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Trouble designing missions

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StagCutlery
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So I'm having trouble working out how missions... work out.

As I have it outlined right now, players choose 3 missions (out of 4-6) to complete during the course of the game. Missions are kept face down until completed, so no one really knows what the player is trying to attempt.

Examples I have outlined (these were jotted down before I started solidifying things):
- Clean House: Defeat ten monsters
- Let's get out of here!: Select a player in the same location you are. Reveal this mission if that player agrees to help you. You both win.
- Sacrifice to the Dark Ones: Select a player in the same location you are. Reveal this mission if that player agrees to help you. That player is sacrificed and you win.
- "Typical Mission": Discard (Item) while at (Location) and (Perform Task) to complete this mission. Ex - Discard the Banana in Room 120 and perform two [Blue Search] to complete.

Problem #1:
I really want missions like "Let's Get Out of Here" and "Sacrifice to the Dark Ones", but 1) these state win conditions and 2) I have a feeling everyone is going to assume the worst and never agree to help out another player because they think ANYONE trying to help out is just hiding a card like Sacrifice.
This kind of interactivity I was to preserve, if at all possible.

Problem #2:
I also want the missions to play out like a story, since I want storytelling to play a big part. I first thought I could have the missions branch out, like depending on if the first one is successful, then that dictates what the second mission will be, and then the third mission will have the win condition based on the success/failure of the second mission. While this helps tell a story, it's pretty limiting. And as above, it would suck to have your win condition entirely dependent on another player.

So these are my objectives:
- Missions open enough to interact with other players
- Optional, plot based missions, but not so specific that you can't frame your own story around them.
- Completing the mission should be the win condition, not missions stating how you win
- If missions are interactive, something in place to prevent other players from locking out your victory

One possible solution:
Players select missions as normal, but they select something like four. Each mission has a variable VP reward based on difficulty. Players don't need to complete every mission, just enough to meet some VP condition (Ex- Four mission total up to 8 VP, but you only need 6 to win).

Silverdreams
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Victory Point conditions would work

I think you're on the right track with having the VP accumulating. Also try and balance out the 'help me' cards so that there's at least 50/50 chance that you will benefit from helping. And yes having the missions connect would be good. Maybe instead of each Mission be one card, it could be a series of cards. You select 3 piles of 4 cards each, and each pile is a mission. Maybe as long as you complete at least one mission, you win, but can work towards them all at the same time, and strategy would come into play by planning to progress them all at the same time, and hoping you complete one before anyone else does.

StagCutlery
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Worried about too many "rail" missions

My worry with choosing mission 'stacks' is that it removes a little of the storytelling element in favor of locking the player into something. I'd rather have the player choose 3-4 cards, look at them, and think, "Now how am I gong to weave this into story?"

StagCutlery
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A suggestion

So, I've been thinking...

Players select 3-4 face down missions: one general, one class/occupation based (soldier), and one specific to your character (Greg, the soldier), plus one more of the player's choice.
Each mission, once completed, awards the player wildcard tokens (1-4). The awards listed on the cards also serve as a VP condition: Score 9 tokens through missions to win.

This should give the player some direction, but enough to create their own spin on the story. 9 VPs means the player need three missions to win, but four missions allow them the flexibility to not get locked out of a win.

I can't have "you win" interactive missions, so instead I'll have missions that offer the other players something in return for their cooperation. For example, the "Sacrifice Another" mission could read something like this:

  • Ask another player for assistance. If he agrees, he looses 4 Life. If he declines, you attack (Skill Challenge). Award: 4 tokens
  • eviljohs
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    i agree

    i agree with the last post of yours. I don't think there should be any cards that straight out cause another player to lose. instead they should just only make it harder to win.

    Also instead of just having a balance of assistance and hinder other player cards. You could have more of assistance type and less of the hinder. Just make the hinder a bit more powerful. So there are less of then in the deck, but they have a bit more negative affect. Perhaps causing the players to be a bit more trusting.

    Are you also going to have more cards that are simply a goal a player can achieve on there own. Like "kill to monsters" and such like that.

    StagCutlery
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    eviljohs wrote: Also instead

    eviljohs wrote:

    Also instead of just having a balance of assistance and hinder other player cards. You could have more of assistance type and less of the hinder. Just make the hinder a bit more powerful. So there are less of then in the deck, but they have a bit more negative affect. Perhaps causing the players to be a bit more trusting.

    Are you also going to have more cards that are simply a goal a player can achieve on there own. Like "kill to monsters" and such like that.

    I was thinking something like an 80/20 split of helpful cards to hinder, but was worried players still wouldn't want to agree.
    With the way I have it split now, I'm keeping the interactive missions character specific.

    Ristora
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    Multiple Mission Decks

    Hey Stag,

    I have an idea I want to put out there. Hopefully it helps in some way.

    When I started reading your missions, it seemed like they were more like 'Achievements', which I thought was undesirable, but then you mentioned a VP mechanism. I think combining these would be one way to get you the story you are looking for.

    Imagine you have different 'Mission' Decks (lets say 5 decks) each with a distinguishing identifier.
    The 'first' deck contains achievements that are relatively easy to accomplish.
    The 'second' deck contains achievements that are a little harder to accomplish.
    etc. three through five.
    Each card has a condition and associated victory points for completion.

