Designer Diary #3: The Nuts and Bolts

This post is Part 3 of a Designer Diary for With a Smile & a Gun, initially posted during the Kickstarter campaign! In this section, I talk about the mechanical evolution of the game, and the thought process behind it. There is some overlap between this post and the “5 Lessons from” post from early January, 2020, but I think they still stand on their own.

Picture from Eric Yurko

With a Smile & a Gun’s core conceit, as I said in the first post, didn’t change since the first draft of the game. Just to recap, that core is:

  • Dice drafting: draft a die for your movement around a 3×3 grid, and a die for your action;
  • Grid: After moving, you affect all districts in the row/column facing you;
  • Area control: Most cubes in a district is how you get points;
  • Laying low: Actions for higher values are stronger, but having a lower action sum than your opponent gives you a bonus
  • Shared enemy: As 2-player area majority tends to lack competition, there’s a 3rd faction, which both players can affect, but not control, and both compete with;
  • Leftover die: to make sure the last player has a decision to make, the leftover die as an effect on the game.

There has been a lot of small tweaks, of course, but there are three sections of the game which have seen dramatic changes since that first draft, and those are what I want to discuss in this post: the scoring system, the effect of the leftover die, and how the area control works.

Scoring
The scoring is without a doubt what took most of my time throughout the development of this game. I wanted to have a system that made the value of each district different, but also dynamic. I didn’t want every district to be the same, because then the whole concept of “affect a whole row” loses its meaning, but I also wanted to make sure that sometimes, a District was just a must-win, where you didn’t mind affecting Districts you wouldn’t care about if you could get that one. I also wanted to make sure that sometimes, second place would be just as good as first, and other times, it was first or bust.

I tried a lot of different things, and most of them fell short, but the one recurring theme is definitely related to complexity. Designers often talk about complexity budget, basically pushing you to ask, with every rule that you add, whether its impact to the quality of the game is worth its complexity. What I learned in developing With a Smile & a Gun’s scoring system is that you should spend as much of your complexity budget where the actual hook of the game is.

I tried a lot of very complex things to make the scoring system more interesting, but the truth is, no one is playing this game for its scoring system: the interesting part is in the dice selection, in what you’re leaving for your opponent and for the shadow. The scoring system, as any good supporting actor, is there to make the dice drafting shine. To do that, it needs to be as simple as possible, so that players can easily spot which districts are worth a lot, which districts are must haves, which districts are of little interest.

A simpler scoring system also means that most districts are scored very quickly, because choosing between 5 and 2 points is a lot easier than choosing between a set collection item and a majority tile. Decisions are nice, but they take time, and when the scoring phase takes as long as the action phase, the game’s pace suffers. In the final version, most rounds will have 7 instant evaluations, but 1 or 2 interesting choices. Not only is that quicker, but the fact that these moments are rarer means they are much more special, more tense, and it becomes interesting for both the player choosing and their opponent.

Grid
Up until quite recently, players would add a single cube to every District in the row facing them, rather than the current 3/2/1. This might seem like one of the secondary changes in that tweak-level, but it’s one of those small things that had a big impact on the way the game evolves:

  1. Come backs in majorities are now possible: before, if you were down 2 cubes, it was almost impossible to get back on top, and placing a cube there felt like a waste. It made the initial neutral cubes feel like a mountain to climb, rather than just an obstacle. It makes the game so much more dynamic, because it takes a lot of effort for a majority to be 100% safe. More dynamic also means less time spent calculating every cube, which means a quicker pace!
  2. Where you land is more important: Before, there were 4 ways to affect each district, and each of them were of similar value. Choosing a die was about which combination of districts you wanted to hit, not about prioritizing them. Now, sometimes its about hitting two districts in one move, sometimes its about dropping 3 in a specific districts, and that adds a lot of depth to the game. Plus, sometimes a die gets you to do both in one swoop!
  3. Districts are inherently different: When you added a cube to every district, the board was very flat: every space linked to three Districts, each District was linked to four spaces, and they all were very similar. Now, the Central district always gets two cubes; Corners can get 3 or 1, and the spaces to place 3 cubes are adjacent to one another; Sides can be hit by 3, 2, or 1, but no back-to-back numbers. It’s minor, and most people would say I’m stretching, but over time you treat them differently. It’s also the reason why I added the 3rd control token to the Central district, to put that difference on display.
Picture from Eric Yurko

The Shadow
This one is a mixture of two things I’ve been toying with throughout the game’s development: one was the leftover die, and the other a desire for replayability.

I have a tendency to hyperfocus on games, and play them very frequently in a short window of time, then forget about them for a bit. That’s even more true for 2-player games: in the first 3 months after it came out, I played 7 Wonders Duel 27 times, and to be very frank, I grew kinda sick of it. That happens with a lot of 2-player games for me, mainly because they often end up happening against the same opponent, and can often get stale.

