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Tout a commencé avec une discussion
lancée par Yaourth sur le forum, à propos
d'une idée de jeu intitulée "Pour qui sonne
le Troll?". L'idée m'a plu, je l'ai saisi au vol,
prenant de vitesse Bruno Cathala, et Yaourth et moi-même
avons commencé à travailler ensemble sur ce jeu,
échangeant force emails et testant moultes versions.
Il y eut vite un village, avec des maisons, et des personnages
- troll, guerrier, prêtre, facteur, assistante sociale
- qui arpentaient les rues et rendaient aux habitants des visites
plus ou moins bienvenues. Après quelques semaines de
tests, et malgré des progrès notables, nous avons
dû admettre que nous étions dans une voie sans
issue et que notre jeu, bien que basé sur un principe
assez simple, devenait une usine à gaz à la fois
complexe et incontrôlable.
Nous avons alors mis de côté ce
projet, qui resortira peut-être un jour, mais l'idée
du troll qui frappe à la porte me trottait toujours dans
la tête, j'étais certain qu'il y avait la matière
à un bon jeu. Quand j'ai réalisé que, entendant
un toc toc ! à la porte, on avait le choix d'ouvrir ou
non, un nouveau jeu était né. Les échanges
d'emails ont alors repris, mais le jeu n'avait plus guère
de commun avec le projet initial que l'idée du troll
qui frappe à la porte. Dans le nouveau Toc Toc Toc!,
les joueurs étaient des taverniers ayant chacun une auberge
dans la forêt, au croisement des routes fréquentées
par les voyageurs et aventuriers de tous poils. Chacun veut
donc ouvrir sa porte aux bons clients, tout en évitant
les importuns que sont les trolls, qui font peur aux clients,
les ogres, qui ont la mauvaise habitude de les dévorer,
et les vamps envoyées par les aubergistes rivaux pour
attirer chez eux les meilleurs clients.
Rapidement mise au point, cette version du jeu,
qui avait l'avantage annexe de ne demander que 56 cartes, est
partie chez quelques éditeurs, dont Asmodée, qui
cherchait quelques jeux dynamiques pour relancer sa collection
de petites boites carrées, les kangourous, dans laquelle
ont été notamment publiés Fantasy et Les
Loups Garous de Thiercelieux. Un peu lassés des trolls
et des guerriers, les gens d'Asmodée ont néanmoins
voulu changer le thème du jeu. C'est ainsi que nains,
elfes et humains sont devenus fantômes, monstres et vampires.
J'étais plutôt défavorable au changement
de thème, mais je me suis laissé convaincre, et
je ne le regrette pas, car le résultat est très
mignon, et le thème Halloween fonctionne très
bien. Cela dit, avec la disparition du troll, devenu un gentil
petit garçon, le jeu n'a vraiment plus rien de commun
avec le projet initial ! Quand Jim Dietz, de Jolly Roger games,
a décidé sur l'insistance de ses enfants de publier
ce jeu aux États-Unis, nous lui avons laissé le
choix entre les deux thèmes, il a lui aussi préféré
Halloween, mais a refait les graphismes dans un style moins
européen.
Pour terminer, je ne résite pas au plaisir
de citer la réponse reçue d'un éditeur
américain auquel j'avais proposé ce jeu :
" The basic game idea is just wonderful...........however,
all of the different attributes for the various characters was
overwhelming, and really dragged down the game. I believe the
basic idea of knocking at the door of the various taverns is
great. But in the U.S. game players are less inclined to have
patience to deal with all of the different options you have
designed into the game. So, I am returning the prototype via
air mail. However, I would like you to consider simplifying
the system so more casual game players can pick up the game
and play. If you do that, we will certainly give knock knock
a second look."
J'ai bien essayé de simplifier le système, mais
ce jeu est déjà tellement simple que si j'en enlève
quoi que ce soit, il ne reste rien !
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It started with a
topic launched by Yaourth
on our forum, dealing with his idea for game called "For
whom the Troll bells?". I liked the idea, and jumped at
it a few minutes before Bruno Cathala. Yaourth and I exchanged
emails for a while, developing the game and testing many different
versions. Soon, there was a village, with various buildings,
and strange people - troll, warrior, priest, mailman, social
worker - who were more or less welcome in the inhabitants houses.
After a few weeks, and tough there had been some good ideas,
it appeared that we were stalled and that, though the basic
idea was simple, the game was becoming too complex and too uncontrollable.
We set the project aside, but
the image of a troll knocking at the door was still in my head,
and I was sure there was a good game to design from it. Then
I realized that the real choice was after the knock - open or
not - and a new game was here. I came back to yaourth, and we
finalized in a few days a game that had very little in common
with the original project - mostly the troll knocking at the
door. In the new game, Knock Knock !, the players are innkeepers.
Each players has a tavern in the forest, near the road crossing,
where travellers and adventurers use to stop for the night.
Each player tries to open his door to the best guests - dwarves,
elves, musicians - and to avoid trolls, who use to frighten
other guests, ogres, who eat them, and vamps send by gis competitors
to lure his richest guests.
The new version of the game had
only 56 cards, and was immediately sent to some publishers who
use to publish such small cad games. Asmodée was looking
for some light and dynamic games for their line of small square
boxes, called Kangaroos, to go along with fantasy or the Werewolves
of Miller's Hollow, and they immediately wanted the game. Tired
of trolls and the like, they also wanted to change the setting
and rethemed the game in a Halloween night, changing dwarves,
eleves and humans into vampires, ghosts and monsters. I first
didnd't like the new setting, but they managed to convince me,
and in the end the Halloween theme works well and the game looks
really nice. Since the troll is now a young kid, the actual
game has absolutely nothing in common with the original idea
! When Jim Dietz, at Joly Roger games, decided, upon his kids'
insistence, to publish this game in the USA, we let him choose
between the original fantasy setting and the halloween one,
and he also preferred Halloween - though he opted for new and
less european-style graphics.
Last but not least, and just
for fun, here is the answer I got from an emarican publisher
to which this game was submitted :
" The basic game idea is just wonderful...........however,
all of the different attributes for the various characters was
overwhelming, and really dragged down the game. I believe the
basic idea of knocking at the door of the various taverns is
great. But in the U.S. game players are less inclined to have
patience to deal with all of the different options you have
designed into the game. So, I am returning the prototype via
air mail. However, I would like you to consider simplifying
the system so more casual game players can pick up the game
and play. If you do that, we will certainly give knock knock
a second look."
Well, I tried to simplify the system, but it's already so
simple that if I remove a single element from this game, there's
nothing left !
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