Hi guys,
first of all I want to say: Thank you for making 9th Age. This is the game, that Warhammer always should have been. Amazing work. Never has been more balanced and fun to play.
I´m still fairly new to T9A, but have played WH, various other tabletop and boardgames and was both a progamer and professional pokerplayer.
These years have taught me some important insights, that might help to make 9th Age more attractive to new players. I would loooove to see the tournament scene grow even more.
I think the biggest problem is fairly "simple". T9A has WAY to many rules, WAY too much text. If I had no experience with WHFB and other games, there would simply be no chance I would have put up with learning T9A. And I´m a huge fan of this type of game. No idea how any total beginner is supposed to put up with this. I don´t know of any successful boardgames/TT games, where people, who have played 20+ games still have to look up rules regularly.
All the games, that I enjoyed the most, have one thing in common: the rules are somewhat simple, but the strategic depth is huge. About poker there is even the saying "takes a few minutes to learn and a lifetime to master". I feel like T9A takes weeks to learn and a lifetme to master
I´m not gonna go into the details of all the rules, abilities, etc., that I think are unnecessary, just name a few examples. More important is imo a general way of thinking about the addition of rules. It´s a simple principle that many scucessful artists and designers use. It consists of these simple questions, that all have to be answered with "yes, absolutely" before a new element is added. If there is just one "maybe", it doesnt make the cut.
- Is this absolutely, 100% necessary to make the system (game) work?
- Will this significantly improve the product (fun playing the game)?
- Will anybody miss it, if we don´t add/remove it?
I think there are some abilities and speficific rules that add nothing to the fun of playing or apply too rarely to be worth the text in the rulebook. There´s even special rules with special rules.
Three absolutely subjective and non-tested examples: 1. Just give units with Emboldening Boughs stubborn. Or dont. 2. Mummys curse. More text, but does it add REAL value to the game? 3. There is imo too many spells. Makes deciding which ones do cast/disspell very tedious sometimes. I think nothing would be lost, if you limited the max amounts of spells per army or simply removed some of them from the game.
Hope this helps a little, when working on the next updates
first of all I want to say: Thank you for making 9th Age. This is the game, that Warhammer always should have been. Amazing work. Never has been more balanced and fun to play.
I´m still fairly new to T9A, but have played WH, various other tabletop and boardgames and was both a progamer and professional pokerplayer.
These years have taught me some important insights, that might help to make 9th Age more attractive to new players. I would loooove to see the tournament scene grow even more.
I think the biggest problem is fairly "simple". T9A has WAY to many rules, WAY too much text. If I had no experience with WHFB and other games, there would simply be no chance I would have put up with learning T9A. And I´m a huge fan of this type of game. No idea how any total beginner is supposed to put up with this. I don´t know of any successful boardgames/TT games, where people, who have played 20+ games still have to look up rules regularly.
All the games, that I enjoyed the most, have one thing in common: the rules are somewhat simple, but the strategic depth is huge. About poker there is even the saying "takes a few minutes to learn and a lifetime to master". I feel like T9A takes weeks to learn and a lifetme to master

I´m not gonna go into the details of all the rules, abilities, etc., that I think are unnecessary, just name a few examples. More important is imo a general way of thinking about the addition of rules. It´s a simple principle that many scucessful artists and designers use. It consists of these simple questions, that all have to be answered with "yes, absolutely" before a new element is added. If there is just one "maybe", it doesnt make the cut.
- Is this absolutely, 100% necessary to make the system (game) work?
- Will this significantly improve the product (fun playing the game)?
- Will anybody miss it, if we don´t add/remove it?
I think there are some abilities and speficific rules that add nothing to the fun of playing or apply too rarely to be worth the text in the rulebook. There´s even special rules with special rules.
Three absolutely subjective and non-tested examples: 1. Just give units with Emboldening Boughs stubborn. Or dont. 2. Mummys curse. More text, but does it add REAL value to the game? 3. There is imo too many spells. Makes deciding which ones do cast/disspell very tedious sometimes. I think nothing would be lost, if you limited the max amounts of spells per army or simply removed some of them from the game.
Hope this helps a little, when working on the next updates

The post was edited 1 time, last by YeahGucciFrisur ().