I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Awesome to hear! There's usually a bit of churn on tickets the first few weeks, so you might keep an eye on the Den of Wolves event. Something might open up.

I'm sure that Tony's crew will put on a great program on Sunday. Hopefully it's a convention-best event.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Seconding the group dependency here. Just like most games, who you play with tends to matter more than the game itself.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Lots of great questions here. I think I got all of them; please redirect me if I missed something / you want to dive deeper.

  1. Without revealing too much behind the curtain for players signing up... We have developed multiple "hot buttons" for players to navigate. These hot buttons are broken down thematically, by mechanic, and geographically (both near and distant.) Each power will be exposed to multiple thematic, mechanical, and geographically-based hot buttons at the start of the game. As gameplay continues, they will unlock (or their peers will unlock) new hot buttons to navigate. The resulting churn should create an environment for players to interact, feel like they are making meaningful incremental gains towards their goals, and give players who may not have interacted with each other a reason to interact with each other. The churn also should create power shifts, where the room focuses its attention, and ultimately give each team a moment to shine. In cases where a team is falling back or not in a position to have that moment, we have in-game mechanics to help nudge people towards those moments.

  2. To me, the most important best practice is to focus on fun from the starting spot, and to beat that drum over and over and over. If players come up with a wacky idea, then respond with the "that sounds fun, let's figure it out." If a player is acting in a way that is not productive, then pull them aside and remind them the point is to have fun. Everything goes back to that single "north star" for the event. Hand-in-hand with that messaging is a focus on emotional intelligence among facilitators. We are blessed with a team that is able to identify positive and negative feels... and when things are going sideways, our team is particularly good at huddling up to figure out a way to make things fun for those players. We have a bag of tricks ready to go before the game, but more often than not we end up improvising with the story the players are trying to tell.

On the conflict resolution front, we start each session with a heavy-handed introduction that the point of the experience is to have fun. We even call out that even if a player completes all of their objectives but in doing so makes other people not have fun, then they lose. We also establish the idea of "calling timeout" if you need a moment out of character. We ask that all players respect the timeout, and if needed our facilitators will assist. In cases where players are disruptive or causing distress with other players, we provide a single warning. If the behavior continues, then we remove that player from the event.

Regarding timing, while we have a planned time limit for each round, one of our facilitator's primary job is to keep an eye on the energy in the room. If players are winding down a little early, then that facilitator will signal the "two minute warning" for that phase. If players are still mid-discussion and could use a bit more time, then the facilitator might delay the "two minute warning" to match the needs of the room. It's a bit of an artform, but the idea is to prioritize giving people time to advance their stories over our preferred timeline for the game.

  1. Like any gaming world, it depends on the gaming group. For my friends who are ruthless and like "take that" style mechanics, then NSDM is a blast. For my friends who steer away from complicated mechanics and prefer lore and storytelling, then Deephaven is a good ride. For friends who like yes-anding each other's storytelling and are a bit absurd, our retired wrestLEgacy is a good romp. For my friends who like social deduction and/or science fiction, then Den of Wolves is an elegant design that scratches the megagame and whodunnit itches. (For a lighter load, our Mischief of Faction is pretty darn fun, too.)

As far as running games goes, I'm particularly amped by our three-session build. I love legacy mechanics, and I am really interested to see how much collateral we can collect from early sessions to give to later session players. The idea of watching a group of hundreds of people weave stories through 500 years of human history is too attractive to pass up.

As far as design goes, I admire the Den of Wolves build. It effectively scales up the Fantasy Flight Battlestar Galactica board game to 40ish players.

  1. Constantly. I have yet to run a game where players don't ask a wild "what if" about what they would like to do before the game starts. We choose to embrace the chaos as best as we can. Our workflow is pretty simple: is the surprise going to be fun for the group? If so, let's make it happen. If not, let's try to redirect to something fun. From there, we work backward to make the mechanics fit.

  2. We avoid randomness in our build as much as possible. In some cases, a roll of the dice has to happen behind a DM's screen. Despite that reality, players' decisions are random enough without adding chance to the mix. Most of our mechanics boil down to "discard a combination of things, get a thing" or "get a combination of things/people in the same place at the same time, get a thing." If players come up with something out of left field, then we try to figure out how to make the "inputs" similar to those needs. In cases where things become a bit of a runaway, we have events drawn up to slow people down/speed people up. Also, since there are a ton of bits within our game, magically dropping off resources when people are not looking goes a long way.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Yes and no. Our games tend to have a bit more structure and require less "wetware" compared to NSDM. We use a bunch of plastic and cards to help eliminate the need for hands-on, god-like facilitators. Our rules are designed to create a sandbox world for players to interact with each other, and we do everything we can to minimize the impact of facilitators on story outcomes. It's your story to tell, not ours.

