Alternate title: Progenitor - What I've Been Doing Instead Of Coding.
I've spent a lot of time playing CCGs. A lot. From the original Star Wars game (Decipher), through Legend Of The Five Rings (AEG), to the industry mainstay that is Magic: The Gathering (Wizards Of The Coast), these games have* a big draw on me. The (fairly) recent genre of deck-building games, kick-started by Dominion, draw on a portion of what makes those games so great, and so I had a go of them too.
What I found was that there was some good stuff to be found in them, great stuff in fact, but there were also qualities I really disliked. Primarily two:
- Massive amounts of down-time. Each player's turn could take a while, and you had to sit through every other players turn, doing nothing, until it finally came back round to you and you got to do something once more.
- Extreme passivity. The games revolve around you trying to create a machine, an engine that will circle back on itself, getting ever more powerful. Deck-building games tend to not let anyone else mess with that. There aren't really any actions you can take to effectively undermine your opponents (and by undermine I mean derail!)
One sleepless night later I had the core of what would become the rules for Progenitor, and the next day I went out and bought 9 decks of regular playing cards and a stack of printable adhesive labels.
Raw materials. |
Mark I prototypes |
*Had. I've been clean for a couple of years now.
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