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Arkopolis Engines - Crew Member Roles

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This blog thread will be for discussing character roles in Arkopolis Engines, the steampunk board game we're working on. Generally, the Character Role Cards are the "worker placement" component of the game. Players assign different characters to accomplish different tasks during the game turn using raw materials or constructed equipment or scavenged artifacts.

(Edit: I've changed the title here from "Character Roles" to "Crew Member Roles" to help draw the distinction that this is a board game we're designing, not an RPG game.)

Comments

What has come before...

So, these are the main posts that got us into character roles with different skills

Pastor_Mora wrote:
...you could give different abilities to characters so they can fullfil more than one role. For example:

Casamyr, the Cossack Raider
Piloting: **** (primary skill)
Engineering: ** (related skill)
Professor: * (no skill)
Soldier: ** (related skill)
Boiler: * (no skill)
Scavanger: *** (secondary skill)

See? by allowing every character to perform every mission you won't impeed a player of doing something. He just won't be as efficient at it. Else, what if you lost your pilot in the middle of nowhere? Do you walk back to the tavern to get a new one?

Clever Mojo Games wrote:
Here is a new take on the Crew Member cards.

Click Here for the Crew Card Samples

Each crew member has five common stats and two special stats all rated at 1 to 6. The common stats are Navigation, Invention, Engineering, Scavenging, and Combat. The Special stats are Command, Diplomacy, Scholarship, Targeting, and Espionage. Each crew member also has a Victory Point value in the gold circle. Finally, each crew member has a special bonus that is specific to that person. Other crew members with the same role would have bonuses of their own that are either variations on these or things totally unrelated to their roles. There are some bonuses that say something lik,e "check against his Diplomacy skill" or "check at a combat skill of 3" or variations thereof. This means that the player rolls 1d6 to see if they successfully accomplish their task. Rolling equal to or less than their rated stat is a success.

And these are the recent commens on Characters

Casamyr wrote:
...it also leads into an interesting thought that my wife gave me. Why not have the crews be factional as well, rather than generic. Each Arkopolis is going to be quite different in outlook so their crews should be as well. Perhaps remove the -1 from midnight, but include some negative and/or positive modifiers to the crew cards, or to how they pilot their Engine. This means that Engines will be different based on their home Arkopolises needs , beliefs, etc, plus they'll play differently with their crews. It may need a whole new shake up on how we think of things at the moment, but quite a cool idea. It'll mean a bit more work making the crews different, or at least play different, yet still be balanced within the greater scheme of the game.

Clever Mojo Games wrote:
...there has to be game balance. This could be achieved through tailoring the crew to each specific Engine so if you choose to play Nuevo Refugio you get Excelsior and her four basic crew members...Navigator, Gearsmith, Boilerman, and Scavenger. You then choose three or four Mission Specialists geared toward how YOU want to play. You might select a Commando and three Armsmen because you plan to be aggressive, or you might select a Scholar, an extra Gearsmith, and two Armsmen with high targeting skills because you plan to search for blueprints and build build build. The main thing is that we want to make the game "replayable" so it needs to be versatile enough to mold into different playing styles with different paths to victory.

CloudBuster wrote:
...if we have factional crews, does that mean if the crew members from other Engines are captured, they can't be used by your Engine (assuming its from a different Faction)? I wondered if it might be cool for the penalties (the -1) to be based on the character's skills themselves. So...if a Religious Faction Crew member is captured by...hmmm...well let's say a Forest faction, there would be penalities to the Religious crew member's stats because they aren't....um....happy? Is that right? They're out of their element...just the basic mechanics of how the Engine runs are the same, but it's not "home", so the skills suffer. To further complicate things, could some Factions out and out hate each other so much that capturing their crew is pointless? None of their skills would work because they would refuse to assist that particular Faction in any way? OR...maybe capturing crew members is only good for VP's and that's that? Simple, yes? Basic crew members are not interchangeable, but you can move specialists around with no problem?

So, let's take the Character Roles discussion forward from here...

Skills

From Mojo's early prototypes all characters are going to have 5 base skills that are the same, some people will be better at some things, and so on. Those skills are:
Navigation: used operate the Engine and other vessels
Invention: used to build or scrap normal items and equipment for resources
Engineering: Is used to attach items and artefacts to Engine Hard point or to operate certain items
Scavenging: Used to locate items in the ruins of cities
Combat: Used to operate items and for combat

But roles also have 2 specials to make them a little different. The original idea with the special skils is that they were going to be used against the Grounders, but as Grounders have been removed from the base game, we're now trying to figure out how to utilize those skills differently. I want to keep them in, in case we return Grounders to the game, whether later in the design or as a possible expansion. I'm opening this up to all who wish to come up with ideas as to how these can be used in game with forcing the player to do this. These skills are:
Command:
Diplomacy:
Scholarship
Targeting: Used to fire an Engine’s ranged weapons (this skill is already sorted)
Espionage/Assassination: Needs a new name - Stealth/CovertOps has been mentioned already.

