Grab your preference of a hot coffee or a cold beer, wall of text incoming. We have gotten a lot of questions about what our plans are for the future of Black Hats, if we are to assume that the crowd funding campaign is successful. I just wanted to address them all in one place for those following the campaign who would like to know more. Are there going to be expansions? More content?
Do you have plans for tournaments or competitive play? Prize support?
Are you going to support the game with balance changes?For as long as we have players giving us feedback, we intend to listen and respond. A lot of thought and playtesting has gone into making sure that nothing is overpowered or ruins the fun of the game, but we don’t have enough hubris to assume that our playtesting is a match for every single one of you trying different combinations and strategies. We don’t like the idea of banning cards or issuing errata because both come with their own challenges and both create negative feelings if someone shows up to a game without knowing that an update was issued. But you know what we like even less than bans and errata? The idea of Black Hats being unsatisfying as a competitive game due to unaddressed balance issues. We are willing to make these kinds of adjustments if needed, though we won’t do so lightly. It’s hard to make concrete statements without the context of a specific meta problem, but we can make a few general promises:
What about Dice or Death Games in general?
The EndThat is all we have for today! If there is something you’re burning to know that wasn’t answered here you can always reach out to us through our discord community.
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![]() I have returned from the best four days in gaming. Black Hats' banner waved all convention long in the First Exposure Playtest Hall, calling any and all to "Hack the Planet!" with us on GameFound this September the 17th. It was an incredible opportunity to get our game in front of fresh eyes. The game has evolved significantly based on our first round of GenCon feedback and our subsequent Discord league. The players at our table responded exactly how I would hope as a game designer. We heard none of the complaints that we did in our first year, replaced by a newer (smaller) set of design challenges around the new player experience that we can tackle prior to our launch in September. All programmers know that swapping one error message for another is progress! I may have buried the lede here in my excitement over quality feedback, so one more time for my people in the cheap seats - Black Hats will be launching on GameFound September 17th, 2024! If playing via our Tabletop Simulator Mod isn't your thing and you just need that meat space real world copy of Black Hats in your hands (and hey, who doesn't?) you will be able to chip in your hard earned credits to make it happen next month. This trip is only going to peak with your help! And one more thanks so much to all of our play testers at GenCon! Your positive feedback feeds our passion and your negative feedback stokes our designer brains to do better. We won't stop working until the best version of Black Hats we can make is sitting on your gaming table. "Once men turned their thinking over to machines in the hope that this would set them free. But that only permitted other men with machines to enslave them." - Frank Herbert, Dune
Butlerian Jihad today, tomorrow, and every single day until the war is won. If AI art is being used in any component of Black Hats it is because an artist I commissioned lied to me about not using AI. We may not have a lot of funds to put behind our fledgling game but you can be sure that I would rather shutter the entire idea than cut human artists out of the loop for the sake of having an AI steal their art off the internet and regurgitate it back to me. It's gross and lazy. ![]() Hello World If you were only keeping tabs on Black Hats via this blog, I would forgive you for thinking that Erik and I had suddenly gone missing on a transatlantic flight. Or perhaps we’d fallen into a wormhole, or for some other tragic reason stopped working on this game. Rest assured, we remain as corporeally bound to meatspace as we are dedicated to Black Hats. Of course, you’re probably already a member of our Discord community, so you would already know that we’ve been kicking the tires and adding fresh coats of paint to Black Hats since our first appearance at Gen Con 2023. But maybe you’re the sort of incredible person who likes “reading” and “concise information” - in which case I apologize for how I write (I am told it is an affront to both readers and conciseness). I’m going to break it down into a three part series. This is Part 1 and lays out everything we have been up to since our update last year. Part 2 will share our plans for Black Hats’ future leading up to our crowdfunding campaign. Finally, Part 3 with our ambitions for the far future of Black Hats. Total Visual Overhaul If there is a single reference point for the general art direction I try to provide, it would be the Neuromancer game for the Super