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Designer Diary: VNTYPL8S

21 hours ago 9

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by Clarence Simpson


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In a way, VNTYPL8S was born out of necessity.

VNTYPL8S exists, in no small part, due to the fact that I committed to playtest a game that didn’t exist yet.

The Unpub Festival in Baltimore is a great place to playtest your prototypes. It’s a long-running convention that’s focused exclusively on design and playtesting. Designers pay to reserve one of their dozens of rectangular playtest tables for a 4-hour block of time during the con. But for their 2023 event, they decided to try something different.

In October 2022, they opened up table reservations for Unpub 2023. But this time, it wasn’t just for rectangular tables. They offered shorter 2-hour blocks at big round tables that were separated from the main bulk of rectangular tables. They were intended to be used for playtesting shorter party-style games that needed less time but space for more players.


At the time, I had only designed one party game, and I was already pitching it around to publishers. So, it didn’t need any playtesting. I didn’t actually have a party game to playtest at Unpub, but I decided to register for a party game table anyway. It was a new way to utilize Unpub, and I wanted to give it a try. I liked the idea of being locked down to a table for a shorter amount of time, and getting large group tests, which are often hard to coordinate otherwise. I thought “Surely I can come up with a party game concept by the time March 2023 rolls around!”

Smash cut to mid-February 2023. I still don’t have a new party game, and haven’t even really thought about it at all. Unpub is now weeks away. I’m starting to feel the pressure, and there’s nothing like a good deadline to motivate me.

I start browsing back through my giant Google Doc of board game ideas. I’m sure there's a decent party game idea somewhere in there. I just need to find one and throw together something playable. As I scroll through dozens of pages of ideas, I spot a single sentence that says “A game about vanity license plates”.

I don’t remember when I wrote that in there. It was obviously just a passing thought since I had written no other details. But it got the gears turning, and I started considering if the idea was worth pursuing.


Examples of vanity plates in the US
In the US, at least, vanity plates are ubiquitous. Everyone has seen them on the road. And, at some time or another, everyone has probably spotted a vanity plate that they couldn’t quite decipher, leading to a few moments of brainstorming and guesses, hopefully leading to a moment of perfect clarity, when they finally fully understand what the characters on that plate are supposed to mean.

Thinking about that simple experience that happens organically on car rides, it had many of the hallmarks of an interesting game. People were presented with a puzzle, and after some debate, discussion, and often out-of-the-box thinking, you reach a conclusion. It also provided those eureka moments when you feel clever for finally making the connections that the car owner intended.

So, I decided to go for it and start my pre-design research phase.

R3S34RCH

Not everyone is like this, but for me, before I dump a lot of time into a new design idea, I really want to know what else already exists that is similar thematically or mechanically. And I was sure that a vanity plates board game must already exist. So I dove into research mode on BGG.


Some vanity plate cards from the 1988 game, Vanity Chase
I found surprisingly little in the way of games themed around vanity plates. I found some very old games that contained examples of vanity plates that were difficult to decipher. But they were only concerned with players deciphering plates, not creating them. That sort of game would have limited replayability once you’ve seen all the plates in the game, though. I wondered if I could create an experience that allowed players to both create plates and then decipher them.

Then, I found one fairly modern game about vanity plates that was about both creating and deciphering plates. At first glance, I thought I had missed my chance. Someone had already made the game I thought of. But looking closer, in that game’s plate creation phase, players were given specific random phrases that they then had to communicate in vanity plate form.

Accomplishing that generally just meant removing letters until the phrase fit on the plate. Which letters to remove (frequently vowels) often felt so obvious that I was sure many people who had the same prompt would create the same plate. In some ways, it felt like there was a “right” answer to each prompt card. So, although this game had both the creation and deciphering that I wanted to do, the creation seemed very unsatisfying to me, and didn’t really engage the creative part of the brain like I wanted it to.


Example of play from Less Is More where you earn points by giving clues with as few letters as possible
I was also curious if there were other party guessing games that might operate on a core system of restricting your clues to a finite number of letters, effectively doing what vanity plates do without the vanity plate thematic dressing. I found several that encouraged you to write clues in as few letters as possible, like Less Is More and Inklings, but none with a fixed character limit.

With that, I felt comfortable moving forward with designing the game. But I had to act fast because I also had a chance to do some playtesting at TantrumCon next week!

