Feeling the wet (d)ark

Benjamin Keightly and Morgan Dontanville were both kind enough to blind playtest ‘Ohana Proa recently. Both played 5 player games. Both had similar and related complaints and praise. Paraphrasing and summarising heavily:

  1. The early game is too procedural
  2. The game doesn’t get started fast enough
  3. The first third of the game seems like setup for the real game
  4. It takes too long
  5. Kahunas are wonderful (A neat quote here that I hope the poster doen’t mind me revealing: Nowhere is your famous line about torquing the incentive grid more palpable than with the way kahunas operate. Every one of us thought they were fantastic.)
  6. Income rates were far lower than usual for here (eg about 2-3 whole turns lower)
  7. The turn order auction is too chaotic
  8. The network is too large
  9. There are too many currencies and currency bookkeeping tasks

The first four complaints clearly form a set which can likely be summated as Slow Start. The lower income is probably explicable by inexperience. The last three also seem a set which I’ll generously lable Opaque/Confusing.

After getting over the traditional they’re criticising my baby reaction I think they have a point or three and likely very good ones. They’ve made a variety of proposals for addressing the Slow Start none of which appeal directly as they lose other qualities I still (wrongly?) feel significant. Ben also has a bunch of quite credible suggestions for the Opaque/Confusing which make sense but also head off in the woods from the problems I’d like the game to address. It will take a bit to digest that impedance.