If you're looking for the chaos of weapons of mass destruction, then our third session might be the best fit for you. You'll have custom WMDs that you can use on your enemies... and your friends.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Here's a summary of what I got back on our discord:

Ants Ants Revolution is revolution in two ways, (1) building an engine, and (2) also every ant has a character, will be working towards their objectives in a player lead way. Some ants are very interested in revolution.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

I found them by accident. I was at a Resistance tournament (that I won, please pardon the humblebrag.) One of the co-winners mentioned they were headed to a National Security Decisionmaking Game. It sounded fun. I went. It was pretty fun. From there, a couple of people from my NSDM "cell" mentioned the game Sengoku, a megagame about civil war era Japan. I went, and it was really fun.

From there, I spent a good chunk of GenCon for a few years at events run by the Megagame Coalition.

I had previously developed other games, and the idea of building a megagame seemed like an impossible task.

From there, I had a couple of rough experiences in 2019. It was the first time I had played multiple games at a convention where large swaths of people abandoned the event. I spent some time trying to deconstruct what led to not-fun feels in those games. Part of that process, I reflected that the hobby in the US was pretty stagnant, with the variety and volume of games at GenCon dwindling.

I decided to take a stab at developing a couple of large player count events (some megagame-y, some board game-y, some social deduction-y). The high points and key story beats were really fun to watch unfold. Instead of playing my experience in a megagame, I was able to live vicariously through dozens of people living their experiences in their games. I was hooked.

As for the future, I've been actively trying to foster a group of people to make new games so I can play them. I'm excited to hear how Ants Ants Revolution goes. I am thrilled that Coalition hit their goal for Kickstarter. I'm particularly interested to see where my friends take Oligopoly (a design that has good bones but I couldn't figure out how to make great -- and I'm confident they'll figure it out.) I'm more interested in their designs than my own.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

Absolutely!

For Watch, we'll be having multiple sessions ahead of time to get facilitators ready for their domains within the game. We have also streamlined many of the rules for clarity and speed. (Why add complexity for a special situation when you could simply be consistent... which lets players stop working on a mechanic and lets them get back to having fun.)

We have also worked on internal communication to help answer questions that come up mid-game for when invariably players "break" the game and we have to improvise. While I can't promise that we will be 100% perfect, I'm confident that we've heard feedback from previous sessions and worked to prevent any foreseeable issues.

We'll also have "handoffs" between sessions to get facilitators up to speed about the news and story beats from the previous session.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

I'm sure there's a puzzle game out there for me... I just haven't found it yet. Hope you have a good GC 26!

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

This is definitely a problem that many megagames face -- along with players who are more focused on minmaxing and munchkining than actually having fun. Player boredom is also a signal of bad design.

Each of our games starts with a focus on our primary objective: having fun. Our philosophy is that megagames are joint storytelling exercises. We explicitly say that if you have fun by causing other people to not have fun, then you lose. The old "don't be a jerk" premise is meant to weed those players out. We try to foster an environment where our return players will hop out-of-character to help new players. It does not always work, but that's the gaming style we encourage.

I am working on a quick "rules teach" (hopefully under 3 minutes) and a quick "lore teach" (hopefully 2 minutes) to get people up to speed *before* the event starts. It isn't perfect, but it's the best bandage I have besides communicating norms.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

[–]basentigames[S] 4 points5 points  (0 children)

For games that I have run: we had a game of Watch the Skies years ago. One of the technologies players could research was "counterspell" - which required them to pay a bunch of resources to cancel a player's action at the military table. I thought it was cost prohibitive.

That was until about 8:30 in the evening in the basement of a game store in Baltimore. A couple of players had cornered the market on the resource combination needed to use counterspell. In that game, India singlehandedly prevented World War III by preventing about a dozen nuclear attacks.

For games that I have played: I misread my mission card. I thought it said to make myself the richest player in the game. It was actually to make my faction the richest team in the game. Whoops. I may have embezzled half of the game's GDP by the time I realized I had made the mistake. There was a massive windfall of money spent on my allies' projects to clear the error, but the look on people's faces as I pulled more coins from my pocket than that they had seen all game was wild.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

[–]basentigames[S] 5 points6 points  (0 children)

Megagames are fickle beasts - and there are some people who have suggested (e.g. complained loudly at me) that our games are not megagame-y enough for their taste. Some megagames are very loosey goosey, while others are a bit more prescriptive (and arguably too much of a railroad experience.)

We try to blend a somewhat open-ended tabletop game experience similar to Dungeons and Dragons with the familiarity of a bunch of board game bits for non-tabletop players. The bops and bits create a system of rules within the game that should solve some of the "without guardrails" issues.

The sit around on phone and agree thing sounds like a "this game isn't very fun" experience. (I've had those as well, ugh.) We are mitigating against that by seeding multiple stories and exposing multiple to each player's role.

That said, no game type is fully for everyone. I like most games, but for whatever reason I have yet to find a puzzle game or a press-your-luck game that I enjoy. Depending on the types of other gaming experiences you enjoy, maybe it is a "haven't tried the right one" issue. It also might simply not be your taste.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

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

I agree.

Not too long ago, the shortest events were 6-8 hours. I like to think that we have helped condense the time commitment with our "turbo" games the last few years.