What I want is ideas for this skills. How could they be used in game.

Espionage

I think I'm in favor of keeping "espionage" as the skill's name. A single, strong, evocative word like that works best for me. :-)

Combat would just be for crew to crew or crew to critter fights. Targeting would be for ranged weapons fired from the Engine and for operating any tethered devices. If you wanted to separate those then make the Targeting for ranged weapons and use Navigation for manipulating tethered machines. Actually, i think I like that idea best.

Question

Currently, players are given 4 base roles at the start of the game - Navigator, Gearsmith, Armsman, + Engineer. After this, players then have a chance, one at a time to choose extra roles until they have a crew of 8. Choices would be Navigator, Gearsmith, Armsman, Engineer, Professor, Scavenger, + any others that I've missed.

My question with this is that since players can freely choose the last four roles, depending on how they play the game how many of each role to we have. Theoretically players could all take an extra 4 Armsman and some probably will ( I doubt it'd be a great strategy though). Do we have enough roles for 6 players to take 4 of each or limit it. Currently with those roles we would need 24 base roles + 144 extras. Most of which won't get used during a game. That's a lot of cards - well over a hundred that aren't being used.

do we assume that 2 of each is a better number so that we have 24 base roles + 72 extras to choose from. This way players have a much tougher choice and they really need to make their choices count. or even go hard with it and have 1 extra role apiece (24 base + 36 extras).

Actually, as I finished typing that I kinda like the last. It really makes you think what your strategy will be as you can't afford to mess up a pick - you could even scale it to the number of players. Thoughts?

Character cards

We could just have a standard decks worth of cards, 54.

24 would be the basic 4 for each engine.

The other 30 would be an assortment of all the other roles.

Players would take turns choosing one crew card each, round and round, until everyone had 8 total.

The remaining 6 cards would be Rescuees that could be obtained at the Cathedral hex.

I hadn't thought about a

I hadn't thought about a standard deck, but yeah that'll work. No matter the number of players it's easy to create the right numbers. i guess we just need to work out the balance of roles.

Crew Cards

So, we'd have six standard crews preassigned to each Engine. We can mark each of these cards with a color dot to indicate their assigned Engines. If we have fewer than six players then the unchosen crews are removed from the game.

24 Standard Crew
---------------------
6 Navigator
6 Gearsmith
6 Boilerman
6 Armsman

The remaining 30 cards are a mix of all crew positions as shown below. Players pass the deck around, selecting one additional card for their crew each time they hold the deck until all players have eight crew cards. This way no one can go in a grab all of one crew type and it lessens the bias of "going first".

30 Expansion Crew
-----------------------
2 Navigator
2 Gearsmith
2 Boilerman
6 Armsman
6 Scavenger
6 Professor
6 Commando

Six random cards are selected from those that remain and are set aside as crew that can be rescued at the Sanctuary hex. I think Sanctuary sounds more nondenominational than Church or Temple or Cathedral and helps us avoid offending members of varying religions.

I've only identified seven crew roles in the lists above.
(1) I did not include the Aviator from my previous lists because it seems too specialized. If we need to assign someone to fly an airship we can have the crew member do a Navigation skill check.
(2) I did not include an Envoy (I like that term better than Diplomat) because I think that would be a role best used in conjunction with non-player Grounders.
(3) I did not include a Spy (Operative? Scout? Agent?) because I'm still not sure how covert actions against other players would be implemented...though the idea is cool.

If anyone can think of additional crew roles to add to the list though, please jump in and let us all know.

Cards and Roles

The cards get their title based on the most prominent skill of the character, so an armsman have a high weapons skill for example, backed by lesser but still useful abilities in other areas.
I'm not sure what extra skills are needed to be considered a Commando, are Specialists characters with a higher-than-average skill set?

And are there skills in use (can't find the skills list...) that are not matched to a role?

Skils

Casamyr listed the skills a few posts back in this thread...

