I just want to let you all know that today is the final day of the Damage Report On Fire Kickstarter. We have not YET reached our funding goal. Even so, we have enough pre-orders now to get this expansion printing!
Status Dials Included!
We have been working with several printers in getting pricing together for On Fire. This week we have been able to get the price reduced to where we can now include the Status Dials with all copies of On Fire. The Status Dials will replace the cardboard sliders. The Dials will be clipped together with a plastic fastener, much like the X-Wing or Attack Wing dials used. They will be color, and symbol matched to the module they are associated with. This will make keeping track of the status of modules a lot more reliable. We are really excited to include this. There are a total of 8 dials included for the 8 modules that have status tracks.
The Screaming Skies
Here is the nearly finished art for the scenario. You will note that this is 2 new modules, and we have yet to reveal what will be on the backs of them. Both pieces still have some work to be done before they are complete. However, they are getting very close at this point.
The Scenario- what goes into making it work?
On Fire will now come with a total of 5 scenarios! As each scenario has as much replay as most full games, it is like getting 5 games in one box! Each scenario is a very different experience, with a different ship lay-out, and different objectives.
We spend a lot of time making sure that the game is balanced, and a lot of fun. Each scenario has scaling options and suggested characters. This allows you to customize the play experience to your crew's play style. It also allows you to add on more players, or even play with fewer. The suggested number of players is just that, a suggestion. You can play a 4-6 player scenario with 3 players, but you may need to add in some of the rules to make the game easier.
Scenario design requires story, mechanics, components, and lots and lots of play testing. Essentially each scenario is like making a complete board game, just a little easier as much of the bits and pieces are there to be used. As a design philosophy we come at creating a game from a place of theme and story, and then blending it with mechanics that make the game FEEL like its theme. Sometimes we end up with an especially innovative mechanic, such as the timing mechanic in Damage Report (which we call the Reality Simulation System). Neither game mechanics nor theme alone drive our design process, we focus on the feel of the game and player experience.
In Screaming Skies - the use of the dice to 'mine' is a new mechanic that had to be developed, and tested, to allow the feeling of looking for something and having trouble finding it. The limit of the number of dice, and having the dice themselves be the actual mineral you are mining also simulates the exhaustion of a vein of minerals. Once you have 3 of the 4 dice locked in as a success, it can feel very stressful continuing to mine to get that last lucky roll. As you need 10 of the 12 dice, at least one of the 3 locations will have to be mined to complete exhaustion. Finding this balance was achieved through play testing. The number of dice, the number of faces, the frequency of rolling - all of this had to be checked out.
The end result is a extremely fun to play scenario that involves mining minerals. Who would have thought!?
We want Damage Report to feel 'open-sourced' so that players feel comfortable taking the lead and designing their own scenarios as well. The modular design, and the vast amount of choices will allow you to tinker, and fiddle with existing scenarios - and maybe, just maybe give you the courage to do your own ship layout, with your own story to tell. Look at all of this stuff! What story could you tell?
Thank you all! We will be in touch soon.
Break From Reality Games