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.

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About Casey Clark

SPARTACUS PUBLISHING The Creative Team Gabe Ivan, Designer and Writer Thom Thurman, Art Director Casey Clark, Designer and Editor The conspiracy that would become Spartacus Publishing began in a high school study hall in Columbia, MO. There the three core members engaged in lengthy discourse about gaming, comic books, sci-fi series, and pro wrestling. Somewhere between reviews and recaps of existing works, the trio started proposing ideas of their own. RPG campaigns were planned. Game rules were designed and redesigned. At least half a dozen comic book ideas were pitched. Precious little studying was done, but a good time was had by all. Years later, the trio reunited under the Death's Edge Games banner to produce their first game. Other works followed for DEG, Black Cross, Guildhouse Games, and Spartacus Publishing.

One thought on “UnPub Preview…

  1. The first reply “… we pulled together a game that uses every dice you may have in a game of startegic and tactical conflict” is absolutely true. However, we are working with playtesters to possibly remove some dice from contention. The problem arises from the bonuses and penalties to ships are based around the standard polyhedral set of d4, d6, d8, d10, and d12. We have allowed d20s since players love the idea of fielding the Death Star but the modifiers (except for green ships) were mooted by the ship size. On the other end of the scale d1, d2, and d3 have caused far more problems. I will discuss the possibility of disallowing those smaller (and possibly bigger) dice next time.

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