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<blockquote data-quote="Janx" data-source="post: 5506380" data-attributes="member: 8835"><p>I would recommend the goal being to get signed. There's a lot more bands trying to get signed, than are signed, and the scale of the game numbers is smaller.</p><p></p><p>It can stil be the same concept, but rather than "being signed and getting 10M fans" it's "get 1000 fans to be signed and win.</p><p></p><p>Plus, with smaller number,s you could actually contemplate making each member card unique (with a joke about each).</p><p></p><p>Let's assume there's a deck of musicians. each one has keywords or stats to signify the instruments they play, and their extra contribution. Most musicians will be single instrument, but there will be a few that double up, thus enabling a power trio.</p><p></p><p>To start play, everybody gets dealt 4 members. They can trade with other players or discard/draw. Any member they end up with that they did NOT draw for, gets credit as a Founding Member, which presumably has some benefit. The game starts when everybody has the roles for drummer, bass, guitar, and vox filled.</p><p></p><p>the board represents all the venues the band rotates through on the schedule for. Bands are always trying to influence things to get to the better venues, and get out of the crap-holes. They also might get bad-mouthed or banned from a venue.</p><p></p><p>So, instead of a circle like monopoly, imagine a series of levels on the board. The bottom level is where all the 4-band whirligigs where each band plays a set, and all the coffee-house "free" gigs are. The top level is where the A Rooms are, that pay good money, and the good bands play at.</p><p></p><p>A band needs a following (fans) to play a higher ranked room, so there's your meter for moving up the ladder (presumably getting out of an A room means getting signed, and doing arena tours).</p><p></p><p>Playing a gig means playing some action cards (and maybe countering some action cards by other players to sabotage the gig). The final outcome being get more money and/or fans. </p><p></p><p>I think you could just use a # of fans as synonymous with money, for bands, it's pretty much the same thing.</p><p></p><p>The action cards are where all the funny art, quotes and stereotypical band problems and such get drawn out.</p><p></p><p>Things like:</p><p>break a string</p><p>spent all the pay drinking "free" drinks that weren't</p><p>yoko kills the band, lose half the members</p><p>drummer turns flake and drops out</p><p>singer gets arrrested on the way to the gig</p><p>covers vs. originals argument stalls the band</p><p></p><p>In real life, band members are always trading up for a better band, so having some mechanism like that makes sense that you would trade out members (or steal).</p><p></p><p>Not saying this is how Danny's game has to work, but the core topic puts a game design to my mind.</p></blockquote><p></p>
[QUOTE="Janx, post: 5506380, member: 8835"] I would recommend the goal being to get signed. There's a lot more bands trying to get signed, than are signed, and the scale of the game numbers is smaller. It can stil be the same concept, but rather than "being signed and getting 10M fans" it's "get 1000 fans to be signed and win. Plus, with smaller number,s you could actually contemplate making each member card unique (with a joke about each). Let's assume there's a deck of musicians. each one has keywords or stats to signify the instruments they play, and their extra contribution. Most musicians will be single instrument, but there will be a few that double up, thus enabling a power trio. To start play, everybody gets dealt 4 members. They can trade with other players or discard/draw. Any member they end up with that they did NOT draw for, gets credit as a Founding Member, which presumably has some benefit. The game starts when everybody has the roles for drummer, bass, guitar, and vox filled. the board represents all the venues the band rotates through on the schedule for. Bands are always trying to influence things to get to the better venues, and get out of the crap-holes. They also might get bad-mouthed or banned from a venue. So, instead of a circle like monopoly, imagine a series of levels on the board. The bottom level is where all the 4-band whirligigs where each band plays a set, and all the coffee-house "free" gigs are. The top level is where the A Rooms are, that pay good money, and the good bands play at. A band needs a following (fans) to play a higher ranked room, so there's your meter for moving up the ladder (presumably getting out of an A room means getting signed, and doing arena tours). Playing a gig means playing some action cards (and maybe countering some action cards by other players to sabotage the gig). The final outcome being get more money and/or fans. I think you could just use a # of fans as synonymous with money, for bands, it's pretty much the same thing. The action cards are where all the funny art, quotes and stereotypical band problems and such get drawn out. Things like: break a string spent all the pay drinking "free" drinks that weren't yoko kills the band, lose half the members drummer turns flake and drops out singer gets arrrested on the way to the gig covers vs. originals argument stalls the band In real life, band members are always trading up for a better band, so having some mechanism like that makes sense that you would trade out members (or steal). Not saying this is how Danny's game has to work, but the core topic puts a game design to my mind. [/QUOTE]
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