Standard Skills for All Crew
Navigation: used operate the Engine and other vessels
Invention: used to build or scrap machines and to research blueprints
Engineering: Used to maintain the boilers and attach items and artefacts to Engine Hard point
Scavenging: Used to locate items in the ruins of cities
Combat: Used to operate items and for combat

Special Skills (each crew has two)
Command:
Diplomacy:
Scholarship: Used to research Blueprints and understand Artifacts
Targeting: Used to fire an Engine’s ranged weapons
Espionage/Assassination: Needs a new name - Stealth/CovertOps has been mentioned already.

It was mentioned (long ago and lost in old threads) that Armsmen wold have high Combat skills and Commandos would have high Targeting skills and probably a good Espionage rating too.

Command and Diplomacy are a little vague on their uses but seem logical skills. Maybe they need to be replaced with something else?

Skills

Commandos tend to be pretty good at firing Engine weapons and are the folks you want to use to infiltrate another Engine to steal resources/blueprints/sabotage hard point attachments etc.

Maybe Command and Diplomacy need to be replaced for the time being. Tanner is a new skill that could easily replace one of these two. I think I said in another post (or maybe to Mojo in a PM) that if/when we do go ahead with this and there is the opportunity for an expansion it could be an idea to keep these skills in the game, though they may not have a lot of use in the base game. I have played other board games where this has been the case.

I like the idea of the remainder get place into a Sanctuary to be 'rescued' later in the game. Another option could be to draw 3 extra and once you rescue a character you can then use them as part of your crew. First there, gets first pick - etc.

Base Roles and Extra roles

How would it be for everyone to have the Base Roles (as mentioned earlier) and to augment your crew you have to go out searching for the extra roles? Or perhaps the players choose two extra roles at the start and all the rest are shuffled into the various decks for discovery later? Would that work?

-CB-

Crew Compliment

I think the idea is that you enter the land with a fully crewed Engine, but you aren't the first out into the wilds, so there is a chance for find the sanctuary and rescue someone who has managed to survive, rather than using them to crew your engine.

They're an extra VP value in essence, if you want it.

Rescued Crew

True, Engines should start the game fully manned, however, I think a crew member rescued from the Sanctuary could be used to supplement your crew. It seems likely that players will lose at least a portion of their crews to critters and combat so a random warm body could probably be put to good use.

Thoughts

Just read the various threads on this game, and first I want to say that I would love to play this game, it looks like it will be fun.

Here are my thoughts on the characters:
The variety of characters and skills looks like it might be a little too complex. Could one crew member who maintains the inner workings of the engine just be assumed? I can certainly imagine a Boilerman/Engineer being under orders to simply return to the Ark should his crew get eaten. I would think the engine is more valuable than the crew.

Aside from Combat, could the other skills just reduce the time/resources needed for their related actions? Doing so would allow some of the skills to be binary qualities rather than a skill with another number attached.

For example:
A character with the Scavenger quality could search through an appropriate hex and gain a resource in one turn while a character without the Scavenger quality needs two turns to collect the resource. A character with the Scholar quality can collect blueprints or artificats from an appropriate hex much faster than a character without that quality. Or they could collect more resources in the same time period.

This idea of keyword qualities could be expanded to include combat. Maybe instead of a generic combat rating, characters can have qualities related to specific conflicts. An Armsman might be good at using on-ship weapons, where-as a Commando is good for person vs. person combat, and a Hunter might be good at fighting (and tanning?) critters.

Following this idea a little farther, the player dashboard could include slots for the crew (beyond the first who is not playable as such, really more a part of the engine) and the cards could be the Qualities instead of the characters themselves. Each player could build their own crew by getting a starting hand of Qualities and assigning them to their crew (maybe a max of 3 Quality cards to a crew member?).

Anyway, just letting my thoughts run a bit. Feel free to disregard, use, or riff on whatever you like.

J

Welcome

Jonsan wrote:
Just read the various threads on this game, and first I want to say that I would love to play this game, it looks like it will be fun.

Thanks for the thumbs up. Jonsan and welcome to the thread/s:-)

Jonsan wrote:

Here are my thoughts on the characters:
The variety of characters and skills looks like it might be a little too complex....Aside from Combat, could the other skills just reduce the time/resources needed for their related actions?


The idea with the characters, which probably hasn't been discussed yet (as the v 0.1 rules are being finalised and Mojo and I have been talking about a few things being the scenes) is that each player has some base characters which are needed to keep the the Engine working (Boilerman, Navigator to drive the thing, a Gearsmith to fix it, and and armsman to provide protection) beyond that players will be able to choose the rest of the crew in a round robin format to fit how they want to play, so players themselves could limit their choices if they desired. The idea is that players need to strategize from a number of choices.

