For inspiration for some minigames with fast player interaction and choices, I like looking through Roll and Write style games. Particularly Rolling Realms by Stonemaier Games seems like it would be a treasure trove of ideas. Additionally for a constructing an ability magic minigame it could work like connect the dots
That’s a really good call. I forgot all about Rolling Realms, and if the players are already rolling 2d6 on their turn for something, then having a Roll & Write mini game is a solid idea. Thanks!
For Rogue the risk system sounds like the break system from Vagrant Story. Might be good to look into. More you combo the more damage done but lowers your defence
I think the warrior's game is the weakest one here. It's essentially just a restriction on their tactics based on the tactics of the previous round. I think there's a lot of situations where a warrior will sit in the same tactic the whole combat, and the times that you might want to change tactics mid battle, there's not a lot of 'game' in the minigame, you're just moving the piece to or towards where you wanna go. On top of that, without the special skills like seeker or bersek, you're just moving between balanced/aggressive/defense. Now I honestly don't think there's anything wrong with this as a system, in fact its kinda nice, and quick, and moving a piece on a chart will also help keep track of what your tactic is or was. But its not a game in the same sense as the rogue and paladin collecting resources and gambling. Warrior either needs a separate actual minigame, or some more mechanics introduced into theirs. I really love the idea of introducing more minigames and/or board game mechanics in general though.
Appreciate the thoughtful response! I added another aspect to it, but I’m not sure it’s enough either. Check out the most recent video! Want to hear your thoughts
I am not so sure that the warrior minigame might be that interesting to actually play with. Since it might look fun if you have all subclasses there, but in reality, I see the fury never going down to defense in the first place. And that is the problem with such system, the moment a player has developed their wining strategy, they will do over and over the same action, and then you have no minigame at all there. So, I would say you would need have additional incentives to make it worth engaging with it and switch from turn to turn between them. I like the idea of a Risk mechanism, but I have to say that would feel more appropriate for something like a barbarian. Sure, it can be done with rogues, but I feel like some people have as the rogue class fantasy more of a professional in mind, who is all about precision and thus the complete opposite to taking risks. Thus again, I feel like people will choose one position on the chart and stay there no matter what. I find it outright weird that you make faith into a gambling game. That seem so complete the opposite from how I look at faith. Don't worry, I am not offended by that, I am an atheist after all, but that approach might land you in hot water with some people who take that more serious. And you mention even that people might do the math and thus play the gambling aspect in a manner that might not even come close to what you think the class fantasy should be. And I think there lies a fundamental issue, whatever mini-game you attach to a class, it should carry the fantasy people have playing that kind of role. Great, all paragraphs here start with an I. Guess I take myself today very important again! And so would this: I have nothing regarding the Talent and the rondel, probably because that seems still very abstract and thus I have not a good understanding what you try to do there. Toa certain degree I have to say that somewhat unpredictably magic can be interesting, but I feel like that is then more outside the control of the Talent and more part of the world. Like what laylines are there, what constellations of stars and planets affect the casting, and so on... all pretty much outside of a mini-game. Maybe instead of a rondel have a grid and the various caster types being capable to bend into certain directions based on the dispositions? Anyway. I like the overall idea of a class specific mini-game, but like I said, it should capture the fantasy of what people expect. And I feel like your current ideas are ot there yet. A mini-game usually only works well when various approaches all fall within the fantasy of the class. But it seems like your specialisations for each class are too narrow to have a mini-game for a class in general, but maybe you should consider doing that for the specialisations directly, otherwise there will always be a best option for each speciality and people will thus try to get there and after that never again engage with you mini-game since it will become a solved problem. And nothing kills a mechanism like when it becomes solved. Hope that was not too disheartening for you to read.
You have some good thoughts here. My thing though is I’m going to rapidly prototype and play to see if it works. So what I could use from you is a constructive approach to these 😝. What did you find positive and would like to tweak vs what you think won’t work. The playtests will really flush out the “doesn’t feel good” part hopefully 🤞. Always always love the feedback, Dru!