I knew that for a game like With a Smile & a Gun, I wanted a variable setup which would allow some mechanical difference from one game to the next, so that after a game, you could go “hey, let’s try again with this one”. I tried a lot of different things, from changing the players’ action lists, to special action cards, to an event deck, even making one of the District different from one game to the next.

On the other hand, I also had that leftover die, which for the longest time went to the “Police Chief”. It made sense to me that the neutral character would, just like the players, use a die to move a meeple around the city and place dice. Therefore, the Police Chief used the final dice, moved around and placed more Police cubes. Usually, players would forget about the Chief, and either wrap up a round without activating it, or would think of it, move it, and make everyone angry because you hadn’t included it in your calculations.

I’m not exactly sure when those two wires ended up connecting, but at some point they did. Gone was the Police Chief, and his annoying blue cubes everywhere, and in came the Shadow, with an effect that changed from game to game. Still moved around, and affected the district in front of them, but now its effect is different with every play.


And that is the final entry of the With a Smile & a Gun designer diary! Thank you so much for your interest in its development, and feel free to post any comment and question you have!

Designer Diary #2: The Setting

This post is Part 2 of a Designer Diary for With a Smile & a Gun, currently on Kickstarter! In this section, I talk about the thematic evolution of the game, and the thought process behind it.

Once I started work on what would become this game, the mechanisms had created some requirements for the theme:
• I needed a setting that would support and suggest the theme of intrigue and underhandedness;
• I needed the players to have a third entity to compete with, but one which worked under different rules and therefore couldn’t just be a third of whatever role the players would fill;
• I needed a thematic explanation for the bonus of the player who took the lowest sum of action dice.

The first theme I went for was the discovery of Atlantis: the players were rival researchers, trying to be known as the world’s leading expert, and would stop at nothing to discredit their opponent. There was also a capitalist mogul who had sent a ship to find those relics, and that acted as the third player.

That theme didn’t really last. It only took a few tests before I realized how clunky it made everything, and as much as I liked the more original theme, I defaulted to a gangster theme—which checked all the boxes, but was a bit bland—, covered everything in GTA screencaps, and told myself I’d figure theme out later.

I developed the game around that gangster theme: the police as the third player, the thematic explanation for needing to lay low, the brawn-vs-brain decisions. I always saw it as a placeholder though. I wanted to avoid making yet another game about generic organized crime: while I was working on this game, three Godfather-themed games came out, and I wanted my game to stand out. If I could set the game anywhere, why not go for a more unique theme?

Every time I’d try out a new theme though, it added expectations that I never intended to meet: I made the game about a mutiny on a pirate ship, and people asked “when do we go out and plunder?”; I made it about sorcerers and people asked “why can’t I just shoot fireballs at them; modern politics led to “when do we get to the debate?”; Caesar’s assassination to “what if people stay loyal to the Emperor?”

By then, what I realized is that a game’s theme is not just about fitting the game’s mechanisms, but also setting up what the players expect to do. Sure, the game is a perfect representation of a mutiny, but this is not the game people want when they hear a title about pirates. However, it all makes so much sense when you apply it to a game about gangsters—which, of course it does, that’s the theme I developed the game around!

I think that, rationally, I knew the gangster theme was the way to go, but I couldn’t convince myself it was the right call, kind of like when you know you should go to bed but instead browse Netflix until 3 am. That is, until I found the Al Capone quote. I don’t remember exactly how I fell on it, but it was love at first sight:

“You can get pretty far in life with a smile, but you can get a helluva lot farther with a smile and a gun.”

I love this line, but I also thought it was such a perfect representation of the game’s tone: it starts all nice and kind-hearted, but then gets darker. The abrupt change of direction makes it funny, not laugh-out-loud funny, but the kind of funny where you smile and exhale from your nose. There’s a threat in that sentence, but there’s also the smile. It’s the bravado of those who know they’re in control of the situation.

That was the time where I committed to the mobster theme. If the theme wasn’t the most unique, I could find an art style that would make the game stand out.

That was last December. Over the holiday period, I was at my parents’ house, scrolling through Twitter, and I fell on this tweet:

external image

That barn illustration blew me away. Black-and-white, the cross-hatching, the pop of colour, the atmosphere that was somehow both peaceful and spooky. I wanted to see more of that art. I wanted my game to take place in this universe, in this palette. I contacted Justin that day, and I was overwhelmed with joy when he accepted to join the project.

And just like his Christmas cards, the game devolved into a spooky flavour. He is who he is.

I grew up on D&D and Lord of the Rings, and I’ve started loving those fantastical aspects into non-medieval settings, be it Westerns like in the Dark Tower, modern times like in Dresden Files, or sci-fi stuff like in Shadowrun. Fantasy Noir sounded like a fascinating universe, and Justin rolled with it.

The fantastical aspect is subtle: I don’t with to overshadow the noir. I don’t want to fall into creating expectations I can’t meet again: if you’re looking, you’ll see the easter eggs. You’ll see the signs.

