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New system, Battlejack, development updates.

wolfpunk

First Post
I have a game system that uses playing cards instead of dice for the resolution mechanic. It has rpg elements to it in terms of character's gaining levels, having a growing pool of abilities, and equipping themselves with gear, but is not a storytelling system (Think more along the premise of the movie Gamer) How would I go about finding a publisher that is interested in a looking at completely new game system as opposed to content for an existing game system?

I have written several suppliments for publishers before, but always for other systems. This project is entirely self-written content.

I have been playtesting for several months now with very positive feedback and results so far from the players.

You can follow the playtesting on Twitter [MENTION=37234]Bat[/MENTION]tlejack
 
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try SJGames?
As I understand it, they are always willing to look at submissions, though you have to follow their process to the letter if you expect to be taken seriously. I don't know how other publishers work with regards to new games.
 

Thank you for the suggestion, looking on their submissions page, I get the feeling they are really looking more for submissioins to their existing game lines. I think I am going to try to find someone who is actively seeking submissions first.

To the people reading the thread, is there any benefit of posting the background story of the game on here?

To add a little more, it is combat based, sort of like a table top miniatures game but without the need for measuring distance. You just have one soldier that you control. You can play on teams of up to five soldiers per team. You do have a Dealer (GM) who runs all of the non-player stuff and settles any disputes. The combat is extremely fast paced and rewards for kills are pretty much instant. The arena is different every time you play, and the way you play your soldier can be different every time too if you like.
 
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The History of Battlejack

Wagering has always been a compulsive vice of man. It has come in many different forms throughout time, from the simple dice or card game, to betting on professional sports or the allure of mini-games on video slot machines. Enterprising individuals have always striven to envision and create the next big attraction in gambling. The latest face of the gambling world started with artificial interactive environments. Designers originally started with high definition settings that reacted instantly to input from the players. Players could visit the most spectacular casinos in the world, or play with artificial digitized versions of the greatest poker players in history, all without ever leaving their house. The technology quickly grew to allow multiple real world players to interact with each other in hosted private artificial environments. Casinos began to create server farms where hundreds of thousands of players could log on to play in tournaments hosted by the casino without a need for the actual casino. It wasn’t long before entrepreneurs began to see the possibilities of providing an action element to the games of chance using this interactive environment. From that point, much like themed video slot machines, these tournaments developed themes of their own. Casino owners discovered that they could change the way Blackjack was played to create a more competitive environment. Instead of having all the players compete against the Dealer, they instead competed against each other. They renamed it Battlejack due to its more combative nature, however most of the conventional rules of Blackjack still apply. The dealer would still control many of the aspects of the game, but by changing who the players competed against it created a much more popular game that could be played tournament style like a conventional poker tournament.
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The most popular Battlejack tournament is Arena. Designed as a mesh of Battlejack and military combat, a player creates a Soldier, and that soldier fights in an arena style battlefield against the other players and the Dealer. While the actions of the soldier are controlled by the player, the outcome of each action is determined most often by the results of a single hand of Battlejack. Players are often grouped into squads, and while they are competing against other players, there is fierce competition among every squad’s soldiers to be the one to “clean out” an enemy soldier. Much of the poker terminology in the game is interchangeable with the player's slang of warfare and combat terms that has developed over the years. It is often easy to tell the difference between players that are gamblers playing to win chips and players that are gamers who play for the Player versus Player (PVP) aspects of the game.
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A few years later, after all the bugs were worked out of the system, and the growth of new players had hit a plateau, there came the next step, tournament streams. Getting people to log in and play themselves was a great income stream, but it wasn't main stream, a large percentage of people would never log onto a server to wager the little bit of hard earned money they had. However, they would pay a nominal fee to watch it live, streamed into their homes and fed to them Point of View style from the eyes of their favorite player's soldier. It was a success.
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A by-product of the streaming broadcasts was the introduction of subtle advertisements in the matches themselves. In the case of Arena, the combat options started out quite simple, each soldier had a rifle, a pistol, a knife and grenades, but as Arena grew in popularity, the marketing potential grew as well. Manufacturers of all manners of gear for the advancement of warfare invested millions into the casinos to get them to integrate their gear into the game. Now players are not limited to attacking with a simple rifle, their soldier can head into the Arena equipped with the latest HREF Assault rifle. As the upper echelon of players became established through a worldwide instant update ranking system, players began to realize that cashing out their chips hurt their rank, which caused the most hardcore players to seek out sponsorships to help them take care of real world costs, thereby turning the game into a profession career. So sponsorship of individual gamblers or even whole teams by a company is commonplace now. Every individual or team victory is instant credibility for a company’s new cutting edge gear. In fact, research shows that whoever sponsors the individual or team champion at the International Arena Tournament has the sales of their gear triple the next year. Obviously the desire and pressure to be a multi-year reigning champion is immense. So while the goal of any player is to accrue as many chips as possible; most elite players never cash out their chips, instead keeping their Winnings as high as possible to maintain the best possible World Ranking and also in case they need to draw from it in a future match.
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As the rewards became bigger, the competition became more and more fierce. Out of this desire to win at any cost came a wave of hackers, players attempting to beat the system by any means possible. At first, corruption of the system ran rampant, players lost fortunes and their ranks overnight. In a few short months, hacking was nearly the end of Arena. However, after extensive testing in competitive matches the creators of Arena decided that while outright hacking of a Arena match would be considered cheating, result in an immediate lifetime ban from any Arena game, and the pursuit of criminal charges, “Stratagems” would be allowed. Stratagems in the end, added a new layer of strategy to the game. The sponsors agreed to allow surprises for two reasons. First, if they didn’t, their marketing tool would disappear. Secondly, there is no equivalent to Stratagems outside of Arena which means that no matter what, there would still be a consumers looking for the best real world gear money can buy.
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So the time is now, and you have decided to take a chance at greatness, so player, create a soldier, buy in, and prepare for battle, it's time to enter the Arena!
 

