Archive for March 31st, 2005
Carrots #2c and 2d

Will says a few things:

“How about an RPG involving magic where the success of the casted magic (in fact, the casting itself) relies not on the player rolling dice, but the player’s character rolling dice? This sort of breaks the fourth wall, but you could explain it away by making them need to be magical dice. Maybe the practitioners of such an art are called “dieslingers”. They could travel to the far reaches of the earth, righting wrongs in their own edgy, outcast way. This would probably end up being terribly tongue-in-cheek, but maybe that’s the point.”

Given the existence of things like Cardcaptors and Yu-Gi-Oh!, I think this would be accepted with a perfectly straight face by most of our demographic. By the same token, though, I’m not sure it’s enough to hang a game on. I think it could be cool as a Final Fantasy-style job / class; I may be thinking of FF Tactics’ “Calculator Mage” or whatever, but I like this better (and I think they were weak in implementation anyway). When I have a little more time I’m going to start a wiki for a group-design catchall RPG, and I think this would be neat to plug into it.

“What about a battling game where what dice you roll, and in what combinations, determines what kind of attacks you can throw at your opponent? There could be arithmetical modifiers depending on the situation which could allow you to multiply two results together or whatever to augment your attacks. You could keep track of that kind of thing with cards, but I don’t think the cards should dictate the attacks you could do - it would be the dice which had that control. Instead, you would have a set number of attacks you could do, but you would have to use dice rolls and interpretation thereof, in combination with the use of your limited modifier cards, to discover and make an attack.

The attack (or spell, or whatever) types themselves would be basically limitless - you might notice that you’ve rolled (amongst all your dice) your birthdate^2, so you use your Square Root modifier card to get your birthdate (in DDMMYYYY form), which allows you to take a modifier card at random from your opponent’s stack/deck/hand/whatever.”

I think this is awesome. Roll a big handful of dice and partition them however you want on a graph–columns for sums, rows for consecutive digits. Use them to activate the semi-fixed set of spells, homonculi and items you brought to the table, and both players draw from the same deck of number-mod cards. Once you’ve used a set of dice to power one of those spells / quasits / items, you put them back in your pool and reroll them. Or maybe you’re not allowed to reroll until you manage to use them (or draw the appropriate mod card)! That would be a powerful incentive to bring in a set of use cases that provides good coverage of your die results, but of course the rare ones would do the big damage. (Will, is this something like what you had in mind?)

Advantages: Combines game-opening resource management with in-game skill and luck. I imagine people who are good at Set would be good at this. Plus there’s a lot of good geeky number-crunching to be done.

Problem 1: Since I, at least, would be scared to spend dice hastily on a few Mild Fizzles and miss my chance at a Polyphemus Mono-Laser Ultrablast, I could see this game crawling along like bad Scrabble. How could we push mechanics that wouldn’t bog things down? Would using a chess timer be overkill?

Problem 2: What are the most interesting number sets to use here? “Your Birthday” and “Perfect Square” attacks are good, but is “Mersenne Prime” going too far afield? Or should we not worry about sets at all, including those two examples only as rare bonuses, and make most cards activate on “12 or 52″ or “Multipes of 5?”

Problem 3: And oh yeah, what kind of dice are you allowed to use? Do you spend cards to draw them from a common pool, or do you bring your own set? Hmm… do the dice you bring determine what attacks you’re allowed to bring, too? What are the limits? I think Kevan’s “x sides of dice” metric would work here, but it’d probably need to be closer to 100 sides.

Addendum: Just thought of something that could be cool–maybe in addition to cards and dice, each player has a fixed number of chips that he or she can bid in order to bring more dice into play from the pool. More bidding increases your power, but also increases the risk you take of losing it all at round’s end. The problem here is that one big bet could put you out of the game for good–it’d be hard to avoid victory / loss cycles after the first round. Anyone know a good way to combat that?

Soupbone

What I think would be cool is a game whose main mechanics are bluffing and diplomacy.

I mean, there are many fine games like Risk, in which diplomacy, making alliances and convincing people to war amongst themselves rather than with you, is absolutely crucial, and some variants of them even have special cards so you can bluff having “Death Mines” in your hand when you only have a shameful “Colony Influence,” but that bluffing is never really central to the game. And most heavy-bluffing games, such as poker or perudo or such, don’t really have much of an opportunity to engage in strategic alliances and such.

I’m thinking vaguely along the lines of Risk, except that instead of dice, you get a hand of five or seven cards or so. When determining if you take over a territory or not, the attacker and defender both play a card facedown, and simultaneously reveal them, high card winning.

This would allow for all the normal diplomacy of Risk, with much stronger bluffing elements. Are you attacking with a good card to try and take the territory over, or a weak card to get it out of your hand and get the other guy to waste an king? Has that guy, with only one card in his hand, wasted all his good cards, and thus only has a weak card, or has he been saving his best card all along just hoping someone would make that assumption? (I imagine redraws would occur only when you empty your hand)

Any thoughts? Or other ideas on how to make a completely different type game where both diplomacy and bluffing play a large factor?

Structure

It occurs to me that I haven’t really outlined any structure for this thing, and I should!

Here’s one neat way I think the Dispatch could work: Somebody posts a starter (eg the soupbone) via the submit story link over on the right. Those who like it comment with interesting directions it could go. If you agree that somebody else’s direction is interesting, you use the submission link to write up a treatment (eg the carrots): fill out the idea, give it some consideration, tell us why you think it’s cool and what’s still missing. Comment and post, iterate, iterate, iterate. If we feel like we’ve got something solid, we’ll wiki it! (Wiki coming soon.)

Of course, the comments are also useful for praise, criticism, table-talk and gossip, and the story-submission mechanic exists for links to material about collaboration, gaming or anything good and topical. I will be manually approving the stories submitted, but I don’t anticipate not doing so unless you’re talking about “this game wear ur all vampÿres & also manchester suxxs.” (Yes, go ahead and post this in the comments.) Finally, I’m aware that neither “soupbone” nor “carrot” is particularly graceful terminology; I see no reason why it couldn’t be different every time.

Is this an interesting model? In what directions could we take it?