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This might even benefit the house. This is a way to make sure the security of the online casino. Stop Feedback The less fun part of the feedback to read, but often the most important for better games in the future. Players are always right about problems. The normal text in the bullet point list below is the verbatim feedback, anything following in italics is a comment from me: Very complex aspects of rules. We have a short time to read the rules, absorb the naunces, etc.
Less is more. The player interactions more than make up for the simple rules mechanics. Wearing masks, hot, hard to communicate, very long time in them. Bring on vaccs rates and lowered levels. Resource and wealth transfer we did not build the economy into a spreadsheet, so to transfer tokens between physical and online factions required instructions over discord, and then taking photos and uploading them to confirm transactions had gone through Demotion when killed, could be cool to potentially end up with a very different perhaps stronger character this would have definitely helped the Romans, who started the game with worse generals than all the non-Roman factions Barbarian King having full control of other factions troops — possibly require consent to use them.
Barbarian King having full control over troop movement is not what was intended in the rules, they should have only had full control over replacements. The money mechanic for barbarians did not add much. It had three functions: determining who was King, as a scoring metric, and for conversion into RPs in the planned late game Barbarian RP shortage.
It could also be used for bribes and some conspiracy actions. If we had players for the Franks as well, wealth would have been more of a horse race Having some people online and some in the room. Feels like it adds lots of hassle but not much benefit. We needed a third Control on the Orient map for the Romans.
Its noticeable in the feedback that the online players were happy with the hybrid format, but the in person players were less happy. The hardest role in the game was probably that of the Palmyrene team member who was their only person in the hall, with the rest of the team online. I also note that there was just one volunteer to play in person diplomats for the online teams. The massive randomness when it comes to battles. Some randomness is great but felt this was too much.
Inflation seemed a bit much. Yes, inflation sucks. The debasement of the Roman currency and the subsequent inflation is a major economic event in the period. Inflation was very low in the game compared to playtests. In one playtest Inflation went from 10 to 13 in the first game round alone!
Online players. If people are online I think its best if they are not expecting to interact heavily with live players. Perhaps they can make one offer via control but not direct negotiations. Post game feedback, we think that online players are best suited for asymmetric roles, e. Maybe reduce the number of them to allow them to be more impactful? I dunno. Most factions had one special action per game round. As Plot Control, I tried to give feedback on outcomes for all special actions.
Realistic map spaces looked painful to fit pieces into. The large leader tokens did not work — they needed specific names on them. If I run this game again I would look at a separate map for Italy, and an Orient map that focuses more on the central corridor between Antioch and Cetisphon. I think that there should be at least one option for the player who moves first to have some initiative in terms of battles. Our enemies could always pick and choose what battles to fight and where, making it very difficult for us to gain a true upper hand.
I believe the Roman players did not have a great battle strategy in the orient, or we would have been wiped out or as close as we could have been. They should have been able to mass armies that had huge advantages for nearly every battle, where it would then just come down to dice. I know the Romans should have a tactical advantage for being Rome but at least in the orient it felt bad to be the strongest faction with most prestige and still have very little control over the war other than just trying to bait them into battles in bad spots.
The initiative sequence was chosen as the best reflection of historical events. At least one faction used a special action to flip the initiative sequence for a game round. Obviously my playthrough of this was as an Online player.
I would say not having individual goals for the online players. Something else for them to try and scheme about and go for. I would also say I struggled to know who the Roman blob was. Although it did make it seem realistic as well. A problem for the non-Roman factions is the lack of information about the personalities and life events.
I also decided not to over complicate the online game due to its experimental nature. Battles in both Barracks and [Romance of the] Seven Worlds were basically based on a lucky dip — if it was a light infantry battle, your opponent with 3 light infantry had a bonus over your 2 light infantry, even if you also bought 10 cav and 10 heavy inf. And then, after the battle, you destroyed one, maybe two of the enemy units, irrespective of whether it was a 20 v 20 battle or a 2 v 2 skirmish which is pretty anitclimatic.
The space one had a similar issue, as anyone who participated in the attack on the capital planet knows — the great rebellion with a huge armada just ended up being an anti climactic 1 v 1 that was decided based on who got lucky with what card was drawn, and nobody actually ended up dying.
The number of large battles in the period CE was small — about 26 battles with more than a few legions. The Romans had a strong military philosophy of avoiding risky battles, fighting with fire and famine rather than the sword, and their historical disasters reinforced this.
If players want more emphasis on big battles, then the game system needs to such that it only generates a very small number of battles each game round. Romans could also mint coins for bonus RPs, but this risked inflation. Start Feedback This feedback is usually a lot more fun to read. More dice throwing, chance, rogue events and cliffhangers to generate even more tension.
While the movement combat system worked, it did not work well enough, and we only got through the first half of the game — so players did not get to see how terrifyingly strong the late game Roman army gets. Faster turns — strict timers. Goth players did not feel like they had much of a role until they sacked Rome. Their goals were achieved easily and became a bit repetitive. If I ran the game again with the same number of players, I would be tempted to make all the player roles Roman and Palmyrene, with Control handing the non-Roman factions.
For my next design, I will look at resurrecting a classic mechanic. Teams take turns at the map table. At the start of your turn, your commander issues orders for a minute. Commanders then have two minutes to resolve moves and attacks — with no conferring with team members.
At the end of your move you leave the table, but can leave one player behind to silently observe the actions of other teams. The main limit of this mechanic is you can only have about five teams per map table. Guidance for how to make federated generals? Although for the time period this was fine. This was on the Roman Imperial Reform cards, I should have put the information into the Goth briefing more clearly.
The issue was that the Goths basically achieved objectives in turn 2 end of turn 1 really but maintaining advantageous peace was boring at a meta level. Not sure how to solve this really or if it needed to be solved. Better time management. Another sink for money, e. Classic money sinks for the Roman era include building monuments, temples, and sponsoring games, but the Barracks Emperor period was such a disaster that these activities stopped happening.
I could include it as an option in future games. More direction from Control. Audio system to speak to hall. Have formalised teams at the start. Additional goals for barbarians, create reason for infighting. Stricter limits on the lengths of turns. There was lots of waiting for lots of people while a few people did big turns.
The biggest delay tended to be the orient Map with its three factions. I did not spot this in playtesting, being more worried about Usurper and Mutiny disruption on game time. Better time control, maybe a beep telling people time of a specific phase is ending and a big announcement of the start of the next phase.
More involved combat and politics. More involved is usually more time consuming A big ending — full summary from all regions. We needed the hall for at least another half or so, I just squeaked out the door after cleaning and packing up was finished. Strict time limits or turns being more led e. A good idea — anyone want to volunteer to write it?
More communication about significant events when they happen. More things to buy with wealth.
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