while it isn't very glamorous, it is actually really nice to see the grindy dev work on top of all the fun in the concept phase. Really inspiring to see
Having a large collection of cars the way we play is by doing an endurance race style. We decide what and how many cars to use normally around 10-15 each. Then randomly decide what cars we each start with 3 each. Every time a car dies it is replaced with a random one. The winner is the person with the most total laps when one team is out or cars but first to three laps would also work
@@planetsmashergames yeah we normally have pre determined categories like largest vehicles, a vehicle you can buy for less the £3000 or oldest unused build. It's normally not the most balanced but it is a lot of fun
I've considered the idea of creating Hobgoblin-style units for mass Gaslands (Masslands?), i.e. a number of cars on a single base that move in unison. Something like 3-4 lightweights, 2-3 medium weights, and 1 heavyweight to a base. Or perhaps a minimum of 40 and maximum of 60 cans per base.
Wild idea. I don’t know if it fits the cinematography for me. If I were using micro-scale vehicles, I think I’d be excited by this. For Hot Wheels sized, I dunno, seems too regimented. I assume bases would have to be able to pass through each other, right?
A very interesting approach for those who enjoy game design and the game itself. Looking at the kitchen is always cool, it makes the flavor richer. I'm already waiting for the next dilemmas haha, make a series dealing with feedback, I would really enjoy it.
I love the idea of massive hoard battles, and giant gangs of cars. It does get tricky when it comes to sponsors, even if it is only the heroic that can earn an audience vote. It does feel geared towards specific factions. Plus, I love Beverly 😢 I would opt to just remove sponsors and have a more generic way to earn audience votes. This mode of play feels more like novice drivers fighting to get noticed, and it would not involve the sponsors yet. I did a little bit of canon lore when I entered the silva challenge that would fit right into this. However, you end up writing it. I look forward to playing with some new rules. We are constantly homebrewing ideas to keep thegame new and exciting everytime we hit the table.
This is an insanely useful video as a fellow game designer. I've usually kept feedback in my head after play sessions and then I would adjust rules when things were unclear. This whole method just seems like it would make my life a LOT easier!! Totally going to be stealing this whole method of digesting playtest sessions after the fact
I’m so happy to hear it helped. I happen to think well when I write, so writing issues out (and talking to myself like a madman) really helps me think things through in a more structured way.
@@planetsmashergames my favorite way is always to set up terrain and move minis around like I'm playing a small snapshot of a game. I was so stoked when I saw you bring out the cars to figure stuff out 😂
the "more then medium from all other vehicles" sounds to me like if one car of the sqaud is farther away all cars are farther away then medium from all other cars because the furthest car is in the squad - is it maybe "more then medium from any other vehicle"?
@@planetsmashergamesi was confused by the two cars example, if there exactly two cars in a squadron, and they are more than medium apart, do you apply two hazard tokens? One for each car that is more than medium away from the other...
New to the channel. The intro makes me think of the WWE Bludgeon Brothers tag team 😀 As someone who has designed a bunch of games(so far unpublished) it is interesting to see the problem solving going on. Just wording changes can help. I used to play a lot of Heroclix and the problem was the ever changing rules, too many corner cases and too many exceptions. It got to the point where getting a new person into the game was difficult because the rules became overwhelming. I like how you also give thoughts to broken combos. Do a lot of these come out during the play testing ?
Broken combos in particular was something that took me a long while to build muscles around as I’m not a very “good” player and don’t always look for or spot the powerful synergies. You have to do that in your own stuff or someone else will (and yes, that’s where playtesting and having a mix of playtester personas is essential). If you are working on games yourself, we’d love to hear more about them in the Rule of Carnage discord, which is a community of minis game designers of all stripes. Search for “Rule of Carnage” here on YT.
Love Gaslands.. like its almost a religion.... tell the misses i need this car..... and shes like "Is it for Gaslands" .... tooo bloomin right it is :D
@@aaronwilkinson2519 funny you mention that i spent an entire car ride with the mrs discussing doing something to that effect. Declare myself a church and hold massive open tables all day sundays. Passive gospel that covers the core aspects of family time, creativity, and appropriate places to release anger. 😅 each week or month demo a new tabletop game. Make church fun again
What about just doing squadron specific perks for the sponsors like Rutherford squadrons lose 'x' from the regular game, and gain 'y'. (Or just have a 'when in a sponsored squadron vehicles are given 'this perk') And I do like the idea of hazards being shared through the squadron in regards to blast, as it's sending shrapnel and heat and other stuff all over the place.
