One of our upcoming events is Protospiel-Milwaukee (and Mid-West Unpub.) This is not an event I will be able to attend, and it is being managed by James Mathes of Minion Games. Games coming to Protospiel-Milwaukee register through a different entity, and by doing so don’t get a page here on Unpub.net. This is our first time with this type of partnership and we’re testing these policies out. One way we can support the games and designers coming to this event is through these previews. So, today we continue our series of previews of games coming to Protospiel- Milwaukee.
We first met the designs of Carl Klutzke earlier in the series with his game Scrapmech. Now we get to see a different side of Carl’s design work with Doomed Atlantis a feature length co-op adventure game!
Carl can explain it best, so let’s leave it to him…
What was your inspiration for Doomed Atlantis? I wanted to make HeroQuest without a GM, and it evolved from there into a game where the player pilot ancient Atlantean suits of power armor.
What is your favorite part of Doomed Atlantis? The different combinations of powers the players acquire during play.
To your knowledge, What do other people find most interesting about Doomed Atlantis? Using and combining the power modules in new and interesting ways.
What has been the most challenging part of designing Doomed Atlantis? Making rules that give the players a lot of flexibility in interacting with the game elements but are still simple and un-intimidating.
What advice would you give to players attempting Doomed Atlantis for the first time? It’s a rather long game: 2-4 hours. Be prepared for that.
What has surprised you most in play-tests of Doomed Atlantis? Ways that playtesters have come up with to do bizarre things, like stacking everyone into a totem pole and moving as one unit.
People who like___________ will like this game. Why? I hope people who like adventure games like HeroQuest and Descent and Arkham Horror will enjoy it, especially since no player has to act as an adversary to the others.
What do you hope to accomplish at Protospiel-Milwaukee (and Mid-West Unpub)? I want to simplify the rules. I want to capitalize on the best parts of the game and strip out the less interesting bits. And I think there needs to be a mission mechanism, so different sessions of the game can have different objectives and new game elements. I’d also like to streamline play so sessions typically are less than two hours.
At the risk of sounding cliche, I get the sinking feeling you’ll be doomed if you don’t try this new game from Carl Klutzke at Protospiel- Milwaukee!