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# Revised Stop Light Mechanic

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Tbone
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Joined: 02/18/2013

This mechanic was originally supposed to create the feeling of driving toward a stop light, hoping it stays green long enough for you to pass. A push-your-luck mechanic with a twist on risk and reward for a resource system.

Currently you will have two dice: one used until the "yellow light" is triggered and one used until the "red light" triggers. Each die will have this set up: four sides of the current "light color" and two of the next "light color". For example, the first die will have four green and two yellow. The second will have four yellow and two red.

What will happen during the game is players will decide to "continue driving" or "stop at the light" (I'm speaking in these terms to make it easier to understand, this mechanic will not be used for a driving game). In other words, participate in the roll to possibly gain more resources or keep what they have.

Now, the rewards for the first die are more flexible, less risky, but don't provide as much resources. The die would look like this (1x any resource, 1x any resource, 1x any resource, 2x any resource, yellow trigger, yellow trigger).

The reward for the second die are less flexible, more risky, but provide much more resources. The die would look like this (2x (A) type of resource, 2x (B) type of resource, 2x (C) type of resource, 3x of one resource, red trigger, red trigger).

If you stick around and you roll a red trigger, you have "run a red light" and gain some sort of negative effect. Rolling a yellow trigger gains you nothing, but if your back out the turn before a yellow trigger, you gain some sort of positive effect.

Is this interesting enough to guide a resource system? any flaws that you see?

Thanks!

Jay103
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Joined: 01/23/2018
Tbone wrote:Is this

Tbone wrote:

Is this interesting enough to guide a resource system? any flaws that you see?

It's definitely interesting. The only complication I see is that you have two separate things happening with the rewards. One is the quantity, and the second is type of resource (flexible or inflexible)

Basically, at the time when you're deciding to take on more risk, the reward may be something you don't need. Sure, you get more of it, but you don't need it.

I would think that the riskier die would have an unambiguously better result than the non-risky die. That is, only vary the reward along one of those axes. So either:

1 flexible vs. 2 flexible on the two dice

or

1 specific vs. 1 flexible on the two dice

But not varying both, and particularly not so that one thing gets worse and the other better! The risky die should be the better die. If you really want to vary both things, make both things get better on the second die.

For example:

Green Die: 2 A, 2 B, 2 C, 1 flex

Yellow Die: 2 flex, 2 flex, 2 flex, 1 each of (A B C)

The yellow die is clearly better, but not ridiculously so, and the dice are also different.

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