Game Design Tutor #2 - Core Mechanics
ฝัง
- เผยแพร่เมื่อ 19 ธ.ค. 2024
- Having covered foundational goals in the last video, I turn to the first step in miniatures wargame design: working out your core mechanic, which includes using your foundational goals to guide you and to understand what counts "core" and what should be considered "non-core".
I also take a stab at improvising a core mechanic for a new game based on using playing cards to resolve hand-to-hand combat.
Enjoying getting an insight into the thought processes behind randomisation tools as a core mechanic. I am looking forward to devouring this series.
Thanks for this series its already been super helpful and informative.
I also couldn't help thinking "My ENTJ Warrior attacks your ISFP Rouge pointing out how he is not helping the team, take 10pts of morale damage...." :D
Oh, Lord, yes. The next logical step from having humour-themed characters will be the Myers-Briggs tabletop game! 🤣
Non-core thoughts on suits - spades may have additional offensive benefit. Clubs (wands) might allow for unexpected effects. Diamonds might have defensive benefits and hearts a benefit to wounds or endurance.
Aces might also be useful in a "blackjack" fashion where they might be the lowest or the highest card at the choice of the person who plays it - if your core mechanics have situations where a lower number might be preferable.
The notions of suits being related to roles and humors can even be used for character generation by card draws
As for voluntary fatigue, perhaps to play an additional card to add to what you've played - extra strength for attack or defense.
Most of my ideas are not core mechanics but feel free to use them or take inspiration from this.
All good ideas. I particularly like the one about creating random characters with a card draw. Could be fun! I'm working on the next video that looks at "the peripheral core", and then we'll move on to non-core rules and you'll likely see some of these ideas get explored.