D3S1GN

The first thing that came to mind when I sat down to design the game was that people usually want to remember a license plate when they see someone commit a crime with a vehicle. So, I thought about players seeing a license plate at a crime scene and then trying to catch the criminal later. It was an interesting framing, but it really didn’t sound like it would be about creating or deciphering plates. So, I quickly trashed that idea.

Next I thought about communicating secret messages using the 8-character limit of most US vanity license plates. That sounded more like a party game. But I quickly realized that the best conceptual framing would probably be that each plate would be associated with a person with a specific job, sometimes realistic, sometimes wacky, like Author or Tooth Fairy. Players would be given a random job, create a vanity plate associated with that job, and then the other players would have to guess what the job was based on the plate. This was essentially what happens in real car rides every day and would provide players with an immediate hook.


Some Job cards from the first playable prototype of VNTYPLTS
But I knew the trick would be how to get players to create plates that were difficult to decipher. A plate like “ILUVCARS” leaves nothing to the imagination and nothing is up for debate. The best plates were the ones you had to work at a little before discovering their intended meaning.

So I started to think about what makes certain real world plates more difficult to decipher. Frequently, they had no vowels. Sometimes it was difficult to tell where one word started and another word ended. Some of them like “SP33D” would use substitute letters, presumably because someone else in their state already claimed “SPEED”.

These observations, coupled with real-world plate restrictions, led to my initial set of rules for plate creation. These rules remained constant from the very first prototype to the final product:

- Max 8 characters
- Only uppercase letters and numbers
- No vowels (though you could use other letters as substitutes)
- No punctuation or spaces

Now plate creation was starting to get interesting! But I felt like, even with those restrictions, the plates would still be too easy to guess. For the job Dentist, you could just say “T33TH” and it would be obvious that the plate went with a Dentist. And you could write the same plate every time the same job came up. There might be a “best” plate for each job. It still wasn’t difficult or interesting enough.

Just playing by these basic creation rules seemed like it would lead to predictable and boring experiences. But how do you incentivize players to create more difficult or more obscure plates? I often think of Dixit in these situations. The scoring in Dixit is cleverly structured such that it’s optimal for the clue-giver if only one other player can figure out their clue. That scoring naturally makes players want to create difficult clues. But I wasn’t sure if there was enough obvious direction on exactly how a player might make a plate concept more difficult to guess.


The original Restriction cards, giving players 1 pt per letter used
If you look at a lot of guessing party games, many of them ask players to communicate some concept to each other, but force them to do it in some very non-optimal way through various restrictions on their communication. So, I added a second layer of restrictions to VNTYPLTS. In addition to a random job, every player would be given a card with a set of three random characters on it. Players would earn points if they used those 3 characters in their plate and if they avoided using vowels. I structured the three characters on each card to always be a set of one common letter, one less common letter, and one number. I hoped these randomized restrictions would add just the right amount of confusion and chaos to the process.

Now I felt like I really had something. So, I cracked open NanDeck to create a small deck of Job cards and a small deck of Restriction cards. I combined that with the dry erase plates and markers from my copy of Just One, and I had myself a first playable prototype!

For game structure, I took inspiration from So Clover. Everyone writes simultaneously during the plate creation phase to minimize feelings of down time. Then, players take turns revealing their creation and letting the other players guess their job.

The last thing I needed was a name. And with a game about creating 8-letter vanity plates, I thought it would be pretty cool if the name of the game was also a valid 8-letter vanity plate. With that, VNTYPLTS was born.


The VNTYPLTS title banner, with tagline
It also struck me that if I overlay the title VNTYPLTS on an image of a blank license plate that the game is relatively self-explanatory just from that cover image. For most people in the US, seeing a cover image like that, they could immediately and instinctively know what kind of game they’re about to play. So, I added a tagline that I thought was pretty catchy - “If you can read the title, you’re already playing the game!” and I was off to TantrumCon for my first playtest!

PL4YT3ST

The very first playtest went surprisingly well. Sometimes players would guess a plate immediately. Sometimes they would give up and make a wild guess. But the best moments were when players would stare at a plate for about 10 seconds and then go “OHHH!” and guess correctly. I needed to make sure those moments happened as much as possible.

