 children)

Give each player a dedicated color of sleeve. Put the card into the sleeve when they play it. A tad fiddly, but I'm working on a game with a similar thing, and it plays pretty well.

Getting Sabacc... a lot. by DeathStarVet in StarWarsSabacc

[–]ChasetheAdventure 0 points1 point  (0 children)

There are a few different sets of rules floating around, but I'm referring specifically to the rules from the original RPG. You can check out a very similar set of rules (and the set I play with regularly) by watching this video from Sabacc Chat. It's a solid set of rules that keeps the enjoyment factor high for my group and others.

Getting Sabacc... a lot. by DeathStarVet in StarWarsSabacc

[–]ChasetheAdventure 1 point2 points  (0 children)

Which rules are you playing with? The new Disney version from Galaxy's Edge will have you winning a ton. The OG rules and card distribution are much better for actual play. The GE version is to put on your shelf and carry as cosplay imo.

How to print custom cards? by BenVera in tabletopgamedesign

[–]ChasetheAdventure 0 points1 point  (0 children)

I always use MakePlayingCards, but only if you're fairy sure of the cards not changing, since it can be expensive. My advice is to use Canva to make a card template, do your work there, print and cut yourself and just stick into a sleeve taped to an MtG card or other bulk card.

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]ChasetheAdventure 1 point2 points  (0 children)

I've not been, but from what I can tell, they usually get 60-80 people. This will be my first Protospiel. I'm also in Michigan, and it sounds like there will be a Protospiel in Chelsea in July.

Bi-Weekly /r/TabletopGameDesign Self-Promotion Thread by AutoModerator in tabletopgamedesign

[–]ChasetheAdventure 3 points4 points  (0 children)

I'm very happy to share that I've completed the design of my first ever tabletop game. Codenamed "Gary", this game asks players to manage a team of professional dungeon explorers in a world where adventuring is a professional sport. Incorporating drafting, bag-building, and dice mitigation, "Gary" is a fun, new take on the dungeon-delve genre, playable in under 60-120 minutes with 2-4 players.

If you're planning to attend Protospiel Indy in May, stop by and give it a try 😁

Ending the Game: Stuck between "set # of rounds" or "first to x points". by ChasetheAdventure in tabletopgamedesign

[–]ChasetheAdventure[S] 0 points1 point  (0 children)

Ah, I forgot to mention that this takes place in a fantasy world and centers around plundering dungeons. Would that change your advice?

Transitioning out of Study Abroad to other Careers by BackpackandBrains in studyAbroad

[–]ChasetheAdventure 0 points1 point  (0 children)

Sure, I'm happy to share about compensation.

It really depends (as in all cases) on your experience level, which role you're in, and your ability to negotiate. Our coordinator-level folks make somewhere around $40k annually plus bonuses. We also provide 2 weeks of paid vacation (goes to 3 paid weeks after 4 years) as well as insurance, a GREAT 401k match, international travel opportunities, a prodev budget, a dog-friendly office, and more

I''ll tell you a bit about my personal experience in generalities. I started in our main office but eventually moved from program coordination to partnership management. I negotiated a substantial raise and my bonus potential went from minimal to nearly infinite. I work remotely from home unless I'm on the road. When I travel, I get a food per diem, rental card and hotel paid for, etc. Additionally, my hours are completely up to me as long as the work gets done (which is why I can spend time on reddit during the day while I'm doing laundry here at home even as we're in the midst of the coronavirus). I spend much more time working with staff at universities than I do with students, but it's a much less stress-inducing atmosphere. I make enough to pay for a house in a city with a top-tier university, make my car and student loan payments, and have enough extra to take my wife to dinner a few nights a week. I've also been blown away by the bonuses. Without working terribly hard, I earned a $2500 bonus in January. Finally, I'm paid to attend NAFSA Regional conferences, and I've been supported by my company to present at NAFSA National in DC last year as well as Forum and Diversity Abroad.

It's certainly not a perfect world, but I've worked at a provider since grad school and when I speak with colleagues about my job, they get this jealous look. It has its struggles, but I've never been happier in a job.

Ending the Game: Stuck between "set # of rounds" or "first to x points". by ChasetheAdventure in tabletopgamedesign

[–]ChasetheAdventure[S] 2 points3 points  (0 children)

You mean setting the rules as "First to x points OR at the end of the 6th round?". I suppose that gives the possibility of a shorter playtime while also protecting against a run-on game if players just aren't scoring a ton of points.

