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Designer/Developer Diary, Oath

Oath: New Foundations | Developer Diary 4 - Reaping What You Sow (Part 2)

In the previous development diary, I talked a bit about how my desire for system expressiveness led me astray during the game’s design and development. Figuring this out took months of work. As I mentioned in that piece, I spent a lot of time reading playtest reports, teaching the game, and trying to figure out why on earth the many little systems that seemed so robust and interactive in isolation were proving to be less than the sum of their parts.

I think part of my trouble is that I didn’t really have the vocabulary I needed to describe the problem. If you think “expressivity” is an excellent design goal, then it’s hard to make the argument to cut it. That’s really the core of what made the first month or so of cuts so vexing. I was cutting out stuff I liked without any deeper understanding of where those cuts might get me in the end.

Designer/Developer Diary, Oath

Oath: New Foundations | Developer Diary 3 - Reaping What You Sow

Here is the first part of two-part development diary that is long overdue. Be warned, I’m going to really get into the weeds of New Foundation’s development and try to describe what we’ve been tangling with. This post is going to get pretty detailed and most of it is going to be about a system I ended throwing away. So, be warned: a darling is going to be killed at the end of this book.

Designer/Developer Diary, Oath

Oath: New Foundations | Development Diary 2 - You Say You Want a Revolution?

For all of the new features that we are building into New Foundations, the expansion boils down to a pretty simple realignment of the game. Previously, most players would direct their entire attention towards winning. Each game culminates with a gigantic scrum, or, what folks sometimes call a “crab bucket.” I have no idea if this term is used affectionately, but I’ve often liked the image. Certainly the end of a game of Oath can feel like you are trapped with a bucket of pointy little creatures trying climb over each other in a mad scramble to get to the top.

Designer/Developer Diary, Oath

Oath: New Foundations | Development Diary 1 - Stability and Change

Today we’re releasing a massive print-and-play kit for Oath: New Foundations. Just about every element seen in the previous kit has received some polish, and, if you haven’t paid attention to the expansion since the Kickstarter, this is a pretty good time to take a look at how the design is shaping up.

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 6 - The Arcs-ing of Oath

In the first diary I wrote for New Foundations, I described how many ideas for this expansion came out of the process of making Arcs. In the same way that Oath’s development had seeded Arcs’s design both thematically and mechanically, the development of Arcs had done likewise with New Foundations. This virtuous circle is pretty rare for me. Mostly I feel like I work against myself. Each game tends to be a reaction against the project I just completed. Oath and Arcs are perhaps the lone exceptions to this rule. The designs sometimes seem like they are speaking to one another. They don’t agree about everything, but they also haven’t resorted to shouting at each other, yet.

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 5 - Empires and Difference

The early development of Oath was a very frustrating, protracted experience, and not something I’ve written much about. Partly, there’s not much to say. While the origins of the design go back very far, I only started working on the game that would become Oath (originally called Saga) during the year after Root’s release. For months, it bore hardly any fruit. With Root, I had benefited from a very clear design prompt from Patrick. Oath could be anything and was, consistently, amounting to very little. Thankfully, I was able to earn my keep during these months by helping out on Vast: the Mysterious Manor and the wave of new Root expansions that came with Underworld.

Designer/Developer Diary, Oath

Oath: New Foundations | Clockwork Design Diary 1: The Queen is Dead, Long Live the Queen

It won’t seem like it during this campaign, but Richard Wilkins (aka Ricky Royal) and I have been working on Oath in one way or another for almost a year. I first got a text from Cole in late June 2023, just as summer school was winding down, asking if I would like to work with Ricky to co-design a new solo/co-op mode for Oath. I am fairly certain my response was “Hell yeah!”

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 4 - In the Weeds

Tomorrow, we’ll be launching the Kickstarter campaign for the next Oath expansion. Today, I want to talk a little bit about how we think about our crowdfunding campaigns and how they have shaped the identity of our studio. I’m also going to write a little about an element of the Oath expansion which I think illustrates our approach.

Designer/Developer Diary, Oath

Oath: New Foundations | Design Diary 3 - Family Histories in Oath

Back in the early days of Oath’s design, I made two structural decisions that I never really questioned. The first determined the size of the game’s deck, roughly how many cards were in play, and the general size of the game’s initial card-base (as well as its rate of change).