@@jfacegames7354 You are right, that was not constructive of me. I feel somewhat under the weather, bat that is no excuse. Okay, let me try again: Since we talk about class fantasy, I would say it is good to look at Blizzard and their games, specifically I will take Hearthstone, since there there are classes and all of them have various subtypes on how they can be played, to a certain degree all creating their own mini-games. For the fighter (there the warrior) I would say make it more about manoeuvres than stances, to create even though it is just semantics a feeling of a more dynamic game play. Since stance already gives the impression you choose one and stick with it. That was how the Fighter in the essential books from D&D 4e ended up to be used, even though people had multiple stances, they rarely changed them in the actual encounters. What does Hearthstone there? It has for the Warrior just the ability to generate armour, but in the deck construction that can be used than in many ways, like with options to transform the defense into offensive value. Thus I would say make the suggested manoeuvres a mini-game that is based on opportunity cost. That could mean the three core approaches you have still could remain there, but not limit them on subclass choice, instead give them something additional, like the fury could get accumulate a resource while in defense that leads to more explosive damage when they go it the offensive the next turn. That would create the mini-game that actually carries the class fantasy and makes the subclasses all feel distinctive then though they all use the same system overall. For the rogue that could be something of switching between a more covert and a flashy panache style. Giving also bonuses when changing the approach. The faith for the Zealot similar could instead of being this gambling game, a flow between various states, like a contemplation moment the Zealot could gather faith, from the suffering they and others in the group have to endure, that they can then spend in a more righteous mode when they want to shape the world accordingly to their deity. And Talents could work also in that manner, like having an attunement mode, in which they align their inner world with an element or magic type and the in another when they cast actual spells they get benefits from their inner alchemy in conjunction with their subclass. There again, the attunement is basically drawing in the magic of the world that gets to be channeled later. So that it is a continues ebb and flow and not a once chosen kind of deal. Of course I might be totally have misread your intentions of that mini-game. Since I assume you want to have there something that remains a dynamic element in the encounter. Since if you want just a setup choice but not a permanent readjusting, then the more static approach you had there in the video could probably work too. I just find that not very compelling, and like I said, it usually becomes forgotten fast. L5R (4th edition) had some stances system too, and it was supposed that people can change them every turn, but in actuality nobody ever did so, especially with certain schools giving incentives to be in a particular stance. Hope that was now a little more useful!
massive darkness 2 is a game where each class has unique mechanics that are rad.
The risk game brought to mind rule of acquisition 62: The riskier the road, the greater the profit.
I’ll check it out!
@@jfacegames7354 It's just a quote from Star Trek: Deep Space 9
For inspiration for some minigames with fast player interaction and choices, I like looking through Roll and Write style games. Particularly Rolling Realms by Stonemaier Games seems like it would be a treasure trove of ideas.
Additionally for a constructing an ability magic minigame it could work like connect the dots
That’s a really good call. I forgot all about Rolling Realms, and if the players are already rolling 2d6 on their turn for something, then having a Roll & Write mini game is a solid idea. Thanks!
For Rogue the risk system sounds like the break system from Vagrant Story. Might be good to look into. More you combo the more damage done but lowers your defence
Thanks! I’ll look into it!
I think the warrior's game is the weakest one here. It's essentially just a restriction on their tactics based on the tactics of the previous round. I think there's a lot of situations where a warrior will sit in the same tactic the whole combat, and the times that you might want to change tactics mid battle, there's not a lot of 'game' in the minigame, you're just moving the piece to or towards where you wanna go. On top of that, without the special skills like seeker or bersek, you're just moving between balanced/aggressive/defense. Now I honestly don't think there's anything wrong with this as a system, in fact its kinda nice, and quick, and moving a piece on a chart will also help keep track of what your tactic is or was. But its not a game in the same sense as the rogue and paladin collecting resources and gambling. Warrior either needs a separate actual minigame, or some more mechanics introduced into theirs. I really love the idea of introducing more minigames and/or board game mechanics in general though.
Appreciate the thoughtful response! I added another aspect to it, but I’m not sure it’s enough either. Check out the most recent video! Want to hear your thoughts
I am not so sure that the warrior minigame might be that interesting to actually play with. Since it might look fun if you have all subclasses there, but in reality, I see the fury never going down to defense in the first place. And that is the problem with such system, the moment a player has developed their wining strategy, they will do over and over the same action, and then you have no minigame at all there. So, I would say you would need have additional incentives to make it worth engaging with it and switch from turn to turn between them.
