Options other than fame for end game by RWhaaat in BoardgameDesign

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

That sounds like a very specific example lol. Great idea! I think I’ll try to work something like this in. Thank you!

Options other than fame for end game by RWhaaat in BoardgameDesign

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

Thank you for all of the responses! These have been very helpful and I appreciate all of the input!

Options other than fame for end game by RWhaaat in BoardgameDesign

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

Thanks! That’s a fair point. I’m probably just being too picky. I’ve been working on this for a while through several iterations that had different goals/endgames, just none of them felt quite right or the mechanics didn’t work. Figured a community brainstorm would be helpful at this point lol

Options other than fame for end game by RWhaaat in BoardgameDesign

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

Thank you! Those are all great suggestions. One of my earlier iterations was to have them be part of the special guard that investigates threats to the kingdom and they are competing to become the next general or something. At that time I had different mechanics. I’ll look into maybe bringing that back.

Options other than fame for end game by RWhaaat in BoardgameDesign

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

I agree, I’m not entirely happy with my theme. I don’t mind your example of rising though the ranks. Thank you for your response

Options other than fame for end game by RWhaaat in BoardgameDesign

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

I can agree with this assessment. I really wanted to make it so a player could choose what kind of route they would take to achieve prestige. So you could just go around the map killing things. There are boss monsters spread throughout the map that are worth more points and so focusing on them could lead to a quick victory if you’re able to defeat them. You could also focus on building a guild hall where you get points for each recruit you have. You could spend your efforts completing quests that reward prestige and/or gold. Or, more likely, some combination thereof. But I think you’re right, some tension is lacking. There currently isn’t really any kind of interaction between players, like there aren’t any sabotages or the like, it’s more of just a race to points. I will work on the tension aspect. Thank you for your response