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Advice for a Tabletop game idea

A topic by Colton Phillips created Aug 06, 2024 Views: 305 Replies: 15
Viewing posts 1 to 5
(+2)

Hi folks I have come up with a general concept of a game type I want to make but I don't have any experience writing ttrpg or tt game content, so I thought I could ask for some help.

Title : If You Want To Scramble An Egg... (You First Must Invent The Microwave)
Theme: Players compete to build up a civilization toward the sole and unifying focus of scrambling an egg inside a microwave.

I haven't gotten much further than this concept! I had a genuine appeal of utilizing a cribbage board (optionally) to track civilization progress, but I'm not married to anything. I also had some thoughts about having civilization energy/hunger/satiety, civilization discovery and invention as 2 separate mechanics. 

I'm open to any suggestions or any references to existing civ building games that might inspire some confidence in usability.
I was toying with either having the game be TTRPG focused with players describing their actions and creating their own content, or creating something more self-sustaining that wouldn't require a DM for a 2 player game. Like I said I'm not really married to anything but I know that the game has some appeal in terms of it's silly ideation. Thoughts?

Submitted(+1)

Hmm, well, a good first start is how you want the game to progress. You have the goal, but how do players get there? I'd suggest a simple turn system that breaks down into a roll for Inventions, then a roll for War. Inventions gives players a chance to move up a peg on the progress towards upping their society a tech tier. War lets them screw other players over and potentially steal their invention. After everyone's civ finishes their turns, each player rolls against a DC adding their invention bonuses to see if they move up a tech age. Once one person moves up, the others have an easier time advancing to not snowball, but it gets harder to progress the ages as it goes. You'd just need to play around with how war and everything shakes out, numbers wise.

Hmm I see. I don't like adding violence into games in general, but I see why you came to that conclusion. It does seem to be the most straightforward way to introduce direct conflict

Submitted

It's also kind of the way of development in the old world, to the modern. Sadly most advancement comes from the wheels of war more than altruism. So, in a game about advancing ages, it seems like an important feature to have.

yeah thats a fair point. I'll start thinking about this.

How would you handle feast/famine? or would you erase that feature? I feel like the amount of hunger a civilization has impacts its growth right?

Submitted

Since, ultimately, the game's about the absurdist dream of cooking food in a microwave, I think hunger should be a core mechanic. "People died to scramble this egg!" Maybe make it a token thing, I know this concept is slowing becoming more board game than TTRPG, but maybe you have to forego science and invention for the practicality of keeping your people fed, or opting to feed helps your population which helps with war, or you treat it as your civ's "health" as an alternate lose state for more pacifist games

(+1)

thanks for the feedback. Perhaps I'll find some time to wrench together a simple turn based description of gameplay and ask for some further feedback regarding

cheers!

Submitted

No prob! Can't wait to see it!

HostSubmitted(+1)

My first thought here was “people scramble eggs in the microwave?”, but I Googled it and I see it’s a real thing, so thanks for teaching me something new :)

Honestly, I love the idea for this game - it’s a really interesting concept and should be a lot of fun to explore.

Gilbals had some great ideas here, and I’m going to offer my thoughts too.

Thinking in the framework of Roll Up!, I would picture something where players start with basic resources, and they have to come up with new inventions. They would need to use three stats to create things - maybe Strength, Wits and Finesse - and each type of item (maybe?) has a different difficulty level they need to roll against.

You can also have a table of complications - things like they lose access to some resources, their invention gets destroyed, something doesn’t work the way it should, or other things. Then those complications are introduced from time-to-time.

You could add a conflict layer to it, where players could try to steal from another player, and use the combat mechanics for rolls against each other.

That’s all vague ideas and they might not be what you’re thinking, or they might not work in practice, but I think it could be an interesting way to go with it.

(+1)

I felt kind of doomer about this, but I still have 1 month. Beeg game jam! I thought about what Hugh said and realized it would be a pretty easy way to inject some fun into the game. I need to think like a kid.

HostSubmitted

There’s plenty of time! Even if you upload a work-in-progress to finish later on, that’s alright too.

And thinking like a kid is always a good idea - my first playtesters are always my own kids, so I tend to keep them in mind when developing anything new.

Submitted

How's the project going? Any updates or need help?

I haven't worked on it for a while.  I haven't really solved how the game would work in a fun way lol.
i was toying with the idea of making dice roles and selecting action attributed to a players turn, perhaps with a described action, like "I search for x" --- and players basically goaling to learn or steal enough ideas that can be put together to make you the final winner. and some ideas would be required to know other ideas. the longer i thought about it the more it sounded freeform and less rule -rigid. Perhaps with a coop-compete dynamic where the goal is for all the players to win, but the best win is the one who actually invents the microwave -- so basically a player vs time game, where maybe a anthropocenic event happens eventually or something like that. if you want to help, you could take my ideas and I could scan my scribbles and notes, and run with it. I'm currently seeking employment, so if I finish this project i'll probably phone it in at the end otherwise LOL :)

Submitted

Maybe play with it in your head a bit more when you have some free time. I definitely can't take on another project right now. I have like 4 I should be working on, lol. Even if you feel like you'd be phoning it in, sometimes it's just as important to finish it. My first projects were roooough (even some of my more recent ones too lol), but I put them out anyway. Provides a source of feedback and reflection. Even if you don't make the deadline of the jam, you really should do it in your free time. Don't pressure yourself on the deadline, especially for a first project. Let it flow when it comes to you. 

It might also be helpful to shelf it for a bit, and see if you can get inspired by something else. Letting the project you're hung up on get in the way of something you're inspired on hurts general productivity in both. Strike while the iron's hot n' all that.

(+1)

Good advice. I've been really inspired on a Rust program lately. But maybe at some point ill block out 4 hours to play in my head and get some of the rules down on paper.
Cheers!