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Jul 16, 2020 19 tweets 4 min read Read on X
Here's a funny #oathboardgame conundrum that has almost nothing to do with game design, but I'm finding pretty fun to work though. It has to do with the design for the game's little journal.
The basic idea is simple. It'll be a smallish chapbook, with a nice embossed cover and a page dedicated to each play that allows players to record information each game. Much will be unstructured but there will be places where less ambitious players can make a quick record.
When you print books like this, it's a lot cheaper to have all of the pages be the same, which is fine because that's all this book needs to do. HOWEVER, I really wanted to use the end-papers for something special.
When we play Oath in the office, I find that we talk a lot about how long each kingdom lasts, how it falls, and when a dynasty within the kingdom gets usurped by another. I wanted a way to make this meta game readily accessible and I knew the perfect way to do it: a timeline.
But, I'm running into a funny aesthetic problem. A lot of Oath's art and design draws on the early half of the middle ages for inspiration. There are a lot of touchstones and sources to draw on, but one thing that period lacks, I think, are timelines.
As I dug around and couldn't find anything, I was reminded of @JamesGleick 's wonderful book Time Travel where he points to the newness of the idea of time travel.
One of my favorite examples from his book is the absolute newness of folks celebrating the passage of a century which itself seems to be a practice that is less than 200 years old.
Sure enough, some digging into the OED shows that the word "timeline" is quite new (first used in 1867) and "chronology" isn't too much older with a first usage at 1593.
One big exception here might be things like the Bayeux Tapestry, which does record a series of events. But it doesn't have anything like the same scope of the kinds of timelines I'm thinking about.
And you do see big tapestries with a genealogical focus, espeically in the 16th century or after. Though once I started looking at more genealogical-driven art a lot more started cropping up. ("Family Tree" first appears in 1297!)
I guess this sort of makes sense. Something like a general chronology or timeline requires a vantage point that is outside at least some of its action and that understands the passage of time as a gradual and even force.
The closest I was bound to get was something like a list of kings, which are some of the oldest forms of writing we have. Something like the Babylonian Dynastic Chronicle (circa 730 BCE). Image
And, of course, there are all of those fragments from Egypt like the Palermo Stone or the Karnak king list. Image
Sure these kinds of chronicles count as some kind of time travel, right?! Weirdly, this is the second time I've run into this problem with Oath. When I started Oath, I wanted it to cover the history of many nations and by more about a borderland.
But, the kinds of historiography required to do comparative histories that would understand a borderland are simply anachronistic to the game. So, in order for players to understand/tell history, the game's history-making had to be more fundamental, even crude.
In contrast to a big comparative history covering the movement of people's across lands, technological change and economic development, something like a dynastic chronicle gels perfectly with the game's aesthetic and mechanical design. They are about one thing: power.
So, in sum, instead of drawing on colorful timelines and charts from the 18th and 19th centuries to make that timeline spread, it makes more sense to use a stone motif and think in terms of monuments and great halls where the records are quite literally chiseled into the walls.
Well, it's either that or we find a way to include a little clay tablet along with a little chisel and mallet in every copy!
And this whole line of thinking also reminds me about the degree to which all design practices must embrace anachronism, make serious aesthetic compromises, and hope that the whole is greater than the sum of its parts.

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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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