Hello everyone, I joined this board awhile back, but life caught up with me and took me away from my ideas of designing games. Now I've recently rediscovered some of my old ideas and I'm currently working on completely redeveloping an idea I previously had (which was more of a hybrid between miniature wargame and roleplaying game) into a board game. I have alot of ideas about streamlining previously complicated and somewhat confused rules and mechanics, but before I work on detailing the rules and developing the game, I've hit a road block that really messed with me when I was originally writing the rules.
Alright, so as I was writing this post, I thought I would avoid describing my game to protect my ideas, however I realize that its impossible to get useful feedback without at least telling you a few key elements about the game. Also, I'm sure this is a relatively secure place to share such ideas since I've read some very detailed and intriguing ideas already. So this is my baby, be gentle ;) Also keep in mind, I play miniature wargames, a few cardgames, and a few popular party games so I'm not too familiar with alot of mechanics or precedents.
So to sum up the game for working terms, it is a competitive survival game that requires players to find, catch, and consume prey in order to survive as well as interacting with other players (usually attacking) and lasting through unpredictable and changing environments. The board will most likely be a hex map (double sided, possibly include other double sideds) with separate terrain that will create a unique board every game. Players control a single miniature and take turns trying to hunt, hide, survive, etc. I have alot of the more specific elements of gameplay and some unique mechanics I am proud of, however I still haven't pinned two very very significant elements with both revolve around board layout, one of which is randomization of encounters, and the other is the stealth element.
Encounter cards include prey, diseases, items, temporary abilities, and other random events that may benefit you, harm you, or affect players other than yourself. I need some feedback on ideas for implementing random encounters into the game. There are three things I've been considering:
1) Spaces with Cards: The encounter cards are shuffled and randomly placed on spaces on the board that are labeled as card spaces. The benefits: the encounters are very unexpected and random, different every time. The drawbacks: A bump of the board and the game is ruined. The encounters have no connection to the area on the board; even though the encounters can be both positive and negative, players will ignore spaces without cards and lead to some dead space. This was my original idea but it seems flawed, perhaps reworkable into a better format. Suggestions?
2) Tiles: The board is composed of reversible tiles. On one side is the art of the open space, and the other side could be either a slot for encounter cards, or a fixed encounter. The benefits: encounters are very relevant to location type. The drawbacks: this idea is still very fresh in my mind and I wouldn't know how to implement the system. How can the tiles be flipped without disturbing other tiles? Would players recognize certain tiles and associate them with certain encounters? Would distinct area tiles lead to very square patterns that look unappealing? This idea seemed solid on first conception but now seems very impractical
3) Encounter Rolls: Another option I've been considering (only within the past few hours) has been to determine an encounter type based on a random roll when a player lands on a space. The result may include not drawing any card, drawing a certain type of card, etc. I don't have this one entirely figured out, perhaps you all could help here.
The stealth element is also a bit tricky. I have an idea, so I'd like your feedback on this mechanic. Ideally, I would have all movement and actions be hidden between players, however I do not want to introduce a GM/DM role into the game and want to ensure that no one can cheat. So, my original idea was to use a Perception system. Outside of the game world, everyone can see everyone's piece on the board, however, in the game world the player can only see what is within their Perception range. Each player type has a Perception statistic that indicates the size of their Perception radius in spaces. You can only target/interact with things within your perception radius. Perception can be modified, however, by things such as terrain, time of day, ailments, camouflage, abilities etc. Thats the system in a nutshell, let me know if you need any clarification or have any ways to improve it...or let me know if its garbage and needs scrapping!
SO, that post was really long, I apologize. However, I do really need the help. To sum it up:
>How should I implement random encounters?
>How does my Perception mechanic work? Any other ideas on stealth?
>How unique is my general idea? Im leaving out alot of key ideas and mechanics because Im paranoid but from what I said, does this ring any bells? I like to be unique. Also is the idea sound?
Let me know if any of the ideas presented need clarification, I love to talk about my ideas :)
Thanks in advance for the help and I'm looking forward to becoming an active participant on this site as I develop my own game ideas.
Thank you guys for the feedback, I really appreciate it.
@Jay: I read up a bit on both of those games, some interesting mechanics there for sure, a bit more inspiring for the tile idea also. Thanks for the positive response on the perception idea, with some refining I think it should be a solid mechanic.
@Desprez: Thanks for the involved response, the encounter ideas really got me thinking, especially grouping spaces for encounters. I'll work that in. Even more thought provoking was the decoy idea, which inspired me to start thinking of a mechanic involving pieces that act like decoys, but can be used with some more strategic opportunities, yet still revolve around the perception system. Ill update you guys on these pack rules when I refine them a bit more, but just know that you really inspired me! THANKS!
@Taavet: I've also been leaning towards an encounter roll system, while still involving random cards and such. At this point I'm far beyond introducing dice, so thats not an issue, the rules are pretty involved and the current system revolves around d10s.
@Stealth Purpose: Originally the purpose was to simply gain a strategic advantage over other players through planned movement, avoidance, use of terrain, etc. However, I'm now working on a mechanic involving "active" decoys so you will also be able to confuse other players and try to keep your motivations hidden. Again, when I get some more done on the pack rules, I'll surely be making a post. Also, when I make a decent foundation, I think I'll start up a journal to chronicle my progress and hopefully prevent me from dropping the idea when life gets hectic again.
@Paranoia: good to hear that this place/industry is more of a refuge for enthusiasts rather than a prowling ground for d-bags. Can't wait to share more with you all, and thanks again for the feedback!