Sequels Can Be Tricky

I’ve been working on a follow up to Tempus Imperium using the same time based setup. I think this is the first time I’ve tried to make a sequel to a game.

My first instinct was to try and take the mechanic in a very different direction. My first idea was a sci-fi escape game with no scoring, only a win or lose condition. But I quickly lost what worked about Tempus Imperium.

So I tried to not be too different but change up how things worked. Moving from the original empire building theme to a train game with stocks and route building.

The first few versions were very boring. At first I thought I had gone too different again. But then I remembered that Tempus Imperium’s early versions were very boring. They moved too slowly. Just like this does. So I think I might be on the right track.

I’m cutting the stock aspect for now and focusing more on the route building. Roads were a major part of Tempus Imperium, and in this train theme I’m thinking tracks will be even more central to the game.

The hard part is making the play restrictive enough that it is tense, but fast enough that the game isn’t tedious.

And I’ve had some ideas for the sci-fi game that might be a good next step for the format taking into account the disposable nature of a one sheet PnP write on game.

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