Yeah, this is a really strong idea. Glenn suggested something similar yesterday. Give Rutherford squadrons bonuses for all shooting the same target, and Maxxine a way to do synchronised driving. Stuff like that.
To much new rules for gaslands XL , the most easy way is like the old warhammer army building ruls, 50% of cans has to be spend on your hore has standard cars 20% are special cars 0-1 warrick or bus or heavy truck 25% may be light bikes. Or buggy or light cars. Enz enz, No need for rules for groups , your totaal army will be 8 - 10 cars , only the initiative has special rules. Quick and easy😊😊😊
Have you considered picking a few sponsors that best suit the mass combat style and tweaking their rules to be locked down for XL then have a couple of new ones? What if not all sponsors would want/be capable of supporting these giant warzones?
There’s an interesting intersection here between the scenarios and the sponsors. If you are always murdering each other in XL, certain sponsors make more sense, if there is a mix of killing and rushing to get stuff / get places first, it becomes a broader church.
If a squadron is reduced to just a single vehicle, why not add a rule to simply treat it as just a normal single vehicle at that point? It would remove the need to have any special rules or anything for single vehicle squadrons.
I don’t think there’s any issue with single vehicle squadrons. The lone vehicle will just activate normally, and there’s no other vehicles to worry about for stars or hazards or coherency, so I think the last vehicle “just works” and doesn’t need any special rules.
while it isn't very glamorous, it is actually really nice to see the grindy dev work on top of all the fun in the concept phase. Really inspiring to see
NOT GLAMOROUS! I’VE BEEN CONNED!!! 😂
@@planetsmashergames 17:30 😆
Having a large collection of cars the way we play is by doing an endurance race style. We decide what and how many cars to use normally around 10-15 each. Then randomly decide what cars we each start with 3 each. Every time a car dies it is replaced with a random one. The winner is the person with the most total laps when one team is out or cars but first to three laps would also work
That is excellent. Do you build the stats/load outs for the cars before the game?
@@planetsmashergames yeah we normally have pre determined categories like largest vehicles, a vehicle you can buy for less the £3000 or oldest unused build. It's normally not the most balanced but it is a lot of fun
I've considered the idea of creating Hobgoblin-style units for mass Gaslands (Masslands?), i.e. a number of cars on a single base that move in unison. Something like 3-4 lightweights, 2-3 medium weights, and 1 heavyweight to a base. Or perhaps a minimum of 40 and maximum of 60 cans per base.
Wild idea. I don’t know if it fits the cinematography for me. If I were using micro-scale vehicles, I think I’d be excited by this. For Hot Wheels sized, I dunno, seems too regimented. I assume bases would have to be able to pass through each other, right?
I think about Gaslands nearly every morning, it seems!
A very interesting approach for those who enjoy game design and the game itself. Looking at the kitchen is always cool, it makes the flavor richer. I'm already waiting for the next dilemmas haha, make a series dealing with feedback, I would really enjoy it.
Thanks dude! They’ll be more dilemmas before we are through here, I have no doubt!
I love the idea of massive hoard battles, and giant gangs of cars. It does get tricky when it comes to sponsors, even if it is only the heroic that can earn an audience vote. It does feel geared towards specific factions. Plus, I love Beverly 😢 I would opt to just remove sponsors and have a more generic way to earn audience votes. This mode of play feels more like novice drivers fighting to get noticed, and it would not involve the sponsors yet. I did a little bit of canon lore when I entered the silva challenge that would fit right into this. However, you end up writing it. I look forward to playing with some new rules. We are constantly homebrewing ideas to keep thegame new and exciting everytime we hit the table.
I’ll definitely mess about with that. It’s gonna take some work either way. TO THE PLAYTESTING TABLE!
This is an insanely useful video as a fellow game designer.
