When it comes to design, brainstorming for ideas based on wants rather than needs is easy. It can be fun
to dream of everything you want to see as a card. You want to see your favorite characters
appear on a personnel card or a climatic scene depicted on a dilemma card. It is all too easy to overlook though some
elements that are truly needed during the design process. Planning and a willingness to modify those
same plans are critical. A healthy dose
of humility and acceptance when your plans are not working helps too.
During the earliest stages of planning what has become Forces, I looked at affiliations. I wanted to have fully realized and vibrant
affiliations featuring Star Wars universe factions as are seen in Star Trek
Second Edition. I wanted to create cards
for as many as eleven different affiliations: Jedi Order, Sith Order, Galactic
Empire, Rebel Alliance, Galactic Republic, Confederacy of Independent Systems
(Separatists), New Republic, Galactic Alliance, Yuuzhan Vong Empire,
Mandalorians, and assorted Non-Aligned.
Some of these included sub-factions (as Federation cards are divided)
such as Ancient Jedi, Modern Jedi, The One Sith (Legacy series), Ancient
Republic, Modern Republic (Episodes I-III), Palpatine Era Empire,
Post-Palpatine Empire (Imperial Remnant), Fel Era Empire (Legacy), Ancient
Mandalorians, and Modern Mandalorians.
Some of these featured different names as I brainstormed
different scenarios. For example, the
Rebel Alliance affiliation was called "Alliance
to Restore the Republic," shortened to variations of "Rebel" and
"Alliance "
before settling on the classic RA.
Similarly, CiS and various Imperial groups alternated titles. Ultimately, my wants were more than 20
individual groups. I eventually concluded
that my wants were beyond the scope of one individual. Although I considered different combinations
of affiliations, tried different avenues such as blending all eras into each
other in order to condense the total number of affiliations, I was always far
from satisfied. However, it always occurred
to me that these affiliations could be grouped in opposition to each other.
When Block format for Star Trek First Edition was being
publicly proposed, I was inspired.
Although different in nature, I considered how Block represented a
different way of grouping. I put
together a plan of "core blocks" that would include three expansions
per core. This plan helped me revise
affiliations based around their opposing nature: Block I (Galactic Empire &
Rebel Alliance), Block II (Jedi Order & Sith Order), and Block III
(Confederacy & Republic). Each core
block would include a set that would debut the featured affiliation's
Headquarters. Non-Aligned and
Mandalorian cards would be sprinkled throughout while a Block IV would include
the Mandalorian HQ mission. With the
elimination of some groups (Yuuzhan Vong was the hardest to let go), I felt
that six core affiliations (coupled with Mando and NA) were a more reasonable
undertaking than 20 or more.
Beginning in early 2012 and into the summer, I mapped out
ten different sets of cards, several with design themes, titles, and other
assorted content. After researching the
existing 2E affiliations and the number of personnel, ships, missions, and
support cards they received during their individual debuts, I laid the
foundation for a 117 card set. This
first set would debut two affiliations (GE and RA) and fit nicely on 13 pages
of 9 cards each. This number was
somewhat limiting though and the set grew to 126 cards out of necessity. Some individual cards were rotated in and out
(typically saved for a later expansion set) yet with the dual purpose of both
balancing and strengthening the two affiliations versus existing 2E cards.
In hindsight, I was restricting myself design-wise. In discussions with some players, I realized
that ST has a tremendous amount of visual content, characters, and stories. Comparatively, SW has much less. Although the SW Expanded Universe would help,
creatively I would still be limited. A
significant amount of time was spent in developing mission cards. It was a daunting prospect to design for six
affiliations with six films (a handful of locations) versus the numerous
locations featured in ST across multiple series and films. Pressure was increasing with the prospect
that there would not be enough content, especially if some affiliations were
introduced later than others (through a block system). At some point, the idea of missions featuring
mostly Tatooine, Hoth, and Endor for three (or more) sets was simply
unappealing.
I had reached a design impasse. By this time, I had already built an initial
Galactic Empire affiliation template, was half-way through a Jedi Order (out of
debut sequence no less) template, had most of set 1 built (still needing
proofing, some subtitles, and slight skill balancing for assorted personnel),
but my dissatisfaction with the project was mounting. In my professional life, when struggling with
job performance, I advocate returning to fundamentals. I needed to take the same approach with this
project. In the late evening of November
28th, 2012, I sat down to consider what I wanted from this project. I wanted to accomplish four goals: 1) SW-themed
2E cards, 2) logistical efficiency in building cards, 3) more time to
creatively design cards, and 4) to have fun.
Because of what I had already developed, I was stubbornly
trying to accomplish one goal at the expense of or without another. I had a SW theme, but the template design
plans (to be discussed in a future post) were becoming convoluted, and my
creativity was being stunted by restricting myself to only two very specific
groups (while essentially ignoring others).
As such, I was far from having much fun with the project. I went back to what I fundamentally had fun
with: my old SWCCG collection. Before 2E
was released, I had spent years collecting, playing, and studying my SW
cards. I loved their simplicity and
elegance. The same could be said for 2E,
especially the mechanics of game play. I
concluded that the key to resuscitating my project and achieving my goals
simultaneously was through blending
SW and 2E. Rigidity in design had to
give way to an instinctively flexible approach.
I had to get creative and maintain simplicity at the same time.
Two opposing groups (affiliations) exist in SW both on a
grand scale (good and evil) and in a more intimate way (an individual's
internal struggle between the dark and light).
These forces were represented
well in SWCCG. 2E represents several different
affiliations and their individual agendas, yet they also possess a more blended
version of good and evil (i.e. Honorable and Treacherous personnel). I accepted that I did not need six or twenty
individual affiliations to explore SW comprehensively: two new affiliations would
suffice. Non-Aligned help bridge
thematic elements that are a bit more "grey" than would be seen on
either.
Deciding to construct two affiliations not only allowed me
to immediately maintain my first goal, but injected a bit of fun into
revisiting my design templates. I felt
more creative in blending some elements from both SWCCG and 2E while creating
the Dark Side and Light Side templates themselves. Card-wise, missions were immediately less
restrictive, and subsequently other verbs as well. Thematically, I now had far more content with
which to work with (using Episodes I-VI rather than just three or fewer) and
could introduce popular nouns more often.
For example, my early block set planning meant that Boba Fett (my
favorite character) would not have made an appearance until set two, three, or
four!
Recognizing the need to change course during the development
of Forces has been tremendously
rewarding. This flexibility has allowed
me to revisit previously discarded ideas (some sorely wanted) and has offered a
number of solutions to some design problems that have appeared now and
then. Headquarters missions, sometimes
problematic during design, will be featured in my next post.
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