Nintendo that never existed. There is a kind of retro-future technology presented in early cyberpunk that grabbed at the right direction that our technology was headed at the time. What they predicted correctly was the function of how networked computers would evolve into every facet of our lives. Less accurately predicted was the form that technology would take. “Case, you want the fifth socket from the left, top panel. There’s adaptor plugs in the cabinet under the console. Needs Ono-Sendai twenty-point into Hitachi forty.” ― William Gibson, Neuromancer The original cyberpunk aesthetic is chunky. The world of William Gibson’s Sprawl is more analogue than what a person in 2024 could consider futuristic. That world doesn’t run on solid-state drives, it runs on tape-decks. It doesn’t use touch screens, it uses thick mechanical keyboards. The cyberpunk of the 90s could not conceive of wireless technology. Everything must be cabled, the thicker, the better. As late as 1999, The Matrix was still conceiving of a world dominated by a connected phone line system. That vision of the future is largely consigned to the dust-bin of history alongside the chrome plated flying cars of 1950s science fiction. But for me, I just can’t fall out of love with the clicky button cable laden CRT monitor-driven aesthetics of those works. I’ve done my best to work with the artists I commissioned to bring out that aesthetic flavor all over Black Hats - from the characters to the cards and tokens. As you can see from this handy graphic, every token in the game has been re-designed to be more thematic and have a better game feel. Our community of play testers weighed in their feedback as well to make sure the game elements were presented clearly. I just love how the game feels in the hand now. Fanning through a pile of rigs feels like looking at a little pile of pixel microchips. Rig and runner cards have an aligned texture showing where they “plug” into each other. Going through the executables, their fonts and coloring, gives the effect of peering into a little command terminal window with a dull CRT glow. When a runner has taken their activation they now exhaust to the classic hourglass icon sprite as they await the round end. It all adds up to a distinctly pixelated-analogue-cyberpunk look when it hits the table that makes it just a joy to engage with for this old millennial cyber cowboy. More Characters! Since Gen Con we have commissioned art for three additional runners, now 50% of the runners in the game have their art and tokens! A Play Test League! While the art was cooking, we organized a playtesting league among several of our discord players to search out anything too broken to hit the printer. The results of the league gave way to our last big change to how scoring and the end game worked. Gone are the semi-confusing 3 points ahead rules, but they have been replaced with a new variable scoring system which bases points earned for data scored on the damage values of your deck. This change reinforced the value of damage numbers as a balancing force against a cards primary effect text, which helped to reign in some of the abusive strategies that emerged in the league. Here are some prizes our players earned caught in the wild- More To Come
We have had a great year so far as we gear up for the launch of our crowdfunding campaign. Keep an eye here for Part 2 of our giant 2024 update! Hi, Erik here, long-time reader, first-time poster.
A couple years ago, shortly after we developed the "subnet" mechanic that would become the core of Black Hats, I came up with a card type called a "daemon" that would be played permanently onto the board with a corner of the card touching a system on the outside border and would thereafter apply an effect to that subnet. It was unique and fun and it sucked and now I feel a deeper connection to Travis Coates. Ray is the hero behind Black Hats, but this was the start of my villain arc. Since then, I have made it my life's work to critique, rework, and cut as many other mechanics and cards from Black Hats as I possibly can in the name of my beloved daemons. I'm writing this post today to boast about my latest victim: the rootkit. I already don't miss it. During the Gencon games, no other rule or mechanic was responsible for half so many mid-game questions and requests to be reminded of what it even was. Countless runner activations passed where the players forgot it was even a thing and, if I may be perfectly honest with you, after years of working on Black Hats, I also frequently forget about it. Removing this would, of course, require reworking several runners, executables, and even one of the rigs. It's telling that it only took me about an hour to come up with alternatives for all of them and I already like 95% of them better than their rooty predecessors. The real winners, though, are me and Ray and any of you who might one day try to teach Black Hats to someone else: no longer must you say "well except for the allied rootkit token" after the handy mnemonic of "you can't hack anything with a piece of cardboard on it". WOW! The response that Black