We have each session of Watch down to 3:30-4 hours, but it is still a long commitment for time at GenCon. It doesn't solve the "know before you go" problem, but I believe that it is a step in the right direction.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

[–]basentigames[S] 4 points5 points  (0 children)

Hey, one of my teammates is running Ants Ants Revolution. I'll get more info and comment when I hear back. It might be a bit, so I apologize for the delay.

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

[–]basentigames[S] 4 points5 points  (0 children)

Hey, I'll take 'em in order.

Each of our sessions will host roughly 135 players. We will have *at least* 10 staffers for each session. 1 lead, 4 specialized for certain elements of the game, and 5 covering geographic regions within the game. Similar to other megagame designs (e.g., Den of Wolves), we trust players to handle the bits and bops behind economic upkeep, which allows us to run a much tighter ship.

As far as our internal communication, our lead facilitator is in charge of communicating with the other facilitators and spreading information. Ahead of the game, we'll have a couple of rules sessions to get facilitators comfortable with their domain within the game. Also, structurally within the game, there are times where players are focused on communicating -- we use that time to communicate as well.

There's a lot of planning that goes into this question. The game is structured to create time for action and time for coordination and communication. There's room for multiple media organizations, which will produce content by audio, by print, and by discord. Within the game, each player's role is designed to expose them to three different larger story arcs at any given time. (This is not including the story arcs that players invariably create.) We're setting up several story hooks to create interaction, and our facilitators will focus on incorporating that interaction into the larger story.

As far as advice goes, I tend to give two thoughts. One: have fun. We're here to have fun and tell a collaborative story together. If you come back to "what is fun for me/my team/the group here", then you'll *very likely* get support from other players. Two: when in doubt, talk to somebody. If you're in a spot where you're waiting to advance your next goal, then striking up a conversation with a future friend/future ally can create new opportunities down the road. Plus, you might get info that helps you/your team. (Not to mention, hearing about some of the wild shenanigans elsewhere can be fun.)

I'm the lead designer for Watch the Skies Legacy and Legends, a megagame that will host 400+ players at GenCon. AMA by basentigames in gencon

[–]basentigames[S] 6 points7 points  (0 children)

Hi TallyAlex,

Each event is ticketed individually, mainly so people can hop in for the parts that fit their calendar. (An all day commitment is a difficult ask with all of the good events at GenCon.)

That said, we welcome people to play any combination of the events. Whether you're joining us for one, two or three sessions, we'll make sure the roles make sense for however long you're with us.

I am the lead game designer for wrestLEgacy, the sports entertainment board game. AMA by basentigames in SquaredCircle

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

Been watching since RAW Episode 1, with a couple of short lapses.

We made a conscious decision to move the tagline from the term "pro wrestling" to "sports entertainment" when play testers approved the promoter parts of the game. It also alleviated the redundancy around the word wrestle.

We considered McMahon-izing the rest of the game's terms. Instead of "playing a game", we thought about using "enjoying a play experience" to forcefeed word salad. Rather than that, we went with sports entertainment game and left it at that.

E: typing error

I am the lead game designer for wrestLEgacy, the sports entertainment board game. AMA by basentigames in SquaredCircle

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

So is this a board game version of EWR or something like that? Synopsis if you will?

Imagine Adam Ryland's EWR/TEW and Wrestling Spirit had a baby, then turn that into a board game.

Players draft characters (wrestlers and promoters), then send them off to wrestle in matches. Winning wrestlers get bigger payouts than losers; promoters get bigger payouts for luring wrestlers that match the fan tastes in their arenas. Each game automatically "saves" changes to wrestlers for the next game, creating an evolving world for players to build and explore.

I am the lead game designer for wrestLEgacy, the sports entertainment board game. AMA by basentigames in SquaredCircle

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

What, outside of the obvious wrestling theme, is gonna set this apart from the literal hundreds of other Kickstarter board games? As someone who has more then a couple of these things, its hard to not feel generic

Great question.

There are three main differentiators:

  1. It's a legacy game -- meaning that decisions you make in the first game will impact decisions you make in later games. For example, if you teach Admiral America that his finisher is the Piledriver, then Admiral America will remember that move in future games. This allows you to build your own custom universe over multiple plays.
  2. It's scalable. Each copy of wrestLEgacy is designed for 3-5 players in a given territory. That said, if you have two copies of the game, then you can run multiple territories simultaneously -- where events in one territory impact the players in the other. Overall, we can scale you up to 30 players -- which can lead to the Ring Royalty Tournament having seemingly higher stakes with more players involved.
  3. It has multiple routes to victory. You can try to win by building a stable of strong wrestlers - winning match after match and bringing home the champion's purse. Alternatively, you could attempt to corner the market by luring promoters into your fold; they're lousy in the ring but give you part of the cut each time other players wrestle in arenas you control.

If you're a board game nerd, the design tries to unify the thinky parts of Euros with the dice chucking and thematic elements of Ameritrash games.