thread: 2009-01-06 : Art, the State Thereof
On 2009-01-09, Daniel Yokomizo wrote:
1. More ideas from eurogames, particularly WRT how economics, resource and risk management are used. Also mini-games and modular rules are a must, particularly if we have different modes of play (e.g. using a boardgame for a module) instead of just rolling different kinds of dice and I would love if all character creation processes were mini-games instead of a kind of solitary writing process/homework/chore thingy.
2. The idea of Kult that the character can become awesome by more than one axis, paying different prices and having different mechanical benefits.
3. Games that can be played like light/medium boardgames: taking between 1h to 2h to play (including explaining rules), low preparation cost and able to play an episodic campaign with different players in different episodes or not as the whims of the players dictate (much like how boardgames are played).
4. Out of reach in the near future: a mechanic to incorporate past and future concerns when narrating a scene. Currently we state things in the story that are valid only in the present, being invalidated as quickly as a few scenes later and any expectations about the future are ignored. We use spatial mechanics to distribute authority on the game elements but this doesn't really solve this issue. I'm thinking about character promises that stick, future possible scenes having an explicit impact in current scenes (e.g. player A invests X tokens on Bob the NPC not dying until he graduates college, so to kill Bob before that someone must pay for this investment, or something like that).
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Vincent: I started toying with a mechanic that makes time to reload weapons significant and tactically relevant.
Dave: Do Amber diaries and trump cards fit in that document need?
Matthijs: I have a distributed authority mechanic that works reasonably well with up to ten people and I think could scale up to 50 or so, requiring nothing more than distinct tokens per player and a large sheet of paper to map the setting and who owns what parts of the story. The only issue I see is that I think it would require some bookkeeping to not derail. Right now it has no theme, just a mechanic, that's the primary reason why I'm not working on it.