Nathan Hansen Games

So I recently discovered a game on steam called Crest. Crest is a "god game" of sorts but what is interesting about it is that you don't directly affect the world. You can only interact with the people indirectly by issuing commandments.

These commandments follow a structural pattern of <type of follower> <action> <target>. For example if you want the well fed followers to distribute food you would create the commandment "well fed followers, distribute food". This very simple system allows for a wide array of commandments.

But what is really interesting is how the people start to interpret your intentions. For example, make the commandment "well fed produce children" and you may see the commandment morph to "happy produce children" because the best fed people are probably also the happiest.

Now, me being me, I of course am thinking about what I could do with this sort of mechanism and how I could create it in a tabletop game.

The best solution I have so far is a game with teams of two, where one player is a god and the other his followers. A game would have 2 to 4 teams (so 4, 6, or 8 players). Each god would have a secret objective. The first team to achieve their gods secret objective wins. The gods would communicate with their people in a non direct way (I'm thinking the gods should be limited by a drafting mechanic but haven't worked it out yet) and the people have to try to interpret their gods instructions as best they can. Maybe a worker placement mechanism to show what they are actually doing in their gods name. 

Written by Nathan Hansen — April 06, 2016

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