Hats received at GenCon was greater than we could have hoped for. In addition to the 24 players who played with us in the First Exposure Playtest Hall, we were able to run 8 demo tables in Lucas Oil Stadium which were attended by a total of 35 more! Over 50 gamers decided to spend some of their limited time at GenCon playing Black Hats. With so much to do and so many other games available we consider it an honor that anyone would take a chance on us. For those who did take that chance, the feedback we received was overwhelmingly positive. This was not only our first time bringing Black Hats out in to such a public venue but also our first time running events at a convention ourselves. We were absolutely wiped by the end of the day on Sunday but it was so worth it to see so many people having fun with the game. Every time someone had an audible "aha!" moment when they found a new line of play with their runners was more fuel in our tanks to keep working hard on this game. I think as a game designer, if your goal is to make something that feels unique and new, it's important to somewhat work in isolation from other games. At least for my own brain, I find it too easy to let other games bleed too strongly into my own work. There is something to be said for not being too strongly steeped in genre convention. For the same reason, I think it is also important to be extremely judicious in parsing player feedback. There is a balance to be found between letting players make design choices for you and being too stubborn to kill your design babies when you are told they don't work. Okay, but why am I going on a random diatribe about authorial intent in game design... Because for over 2 years we worked in that isolated bubble on a game that we were growing to love, showing it to handfuls of very specific players at a time and we had no idea if anyone else was even going to like it, much less love it. If we came out of this design with a game that only ever got played on the kitchen table by ourselves and our friends, that would've been enough. We thought Black Hats was good, but we had no idea if you would. It is both humbling and inspiring that literally dozens of strangers told us to keep going after getting their hands on it. So that is what we are going to do! The feedback was positive, but it was not without many pearls of wisdom that we are already going about applying to Black Hats.
We got a lot of good ideas about reminder rules text that would be useful on the board. The structure of Systems < Subnets < Network is something that could easily be graphically represented. We're also expanding the "on your turn" section to the right which currently only encapsulates the runner actions. Placing outlines on the board for your deck and discard was also a common request. We are also re-evaluating the importance of the rootkit mechanic. It is commonly something that players forget to do and the impact of preventing hacking on an individual system doesn't often feel particularly impactful. Many of the abilities currently tied to rootkit location can be re-worked to key off allied runner positions which raises the importance of your non-data carrying runners. Other great suggestions included some ways to tighten up some of the wording on cards to make them faster to read and more clear. Shortening data packet to simply data for example is something we will almost certainly be implementing along with a few other tweaks. In the coming weeks we will be making a lot of updates to the TTS mod to reflect this feedback in addition to adding art for new runners. Thank you for joining us, this is just the beginning! Black Hats will be at GenCon 2023! Schedule Here: https://www.gencon.com/events?search=Black+Hats&opt=ta&opt=hh How we got here: Something like 6 months ago, we decided to bring Black Hats to Gen Con in August 2023. This has coincided with what I think people with different degrees from me might call a “soft launch”. Along with trying to spread the word of the game and get players running matches on discord, we committed to physicalizing the game for Gen Con. The game has existed as a tabletop simulator mod for long enough that we didn't want to lose sight of actually printing the game. In retrospect, it sounds reckless, but for over 2 years we never actually played a game of Black Hats within the confines of meat space. We had taken efforts to only play the game in tabletop simulator, unassisted by newfangled scripting. We had a level of confidence that the game would work on paper that was almost entirely unjustified, given our experience with producing quality game components. Bolstered only by the fact that the game wasn't particularly annoying to play with TTS. Through the power of human will, money, and thegamecrafter.com we have completed a summoning ritual, bringing forth three copies of Black Hats from the ether... After dozens of paper plays of the game, our tabletop simulator testing largely paid off. Along with my years of meme making in photoshop and making painfully mid sprite art, we were able to pull together a really nice set of prototype Black Hats copies.
