Three years ago I made my first board game in ages. It featured potions, alchemists, and zapping your friends while having a good time doing it.
This, is, not that game…
is the successor of that game, and I am happy to present the first look at the official logo for Addictive Alchemy.
VectoriaDesigns has once again outdone themselves with a gorgeous piece of art that also serves as the game’s logo.
The number one question people ask me is when will Addictive Alchemy be on Kickstarter? The answer is we are almost ready.
The second most common question people ask me is when will I bring back Aggressive Alchemy? I am happy to answer that I will resume the design of Addictive Alchemy’s predecessor in first quarter of 2015.
This is my twelfth blog post on New World Alchemy. I never know when you should mark the one year anniversary of something. Does my one year anniversary in blogging on game design have to be tied to the date of the first blog post? Are twelve blog posts, one each month, one year of blogging? I’m going to go ahead and call this my one year anniversary.
For my one year anniversary blog, I’m going to delve into something a little different. I’m going to talk about being a game designer, as opposed to designing a game. I can hear your thoughts as your read that. “Aren’t you talking about the same thing? Aren’t you just rearranging words?” Not really, at least not in my way of thinking.
For the purposes of this blog post, “designing a game” is about the ins and outs, the daily ups and downs, of designing a game. Developing a concept. Creating rules. Building a world. Producing content. Playtesting that content. Getting feedback and revising the game.
“Being a game designer” is about the peripheral stuff, the things that AREN’T the nuts and bolts of actually creating the game. These other things are just as much a part of designing as are writing rules, playtesting, and revising the game. They play into the act of designing the game, but they’re separate, in a way.
This blog post will delve into these other aspects of being a designer (or undertaking any other creative endeavor, for that matter). This is a list of things I’ve learned about being a designer that don’t have to do with the actual act of creating the game in specific terms. I offer them as advice to anyone out there who is looking to design something, be it a tabletop RPG or anything else. The list is by no means all inclusive. It’s just the things that I’d like to impart now as I reflect on a year or so of designing my own RPG.
The art of a game is incredibly important. I’ve seen quite a few great games get overlooked by the gaming community solely based on art choices that don’t work. Some games are good enough to overcome this, and even fix it in later printings. Other games aren’t as lucky. With all of my games I spend an incredible amount of time looking for the perfect artist for the job. I have been fortunate enough to have some amazing artists take interest in my projects, and I’ve ultimately had to go in another direction because their portfolio and style just don’t fit the game. I keep these great artists in mind for future projects, but in the end I always have to pick the right artist for the job.
The art of the game is incredibly important, and even though it’s not as important as the design, it should still look wonderful. With Prophecies: In the Shadow of the Titan I’m constantly amazed by how perfect the art is for the game. With that, I thought I’d share some works in progress of our ever noble, and incredibly lovely paladin. None of these are final, and they are only a small set of the paladin’s WIPs, but they should give you a sense of what to expect if we get a Prophecies art book.
This is a low res image compared to the final version, but it is larger than what you can see here, so please click the link to see it in greater detail: