Thinking about what a game has to be limits what it can become…
It all begins with an idea. How Fame & Fortune began.
For a long time, my fantasy skirmish game Fame & Fortune has been a true PVP game. The premise was that each adventuring party had entered the dungeon to slay famous monsters and steal their gold, while taking out each other in the process.
Feedback we have been hearing for over a year of developing the game in a PvP setting is that there always seemed to be juxtaposition between wanting to attack monsters, but also being able to attack other adventuring parties. And for a while, this feedback was written down but neglected. I always used to have a vision for what Fame & Fortune would become, and any type of player collaboration frankly just wasn't a part of that vision. And, honestly, that's ok.
And yet so often playtesters would hint to this off-putting sense of one vs one vs monsters that I decided to try out a cooperative game mode against my judgements and preconceived notions that it wasn't what I wanted for the game and so it must not be what's best for it.
I couldn't be more glad that I was wrong. Since playtesting solely cooperative one vs many games between adventuring parties and a Monster Master, a number of wonderful things have come to light.
I realized some hidden imbalances between player turn order hidden beneath snake drafting mechanics; something I don't need if the players collaboratively recruit their parties for their collective benefits.
Player to player engagement has increased dramatically since players have started working together on the same turn. They help each other, make collective sacrifices, talk together, play together.
All of these things only possible because one night I had a thought that maybe that the designer's intentions for what the game had to be, limited what it could become.
I am grateful to all of you who have tested Fame & Fortune this past year to help me refine its mechanics, build a great community, and test my beliefs. I look forward to continuing to test the game with friends old and new until it launches later this year.
Every Journey Begins with a Single Step
It all begins with an idea. How Fame & Fortune began.
Even the most unimaginable accomplishments were started from a single idea. In this case, the idea was simple; how can I develop a board game to entice new gamers into the world of TTRPG (tabletop role playing games) and high fantasy while introducing them to a mechanics system that was straightforward and simple. Furthermore, how can I create a game that can grow over time with its player base for years to come.
Fame & Fortune started our as a passion project between friends. Development in the beginning was difficult as we didn’t know what we wanted the game to look like and we didn’t have the skillset or the knowledgebase to bring a game to market. A year has passed now, and I wanted to reflect on that journey with our community in a meaningful way. With that, enjoy this weekly blog post into our ever-adapting game Fame & Fortune, and learn the ins and outs of game design with us as we bring it to market.