In anwer to the second part, some skills are more than a binary number, scavengers gather more resources as they know what they are looking for; Armsman will tend to be the hunters and combat specialists while commandos excel at firing the intricate engine weaponary and performing covert operations against other engines in range, etc.

Jonsen wrote:

Following this idea a little farther, the player dashboard could include slots for the crew (beyond the first who is not playable as such, really more a part of the engine) and the cards could be the Qualities instead of the characters themselves. Each player could build their own crew by getting a starting hand of Qualities and assigning them to their crew (maybe a max of 3 Quality cards to a crew member?).

Not a bad idea, but the size of the Engine player mat is already quite large (and Mojo has shrunk it by 30%). That may work quite well with Grounders to make them a different playing faction. Possibly an expansion idea, as we have removed them from the base game at the moment.

Great ideas.

I saw the posts with

I saw the posts with information about choosing the characters and allowing players to customize for different strategies (which I dig), but I was approaching the characters more from a game mechanics angle, trying to figure out exactly how the player will use them during the game.

The idea of simplifying the stats occured to me because keeping track of 6 characters, each with 6 or more stats seemed like a lot to me, given that there are many types of resources to gather and use, plus the engine add-ons, hull integrity, and steam pressure.

I like having multiple crew members with different specialties, and I like having the different phases of the day. How does the player actually assign the characters to tasks on the game board and how are their stats used?

How characters and actions work

fair enough. It hasn't been play tested yet and this may be an issue with it - there is a lot to keep track of.

On the simplest level, the game is split into turns which equates to a full day. Each day is split into 4 times as you've probably seen from mock ups and discussion.

Starting the morning slot each player decides what they are going to do in that time slot and chooses character to play to the time, usually you'll pick the best character for the job, but sometimes you may not have access to them (killed, already been used, etc). If you are building things, such as a Pullman AreoCoach, you'll also play that card as well.

Each player then takes a turn to resolve that action - almost like it is simultaneous. The other characters can get put to one side while the turn is resolved, so during an action you are only looking at one card rather than 8. You'd then turn your card face up, and complete the action - paying resources to build, pay steam to move etc. The turn then moves on to the next time slot and so on.

Stats are used for various things, from seeing if you create things, to generating steam pressure. Normally you roll a d6 and if you roll equal or less than the skill you are successful. Each character will have a skill that they are experts in (ie a skill level of 6) and usually automatically succeed, hence you would try to play the best person for the task you wish to do. May be we need a crib sheet/reference card that outlines each action that can be taken.

I'm also thinking that there may be events that occur at the end/start of a day and could influence your actions for the next turn.

So does each character have a

So does each character have a figure or meeple to show what they are doing, or do you use the character card? Can the characters venture onto different hexes than the engine, or can the characters only take actions within the hex currently occupied by their engine?

Based on my reading of other threads for this game, steam is a resource necessary for many basic actions (like movement). Assuming that is correct, requiring a roll to generate steam risks denying a player their choices in a given turn (or phase). I could see that becoming a frustration.

I think it will be clear during the initial playtests whether or not the players have too much to keep track of at a time.

Failed Rolls

I'm thinking there's likely to be some kind of token to represent the character if outside the Engine and to stop arguments as to where the character is as well.

That's actually a good point about a failed steam generation roll. I hadn't actually thought of that and would have happened during play testing. Maybe it follows a similar course if you run out of water. perhaps a failed roll, still generates steam, just half the amount as you failed to stoke the boiler effectively.

And yeah, a lot could, and likely will, change once play testing starts.

For the games I'm developing

For the games I'm developing I tend to get a central mechanic and a game theme, then I sit down and visualize play: what the players would literally be doing at the table. I say that just to say I am not trying to pick apart the game before you've even played it once, just thinking ahead about the actual play and trying to consider what might cause problems.

This might be the wrong thread for this question, but your previous answer left me wondering, what is the game effect of the phases? Does performing particular actions become easier or harder during the different phases? Do some actions require multiple phases while others only need one? Do the players map out there actions for all of the phases at one time or do they play each phase as a separate turn?

Dry and Failed?

So, if you have run out of water and you fail your stoking then you only get 25% of usual steam?

Day Segments

Jonsan wrote:
what is the game effect of the phases? Does performing particular actions become easier or harder during the different phases? Do some actions require multiple phases while others only need one? Do the players map out there actions for all of the phases at one time or do they play each phase as a separate turn?

Hi Jonsan...It's great to have you brainstorming with us.