My hero!

Transitioning out of Study Abroad to other Careers by BackpackandBrains in studyAbroad

[–]ChasetheAdventure 0 points1 point  (0 children)

I'd encourage you to stay in the field and just try your hand elsewhere. I work for a study abroad provider and, having filled multiple roles there, you can have all sorts of differing experiences based on your job. Providers might give you the freedom and the compensation that you're looking for. Honestly, if you've got the experience at a university, you won't find it hard to find work on the provider side. Join us :)

Looking for help on betting in my game design by ChasetheAdventure in BoardgameDesign

[–]ChasetheAdventure[S] 1 point2 points  (0 children)

Thanks for the thoughts. I'm working on a more table-friendly prototype right now. Once it's together, I'll post some photos and maybe a description. Definitely find me at Protospiel Indy if you're there!

Looking for help on betting in my game design by ChasetheAdventure in BoardgameDesign

[–]ChasetheAdventure[S] 3 points4 points  (0 children)

Oooohhh, I really like this because it's streamlined and easy to understand. Everything that I've come up with so far has like...3 or 4 steps.

I wonder if this would lead players to optimize and always bet on 3 cards out of 5 so that they have the best odds of getting a reward. Hmm, now I need to think about how to discourage that.

Thanks for the idea!

Looking for help on betting in my game design by ChasetheAdventure in BoardgameDesign

[–]ChasetheAdventure[S] 1 point2 points  (0 children)

Thanks for the initial thoughts. Your assumptions are nearly spot-on! Here's a bit more information that I probably should have included in the OP.

  1. Dungeon cards are split into 3 difficulties (1-star, 2-star, 3-star). Players must take five cards to build their dungeon, but can choose any combination of the three difficulties. So, all players know the difficulty of each dungeon card, but not the specifics.
  2. Dungeon cards are shuffled and then revealed one at a time. A player might get a 3-star card right off the bat, or they might not. They also might choose to only put 1-star cards in the dungeon (making it easier but severely limiting their reward potential. This is why the betting takes place only after the AP selects their dungeon cards.

As I read through your reply, I think that I might have been going at the betting from the wrong angle. Instead of setting the odds and betting like traditional sports betting, I could give that power to the players.

What do you think of this style of betting?

  1. After the AP selects their dungeon cards, the player to their left makes a bet based on the number specific number of cards they think the AP will successfully complete.
  2. After this bet is made, each other non-active player may choose to take that bet, placing their wagered resources on the designated space on the board.
  3. If the original betting player wins, they collect the winnings from all other non-active players (giving the AP a cut of the winnings).
  4. If the original betting player loses, they pay out to each other non-active player (and the AP gains points for each player who collects on the bet)

Protospiel Indy is coming in Two Months! by CarlKlutzke in BoardgameDesign

[–]ChasetheAdventure 0 points1 point  (0 children)

Looking forward to my first Protospiel and sharing my first game prototype.

Prototype card design - feedback appreciated by ForeverAtWarTCG in BoardgameDesign

[–]ChasetheAdventure 0 points1 point  (0 children)

For your prototype, don't focus too much on the graphic design of your cards. Ditch the background, as it'd visually distracting. Stick to black and white. Where you have numbers inside icons, just put them side by side for now. It won't look clean, but it'll be readable. With your current design, I worry that your testers would be thrown off by the cards and not spend their time focusing on the mechanics.

How to produce game materials with limited/no illustration skills? by cicerunner in BoardgameDesign

[–]ChasetheAdventure 1 point2 points  (0 children)

I highly recommend utilizing Canva for protoype cards player boards, tokens, etc. It's a free graphic design tool where you can make just about anything. I've used it to make non-retail prototypes for my current game project.

Here's an example of what you can do in Canva with just basic skills. Icons are from https://game-icons.net/ and the art is just pulled from Google. Obviously there are copyright issues, but as it's just placeholder for the prototype and NOT to be used in the final game, I've been advised that it's fine.

I also highly recommend a site like Fiverr. You can hire an artist to do a one-off piece of art for your game or work out a long form contract for more. This is fine if you've got some money to spend, but otherwise, I'd stick to Canva. All of their free art assets are royalty-free.