And when the surprise happens, you’ll think “oh, I should have seen that one coming”.

In the next entry, I’ll talk about the mechanical evolution, the real nuts and bolts stuff. Again, hopefully a few of those lessons I learned throughout the development will be helpful to others.

If this game sounds interesting, you can go look it up at withasmileandagun.com

Designer Diary #1: The Spark

This is the first entry in my Designer Diary series for With a Smile & a Gun, coming to Kickstarter on July 14th, 2020. In this installment, I talk about the inspiration for the game, and core of the game, and how I filled it out to a workable mechanical framework.

Two-player games were my entry point into the board gaming hobby and, fwo-player games were my entry point into the board gaming hobby and, for the long period before I managed to get a steady game group, mostly the only way I played. I had two opponents: Josianne, my best friend and partner of 15 years, and James, one of my closest friends, a relationship based on ribbing and schadenfreude.

Ever since I started designing games, I knew I wanted to make a two-player game one I could play and enjoy both with Josianne, on a more casual, feel-good level, and with James, where I’d get to explode into laughter at his swearing whenever I messed up his plans. 

With a Smile & a Gun is that game.

First Steps

When I first started working on a two-player game, there was one core concept I was interested in exploring: I wanted the players to share a pool of actions, but to be able to use them for different objectives. In Agricola, to block you from taking wood, I need to take wood myself but I might not want wood. For that, I wanted each action to be used in different ways, to be interesting regardless of strategy.

The idea of a “shared action pool” led me to try and make a game about a  werewolf — one player would play as the human, the other as the beast within⁠ — where each action would take the form of either a helpful companion or potential prey. This was my first game design, and it never got anywhere; I realized I needed to start smaller. I might still make that game one day, but at the time, I wasn’t a good enough designer for an asymmetric project like that, like Vast or Root. To be honest, I still don’t think I am.

The question became: how could I make “shared opportunities, used differently” work without drowning in asymmetry?

Second Draft

Eventually, in mid-2017, I started playing (and loving) a lot of dice-drafting games: Sagrada, Roll Player, Blueprints, Grand Austria Hotel. It took me a bit before I realized that mechanism was exactly what I was looking for: a shared pool, which players would be able to use in different ways. 

I usually tend to spend a lot of time in the early stages of design thinking about game ideas in an almost academic way. Once I find a core, I break it down, trying to find what makes it interesting, and then trying to see what other mechanisms would be best suited to support the core. I often start with “key moments”, which are what I want to cause, as often as possible.

In this case, the key moment was the turn angst of leaving the last 4 in the dice pool, hoping your opponent doesn’t take it… Then, either it got back to you, or it didn’t: either way caused a strong, emotional reaction. 

For that type of moment to happen, I needed players to have two ways to use dice: one that required specific numbers, to cause that turn angst, and one where you could use a bit of everything, to allow for that denial drafting, where the numbers mattered, but it lowered the cost to block. It’s not exactly what I had in mind from the get-go, but it checks all the boxes: you don’t need to hurt yourself in order to block your opponent. I was already imagining doing it to James, and was grinning just thinking about it.

From there, the blocks started falling into place: 

  • The simplest way to require a specific number was to make it a draft-and-move: drafting a die to determine your movement, and the spot you fell on determining the actions you’ll do. Like a roll-and-move, but with a decision point instead of a random result.
  • To avoid a single hate draft costing you the game, I took the 3×3-grid mechanism from Cat Lady: if there was an action you desperately needed, you could access it from its row or its column.
  • To make sure the second die still mattered, I was inspired by Signorie, and made higher dice better, but penalized the players for taking only high dice. In a two-player game, making it a majority-contest opened up a lot of interesting decisions related to the shared pool: the last low die can become a decision maker in a tight race.
  • The best way to incentivize the players to deny opportunities to their opponents, without falling into take-that or wasted turns, is area majority. With a mechanism where placing a cube is worth as much as keeping your opponent from placing theirs, you have to focus on what you leave for them. Piece o’ Cake and Hanamikoji are two of my favorite games, and definitely inspirations for this limited-opportunity approach to area majority.
  • With a two-player game, area majority games often don’t work very well, because there’s no incentive to try and catch up: if a single presence is good enough for 2nd place, why bother trying to get 1st? It’s a flaw often raised by Rahdo, amongst other people, and one I definitely agree with. By adding a third value, not a dummy player per se, but a set value the players have to beat to get their piece of the pie, you often solve this problem: it’s a simple solution that’s often left behind, but it was perfect for this game.

And suddenly, there it was: the skeleton of a game, which still stands to this day, which survived iteration after iteration.

In the next entry, I’ll talk about the game’s thematic evolution. If you’re a mechanism-first designer like me, and you also struggle with finding a theme, maybe my process can help you out?

If this game sounds interesting, you can go look it up at withasmileandagun.com