Recently, with the release of Rebel Raiders on the High Seas, I reached out to game designer Mark McLaughlin and asked him 10 fun questions. I wanted to get a wide range of questions out there that covered the gamut of his design thoughts and his process on getting his latest game completed.
Mark got back to me and the answers are below. My goal was to make the questions fun and give Mark a little to think about when he answered them.
Mark has been at game design quite a while. Rebel Raiders is his 16th game published and he has an extensive 30 year background as a ghost-writer and columnist.
His latest book, the sci fi novel Princess Ryan's Star Marines, is available on Amazon and is based off the board game of the same name.
Now on to the questions:
1) Of all the hoops you had to jump through to get Rebel Raiders
on the High Seas to market which event would you say you were the LEAST
unprepared for?
The
only hoop was time – GMT loved the
concept and design and put it up on the P500 right away – but it took three
years to amass enough pre-orders to justify getting a spot on the production
schedule! Watching the ticker literally
go up by one order every day or every other day….that was painful.
2) If you could do Princess Ryan's Star Marines all over again
what is the one game mechanic you would change?
I
would make it easier for players to acquire the little cards that they can use
to zap one another or modify the outcome of a skirmish.
3) For Rebel Raiders what was the main thing that touched off
your drive to get a game on that subject matter created
Boats. I wanted to see boats! In 1980 when I designed Army of the Potomac/Army of the Tennessee (The Mr. Lincoln’s War series) I
put in ironclads, gunboats, raiders and blockade runners – because NO other
strategic civil war game had them….and in 2008 when I decided to do Rebel
Raiders there were still NO boats in other civil war strategy games (sure,
maybe a card or special counter here or there, but usually navies were handled
by some dice on a chart on the side or other abstract mechanism).
James McPherson (an award winning author and
professor at Princeton whom I have twice met and conversed with and long admired) concludes his new book War
Upon the Waters with this telling statement:
“To say that the Union navy won the Civil War would state the case much
too strongly. But it is accurate to say
that the war could not have been won without the contributions of the navy.”
I wanted to show that in a game…..
..and boats are cool ….especially ships of that
bizarre period of experimentation!
4) When you started creating and designing games did you have
any designs that were flat out rejected by a company?
I
have been exceedingly fortunate. I have never had a design out and out
rejected. I designed an Axis and
Allies type NATO game that 3W was going
to do but my timing was awful….we were playtesting it when the Berlin Wall came
down (we mutually agreed to pull it from the schedule). I had a great big roman game that Task Force
Games was going to do….but it got caught up in a change of management and in
their new direction it got sent back to me.
I showed it to Greenwood
at AH who told me if I had given it to him three years ago (this was the mid
90s) they would have loved it, but the market had changed and it was “too much
game” with too many components (and he
was right). That, however, got us
talking and he and Ben Knight took me to lunch to ask if I could design a We
the People meets War and Peace (my 1979 AH game), oh, and make it multiplayer
and design it so it could be played in one sitting with rules so short you
could read them during a typical visit to the john.
That became Napoleonic Wars … which was optioned by
Hasbro when they bought AH, and nearly got published by them (even had a
developer assigned to me)…but again, management changes knocked it out…but Mike
Gray at Hasbro called GMT on my
behalf, telling them there was this great game they would like….
5) How many hours a day would you say you devoted to Rebel
Raiders while you worked to get it finished?
That
is impossible to estimate. I am a free
lance writer. There are times I could
arrange to get my work out of the way to clear the decks for a two or three day
arc to work on the game; there were
other times when I could not get to it for weeks …except to make some minor
changes due to a book or other research I was doing or when some idea would pop
into my head. Game design is not a
job; it is a hobby that happens to make
some money (and not a lot). I love to
work on my designs, but can only do so when time permits.
6) Of all the changes and the corrections that you have gone
through on Rebel Raiders what was the one mechanic that you removed that did
not make it into the game?
A
lot of the optional rules began as rules in the body of the game – Fred
Schachter (my developer/editor) and I agreed early on to move a lot of them out
of the main game and into the playbook --- to create a multi-tiered game, much
like the old AH did with basic, advanced and tournament rules.
The basic game is hardly bare bones, and there are
plenty of bells and whistles, but the
French horns, jingling johnnies, bassoons and string section were moved to the
playbook, so players could customize their games by adding in what they wanted
for flavor or play balance.
7) Who did you get in touch with for the artwork on the counters
and the box or was that assigned by GMT ?
8) What is next for you on the horizon as far as game design
goes?
For
the last eight months I have been working on and playtesting what I hope will
be a series of quick play strategic games I am calling the “Card Conquest”
series….imagine a half-size game map, a handful of counters, and combats and
political contests resolved by playing the card game War! But to which you add
some dice and events. The one Fred is
working on now with me is Hitler’s Reich, a WW2 ETO strategy game that takes
from 20 minutes to two hours to play; we
have six playtest groups around the country, and I am talking it up with GMT at WBC in August. My work on that is 99 percent done (Fred
has the lead on it now) and I am already
at work on the next game in the series, Hannibal ’s
War…
9) From start to finish was the total amount of time you spent
getting Rebel Raiders to the public in its final form?
That
is impossible to estimate. I started the
design in 2008. The game shipped in
2013. Most of my time went into the
front end of that ….about a year’s work to get a good, solid and playable
design. Fred got involved in it during
that first year as well, which was a big help (I always work with editors, not
just in my games but in my writing). We
were pretty much satisfied with it by the time it went up on the P500….but of
course used the intervening years to keep playing, testing, tweaking here and
there….and to keep taking things out of the main game and putting them into the
playbook.
10) If you could meet one great military commander from history
who would it be?
One? I only
get to meet one? I guess since I have
done so much on Napoleon (War and Peace,
Napoleonic Wars – two editions – Kutuzov, Wellington ) it should be him. Although part of me would like to warn him
not to go into Spain
or Russia ,
well, just think of how many great books, novels, movies, tv series (Sharpe,
Hornblower, Patrick O’Brien, Brigadier Gerard) not to mention miniatures and
board games would never have come about if he took that advice!
Anyway, Vive L’Empereur!
great stuff. Hope this becomes a regular. I'm going to link to it!
ReplyDeleteInteresting and educational
ReplyDeleteIt's about time somebody gave the great designers in our hobby a platform like this!
ReplyDelete