Skip to main content

Mechanic Monday: Movement Based On Adjacency Strength

Honestly, I just want to get through Mechanic Monday today.  It’s been a long week with plenty of stress and disappointments, and I don’t have much cute noodling to offer for filling in the blanks.  So let’s get to it, shall we?

Movement Based On Adjacency Strength

GREEM is a 2-player area control game where 25 Markers are up for grabs on a 5x5 grid.  You and your opponent start out in control of Markers on opposite corners of the grid.  On your turn you either move pieces from one Marker or add a piece from your reserve to a Marker you control.  The distance that pieces may travel from their starting Marker are determined by the number of friendly pieces on the starting and adjacent Markers; on a turn, any number of friendly pieces may be moved from one Marker, and pieces may be moved together to another Marker or split up to multiple Markers, but the maximum number of moves is determined by the number of friendly pieces adjacent to the origin Marker.  Control of Markers is determined by a simple majority; a Marker may have up to seven Pieces in all.  The game ends once one player controls 13 Markers, or when a player controls four more Markers than their opponent at any given moment.

Right, so the experience I’m going for is a balancing act between spreading out, consolidating your strengths, and jockeying and blockeying for position.  I want to see seemingly sedentary consolidation turned into a burst of mobility; I want to see Sure Things overcome, Feints as positions of Strength are abandoned/endangered for a quick win or a setup for the inevitable Big Majority.  Maybe there needs to be some kind of blocking Mechanic, or a Cala-style track requiring that pieces be left in each moved-to Marker.  Either way, it seems like there’s a fun elegance with Room for Drama.

Ok, that’s it, good night!

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: Minimum Viable Product for WWDW?

Hello and welcome back to TTRPG Tuesday! I’ve put together a barebones introductory document for We Won, Didn’t We? and, well, I think it speaks for itself.  Check it out HERE ! This introduces the skeleton of the game, as well as walking through the steps; I’d say next up is a rudimentary character sheet, and maybe I can bring this to a Playtest Zero session and see what folks think of character creation within one of the starting Bulbs.  I’ve opened the doc up for comments, so if you have thoughts dear reader, fire away.  Brain fried, go read the doc, til next time!

TTRPG Tuesday: I'm A Hack, Is What I Am

Hey welcome back to TTRPG Tuesday! Tuesday technically ended 51 minutes ago as I begin to write this, but who gives a shit.  It’s been a while and I feel like I need to get a post out. Today, let’s look at hacks - I’ve written settings, adventures, classes, monsters, and modules for other systems before, but I’ve never done a hack; it’s one of those things where I’d have no issue with someone doing it with something I wrote (game design-wise; playwriting-wise I’d be a bit stroppy) however! I have been advised that it’s a good starting point for folks who have never built a system from scratch, so maybe it’s a worthwhile exercise to embark upon.  So what system would I want to hack? Well, this is just first principles basic concept stuff, but since Aaron Lim’s the one who suggested I look at a hack, I’m going to take one of his systems: SPEEDMECH. MASKS & BELTS Implementing the tactical turn-based combat of SPEEDMECH, Masks & Belts is a game of Driver moves and form-cha...