Wednesday
Jan112012
Haunts: Pen & Paper Prototype Edition
Wednesday, January 11, 2012 at 11:25AM I started out my professional making-things-up for a living life working on pen and paper role-playing games. Before that I’d been playing RPGs and board games for years and years. I still play board games every week, and seem to buy new ones almost as often. Haunts is, at its core, kind of a board game. You’ve got a map, you’ve got turns, you’ve got units you move around squares. It also does things that are hard or impossible for a board game, like keeping your opponent’s moves secret and doing all the math and dice rolls for you as it keeps track of stats.
What’s great is that it makes it perfect for pen and paper prototyping. Right now, Jonathan is working on building the map editor. The room editor is all done, but it won’t be until next week that we can both string those rooms together into a whole house and move our Explorers and Haunts around. And then we have to implement all the specific combat and terror rules for Haunts, which is going to take some more weeks.
In the meantime though, I have made a cool grid map out of dry-erase poster-board glued to foam-core sheets. I have this huge grid that covers my dining room table and which I can draw floor-plans on. Then, using print outs of the units stats and ten-sided dice, I can play test that new combat system. I’ve played matches on my own, and also had Austin and his wife Sherri over and my brother, Matt, to play Haunts.

So far we’ve just been playing run-the-gantlet style combat scenarios, because I want to make sure the combat system is actually as balanced as I think it is. I’m pleased to say that, so far, it seems to be. At least the core of it is working. That shouldn’t be surprised since the math is pretty straight-forward, but somehow I’m always just a little bit surprised when statistics play out according to plan in real life.

The big adjustments have come in tweaking the Action Point costs of various attacks and what the right ratio of Explorers to Haunts is. I think we’re closing in on a pretty good basis for how the Action Points will work. The ratio also seems about right, but I’m still unsure about it over the course of a while game. The next step is to play-test a scenario with goals instead of just pure combat, because I think that will change the play dynamic quite a bit.
It would be fun to think about someday releasing a board game version of Haunts. It would play significantly different in some ways, but I still think it would be a ton of fun. Plus, little plastic pieces!
What’s great is that it makes it perfect for pen and paper prototyping. Right now, Jonathan is working on building the map editor. The room editor is all done, but it won’t be until next week that we can both string those rooms together into a whole house and move our Explorers and Haunts around. And then we have to implement all the specific combat and terror rules for Haunts, which is going to take some more weeks.
In the meantime though, I have made a cool grid map out of dry-erase poster-board glued to foam-core sheets. I have this huge grid that covers my dining room table and which I can draw floor-plans on. Then, using print outs of the units stats and ten-sided dice, I can play test that new combat system. I’ve played matches on my own, and also had Austin and his wife Sherri over and my brother, Matt, to play Haunts.

So far we’ve just been playing run-the-gantlet style combat scenarios, because I want to make sure the combat system is actually as balanced as I think it is. I’m pleased to say that, so far, it seems to be. At least the core of it is working. That shouldn’t be surprised since the math is pretty straight-forward, but somehow I’m always just a little bit surprised when statistics play out according to plan in real life.

The big adjustments have come in tweaking the Action Point costs of various attacks and what the right ratio of Explorers to Haunts is. I think we’re closing in on a pretty good basis for how the Action Points will work. The ratio also seems about right, but I’m still unsure about it over the course of a while game. The next step is to play-test a scenario with goals instead of just pure combat, because I think that will change the play dynamic quite a bit.
It would be fun to think about someday releasing a board game version of Haunts. It would play significantly different in some ways, but I still think it would be a ton of fun. Plus, little plastic pieces!




