Cole 🔜 UKGE Profile picture
Jan 9, 2020 17 tweets 3 min read Read on X
I've been getting a lot of questions about #oathboardgame's player count. I don't have time to type up a full diary on the subject, so here's a quick thread that should answer most of the questions out there.
First, it bears mentioning this core truth about player count: the number of players in the game changes the game. Certain counts accentuate certain system tensions.
For that reason I think it's generally helpful to think not in terms of which count is best as which count will be best for the sorts of things that you care about as a player.
Folks that love Root as an immersive game tend to prefer it at 5 or 6 players. I don't because I find it too chaotic (and for that reason prefer playing it at 3 to 4 players). De gustibus non est disputandum.
Okay let's talk about Oath. I originally pitched Patrick Oath as a 1 to 5 player game. Because the core dynamic is similar to the one I used in Pamir, I knew pretty confidently that I could get it to work from that range.
The 1 and 2 player game will rely on a bot that is currently in development. Basically, this bot will take the role of the Chancellor. It will be "smart" enough to handle both external and internal conflicts so it should give low counts the feeling of being in a 3-player game.
The design is quite different from Wakhan (Pamir's bot), but I am shooting for something of similar or lower complexity. Oath's design space has been a lot easier to work in as well for a variety of reasons I don't have time to go into now.
(And of course I learned a lot from watching Ricky work on Wakhan and helping develop it myself. I also took a lot of lessons from watching the development of the Root bots.)
So, will the 1 or 2 player be "as good" as the 3-5 player? Well, it will probably be both more confrontational and brittle than the higher player count (it is a 1vs1 after all) but the bot, like Wakhan, will also create more scenarios that reward cooperation.
My guess is that the result will be something a little contradictory. Some pairs of players will like the two player a lot because of how much of a zero-sum duel it is (the way Drew and I like Pamir at two-players).
Others will like the two player because it has the most potential for cooperation against a shared enemy. This will likely be a little less tense overall than the "normal" game, but there are players of all shapes and sizes.
I can see even including a two player "cooperative" variant, but that will depend on development and in general I don't care for variants in my design work, but this is a good place for an exception. Different player counts of the same game are essentially variants anyway.
Lastly, I'm happy to announce that we're going to bump the player counter from 1-5 to 1-6. This was mostly because, while talking to Nick Brachmann about the game's component list, it was obvious that by adding a single piece of wood another player could be added.
As a team this left us with a choice. We could actually cut a "color" (that is, a bunch of wood out and a player board) out of the game without altering the player count from 1-5. And maybe we would sell that variant player color later as a micro expansion.
Or, we could just add the extra piece and broaden the player count. I don't know if the game will be best at 6--I suspect it won't be. But the extra color is a nice option and I know the game will support six just fine for nights when an extra player shows up.
Who knows, some groups might even prefer six! As usual, when asked to chose between saving some cash and potentially cashing in on a micro expansion, the team decided to do the thing that was best for y'all. Oath will be 1-6 out of the box.
I've said it before, and I'll say it again: I love the folks I work with. It's an immense privilege and absolute joy to be able to devote so much thought and sweat and time and money to ambitious projects without worrying about how we can maximize profit.

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More from @colewehrle

Sep 17, 2023
There are a lot of good ethical and aesthetic reasons to avoid AI Art. But, I haven't seen as many folks talk about the implications for our creative practices. When I read @Charlie_L_Hall's excellent interview, I was stuck most by how creatively bankrupt the whole endeavor was.
One thing that often gets missed in this conversation is the degree to which game making is a deeply collaborative enterprise. Despite this, it's easy to talk about a game's art as simply a coat of paint applied by a professional painter. It's a service rendered and nothing more.
The jump from here to "well, I could just get midjourney or some ethical version of midjourney to spruce it up" is really quite a short hop. So, I thought it might help to highlight how this is precisely the wrong way to think about art in games.
Read 19 tweets
Feb 14, 2023
Over the past several months, we've been hard at work at #arcsboardgame. The work has been so intense that I haven't had time to write up new design/developer diaries to keep everyone posted. Eventually, I'd like to start doing that again, but here's a 🧵in the meantime.
Arcs has been, by far, the most challenging project I've ever undertaken and I think that's probably true for the studio at large. The game presents steep demands to basically every aspect of how we make games here.
Today, I want to look at one small challenge in the game's campaign design and give you a sense of how the game tangles with it. Let's talk about templating!
Read 31 tweets
Nov 21, 2022
I've been thinking about this piece by @Charlie_L_Hall today. It's a nicely reported article and worth your time. But, I think it also leaves out some important things. 🧵

polygon.com/tabletop-games…
Most everything written about crowdfunding these days always mentions two things: first, that crowdfunding has exploded over the past fifteen years and, second, that there appears to be some burnout--both among creators and consumers for what seems like an endless hype cycle.
Really this is a less interesting point than it seems because the first point helps us explain the second. It's pretty simple really. In the beginning, the culture around crowdfunding and tabletop was pretty small. If you wanted to make money you had to appeal to a wide swath.
Read 25 tweets
May 25, 2022
Today I wanted to highlight the work of two of our previewers who looked at Arcs before the campaign and say a little about the role of previewers in our KS generally. 🧵
It's worth mentioning that the world of KS previewers is...a little goofy. There's a lot of paid-hype people out there and a lot of folks looking for ways to get easy clicks. None of this is even necessarily a bad thing, it's just the nature of that corner of tabletop media.
At Leder (and WGG) we've been lucky enough to not have to rely on those folks. I say "lucky" because, as a a Midwesterner, that kind of self-promotion and hype-generation makes me uncomfortable. I can see the utility but it's not something I want to use.
Read 19 tweets
Nov 15, 2021
I had a chance to play @Koenigvonsiam's new game, Brian Boru, today. It's really wonderful and deserving of your time. It's also given me a lot to think about, so I thought I'd write a little about the experience of playing it as designer and the idea of originality in design. 🧵
I've been following Peer's work for a long time and adore it. The King of Siam (rethemed these days to The King is Dead) remains one of my most played games. But, more than that, KoS helped me think through some elements in the design I was working on at the time, Pax Pamir (1e).
At the time, Pamir was a mess. The game was caught between two different design schools and I wasn't sure if it was possible to tell the stories I wanted to tell. KoS hit me like a bolt of lightening. It somehow did twice as much in half of the space and showed me a way forward.
Read 16 tweets
Oct 4, 2021
For the past year, I've been working on a new title for Leder Games. It's still got a long way to go, but it's starting to take a very clear shape. Today, I want to share a little bit about what it is and what I hope to do with it. The working title is Arcs.
Arcs started very differently from any other game I've worked on. Normally, after finishing a game, I feel pretty exhausted. But, after finishing Oath, I was filled with all sorts of odd ideas that didn't fit into that game. I wanted to stay in the space but design something new.
At the time, we were working on a space game in the studio. I asked Patrick if I could play around with that setting but using a different design framework. If we liked it, we could use it for his game, or it could become it's own project or do something else.
Read 20 tweets

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