Mercredi 4 juin 2008
I originally tried to post this yesterday, but instead of typing it up in a separate program like Notepad, I foolishly wrote it directly into the Overblog form, and the system decided to temporarily crash and eat my post when I tried to put it up.

On Monday afternoon, less than 24 hours after the initial playtest, I once again was able to get Metro Pittsburgh onto the table, this time with a different group, consisting of 2 of my primary playtesters from Montreal who had played extensively with the original timed urbanization rules from that map. I once again forgot my camera...I promise pictures of playtest #3!

In terms of rules, I merely tweaked the map. I took a few cubes away from the starting board set, and I revised the auction roles, removing Repopulation and splitting the Engineer into the normal build 4 track role and the new free bridge role. In terms of the way these changes worked, I was pleased. The cubes were a bit tighter, which I wanted, and the free bridge role, while still the consensus #2 pick because of its money saving powers, was weakened slightly. In the first playtest, it was often possible to take that role with one intention, and then to use the other half of it if the track building phase threw an unexpected curve ball at you. Splitting the role maintains its usefulness, but weakens it slightly, which is a good thing. I want to insure that Locomotive maintains its powerhouse function in this map so that winning the auction has a real value.

In this particular playing of the map the urbanizations mostly ended up in the western downtown area, and fairly heavily in the south. This was a different texture from the first playtest, where a heavy amount of urbanization was centred in the east. The western area became very congested as a result, and the map ended up with a tighter final score because of my more experienced foes. I ended up losing by 1 piece of track to Alex, who was playing his customary slum lord role, taking out only 8 shares over the course of the game while I had issued 13. The blue city was of particular interest this game yet again, as it showed up very late, on round 8, when most of the non-blue cubes had been cleared off the map.

Thus far, I'm extremely happy with the way the map is playing. Of the various ideas I have in my head and in the initial development phase, this is the one that feels like it is not going to have to be changed extensively over the course of its development. The map will likely receive changes here and there, and some of the rules can be revised, but out of the gates this one is playing quite smoothly. I attribute this to the fact that I have already played with a variation of these rules, albeit on a smaller scale, and as a result, knew largely what I was getting into when I first started work on this design. This contrasts to stuff like the CCCP map, or the new team-based map concept I have in my head, which are tackling more virgin (to me) territory.
par Michael publié dans : Session reports
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Lundi 2 juin 2008
I managed to get in a playtest of Metro Pittsburgh last night. I foolishly forgot to bring my digital camera along, so I have no pictures to post, but I can give a brief report of how the game went:

The central urbanization mechanic works almost exactly as I expected it to. In our playtest, most of the cities ended up being urbanized in the central triangle area and the east, which is not surprising statistically because only about 1/3 of the towns are away from the central area. The lonely blue city did end up being stuck in an interesting spot though, the top left corner, and a bit of a race developed to build there.

In the first playtest I opted to give us 15$ to start with and to cap the shares at 20. In reality, the 15 share limit seems fine with the 15$ starting cash. The terrain on the map is tough, and it tends to create a constant need to spend the money that is coming in, even into the late game. The map started out with First Build, First Move, Loco (standard), Engineer (4 track or free bridge), Stroll and Repopulation. Repopulation is definitely getting the axe because it is too similar to Stroll in practice, and the map already seems like it has too many goods. I might cull it back by 2-3 before the next playtest. I have to come up with another role to replace Repop so that there are at least 6 role to choose from right now. One of the playtesters astutely suggested a mechanism to change either the particular city or the location of the to-be-placed urbanized cities, but I'm torn about that. It's a neat mechanical idea, but it reinjects power over the urbanization that would create some in-system chaos, and I'm not sure if I want that in this particular map. The most likely short term fix is to split the Engineer into two roles: 1 to place 4 track, and 1 to get the free bridge. The only risk here is that almost all of the roles are useful, and the auction has problems again. Loco is still almost explicitly the best role for the early game, but the free bridge is effectively 6$ in the bank, so it's not a bad second choice. I will probably end up toying with the auction again to see if I can come up with some solution beyond the normal tweak.

Overall I'm pleased with the first playtest though. I am relatively optimistic that the development of this map will be shorter than Montreal, mainly because I was able to base the initial draft off of things I already learned using the central mechanic (albeit on a smaller, more limited scale) while designing and developing Montreal.
par Michael publié dans : Session reports
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