The day segments, obviously, simulate the parts of the day. :-) All players perform the morning action, then everyone performs the mid-day action, then everyone does the evening action, then everyone does the midnight action. This was a way to make the turns semi-simultaneous and to allow the players to adjust their plans based on the actions of other players. For instance, you might have planned to use your mid-day action to scavenge for resources but since I used my morning action to move my engine to an adjacent hex you now think it's a better idea to launch a mortar round at me.

Once a crew card is played to an action slot then it cannot be reused that day. After everyone has performed the midnight action all the crew cards are retrieved and the next day begins.

Actions done in the midnight shift have a -1 penalty to their skill check rolls to simulate tiredness and need for rest. Now that you bring it up, if the player chooses to take no action at the midnight shift I think it wold be good to give them a +1 on their next morning shift skill check since the crew is well-rested.

At present, the only thing we're considering for multi-phase actions is if you fail at a task in one round you may be able to slide that same crew card to the next phase and try again...we're not sure about that yet. For example. The Gearsmith and the Navigator are in the university researching blue prints. To be successful, one has to skill check their Invention and the other has to skill check their scholarship. The Gearsmith has a 6 Invention so he is automatically successful. The Navigator, however, only has a 4 Scholarship and he rolls a 5. Failure. So, for the next round, the player slides the Gearsmith and Navigator to the next action slot and they try again. The Gearsmith is automatically successful, like last time, and the Navigator rolls a 2. Success. Allowing the player to slide the crew over to try again is a way to try an important task again right away, but it also means that none of your other crew can do anything that round.

Y'all sick of me yet? :) I'm

Y'all sick of me yet? :) I'm nearing the end of a 20 hour work day and writing ideas for this is keeping me relatively awake.

I like the idea of the phases, but without a meaningful mechanic they don't really work as anything other than normal turns. Unless something happens at the end of the 4th phase, some kind of reset or something for the resources or the characters, the phases don't earn their place in the game. I like the concept though and I think a mechanic should be created to justify them beyond the -1 or +1.

If I were designing the game I don't think I would worry about quantifying 6 or mroe stats for each player. With as many resources, actions, and components as will be in this game I would make the characters a little more simple. I'll post an example up in the thread you just started on combat.

Reset

Nope, not tired of you.

As noted in my post, the crew you play on the action slots during the day stay on those slots until the day is over then you take them all back and begin the new day. That is your reset.

Oops

Not sure how I missed that in your post, but I see now. I like the strategic choices that result in that kind of system, where early actions might be easier (no penalty, maybe less chance of critters) but leave the player vulnerable if they don't have any characters held in reserve for late in the day.

Are the characters solely how the player takes actions in the game? Once they have assigned all their characters in a given day are they out of actions?

Crew Required For Actions

Yup, at least one crew member must be played on an action spot to take any action that round. Early in the game it will not be such a hardship since the player starts with 8 crew members, but later in the game, as crew is lost to combat or unfortunate accidents, the decision of who to use and when to use them will become more important.

More Crew

There are times when you can play 2 crew to the same action slot which is going to increase/decrease your options, both immediately and in the long term. It comes down a lot to crew management and your play style.

When you say "there are times

When you say "there are times when you can play 2 crew to the same action slot" does that mean you can assign multiple crew members to the same action, or just that you can assign multiple crew members to different actions during the same phase? In the case of multiple crew members on the same task, what is the benefit?

I assume you put the crew card above the phase they will act in. How do you distinguish what action each crew member is assigned to?

Details Details

We're still working out those details, so, any suggestions are welcomed. At this point we're assuming that if multiple crew are on the same action slot then they are on the same task. One could be backup for the other, or it could be a task that requires two separate skill checks and the two crew each have a 6 in their particular specialty.

Another Idea

you could send out a professor to do a bit of research - trying to find a blueprint (though after playing Dead Space and collecting a trophy for gathering schematics, I wonder if that is a cooler word than blueprint) you might send out an Armsman to protect the professor if you discover a critter instead.

If you do it in the morning, that's your Armsman out for the whole day, especially if he is not needed with the professor, but is needed in the evening to defend the Engine.

I started typing this in the

I started typing this in the combat mechanic thread, but then it seemed more appropriate here.

Is there a consistent dice mechanic decided upon yet? Based on the character thread it looked like each character was going to have a number associated with a set of stats, and that number would serve as a target number whenever rolling on that stat. But I've also seen mentions of using another character's (or critter's) stat for rolling. Does that always imply two separate rolls?

What if each character had 6 stats and each stat can be 1, 2, or 3, indicating the number of d6's rolled for the corresponding action. So a crew member with a 3 Scavenging goes out to find raw materials, and different hexes would have different target numbers for scavenging (1 through 6 with no number indicating scavenging is not possible there). The crew member gets to rolls 3 dice, and each die that meets or exceeds the target number equals a card drawn from the materials deck (or however resources are doled out).