Thank you for the suggestion, looking on their submissions page, I get the feeling they are really looking more for submissioins to their existing game lines. I think I am going to try to find someone who is actively seeking submissions first.
Hmmm...
I guess it's been too long since I looked at their submissions page, but last time I did they were willing to accept anything so long as you followed protocol. I just checked up on it though and you do appear correct. Sorry, don't know when that policy changed.
 

I do have one interested publisher, nothing at all definite yet, just some interest.

If that doesn't work out, does anyone have any experience using Lulu? Is their top of the line publishing package worth it? It is like 1400 dollars plus editing cost, which I figure will run about 600 dollars or so.

That means I need to sell roughly 250 copies of the system to break even. Is that even realistic.

I am taking the rules to Seattle in November to do a large scale playtest, I am thinking of recording the playtest sessions to create a trailer type video of the game play so that people can see how it plays in an actual game.
 


Hi!

If you wanna do this yourself, I would suggest either looking at The Game Crafter - Board Games | Card Games | Board Game Parts | Game Publisher - Your game REALIZED - Home (The Game Crafter) which allows you to print your own cards and booklet of rules, or if you wanna do physical books, take a look at http://www.createspace.com which offers you a wide choice for print, including getting on Amazon.

Thanks for the link, game crafter could be exactly what I am looking for. Although the estimator puts the cost of my game at like 100.00. I might have to do some redesigning.
 

My game uses between 24 and 56 4" x 4" tiles to make the "arena" out of. Should I provide physical tiles or just provide a file with tile designs that can be printed out if the player wants?

Really, you can just draw out 4 x 4 zones on a square grid battlemat to design an arena, the tiles are not necesarry. We sometimes just lay playing cards face down, with each card being a zone in the arena, works just fine for when we play but don't have a battlemat lying around.

The game also uses standard playing cards, but short of designing a themed deck of playing cards, I don't see a reason to provide decks of cards to players that probably have decks of cards lying around anyway.

Also in regards to poker chips, really any type of token can be used. We have used have dice, those little glass beads, poker chips, and buttons. Same deal, we could provide themed poker chips, but for sake of cost, I don't know that it is necessary in the beginning.

Same thing with miniatures. Everyone has some sort of fig lying around they could use to represent their character, so I don't know if I should provide them.

It kind of seems to me the more I think about it, that I just need to get the rules into a book or e-book, include a couple sample 4" x 4" tiles for people that want to make copies of them for their games, and then just go with it. Additional physical items could always be manufactured and sold at a later date if the game catches on.
 

I have figured out an easy way to implement "magic items" into the game when playing it as an RPG. A magic item grants the player bonus soldier abilities or stratagems. So for example a magic pistol may grant gunslinger 2. However, these abilities do not stack. So if your soldier already has gunslinger 1, the net result of him using the pistol would be gunslinger 2, not gunslinger 3. This is nice and easy and allows you to use items to expand your selection of soldier abilities beyond 7 or soldier stratagems beyond 3.

A piece of Enhanced gear is worth its base value, plus cost of gear upgrades, plus 100 chips per point of Soldier Tactic, plus 300 chips per point of Soldier Stratagem. Enhanced Gear should not have a total value of more than 300 chips at 1st tier, 450 chips at 2nd tier, 600 chips at 3rd tier, 750 chips at 4th tier and 900 chips at 5th tier.
 
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