My partner Olivia and I sat down today and discussed the game prompts, our personal interests, and what we think would make a good game. Starting in the 1920’s and ending somewhere around feminist pirates, here are our two best ideas
Game 1: Queens of the Speakeasies
Our research brought us to the 1920’s, where we found details about a group of flappers running renowned jazz clubs as fronts for stylish speakeasies. A game about these women, with elements of betrayal, reputation, secrecy, running from the law, and running not one but two businesses set exactly 100 years ago caught our attention.
We imagined a game where a player would have to recruit people to work for them, both legally and illegally. This would take a great deal of charisma and reputation, two in-game “resources”. The player would also have to go on “supply runs” against not only time, but also the law. Players would also be given opportunities to go head-to-head, recruiting each other’s people or even reporting each other to the police. The winner would be whoever receives the most fame and fortune before the end of prohibition.
The board shown above is an idea of what the game could potentially look like if it is created. The red and blue places are areas to keep track of resources in each business. The side bars are the supply runs, where a player could choose to go retrieve more resources, but face many risks. There would also be Dungeons and Dragons elements in the game, such as using a d20 and charisma to recruit people to your fine establishments.
Game 2: Sea Dogs
Before flappers and speakeasies, there were pirates. Not just pirates, but female pirates. While this game has elements similar to the potential Queen of the Speakeasies, the point, style, and magnitude of the game are far different.
This would be a game in which the players each play as famous female pirates from history. Competing against each other for the title of Pirate Queen, players would search for buried treasure, recruit crew members, attack and be attacked by passing villages, and sail the seven seas with pride.
Each character and ship would create a unique gameplay every time. With each pirate having a different code of conduct, charisma level, and other skills. This would allow each player their own play style. Perhaps you want to be the most famous and generous pirate, almost a Robin Hood type, while your opponent is simply as brutal and bloodthirsty as they can be. All of this is possible.
The board and style for this game would be choice-heavy. The board would model the seven seas, being incredibly interconnected with many different destinations. The choices in this game would stem from choosing where to go, choosing how to use your turn, and choosing what to do for the card events at the end of each round. This game would also include a lot of Dungeons and Dragons elements, both in its choice-heavy exposition, but also in its mechanics.
Both of these games have research, merit, and interest behind them. Moving forward, we want to choose which game idea we think we can execute the best, and that we think will be the most fun and interesting to play. From there, we’ll flush out the mechanics and story, add some better and more defined art styles, and playtest.