Originally, players wrote down their guesses for which Job they thought each plate belonged to. Everyone who guessed correctly scored points. It worked OK, but it was clunky. I also realized that a structure like that prevented players from celebrating their Eureka moment when they finally deciphered a tough plate. They would have to sit there until everyone else finished, and then the excitement would have faded away. So, I pivoted guessing to be a real-time race. Each player only gets one guess and the first player to guess correctly gets a point.

I also had people tallying their scores on the back of the Just One plates, and it quickly became obvious that scoring was overly complicated. Party games need just enough scoring to teach players how they’re supposed to have the most fun with your game, but no more. Once you start doing arithmetic or spending a significant portion of your playtime on scoring, you’re doing it wrong.


Some player-created plates from the first playtests at TantrumCon 2023
Can you guess which plates go with which jobs?

The problem was that I was giving people points for too many things. You earned points for not using vowels. You earned points for each of the 3 restriction letters that were used. And you earned points for guessing other people’s plates.

But also, when I watched the players who chose not to use the restriction letters, or to use vowels in their plate, I noticed that the plates became too easy again, and the game was much less fun. I needed to not give players the option to have less fun, and just force them to make their plates the hard way.

So, “no vowels” just became a rule of the game that you had to remember. If you used vowels you were cheating. Doing this was the secret sauce of the game early on. Making sure that vowels were never in plates instantly made the game better.

Forcing players to use the three restriction letters was a little more tricky. There wasn’t always an obvious way to use specific letters. But I tried still presenting it to players as a requirement. I was constantly amazed at the clever ways that players managed to use their three characters in their plate. Occasionally, someone would be paralyzed by the thought of how to use their three characters, but I would always tell them that if they couldn’t think of another way to do it, to just put them anywhere in their plate.


More player-created plates from TantrumCon 2023
Can you guess which plates go with which jobs?

Ideally, I wanted the three characters to have a “purpose” in order to count for scoring. I didn’t love that you could do “DRNKSTM7” as a plate for Bartender. Clearly it’s just “drinks” and then the three extra letters. That wasn’t quite playing in the spirit of the game and I instinctively wanted to stop it, but it was too hard to police through rules. I finally decided it was actually fine, because it does still provide some confusion regardless, which is important. But more importantly, it makes the game more accessible to players if they get really stuck on how to use those required characters.

These changes allowed for a new scoring system that was dead simple. Each turn, the first player who guessed correctly takes the Job card as a point. And if the clue was guessed correctly and the clue-giver used their three required characters, they take the Restriction card as a point. That made two points per turn and your score is just a pile of cards that you needed to get out of the way anyway. It was elegant and perfect for a party game.

When I ran the game, I was fairly loose about allowing players to draw a new Job or Restriction card if they were having difficulty. That would also often fix problems with feeling paralyzed, and kept the game moving.

Other than these tweaks, not much changed after those TantrumCon playtests. When I brought the game to Unpub not long after, it was still largely the same game I started with. And it was creating great moments for playtesters at those round party tables that I had no idea what to do with a few weeks earlier.

R34DY

Just after Unpub 2023 officially ended, some designers and publishers were sticking around to hang out Sunday night. So, I got the chance to playtest VNTYPLTS with a few more people including Elizabeth Hargrave and a game publisher, IV Studio.

[twitter=https://x.com/StoicHamster/status/1638029216108126209]
IV Studio said that they don’t publish party games, but if they did, they would definitely publish the game. Elizabeth loved the game so much that she tweeted about how it should be on the shelves of Target. After all the other positive feedback, this final playtest sealed it, and I knew it was ready to pitch to publishers.


Soon after Unpub, I picked out some mass market party game publishers to pitch it to. But it ended up being significantly tougher to find a publisher for the game than I initially thought.

Even with Codenames being such a juggernaut in the industry, some mass market publishers have a strict policy against doing games that ask players to be “creative” in any way. They said it made some players feel uncomfortable and inadequate, and they couldn’t afford to make anyone uncomfortable when trying to reach a mass audience.

I also found that some European publishers didn’t feel like they could connect with their audiences because vanity plates don’t exist in Europe in the same way they do in the US. In many of the most populated European countries, they don’t exist at all. And the few that do have vanity plates generally have strict limits on how much of the plate you can customize, often only a few specific characters. The freedom in plate design that we have in the US is actually fairly rare, across the world.

So, even with such a strong concept and the endorsement of an industry heavyweight, I went through 15 pitch rejections before I finally found it a home.

