Designer's Notes | |
This game is based on a LARP called City, from the late 1980s and 1990s. In this game | |
kids formed their own governments, claiming various rooms at their parent's houses and | |
areas outside at different properties. Some of these micronations held vast territories, | |
while others were small city-states. These micronations would often sign various verbal | |
treaties for cooperation in business and war, and were governed by a kid with the title of | |
chief. Some micronations, regardless of size, had thriving economies, while others were | |
almost completely vacant of any activity. Most micronations also had private property | |
that was owned by various kids. Many micronations issued their own unique paper | |
currency, and they all competed for market share in the economy. Some of these | |
currencies experienced periods of high inflation from over printing or decrease in | demand. Currency was used for products and services that the kids created and offered. |
Social relationships were very important, and the social landscape dynamically changed | |
between kids as a result of business and political activity. The focus of this game is to | |
simulate these socioeconomic dynamics over a period of several years, and to allow | |
players to manipulate them in attempt to win in the game. | |
PARENTAL DISASTERS | |
In this game the random actions of parents take the place of natural disasters. These | |
disasters can be kids getting grounded, kids losing shops, or companies losing net worth. | |
Often, in the original LARP, when kids would return to a house they would find any | |
structure that they created last time they were over destroyed. This could be the result of | |
a parent cleaning, moving furniture to a different room out of play, or parents getting rid | |
of such items. This is simulated through the loss of shops. Likewise, valuables could | |
disappear in a similar fashion, symbolizing loss of assets. | |
COMPANIES | |
In the original LARP the distinction between companies and kids as different entities did | |
often exist, but the lines were blurry. I represented this by making shops sometimes | benefit a kid's company, and sometimes only benefiting the kid. Similarly, a company's |
net worth is closely tied to the kid that is president and their household. | |
RENT | |
The renting of properties in the original LARP was not uncommon, but not as much as it | |
is in this game. However, kids with the most or best shops usually brought in the most | |
business. So rent payments in this game represent both rent and commerce generated, in | |
a single mechanic. I chose the term rent because of its familiarity of the term in games, | |
as well as its similar practical function. | |
. | |
DEVELOPMENT | |
2018 | |
~1st edition published, with 4 expansions | |
2020 | |
~planning begins for 2nd edition | |
2023 | |
~2nd edition published | |
MAIN CHANGES IN 2ND EDITION | |
~social actions between kids streamlined | |
~currency accepted at a village now solely based on chief's perception of issuers | |
~share prices for companies now based on company value rather than supply and demand | |