Skip to main content

Mechanic Monday: (Determining) Victory Condition by (Process of) Elimination

Another Monday, another post! I’m going to keep this brief again, since I need to work on a grant application for my theatre company.  That’s a much more urgent demand, but I think knocking out a bit of hybrid technical/creative writing real quick will help me get my brain in the right gear *neck tie zipping sound*.  I start rehearsals for a play (my first acting gig in a while) at the end of the month, and it feels like my plate’s just very full right now.  Lo que sea! Onward.
Today’s mechanic has been on my possibility list for a while.  It sat there because I could visualize it and how it would play out fairly easily, but it doesn’t completely inflame my imagination with potential, you know? But one thing I’ve learned about writing is that it’s worthwhile to write even when you’re not saturated with inspiration, to play the long odd that you’ll hit gold, and to de-couple your writing time from struck-by-creative-lightning time.  With that in mind, here’s today’s mechanic

Victory Condition By Elimination
In GREEM, the game begins with twenty-four potential victory conditions.  On a player’s turn, they claim a victory condition card to add to their tableau.  This removes the victory condition from contention, but provides a resource or an action to the player who claims it.  Play proceeds until all but one victory condition has been claimed; the final remaining condition establishes the circumstances for declaring the victor.  The player who meets those criteria is the winner.

Huh.  See, this right here is why I hop even into holes that don’t seem that deep; because the act of exploration is more valuable than your initial perception of it can ever guarantee.  It wasn’t until I began writing out that rules paragraph that it occurred to me that the way you qualify for victory can be based on what you take.  Likewise, I won’t know until I try and playtest this whether there are any other surprises (pleasant or otherwise) about the depth of choice in player action here.  Try everything folks.  It’s game design, if you’re not learning and having fun, literally what is the point.  See you next time!

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: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!