I've usually kept feedback in my head after play sessions and then I would adjust rules when things were unclear. This whole method just seems like it would make my life a LOT easier!! Totally going to be stealing this whole method of digesting playtest sessions after the fact
I’m so happy to hear it helped. I happen to think well when I write, so writing issues out (and talking to myself like a madman) really helps me think things through in a more structured way.
@@planetsmashergames my favorite way is always to set up terrain and move minis around like I'm playing a small snapshot of a game. I was so stoked when I saw you bring out the cars to figure stuff out 😂
the "more then medium from all other vehicles" sounds to me like if one car of the sqaud is farther away all cars are farther away then medium from all other cars because the furthest car is in the squad - is it maybe "more then medium from any other vehicle"?
Yeah… that’s probably better. Cheers!
@@planetsmashergamesi was confused by the two cars example, if there exactly two cars in a squadron, and they are more than medium apart, do you apply two hazard tokens? One for each car that is more than medium away from the other...
When it comes to new game modes etc I'd love to pitch drag races to you 😀
How would you envision making that fun? Driving in a straight line seems to obviate many of the reward systems in the game?
New to the channel. The intro makes me think of the WWE Bludgeon Brothers tag team 😀 As someone who has designed a bunch of games(so far unpublished) it is interesting to see the problem solving going on. Just wording changes can help. I used to play a lot of Heroclix and the problem was the ever changing rules, too many corner cases and too many exceptions. It got to the point where getting a new person into the game was difficult because the rules became overwhelming. I like how you also give thoughts to broken combos. Do a lot of these come out during the play testing ?
Broken combos in particular was something that took me a long while to build muscles around as I’m not a very “good” player and don’t always look for or spot the powerful synergies. You have to do that in your own stuff or someone else will (and yes, that’s where playtesting and having a mix of playtester personas is essential).
If you are working on games yourself, we’d love to hear more about them in the Rule of Carnage discord, which is a community of minis game designers of all stripes. Search for “Rule of Carnage” here on YT.
Love Gaslands.. like its almost a religion.... tell the misses i need this car..... and shes like "Is it for Gaslands" .... tooo bloomin right it is :D
Heh heh, thanks my dude!
@@aaronwilkinson2519 funny you mention that i spent an entire car ride with the mrs discussing doing something to that effect. Declare myself a church and hold massive open tables all day sundays. Passive gospel that covers the core aspects of family time, creativity, and appropriate places to release anger. 😅 each week or month demo a new tabletop game. Make church fun again
What about just doing squadron specific perks for the sponsors like Rutherford squadrons lose 'x' from the regular game, and gain 'y'. (Or just have a 'when in a sponsored squadron vehicles are given 'this perk') And I do like the idea of hazards being shared through the squadron in regards to blast, as it's sending shrapnel and heat and other stuff all over the place.
Yeah, this is a really strong idea. Glenn suggested something similar yesterday. Give Rutherford squadrons bonuses for all shooting the same target, and Maxxine a way to do synchronised driving. Stuff like that.
To much new rules for gaslands XL , the most easy way is like the old warhammer army building ruls, 50% of cans has to be spend on your hore has standard cars 20% are special cars 0-1 warrick or bus or heavy truck 25% may be light bikes. Or buggy or light cars. Enz enz,
No need for rules for groups , your totaal army will be 8 - 10 cars , only the initiative has special rules. Quick and easy😊😊😊
Less extra rules the better,
Have you considered picking a few sponsors that best suit the mass combat style and tweaking their rules to be locked down for XL then have a couple of new ones? What if not all sponsors would want/be capable of supporting these giant warzones?
There’s an interesting intersection here between the scenarios and the sponsors. If you are always murdering each other in XL, certain sponsors make more sense, if there is a mix of killing and rushing to get stuff / get places first, it becomes a broader church.
If a squadron is reduced to just a single vehicle, why not add a rule to simply treat it as just a normal single vehicle at that point? It would remove the need to have any special rules or anything for single vehicle squadrons.
I don’t think there’s any issue with single vehicle squadrons. The lone vehicle will just activate normally, and there’s no other vehicles to worry about for stars or hazards or coherency, so I think the last vehicle “just works” and doesn’t need any special rules.
Reminded me of studying in university 😂 interesting ideas👍
hello
Good day!