For the action assignments, I can't think of a way to designate during the assignment decisions which crew member is performing which action without scraps of paper or lots of tokens. I suppose the two simplest solutions are to only allow one action per player per phase, or have crew members assigned to the phase, but then the action they take is not set until the player is taking their turn in that phase. The latter method does not achieve the simultaneous effect you've mentioned of course, but creates some other strategic possibilities.

Dice for Dice Sake

Yeah, while it doesn't look like it, there is a consistant dice mechanic - our trouble is getting to fit into the combat system at the moment. We'll get there though.

Jonsan wrote:

But I've also seen mentions of using another character's (or critter's) stat for rolling. Does that always imply two separate rolls?

This'll all be dependent upon the final combat system - skill vs skill which'd require 2 rolls, skill vs target diff.; equal to or less than skill with +/- modifiers.

Jonsan wrote:

What if each character had 6 stats and each stat can be 1, 2, or 3, indicating the number of d6's rolled for the corresponding action.

This was my initial thought - each stat was the number of d6 rolled, and you needed a number of successes to make a skill check. So to scavenge you would roll the number of dice if you got a success you nabbed that resource, no successes you have an enounter (might luck out and grab a resource anyway), or if you hit 3 succcesses, you get 2 resources etc.

Maybe with custom die this could be a good answer to something I've been working on. Perhaps on the die there is a encounter icon, and however many come up is how many enounter cards are drawn. Maybe 1 enounter icon, 2 success icons, 3 blank to indicate no success.

It does mean lots of dice rolling though, probably the only con to this system.

Jonsan wrote:

I suppose the two simplest solutions are to ...

Yeah, the first is the current idea of the game. Players only take one action in a time period, most of those actions are going to take a long period of time - moving your engine through ruins is going to take a few hours to creep through without serious damage, seeking our resources is going to take hours etc. The second isn't a bad idea though - it does open up a wide range of opportunities for the observant player.

Baby Needs A New Pair Of Shoes!

There are good ideas here but, as in other posts, I will ask if we are complicating what should probably be a simple system. If we can make a good system that works with 1d6 why make it more complicated with 3d6?

The dice mechanic has to work across several system...Personal Combat, Engine Combat, and Skill Checks...with as little modification as possible so as to make it easy to understand and utilize. There are many ways to introduce more "reality" into the mechanic but I try to employ a "Keep It Simple" policy. Giving each crew member (and I prefer to use "crew member" instead of "character" to make the distinction that this is not an RPG) a set of skills against which we can perform a simple "equal to or less than" die roll seems to be a workable system.

We could make a three-dice system where the roll indicates your level of success. That seems more real that rolling one die...but wouldn't five dice make it even more real? Or ten dice? Where do you stop?

Please understand, I'm not blasting anyone and I am eager to see new ideas that bring new things to the game we're designing, I'm just stating my personal outlook on design principals.

For Personal Combat...crew-vs-crew ad crew-vs-critter...I lean toward the dice duel method. Each player rolls 1d6 as a combat skill check. If both hit it is a miss, if both miss it is a miss. Only if one hits and the other misses is a hit actually scored. This gives a level of player interaction, participation, and competition that has a certain "cowboy shootout" feel to it.

For Engine Combat...Engine-vs-Engine...I lean toward a simple skill check against the assigned crew member's Targeting skill. Success means the target Engine takes damage as prescribed by the weapon being fired. Engines are BIG machines and would be unlikely to dodge an incoming mortar. What defense is possible would be achieved through hull plating or defensive attachments at the hard points.

For Skill Checks...I'm scavenging did I find anything?...I lean toward a simple "equal to or less than" roll on 1d6. In the scavenging example, each hex would have a selection of possible items that can be found there and a skill check against the searcher's scavenging skill would determine if they found anything useful. This simple skill check mechanic can be applied to an array of tasks, either predefined by the game or logically derived by creative players, with an occasional modifier thrown in for good measure...such as the espionage mechanic described in another thread.

As to the action slots and exactly what a crew member is doing in their slots and the simultaneity of moves...I think we have the bones of a workable system now. In each round/action slot/day phase (we should lock down this terminology soon and stick to it...I kind of like Day Phase) all players assign one or more crew members to a phase and then all players perform the action for that phase. True, it has to take a player-by-player approach, but the actual action to be performed in not locked in stone until it is that player's turn to act.

