GOBLIN CAVE is goblin gathering GMless game for 3 or more players. Impress your warlord with your huge Warband, and convince him that you are the goblin leader of the future!
In GOBLIN CAVE, you take on the role of a young goblin, attempting to win over the hearts and minds of your fellow cave dwellers. Everything you need to create your character is in your dice bag, as your dice contains everything you need to know about your goblin. You will need a variety of dice to play this game, but will only be rolling one.
Since looking back, there are lots of wee bits and pieces which are not immediately obvious which should be stated outright. I'll be putting them together and editing it a bit later (not for the contest though, obviously, just to get it clear on paper.)
Also needs less trackpad goblins. Or more trackpad gobllins. I'm not sure.
Oh yeah, was thinking it would work as an A3 booklet; print out 4 pages of double sided A4 and a staple in the middle and it's sorted. Took out the map of the cave last minute which threw that off, so now the page count doesn't work for this.
Edit: Not A3, I went the wrong way, A5
Last edited by flavour on Wed May 23, 2012 12:33 am, edited 1 time in total.
One of the first things I heard back was that the section on issues was not clear enough, so put togetjer an image to make it clearer (I hope) will have each number with an image next to it showing what it represents, for example 4 is food, so there is a larva there. List below, although there are one or two I think may be out of place, what do you think?
There were two main problems with the game - format type, and typographical Formatting
If Goblin Cave came in a medium sized cardboard box with a folding map, some plastic or wood pieces to alter the terrain, and a supply of polyhedrons that were like to stack (unlike our usually mismatched collections) - it would be a great board game. There are some good tactical choices and a skill for gauging probability helps.
However, it doesn't really come off as a game of role playing. Your behavior as a goblin matters about as much as your ability to portray a 1930's banker when playing a game of "Monopoly". The stories that set the mood are very good, but they give meaning to the player more than the character. Playing in character doesn't affect the outcome, or convince a GM to modify rolls in your favor. You can't bribe another goblin, arrange an accident, or play out fast talking one of them - its all about the die rolls.
Perhaps you could create little "character cards" that could give each player a special ability to add a bit more replay-ability. An actual map of the cave or ideas about moving around obstacles or other threats outside of the player's stealing your followers might expand the work as well.
The other issue is that the game isn't laid out well, even for one that is made in a short time period. If you're going to use single column or double, be consistent. Using all capitol letters make words LARGE BLOCKS that are harder for the eye to follow and scan than the ups and downs of mixed case - use a different font in a different size if you want to make vocabulary words distinct. Headings should also be large, and perhaps have their own level of indentation to make them very clearly stand out. Centered text is actually rather hard to read as well, and in general the page looks busy and jumps around despite being mostly plain text.
I've got some training in technical editing, so if you have some more questions about how to layout the document to make it more readable. With any luck, I will have have a chance to play this game on Sunday, if I can scrounge up enough players and suitable dice. (A group meets at the local library once a month for board games.)
Thank you for entering the contest, and good luck with your gaming projects.
Games of imagination are never truly done. Yet tomorrow we shall start another one.