PVBL1SHD

I had known Chad at 25th Century Games for several years through various conventions, and I had been looking for a chance to work with him on something. So, in July 2023, I pitched VNTYPLTS to him over e-mail. He gave my PnP version a spin, and about a month later, he offered me the most designer-friendly contract I had ever seen. So, I signed the game and we were rolling!

One of the first things that came up after signing was the title. Someone asked me why it was VNTYPLTS instead of VNTYPL8S, and I was honestly embarrassed that I’d never thought of that. I loved that it showcased the creative way that numbers are intended to be used in the game. So, we immediately made that subtle, but important, name change.

Things started moving quickly after that. Within a week, we were talking about making more Job cards. I only had a small set of 54 Job cards in my original prototype. Chad wanted to get 220 total cards in the game. I had some work to do!

Originally, I had focused on professions, but with all the new cards needed, we decided to expand a bit and reframe Job cards as Owner cards. After all, there's lots of reasons people get vanity plates in real life - jobs, hobbies, fandoms, personalities, and other identities. In the end, I came up with a list of different categories that could help inspire new Owners: Normal Professions (like Accountant), Wacky Professions (like Necromancer), Creatures (like Dragon), Hobbies (like Homebrewer), Fandoms (like Horror Fan), Personalities (like Night Owl), and Pop Culture (like Godzilla).


Some 0WN3R (Owner) cards from the finished product
I had mostly avoided pop culture references in my original prototype, partially because I wasn’t completely sure about the legal implications of using them. But also, I was worried about how those references might shackle a game to a certain time period and make the game look dated in the future. I wanted it to have a shot at being timeless. But the two references I put in my prototype Owner cards, Ghostbuster and Jedi Knight, were also always a lot of fun to play with.

I went back and looked at Just One for comparison, and I was shocked at how many pop culture references they used. But I noticed that they were very carefully curated. Some were single words with multiple meanings in addition to the pop culture reference, like Rocky, Dune, and Matrix. And the only other references were so well-known that it would be very unlikely for players to have not heard of them, like “Batman”, “Pikachu”, and “Nintendo”. So, we decided to carefully move forward with adding some pop culture references.


A portion of the Google Sheet containing all the 0WN3R card data
After making the complete list of Owners, Chad handed all the card content over to Nathan Thornton, of Green Team Wins fame. Nathan came up with all the hilarious descriptions for each Owner card, which really gave the game a nice layer of polish.

The descriptions may seem like fluff, but I believe they’re actually a critical part of the game. They allowed us to use obscure jobs like Herpetologist without making players feel stupid for not knowing what it is. The descriptions also serve as sparks of creativity. They contain words associated with the Owner, so they can be used as the starting point for a plate. Nathan also added dates/locations to each Owner card, which are often little Easter Eggs, like the Time Traveler being listed as from Hill Valley, CA, the fictional town in Back to the Future.


A dry erase plate board from the finished product
While all this was going on, Chad had also kicked off graphic design on the game. The game didn’t need a lot of graphic design work and it was knocked out pretty quickly. The last few UI tweaks we made were adding the plate creation rules to the dry erase boards as well as eight blank spaces to write letters into. This helped players play the game more easily without ever referencing the rulebook.

By the end of 2023, the game files were effectively finished and we had a factory-printed prototype in hand. But for various reasons, actually printing the game was on hold for an excruciating (to me) amount of time.


VNTYPL8S set up for demo at the Diana Jones Award Emerging Designer Program table at Gen Con 2024
In July 2024, VNTYPL8S was officially announced. I was able to attend Gen Con 2024 thanks to a generous prize package when I was selected for the 2024 Diana Jones Award Emerging Designer Program. And there I ran the first public demos of VNTYPL8S.

At Gen Con 2025, VNTYPL8S had a limited con-exclusive release while waiting on the full print run. And now, finally, after a few more delays due to fixing a printing error, VNTYPL8S is having a proper retail release.


The final production version of VNTYPL8S
VNTYPL8S has yet to get that placement on the shelves of Target that Elizabeth thought it deserved. But now that we’re finally getting copies out to the gaming public, who knows what will happen!

I’m really looking forward to more people getting their hands on the game and seeing the creative plates that people come up with. Thanks for reading about its journey and I can’t wait to see it on your tables!
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