For example. Let's say that it's Morning. All players secretly assigned a crew member card face down to the Morning Phase spot on their player mat. Turn order is Yellow, Green, Red, Blue. RED played his Boilerman on the Morning Phase with the intention to bring his steam points up to maximum. However, GREEN (who plays before RED) used his Gunner to fire a Lightning Cannon at RED's Engine. RED may now want to change his plans and launch a counter attack, and he is free to do so, but he MUST use the Boilerman that he assigned to the Morning Phase. This system creates both simultaneous play (all players make a tentative plan and assign a crew member to accomplish it) and flexibility to react to evolving situations (you can change your intended action but not the person who has to perform it). As before, this is not the "most real" way to handle things, but it is a simple and effective way to handle them that creates important planning and reaction decisions for the players.

Ok, that's enough from me for now. Sorry for the long post. :-)

Yeah, my thought on using

Yeah, my thought on using multiple dice wasn't to inject realism or complexity into the game. I thought rolling 1, 2 , or 3 dice for a skill check would make things simpler and allow for increments of success so that more resources could be generated by an action.

But, going with a skill check system using the stat as a target number, the combat question comes down to whether or not you want attacking to risk a negative outcome. If the attacker's possibilities are successful attack or miss, then the attack only needs to roll their combat to see if they hit the opposing crew member. If the possibility should exist that the attacker can be hurt or removed by his own attack, then the "cowboy" method above would be my vote.

Which opposing crew members can be target for an attack? Does the targeted crew member have to be acting in that Day Phase, or can the attacking player select a crew member still in an opponent's hand? Or can they target crew members who acted in a previous Day Phase?

Of the two methods I mentioned for assigning actions for the Day Phases, I like the one suggested above. That leaves crew members committed to a Day Phase but able to take different actions that players can change if needed.

Snipers

Yes, combat would only take place between crew members in a particular day phase.

The question of whether an attacking crew member should risk being killed in his own attack is a good one and, perhaps, one I had not fully considered.

If a crew member is outside and another players crew member is outside during the same phase and are in adjacent hexes, does that constitute enough to say that the opposing crew member is aware of the possibility of attack and therefore cannot be surprised? Or does the attacking player get a free sniper shot to try ant take out the other crew before the cowboy rolloff attack begins?

The scale of our game right now is 1 hex = 500 meters and the engine size should be thought of as roughly equal to this giant German earthmover or maybe Big Brutus. That seems large enough that one Engine would definitely be aware of another one nearby and therefore any crew outside would know to be on their guard.

So, is this enough to prevent sniping?

You could always an item that

You could have an item that allows sniping. The reward for attacking will need to be worth the risk of the attack backfiring. Is the consequence of losing the combat the same for the attacker and defender?

Will there be other cards that are assigned to Day Phases other than Crew?

Actions

Ordinarily a player would play a crew card and any equipment or blueprint cards needed to take their planned action.

For example, I would play my Gearsmith and the Blueprints for the Continuous Serpentine Saw to the Morning phase. When it is my turn I would reveal those two cards. If my plans have not changed in response to some other player's actions then I would make my skill check to see if I was able to build the Continuous Serpentine Saw. If I was successful then I would spend the resources used to build the Continuous Serpentine Saw and add a Continuous Serpentine Saw Equipment card to my hand.

The next phase I secretly play my Scavenger and an Ironskin Suit and the Continuous Serpentine Saw to the Mid-Day phase. On my turn I reveal the cards and say that the Scavenger is going outside to collect Wood.

A player could choose to make no action during any day phase but not sure exactly why they might choose to do nothing, unless we have the midnight rest/morning +1 rule.

Snipe

As much as I love a dice pool system, we've got a mechanic that works and unless it fails, which I doubt since it looks like a fairly solid, simple system to use right across the board. Granted combat is where things are complicated.

The concept of sniping is an interesting one. I'd say you'd know that another Engine is nearby, they're not small after all (loved the images Mojo, especially the buzzsaw digger one) and you'd be able fidure out that something large is nearby. It is only 500 meters away after all.

If there is an item, that could allow for a sniper shot - maybe using targeting as the skill to beat, rather than a combat roll, whereas the cowboy shootout situation could result in either being removed from play. We could assume that players outside the safety of their Engines are armed with small caliber arms, nothing spectacular.

So if I play my Engineer and

So if I play my Engineer and my Continuous Saw card on the morning Phase and I decide against not to build the Continuous Saw does that card get discarded, moved to the next Phase, or taken back into my hand?

What to do.

For most things you'll need the blueprint/schematic for it and you can't lose that. So for your example, you intended to build a Continuous Saw and played the Blueprint card with your Engineer. During your turn you decide against it and do another action instead. That blueprint card remains on the morning phase until you clear the day and start afresh.