And those copies are coming to Gen Con with me next week! It has been a challenge to get here. While I have been to Gen Con numerous times as an attendee, this is my first year running events of my own, making sure everything was ready to bring on time has been stressful but incredibly rewarding as for the first time we held the game in our real hands and are prepared to get into the hands of as many gamers as possible. We hope you will join us at Gen Con for some exciting games of Black Hats! As we drag this game kicking and screaming into the light of public criticism I thought it an appropriate time to look back on the nearly three year long journey to get Black Hats to the state it is in today. It all started with an innocuous google chat: The pitch that followed was a little rambley but the seed of Black Hats was there from the beginning. Spawned out of late night Yugioh anime binges and a desire to see cards having sweeping effects over the environment of the battlefield. At that point we were off to the races burning through iteration after iteration of the game. The initial prototyping cards that I was coming up with looked like this: For much of the early development we had in our head a fantasy style game where hexes denoted types of terrain. We were aping off of magic's core types with hexes for plains, forests, mountains, etc. Flipping cards for damage and effects was integrated early in the design as a way to get rid of dice and lean into the card game feel we wanted. Our bigger design challenge at the time was how to handle the board. Ultimately having too many types of terrain with too many unique effects baked into them made the game extremely complicated to play. At the time we were also using upwards of half a dozen different tokens to denote different status effects and buffs. After taking this version of the game into playtesting discords we realized we had overshot our complexity marker by a mile, turning what we hoped would be a skirmish game you could complete in 60 minutes into a 3 hour long wargame played with cards. At this point is when we had the idea of reducing the number of hex types down to four and removing all of their built in unique effects. This drastically reduced the amount you had to learn BEFORE the game started and allowed for more interesting complexities to evolve during play. We continued on with this concept for a while, this was the earliest version I could find of the game once we had made the switch conceptually to hackers from a fantasy system. You can see at this point the board was still MASSIVE in comparison to the iteration that we settled on. There were simply too many hexes for the board to be easily readable and subnets were not yet well defined in the game. Most tiles began the game in a "neutral" state still which no longer exists in the design. Ultimately the concept of subnets, infinite range within them, and slowing movement between them, allowed us to drastically reduce the number of hexes needed down. It made the board easier to read and there was less to learn before you could hop into the action. At this point with subnets and movement integrated, we started ruthlessly culling every mechanic that wasn't essential to the core vision of the game and added needless complexity. In the screenshot above you can see we still had two resources represented by hex tokens. "Crypto" was a resource akin to mana or energy and was used to play cards from hand while "Exploits" were a resource that could be used for generic hacking actions. Crypto was ultimately just an unfun and needless mechanic for our game while exploits were wrapped into the cyberdeck, allowing players to decide how much they wanted to emphasize hacking in their builds. The board got smaller and smaller as we continued to trim the fat literally and metaphorically from this turkey, but by this point in the prototyping we were down to fussing the fine details. Neutral systems were completely gone and we started experimenting with different starting configurations for the board. And with that we reach the current, although certainly not final, version of Black Hats. We could not be prouder of the core gameplay loop that we have forged over these past years.
In just a few images you can get a peek into the evolution that the game has gone through, while at the same time remaining absolutely true to the original vision for the game that we started chatting about on day 1. At this point I'm just excited to explore the tactical space we have set up and jam out more games! If you are still in the Black Hats discord server, you have survived the long dark night of the soul that has been Black Hats' development over the last year or so. Whether you are still here because you helped us with playtesting many moons ago and enjoyed the game or because you forgot/were too lazy to remove yourself from the server: Thank you! Welcome to the next phase of Black Hats!
This has been an incredible journey to get to this point. Our TTS mod is loaded up with our "starter" crews and decks and is ready to play by any and all. A full rules pdf is now available in the info channel of this server. The time has come! After the core design of Black Hats solidified after many (many) (oh my god so many) hours of playtesting and re-design Erik and I are extremely proud of the game that we have made. Much of the last year has been getting the game visually up to par, comissioining loads of art for our characters and overhauling all of the tokens and the game board with all original art. Gone are the days of the google image search token! I'll be making myself available to teach the game as often as possible. If you're a local to Massachusetts, I have the first physical kit in my hands with more in production. I'm ready to get out there and start building a scene with you brick by brick. Once I'm happy with the number and quality of the physical copies I have I will be getting in touch with local game stores to set up events with the goal of getting the first official Black Hats tournament played in an FLGS with some kind of prize support in the near future. TLDR: Black Hats is ready to be played by everyone. The core systems are robust and lead to interesting board states and fun tense games. What Erik and I can't do alone is hammer on it with the intensity of a real competitive scene. We are proud of what we've made but... Black Hats needs it's cards broken, it's busted combos discovered and reforged into an even better competitive game. This is the wild west era of Black Hats and it is time to get everyone in on it. Invite your friends, it's going to be fun! |
About UsWe are Ray Ortgiesen and Erik Finnegan aka Dice Or Death Games aka two brothers from another mother. Our goal is nothing more or less than to build the games we want to play and grow amazing communities around them. Archives
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