    Players could draw three from deck one at the beginning of the game. When they complete one of them, they reveal it, score it, discard their other level 1 missions, and draw three from the second deck. When they complete one from the second deck, the reveal it, score it, and draw 3 from the third deck.
    etc. four through five.

    The end game trigger could be when someone has scored five missions; however, because the mission cards in a given deck are worth different amounts, a player with 4 scored mission cards might win the game because they focused and succeeded in completing a hard, higher scoring level four mission (where the player who was first to get to 5 did low scoring relatively easier ones). For this to pan out, players would be given an extra turn or round to try and complete another mission, but the player who scored five is done.

    Additionally, there could be 'themes' contained within each of the decks such that there is a mission card from deck one, one from deck two, one from deck three, etc through five that provide an additional bonus. For example, if you had a 'Slayer' theme of achievements, a player would get additional victory points at the end of the game for having more than 1 'Slayer' mission completed. A 'Slayer' level 1 mission could be worth one point in conjunction with other themed mission cards, but worth 2 points when combined with a completed mission card of the 'Slayer' type.

    What do you think?

    drunknmunky
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    As far as the issue of people

    As far as the issue of people not wanting to help out:
    I find that in most games players want to win. But the one thing it seems that everyone wants is to not lose. If you put in a way for the game to win and all players lose, people are more inclined to help because, even if they don't "win", at least they weren't beaten by a game. Most players I've met would rather help one player win than have everyone lose.

    Does that make sense?

    Kroz1776
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    Not me

    drunknmunky wrote:
    Most players I've met would rather help one player win than have everyone lose.

    Does that make sense?

    Not me. Sometimes I actively try to make everyone lose. Why you ask? Because then I win. How you ask? You lost too! Oh, but I didn't. How does one win a game? You win when you complete your objectives. Usually these are set by the game and most people follow them. But sometimes in games where someone can attack other players, they don't care if they lose, as long as they took player A out of the game. In Zombie Fluxx there is a way for everyone to lose. I actively tried to make it happen because I thought it would be fun to do so. It didn't work out but I would've "won" by my standards had I accomplished it.

    Killer Bunnies is a game where I don't care who wins ever. The game comes down to so much luck it's laughable. In fact my mother-in-law will no longer play it because of that luck. For me though the game isn't about winning. The game is about killing as many bunnies as possible, and winning is a bonus prize. In fact we keep track of how many bunnies everyone kills. I think I'm still in the lead for murdered bunnies.

    If you do put in a mechanic where it's possible for everyone to lose, there will exist someone out there that will try to make everyone lose.

    drunknmunky
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    And here is why I said

    And here is why I said "most". Haha. Yes there are games where causing everyone to lose is awesome and fun. There are also people who will actively seek out ways to make people lose at a detrement to themselves, but I feel those people are the minority or prefer games that are all about the attack and don't usually have "helpful" cards.

    PS. I haaaaate killer bunnies for the luck. I get it, I do. But the game can literally be decided after the first carrot is bought. There isn't enough story, theme, or excitement to make sitting through a game fun.

    On topic, maybe add a munchkin style rule where you can bargain the gains from completing missions?

    Kroz1776
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    A Munchkinly Way to Play

    drunknmunky wrote:
    PS. I haaaaate killer bunnies for the luck. I get it, I do. But the game can literally be decided after the first carrot is bought. There isn't enough story, theme, or excitement to make sitting through a game fun.

    Yeah, ususally I care about winning, but Killer Bunnies for some reason I've never really cared about. I've come to accept the luck of it all. One of the other things about that game (seeing as I am studying accounting) is that I always try to get the accounting carrot in the game. HE'S MINE I TELL YOU!!!! Ha ha ha ha ha!

    Killer bunnies is very much in the "Beer and Pretzles" genre of games. No real theme, tons of luck, and jokes galore in the cards. In fact killer bunnies for me is less of a game and more of a social activity that mascarades as a game. It is funny though when you kill someone's super bunny with the kitchen wisk.

    Back on topic though.

    When you mentioned a munchkin mechanic, I laughed because when I read the OP's post, it was one of the first games I thought of. The funny thing is I hate playing Munchkin with "nice" players. It drives me up the wall. One player is level nine while the second highest player is level four. The lvl nine player walks into a level 20 monster he can't beat by himself. The other players swarm him offering to help him beat the monster for treasures. *facepalm*

    I think that if you get rid of the win conditions on the cards, but still make the consequences really bad/really good, it will be a better balance. That way players aren't thinking, "Well if I agree to help him, he might win, or we might both win...hmmm." Literally one player's decision will decide the whole game." The game then becomes a 50/50 chance of you winning with him. A 100% chance of him winning, and a 100% chance of everyone else losing.

    Instead what you do is make the sacrifice one "kill" the helping player which is bad, but he is brought back next turn with some penalties or something but with also a reward. That way there is some really bad things that happen, but it also helps him out in some manner. Lets get out of here could work in that you guys grab the stuff and go and share the benefits of doing so. This way it's easier to make that choice because the whole game's resolution doesn't hinge on one decision of one player.

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