Actually I guess the option could be there to move it to the next phase and play another character to try and build it. You've already taken the blueprint/schematic down to the workshop and it's just sitting there not being used.

Schematics

I kind of figured that the schematic would be stuck on the phase it was played, but I'm cool with putting it back into the players hand if it was not used. If it was used though, I'd say leave it locked on the phase until the end of the day.

More Schematics

I'm tempted to say, that if you play it to a phase, then it is stuck in that phase until the day is cleared, rather than move it to the next day phase and play it then. If everything else follows that rule, it'll simplify what can and can't be done during a phase sequence.

Questions

Are schematics re-usable? Can you build multiple copies of an item or does the schematic card "become" the item after it is built? If a schematic can be used more than once, what represents the finished item in the game? Do schematic cards get picked up into the player's hand again at the end of the day, or discarded? Are the schematic cards kept in the player's hand after they are collected, or do they get put in front of the player?

More on Schematics

Simply yes. Once you have acquired a schematic you can build from it multiple times. In a phase, you might play an your engineer plus a schematic for a IronSkin suit. During his turn he pays x resources (being the resources) required to build the suit.

To represent the object there will be a card with all the stats/resources gained if scrapped for that card. It will be in a separate deck called the Library. Most Schematics will have multiple copies in the Library. Once the whole day ends, any Schematic cards played during the day get returned to the player's hand.

Once you acquire a schematic, you might not build it straight away, not having the resources or no hard point slots free, etc, so the idea is to keep it secret, until it is built.

So the schematics are

So the schematics are collected as a resource, and when they are built you find the corresponding item card and put it into play in the appropriate place (on a Crew or Hard Point) and the schematic goes back to your hand. Are the item cards themselves only collected when a schematic is used to build them, or can whole items be scavenged? If multiple people build multiple copies of an item is it possible that there won't be enough copies of the item card to build more until one of the copies in play is destroyed?

Build Build Build

So, here's how it goes...

1...You research at the University and find the Schematic you want.

2...You play the schematic and a crew member on a day phase and roll your invention skill check.

3...If the skill check is successful you pay the resources noted on the Schematic and pull the Equipment card from the Library deck and put it in your hand.

4...You may use the new Equipment item on the next day phase if you like.

5...At the end of the day the Schematic and the Equipment (if you used it and if it survived being used) go back into your hand and you may use them both again the next day.

6...If you no longer need a piece of Equipment you can scrap it for parts and return the Equipment card to the Library Deck.

7...Theoretically, if you have enough time and enough resources, you can build an unlimited number of the same Equipment from the same Schematic. Practically, there will be a limited number of copies of each piece of Equipment in the Library Deck and once they're gone you cannot build more unless some of the existing built items are scrapped for parts.

8...Some Equipment may be "one use only" or may be damaged in combat. If so, the Equipment card is returned to the Library Deck until you or someone else builds it.

9...One last thing. There should probably be a limited number of Schematics for each piece of equipment, probably one or two fewer than the number of players. In this way not everyone will be guaranteed the ability to get every possible Schematic. You might have to choose an alternate if you find that the other players have all snatched up the schematic you were planning on getting.

Cornering the Market

Theoretically, there is a chance that some one could build/acquire all the item cards for that item, but the resource cost is going to hold you back I think. Also cornering the market in, say, IronSkin Suits could do 2 things:
1. waste a lot of your valuable resources, building one thing
2. it could put you in a strong position to trade for whatever you want.

conversely, it might cause 4 Engines to descend upon you and steal your schematic so you can't build it again.

So whole items will not be

So whole items will not be scavenged, only the resources to build them, right? And when schematics are researched does the player draw a random schematic card or can he pick one?

Mick Jagger Was Wrong

At present, the plan is to allow the player to choose a Schematic of their choice once they have met the skill check requirements of the University.

While there will not be whole pieces of Equipment available to scavenge, there will be something called Artifacts that can be found while scavenging.

#1...Artifacts cannot be built, they can only be found.

#2...Artifact grant unique features and/or abilities for the players to use if the correct resource payments are met or the artifact is attached to a hard point.

#3...Artifact may be scrapped for parts, either to keep them away from someone else or to get crucial resources in desperate times.

Sputnik

While artifacts can be found there will only be a very limited number in a game as well. While they will confer great benefits to the lucky player/s who find these wondrous items there will be downsides to having these attached to your Engine- such as requiring multiple hard points, requiring a high steam pressure cost, or even multiple characters required to operate.

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