UnPub Preview…

In preparation for Protospiel I filled out UnPub’s Game Preview questionaire. It does offer some insight to where I am headed with Near Space.

What was your inspiration for Near Space?
The question “Can a gamer have too many dice?”. Thus we pulled together a game that uses every dice you may have in a game of startegic and tactical conflict.

What is your favorite part of Near Space?
The rush of engaging the enemy with the balance of the game on the line. Also, the give and take of responding to your opponent’s build and tactics.

To your knowledge, What do other people find most interesting about Near Space?
The simplicity and ease of play while providing a high level of depth and replay.

What has been the most challenging part of designing Near Space? 
Finding the balance between cards, dice both with passive and dynamic variables.

What advice would you give to players attempting Near Space for the first time?
Progress slowly establishing a good base of resources and then build into an offensive force. Never devote yourself to one tactic. Respond to the board and your opponent.

What has surprised you most in play-tests of Near Space?
Most play-testers after getting their feet wet want to immediately return to the game with an idea on how to break the game, or string together an unbeatable position.

People who like___________ will like Near Space. Why? 
Risk, Similarity of play but with a shifting play surface and far more variables in offense and defense.

What do you hope to accomplish at Protospiel-Milwaukee (and Mid-West Unpub)? 
Earnest feedback from other creators and devoted hobbyists outside of the local level.

Headed to Protospiel-Milwaukee with Near Space

Though I have toyed and tinkered with Near Space for a great number of years I have rarely let it loose without supervision. This coming weekend that changes a little bit. We are taking the game to Protospiel-Milwaukee (http://www.protospiel-milwaukee.org/) and see how well it handles the stress test. I have no real expectations mainly because I have never been involved in something like this. Hopefully the take away from this will be a better game.

Speaking of improving the game. Recently, I have started working with Alex Clayton as our Head Playtester. Someone that is willing to argue with me and smart enough to find my mistakes. I have invited him to start posting here and I look forward to his observations. I have established a Playtest Group on Facebook with Alex as the Admin. This will be our primary means of communication with Kickstarter backers who want to be involved in the playtest. (Unless someone else has better idea…?)