Now that I have turned in my second game design, I am toying with a couple non-solitaire game ideas. What do people think of these subjects?

1. Paris, 1919- A card game of the Treaties that ended World War 1. 2-4 players would represent the concerns of England, France, Germany, and the United States on various issues. Hidden influence cards would shape other policies (i.e. China, the Kurds, Greeks, Serbians, Italians, Russians, Turks, etc.) Random event cards would force alterations of the status quo. Whoever has the most VPs for getting results closest to their often conflicting goals wins.

2. The Year of the Four Emperors- 4 players portray the four factions vying for control of the Roman Empire in the wake of Nero's death (Galba, Otho, Vitellius, and Vespasian). A system similar to "Kremlin" and "Junta" allows control of various legions and forces inside Rome to change alleigance and assist the players. The player who rules for the most months wins.

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Paris 1919: I've had some ideas along those lines, and it's definitely a topic that interests me. It's also a MASSIVE and complicated scope, and the true challenge will be to keep it compact and playable.

Y4Emperors: Very nice, but it's good to recall that much of the fun in Kremlin came from its humorous approach - despite the fact that it remains a darned good "simulation" of real events . . . even in the post Soviet era.
Thats a good point Hjalmar about Y4E. Part of the appeal of Kremlin and Junta were in terms of their comedic aspects and that's sorely lacking in terms of the First Century Roman Empire (unless I get Monty Python in on the gag). Regarding Paris, 1919, I have found that creative design of cards can reduce (or absorb) complexity and so I have some ideas along that line. Jim seemed pleased with the idea as well and education is always an ulterior aim.
Paris 1919 sounds like a game that I'd be VERY interested in using in a class.
Yes, Paris 1919 could be interesting, especially if you introduce conflicting parametres. Like, whatever you do there will be a price to pay. For example, You yield to Japanese demands to take over the "German" city of Tsingtao in China (which will give you the Japanese vote in other issues) but the price you will pay will be Chinese rage (which will increase Chinese demands of relinguishing the extraterritorial rights of foreigners there). If you have several scales which will affect each other, it will make a great game.
Sounds a little more complicated than my ideas on the game. The way I envision it is that a player may secretly have Chinese interests in their portfolio, yielding them a point or two if Tsingtao is given to China. The German player wants to retain it and someone else, having Japan, might want it to go to Nippon. People have limited "political points", so they can't fight over every issue, but you can gain a sense of what aims are in play behind the scenes by how they influence events. A little like "Origins of World War 2" with some secretive elements and random strategems and events that throw off the best laid plans.
Be sure to return here and describe the game thoroughly as soon as you start working on it :-)
Well, as I have finished off "Soviet Dawn", I've turned my attention to this. Right now, the focus has been historical research and keeping track of the issues and interests involved in the negotiations. Got to do some playtesting for Joe Miranda's Zulus on the Ramparts first, but it'll get done.

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