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Need some ideas for a mechanic

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genericm
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SO here are the parameters and I would appreciate any input.

In my game thus far the game rounds are two part.

During Part 1 each player takes turns doing one simple action.

After Part 1 has cycled several times and each player had performed several actions (5 for example) an event occurs called Part 2.

Part 2 is short and simultaneousness among all the players, once it is resolved Part 1 begins again.

I'm looking for a mechanic to trigger the Part 2 event. I hope to have Part 2 occur at a somewhat regular, but specifically unknown, random interval. For example having Part 2 occur after Part 1 has cycled 3-6 times.

Here is where it gets interesting... Part 2 is always beneficial to all the players, so most if not all would wish for Part 2 to come sooner. The longer Part 2 takes to happen, the weaker the players become. Because this weakening occurs to each player at different rates, there may at any time be one player who desperately needs Part 2 to happen now and another who is not doing quite so poorly. At this moment it is in the advantage of the stronger player to postpone Part 2 for another cycle or two in order to capitalize on the weakness of his opponent.

I'm looking for a mechanic that would allow all the players to influence the timing of Part 2 in both the Sooner and later directions.

Capitalizing on the weakness of your opponents would be devastating, yet difficult because most players will want Part 2 to come sooner. Regardless postponing Part 2 even a single cycle may be all the stronger player needs. So the range of possible "Influence" must be narrow but still a bit unpredictable (creating a "Press your luck" effect).

I hope all these abstract descriptions have not been too confusing, and I look forward to your thoughts.

hulken
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Joined: 04/18/2009
I have 2 ideas on how this

I have 2 ideas on how this can be done.

1: Round one ends after al /action. So if you have five different actions avalible al players have to do number one and then the round ends. But if one player does number 3 or 4 then there is one round more. Maby you have to expand this to al player have to compleet the same two actions to get the desireboul length of a round. But it realy depends on how many diferent types of actions you have.

2: Asign every action a number, should be higher the mor powerfull it is. After a action is done you acumilate the action points. If it reaches a certan number then the round ends. If not do another round. The action point number should ofcors be lower when playing with fuer number of players.

Well this is the two good ways I have come up with. Hope it helps.

tridagam
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I like hulken ideas

But if you only made that part of the deciding system lets say 1/3 of it, and for the other 2/3s set the players against one another with something like a vote to have or postpone the second event. You vote before the round + actions during the round...some cut back stabbing game play then?

irdesigns510
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Joined: 06/24/2009
A Music CD

genericm wrote:
SO here are the parameters and I would appreciate any input.

In my game thus far the game rounds are two part.

During Part 1 each player takes turns doing one simple action.

After Part 1 has cycled several times and each player had performed several actions (5 for example) an event occurs called Part 2.

Part 2 is short and simultaneousness among all the players, once it is resolved Part 1 begins again.

I'm looking for a mechanic to trigger the Part 2 event. I hope to have Part 2 occur at a somewhat regular, but specifically unknown, random interval. For example having Part 2 occur after Part 1 has cycled 3-6 times.

AHHH! i forget the name of the game but it was very fun. A co-operative Sci-fi game.
They used a Music CD with various "part 2's" on the disk, and when your play the disk in "shuffle" mode, they would just happen and players would have to react.

The "part 2's" in this game however were disasters, and players had to co-operatively fix them. The "part 1's" were just ambient music, stalling the disasters, while giving background music to the regular playing actions.

irdesigns510
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russian roulette

genericm wrote:
I'm looking for a mechanic that would allow all the players to influence the timing of Part 2 in both the Sooner and later directions.

Capitalizing on the weakness of your opponents would be devastating, yet difficult because most players will want Part 2 to come sooner. Regardless postponing Part 2 even a single cycle may be all the stronger player needs. So the range of possible "Influence" must be narrow but still a bit unpredictable (creating a "Press your luck" effect).

like adding/removing bullets to a game of Russian roulette?

to do this, things that happen in part 1 would have to represent the adding/removing of the "bullets". In your case, the "bullets" could be "a supply plane dropping medical supplies" or whatever you have in your theme that would be a "good thing."

this can be done a couple different ways, but ill use cards as a basic:
10 cards: 9 empty, 1 bullet (with 9 bullet cards set aside)

during a round players do things to either add or remove a bullet:
adding a bullet - change one of the "empty" cards for a "bullet" card
removing a bullet - change a "bullet" card for an "empty" card

At the end of every round, a card is revealed:
a) if its a bullet - part 2
b) if its empty - play another round of part 1

williamj35
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Joined: 12/03/2010
RE: Russian roulette

irdesigns510 wrote:

*like adding/removing bullets to a game of Russian roulette?*...

during a round players do things to either add or remove a bullet:
adding a bullet - change one of the "empty" cards for a "bullet" card
removing a bullet - change a "bullet" card for an "empty" card

At the end of every round, a card is revealed:
a) if its a bullet - part 2
b) if its empty - play another round of part 1

That's a rather elegant solution. All it takes is cards. Nice and simple. And it would allow players to play cards to that stack facedown, thereby keeping their intentions secret. Smart.

rcjames14
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Auctions

Any auction mechanism that allows players to continue to bid on new items until each person passes should accomplish the dynamic you are looking for. Part two would in this case mean getting a new set of resources for the next set of auctions.

