Oddly enough, this post isn’t about the tactics people use when playing Close Encounters. I’ll talk about that another time, because it’s an interesting topic in itself, but today we’re going to be looking at something different: representing tactics in the game.
Continue reading “Tactical Choices”Tag: Close Encounters
The Testing Continues
Here at Encounter table headquarters, I’m continuing work on expansions for Close Encounters. The basic outlines of the content, at least in first draft form, are ready to go. It all works… in theory. However, as we all know, in theory, theory and practice are the same thing. In practice, they’re not. That means I have to test the heck out of it all, in varying combinations, to find out how it all interacts and make sure there’s nothing unexpected lurking in the bushes.
Continue reading “The Testing Continues”Expansion Pack Contents
A month or so ago I shifted my development focus to expansion packs for Close Encounters. In some earlier posts I mentioned my thinking about them at the time, and then later on that I had more to think about in that respect. As I mentioned then, one issue is that there’s a great deal of content which could be added to expansion packs. How to package it, and what to include in each package, is a topic I’m constantly chewing over in the back of my mind. I think I’ll probably end up making some changes to the structures I’ve talked about already, although I’m not sure yet what they’ll be.
Continue reading “Expansion Pack Contents”The Advantages of Abstraction
When people play Close Encounters, one thing that gets comments is the close combat system. It’s fairly simple: each side totals up the bonuses they receive from participants, covering fire, and so on, and then they each roll a dice, add it to their total, and compare scores. The winner inflicts a casualty and forces any survivors to retreat.
This simplicity seems to be quite popular, and it speeds up the game. The most common alternative, where each figure involved makes its own die roll, would be an unwieldy mess in my opinion. That sort of thing might work well in games where there’s a strong focus on simulation, but for a fairly fast-paced game like Close Encounters it just wouldn’t be appropriate.
Instead, the close combat system relies on abstraction. I assume that the close combat will be a frantic melee with everyone in the tile taking part in it, doing their best both to strike and evade their opponents while everyone else does the same. Nobody is politely lining up to take turns here! That means we can consolidate the contributions of everyone involved into rough totals for Side A vs. Side B, and that abstraction of individual participation into a collective result is what makes the system work as well as it does.
Continue reading “The Advantages of Abstraction”The Agony of Choice
In the last few posts I’ve been talking about my plans for expansion packs for Close Encounters, and that’s where my development effort has been focused. Once I started getting to grips with it all, however, I found that there was quite a lot of stuff that could be included, and I started wondering if my plans for what goes into each expansion would cope with that.
Continue reading “The Agony of Choice”Work In Progress – February 2021
With Close Encounters complete and marketing for it underway, my development focus has shifted to an expansion pack for it. For the moment, I’m prioritising what I think of as “Strapped and Packed” – an expansion which includes heavy weapons for the troopers, equipment cards for them to use, and some bigger and nastier bugs to oppose them!
Continue reading “Work In Progress – February 2021”Alternative Expansion Splits
In the last post, I talked about my current thinking on how to split up the expansion packs for Close Encounters. I think the plan there would produce good results for both me and customers. However, I’m not married to the idea. Here are some of the alternatives which are lurking at the back of my mind.
Continue reading “Alternative Expansion Splits”Expansion Packs Update
Close Encounters is now pretty much finished in terms of development. I’m still making occasional tweaks to the phrasing of some of the booklets, but it’s all basically finalised. While I work on marketing for that, I’m also putting some of my attention into expansion packs for it.
Continue reading “Expansion Packs Update”I’m Proudest Of…
There are lots of things about Close Encounters I’m pleased about.
For one thing, the rules are robust and snappy – I was always fairly confident about that, but it’s nice that it’s stayed true through all the revisions and tweaks that have been made.
Another good point is that the flavour text is (in the words of a playtester) “surprisingly non-cringe-inducing”. That sounds close enough to being a compliment to me; I’ll take it! I’m not putting this in the category of epic fiction, but it’s good to know that it’s making a positive contribution to the experience people have of the game.
But there are only three things that I could really say I’m proud of.
Continue reading “I’m Proudest Of…”First Sets Complete
Today is another big day here at Encounter Table! With the help of NZ Post yesterday, I finally have all the components I need to assemble complete sets of Close Encounters!
Now, these are still pre-production sets – not everything is coming shrink-wrapped from a factory. But the components are all there, and the game can now be purchased.
What’s that you say? You want to see what it all looks like? Well, since you ask so nicely…
Continue reading “First Sets Complete”