Inspirations

The game obviously owes a great deal to the classic pulp sci-fi comics of the 1940s and 50s such as Planet Stories, Startling Stories, Weird Science-Fantasy, etc. The art (by the fantastic Jeff Durham) is meant to be reminiscent of Wally Wood, Al Williamson, Earle Bergey, and the other great pulp illustrators of the period.

Readers of Robert Heinlein will recognize the Titanians as the Puppet Masters from his novella of that name, though mine are insectoids rather than slugs.

The Martians’ mind control powers owe something to Ray Bradbury, and their use of brains in cybernetic machines comes from Keith Laumer’s novel A Plague of Demons.

The Venusians (the linguistically correct term is "Venerians", but that sounds like a disease) were inspired by the ancient Greek Amazons, and more recently by Wonder Woman and Xena, Warrior Princess.

The Ganymedean appetite for human flesh is from Damon Knight’s story "To Serve Man", and their underwater habitat is from John Wyndham’s novel Out of the Deeps.

And what sci-fi (as opposed to SF) milieu would be complete without killer robots – Daleks, Cylons, Borg, Laumer’s Bolos, etc.?

Rationale

Development History

Venus Needs Men! has been through quite a bit before it settled into its current form. It began in spring 2001 as an outgrowth of a space opera board/RPG I had been experimenting with since 1997 (I may yet do something with it). This earliest version was significantly different, though similar in many ways:

At this stage I was calling it "Ganymede Needs Women", but it acquired its present title within a couple of weeks. I worked on it for a month or so, but it never made it beyond my alpha testing in this form. There was a strong tendency for players to simply agree to trade resources with each other, but I wanted more direct conflict.


At the end of this stage, I tried converting it into a card game with no board but with resource tokens. Each player had a different deck including characters, military units, gadgets, and "flukes". You could move characters and units from your home planet to any other planet directly (though the Asteroid player could hijack you en route). But I moved on to other projects before I even fleshed out all the decks.

In fall 2002, I came back to this, but abstracted it away from the solar system and removed the characters. There were only four resources (energy, raw materials, workers, and technology) occurring on 24 planets. The goal was to control planets on which the key resources for your species were found. There was an Advanced version which added unique special abilities for each player. I never developed this version either, even to the alpha-testing stage.


In early 2004, Brian Kelly convinced me to check out Ubercon in Secaucus, New Jersey. One of the events was a board game playtest session run by Gil Hova. I decided to brush off the earlier, board game version and try it out.

It was at this point that I came up with the theme of alien planets plundering Earth's resources, and to make it simpler I cut it down to a single resource, population. I removed the Earth player and changed the board to show nine areas on Earth (the current 8 land areas plus "Middle East") with 100 population total, and tracks of varying lengths between each planet and Orbit. I considered having the spaceships be d10s, so to attack you would just pick up your spaceships and roll them. But I didn't have enough d10s on hand, so I used plastic pegs instead.

Each turn still had the same 5 phases, but now all the players moved in turn, then all the players attacked in turn, and so on. This reduced "turn angst" since all players were involved in every step. It also made turn order extremely important (Venus went first, Pluto last) because during movement, the last player had the advantage of seeing where everyone else had moved, but during combat the first player had the advantage of being able to destroy their opponents before the opponents could shoot back; during collection, the first players might collect all the population in an area, leaving none for the last players.

I also introduced the idea of teleporting population back to your home planet instead of having to carry it back, as a means of speeding up gameplay. Building new spaceships was not automatic -- you had to roll 6 or higher on a d10, or else expend 3 population from your home world. You could have up to 10 spaceships in play.

The Martian mind control, Titanian parasitism, and Plutonian destruction special abilities originated in this version, as did the term "Zap card". There were 48 Zap cards, numbered by priority, several with meta-game effects that didn't survive into the current version -- one let you look at another player's cards and discard one; another let you steal one at random; others forced each player to pass a card to another player.

I worked on this for about a month before the con, doing fairly extensive solo alpha-testing, and got it to a point where I thought it was reasonably well-balanced, although Pluto took 6 turns just to get to Earth, unless they got the Wormhole Zap card. The first beta playtest (myself, Gil Hova, Andrew Hawes, and Don Miller) went pretty well, though Gil (as Mars) had his spaceships destroyed and for a long time couldn't roll the 6 or higher to build a new one. But they were very encouraging and provided some useful feedback, so I kept at it for several more months off and on and tried it out on several friends and relatives.

A few of the things I tried or thought about that were later axed or never made it in:

During the spring of 2005, I wrote a program in Python as a Monte-Carlo-type simulation of the game, to try to test the effects of rule tweaks on game balance. I got this working and gained some insights from it, but the problem was that the simulated players weren't very smart, so what seemed balanced on the computer wasn't necessarily in real life.

About this time I also started thinking about self-publishing and looking into what it might cost. I scoured the Web for artists and was lucky enough to come across some of Jeff Durham's work -- it was exactly the mood and theme I was looking for. He was interested in the project and turned out wonderful illustrations. So now I had to produce it!

I also started working with Brian Kelly on the board layout and design. He's posted some early working versions on Flickr.

In August 2005 I brought it to one of the Albany area playtest sessions to get some more feedback from (a) experienced game designers who (b) didn't know me. This was another very useful session and provided more encouragement as well as ideas. I also started frequenting the Board Game Designers Forum, which helped me think about game mechanics in more abstract terms.

By the beginning of 2006 I had received quotes from a couple of manufacturers. The game balance and playability seemed to be in pretty good shape, so in February I froze the rules and put together the game box layout and card designs and sent them off to the manufacturer. For the rest... wait and see!


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VenusNeedsMen: Background (last edited 2006-09-20 03:17:04 by JohnVelonis)