Skip to main content

Mechanic Monday: Scoring Cats!

Ding ding ding, time for a fresh new helping of MECH AN IC MO N DAY! All aboard “fin heads”, if there’s any ROOM left ABOARD this very full BANDWAGON!
Got a chance to playtest R2I Games’ latest project a couple weeks back, and it was a particularly good design.
The term “elegance” continues to be a fuzzy, mercurial one that defies meaningful definition, but this game checked off all its points for me in spades.  There’s nothing wasted in that game - it is a series of interconnected, limited systems, with resources, battle cards, and contracts flowing naturally through a player’s engine and back and forth between opponents.  Everything is intuitive and the theme meshes beautifully with the mechanics.  There’s a sense of scarcity that haunts at the edge of everything and spurs the players ever onward in a smart, tactical, tight race to the finish.  Jeff and Andrew are good guys and at this point, great designers, adept at iterating, trimming away the less-optimal parts of a gameplay experience, and making a holistic design.  Kudos to them.  Being me of course, I didn’t let them get on with the playtest without giving me a rundown of the design inspiration and development process.  I was particularly tickled when Jeff explained that the contract cards (one of which you sign for three years, two of which you have for two years, and three of which are only on one-year deals) were inspired by his being in a long-time fantasy football keeper league.  This perked up my ears, of course, as I think that along with M:TG, Fantasy Sports have the most potential to mine for game designs that create popular crossover appeal.  Hence why I’ve been working on Fantasy Fantasy GM GM.  And today I want to talk about one of the mechanics in it: Categories!

Scoring Categories
In FFGMGM, after drafting their heroes, they must set that season’s party: Simultaneously, the players pick a hero from their pool to add to their party; then, one of the categories is revealed, along with its point value for that season.  Players then add another hero, and reveal another category.  This continues until four categories have been revealed - each player now has a party of four, and four of the five categories now award points.

So that’s the rough gist of it, but there are lots of ways this can still be tweaked; my goal here is to capture the way fantasy players game their lineups in a non-points league to try and put insufficient eggs strategically into fewer baskets in order to win specific categories.  And there’s lots of ways this can still go; maybe one of the categories is revealed BEFORE hero selection, so that players can try and chase gradually revealed information.  Maybe the fifth category, currently worth nothing, is what determines drafting order? Maybe the players have the option to vote for which categories will be valuable, prior to hero selection.  And I’d like there to be some Hero abilities that let you sneak a peek at the face-down categories so that you can use Magic to gain a prediction advantage.  Lots of fun theme-meets-mechanics experience synergy here.  Just got to figure out which are the most attractive options.
Anyway, there are still a lot of fun mechanics in FFGMGM that I’ll probably dive into in the coming weeks - just as soon as I get this pesky BURN prototype built to get it out of my head… Anyway, til next week!

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...

TTRPG Tuesday: Channeling Curses

  Hey it's TTRPG Tuesday.  Well I’m gonna start writing one on a Tuesday.  We’ll see how it goes. Been doing a lot of writing on Channelers lately.  And this time is no exception! In particular, I’ve been wondering if there's room for a sixth Calling: the Haunted. The Haunted There are those who live with a Spiritual affliction: a family curse, intermittent possession, psychic wounds from exposure to a manifestation - whatever the cause, the Haunted lives with a power they can try to manage but never fully control.  The act of Channeling itself is risky, with twisted and unpredictable Techniques and Incarnations, and a tendency for the Haunted’s power to run away from them. The hidden truth of every Haunted is that they bear their burden because they believe they deserve it.  They may despise their state or try to suppress it, but they will remain cursed only as long as they believe, consciously or otherwise, that they should be.  If a Haunted eve...