Condottierre is a game which employs this type of system, albeit with Part Two only happening once per game. As does a new game of mine to be released in the spring by Z-Man, called Lords of Scotland. Though, in Lords of Scotland, rejuvenating your resources is a more continuous function, which comes at the cost of not being able to deploy them. In this case, each player can decide for himself at any time whether he wants to get more resources. But, often one turns makes all the difference.

Although these two auction mechanics are used to simulate battle, the general idea of an auction appears in a wide range of Euro-Style games precisely because it allows players to exploit the weakness of other players without directly 'attacking' them. Resource management is a vital component of most strategic games out of Europe, and an auction allows N number of players to participate in a method of allocation of benefits without suffering from the third-party free-rider problem of direct attacks so familiar to American gamers.

There are a lot of different type of auctions... so in this case, you'd need one that allows for an unlimited number of items to be auctioned off during part 1 and a mechanic that says that you only begin part 2 when all players refuse to bid. You might also need some 'helper' mechanics that specify whether or not you can re-enter a subsequent auction once you've stopped participating in the current one.

genericm
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I like it!

irdesigns510 wrote:

*like adding/removing bullets to a game of Russian roulette?*

to do this, things that happen in part 1 would have to represent the adding/removing of the "bullets".
In your case, the "bullets" could be "a supply plane dropping medical supplies" or whatever you have in your theme that would be a "good thing."

this can be done a couple different ways, but ill use cards as a basic:
10 cards: 9 empty, 1 bullet (with 9 bullet cards set aside)

during a round players do things to either add or remove a bullet:
adding a bullet - change one of the "empty" cards for a "bullet" card
removing a bullet - change a "bullet" card for an "empty" card

At the end of every round, a card is revealed:
a) if its a bullet - part 2
b) if its empty - play another round of part 1

This is thus far my favorite idea its very elegant and quick!... just two additions

Use a CHit pull system to reduce shuffling

Each round draw 3 chits and determine by majority if the Part 2 occurs. THis could mitigate the randomness...

WHat do you think?

irdesigns510
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many ways to do it.

yup! many ways to do it!

i used a 10 card thing, because it put each "bullet" at a 10% value.
i also used cards because it was easiest to see which cards you were changing.
however you choose to do it should work, as long as you keep values consistant.

not sure about the pick 3 - then get the majority. If enough people want the round 2, but the leaders want the round 1 still, they might get out-weighted by other players, rendering their plays meaningless. (eliminating randomness in the process)

using only one "bullet" heightens the importance of it too.

genericm
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Too Random

After some testing I have found the Russian Roulette Mechanic to be too random for my game (still I think its a great mechanic)

Here is what I decided on (until further testing of course)...

A track with 25 spaces and a single token on it. After each player does their simple action in Part 1 they MUST choose to move the track forward or backward. Because of the risk associated with playing too many rounds of Part 1 before Part 2 occurs I think the track will move steadily toward the end, toward Part 2.

I like that with this system all the variance is based on player decisions, still, due to that fact ill have to play-test it throughly. Also this way every time a player moves the token backward it has an effect on the game rather than allowing randomness to possibly nullify a player decision.

If all players push the token forward, each player will get 4 turns in Part 1
If one player pushes the token backward once, all players would get 4 turns, and player 1 and 2 would get 5 turns
If one player pushes the token backward every time, all players could get 6 turns

This system could allow for many, even an unlimited number of turns, but because players are itching for Part 2, I don't think it will go too long. I could put special markers every 6 spaces on the track and not allow the token to be pushed behind these spots. We'll see how it goes.

irdesigns510
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NFL Draft

when they draft players in the NFL, the team that was 32'nd in the standings (out of 32, if you dont follow football) gets to draft first. The team that won the superbowl goes last.
this helps teams that were hurting more get better players than the team that won it all.

you could possibly do something in this realm by allowing the player that was hurting the most to move the token more spaces, and the leader less spaces.

i play alot of black in magic, and utilize my life total to win quite often. I will pay 19 life out of the 20 if i can get the upper hand. I'm not sure what part 1 entails, but if im the leader, i will hurt myself to hurt you more, dynamically speaking.

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