This is my reflective journal following the creation of “High School Romance”. I knew from the very start I wanted to do something fun. Something that was alternative and easy for new players to enjoy.
I love playing a game of Dungeons & Dragons with my friends and after over a decade of playing various table top games I found it rather easy to understand and jump right in with very little explanation. This is not the case for a majority of people when it comes to game such as this. I found plenty of people are intimidated by games such as this with multiple editions, large rules books and multiple army codices with games like Warhammer 40k.
So, I wanted the story to be fun and crazy to show of my own sense of creative flair and simple in design, so a first-time player can hop right in without 100 spells and character traits to learn. I respect this could seem as a cop out and deemed a simple way to make life easier. If that how it is understood I won’t argue as it is. This game was not challenging for myself to design as I knew what I wanted and knew how to do it. Whether I was to design a game of equal complexity to Warhammer or dungeons & dragons or something as simple but fun as cards against humanity, the high school theme would have remained, and the games focus on clichés to.
Now with knowing what I want this game to be I began by examining every cliché I know and from a variety of cliché breaking clichés such as lollypop chainsaw massacre. I wanted a Japanese setting and anime was my go to for these clichés. With such a rich assortment of clichés to pick from it didn’t take me long to decide on the biggest and most common.
With this in mind I began working on the main goal of the game and how the players would interact with the obstacles. I used a simplified version of the dungeons & dragons statistic system for players to get use to games of this nature and added my own “flirt” mechanic. This system while simple lets players design a character they want and if they so please drawn images and use pre-existing characters from their favorite shows and movies as their own.
I was skeptical on some of the enemy characters as I want this game to be fun and poke fun at clichés, but I have no interest of offending people needlessly. So, after a few characters too far I settled on the 8 I have currently. But I wanted to leave it open for the “dean” aka dungeon & master to create their own cliché characters and test the waters for themselves.
I knew I couldn’t just copy another games system, so I went about working on the main mechanic of the game which also relates to the title. The Flirt mechanic is the games special statistic players use to enhance themselves while with the people they flirt with. This flirting will eventually turn into love which has a negative impact as well as a productive one. Players will need to be careful not to over do the flirting as if they do fall in love and are separated, then this love turns sour and causes negative multiplies. It again is simple enough for new players to understand, but complex enough for experienced players to manage the flirt numbers and fall in love when it is required.
High School Romance is a game designed to be awkward and uncomfortable for players in a way. So long as the “dean” is sober then it is an ideal game to play with friends while having a few drinks. The game can also be as mature or youth friendly as the “dean” decides. They could add horrible gore ridden monsters or cute kitties with an adorable attack.
In truth the game came together rather simply. I do not know if this is because I made it to simple though my play testers aged 19-45 found it reasonable or because of my own personal experience with a wide variety of these sort of games. But I have enjoyed going away from high fantasy and intense futuristic warfare. Designing a game focused around love and how it comes and go’s so easily when your young was a very interesting thing.