Yesterday we sat down to play test Fortune and Folly and ended up not starting the game. That first impression is SO important, and though I’ve cut 80% of the functionality and content from the game – that first “handshake” is still a bit daunting. My next mission? To retool F/F for approachability.
Changes in the next prototype will include:
1. Reduction of active expeditions to 2
Decreases complexity marginally, while increasing real estate on the board
2. Reduction of holds on ships to 4/4 from 8/8
This will allow me to use d6’s in the game and no d10’s
We’ll be able to drastically decrease ship mat size as well!
3. New wind rose that assumes speed and uses the d6
4. Removing the concept of oaring decks
This reduces complexity significantly as this is the only equipment type that requires a different number of idle crew to operate
Also, reduces components
5. Will remove rations and instead write rules for using riches as rations – you’ll move riches to rations slots while at harbor
6. Combine the shallows and high seas water types
Significant reduction in number of cards, more real estate on the board and simpler rules
7. Removal of the Hull equipment type
This reduces complexity and also, reduces components
8. Removal of water card types from the rulebook
This will get us down well under two pages of rules – and, the rule book is a big part of the initial “hand shake” with the game
9. Significant reduction in board size – With fewer decks and pieces the board can be made quite manageable. The encounter grids will still be a concern…
All these changes will be incorporated in the next prototype in order to increase F/F’s approachability and hopefully reduce perceived barriers to play
Look for the next prototype – coming soon!