I like the idea of a Risk mechanism, but I have to say that would feel more appropriate for something like a barbarian. Sure, it can be done with rogues, but I feel like some people have as the rogue class fantasy more of a professional in mind, who is all about precision and thus the complete opposite to taking risks. Thus again, I feel like people will choose one position on the chart and stay there no matter what.
I find it outright weird that you make faith into a gambling game. That seem so complete the opposite from how I look at faith. Don't worry, I am not offended by that, I am an atheist after all, but that approach might land you in hot water with some people who take that more serious. And you mention even that people might do the math and thus play the gambling aspect in a manner that might not even come close to what you think the class fantasy should be. And I think there lies a fundamental issue, whatever mini-game you attach to a class, it should carry the fantasy people have playing that kind of role.
Great, all paragraphs here start with an I. Guess I take myself today very important again! And so would this: I have nothing regarding the Talent and the rondel, probably because that seems still very abstract and thus I have not a good understanding what you try to do there. Toa certain degree I have to say that somewhat unpredictably magic can be interesting, but I feel like that is then more outside the control of the Talent and more part of the world. Like what laylines are there, what constellations of stars and planets affect the casting, and so on... all pretty much outside of a mini-game. Maybe instead of a rondel have a grid and the various caster types being capable to bend into certain directions based on the dispositions?
Anyway. I like the overall idea of a class specific mini-game, but like I said, it should capture the fantasy of what people expect. And I feel like your current ideas are ot there yet. A mini-game usually only works well when various approaches all fall within the fantasy of the class. But it seems like your specialisations for each class are too narrow to have a mini-game for a class in general, but maybe you should consider doing that for the specialisations directly, otherwise there will always be a best option for each speciality and people will thus try to get there and after that never again engage with you mini-game since it will become a solved problem. And nothing kills a mechanism like when it becomes solved. Hope that was not too disheartening for you to read.
You have some good thoughts here. My thing though is I’m going to rapidly prototype and play to see if it works. So what I could use from you is a constructive approach to these 😝. What did you find positive and would like to tweak vs what you think won’t work. The playtests will really flush out the “doesn’t feel good” part hopefully 🤞.
Always always love the feedback, Dru!
@@jfacegames7354 You are right, that was not constructive of me. I feel somewhat under the weather, bat that is no excuse. Okay, let me try again:
Since we talk about class fantasy, I would say it is good to look at Blizzard and their games, specifically I will take Hearthstone, since there there are classes and all of them have various subtypes on how they can be played, to a certain degree all creating their own mini-games.
For the fighter (there the warrior) I would say make it more about manoeuvres than stances, to create even though it is just semantics a feeling of a more dynamic game play. Since stance already gives the impression you choose one and stick with it. That was how the Fighter in the essential books from D&D 4e ended up to be used, even though people had multiple stances, they rarely changed them in the actual encounters. What does Hearthstone there? It has for the Warrior just the ability to generate armour, but in the deck construction that can be used than in many ways, like with options to transform the defense into offensive value. Thus I would say make the suggested manoeuvres a mini-game that is based on opportunity cost. That could mean the three core approaches you have still could remain there, but not limit them on subclass choice, instead give them something additional, like the fury could get accumulate a resource while in defense that leads to more explosive damage when they go it the offensive the next turn. That would create the mini-game that actually carries the class fantasy and makes the subclasses all feel distinctive then though they all use the same system overall.
For the rogue that could be something of switching between a more covert and a flashy panache style. Giving also bonuses when changing the approach.
The faith for the Zealot similar could instead of being this gambling game, a flow between various states, like a contemplation moment the Zealot could gather faith, from the suffering they and others in the group have to endure, that they can then spend in a more righteous mode when they want to shape the world accordingly to their deity.
And Talents could work also in that manner, like having an attunement mode, in which they align their inner world with an element or magic type and the in another when they cast actual spells they get benefits from their inner alchemy in conjunction with their subclass. There again, the attunement is basically drawing in the magic of the world that gets to be channeled later. So that it is a continues ebb and flow and not a once chosen kind of deal.
Of course I might be totally have misread your intentions of that mini-game. Since I assume you want to have there something that remains a dynamic element in the encounter. Since if you want just a setup choice but not a permanent readjusting, then the more static approach you had there in the video could probably work too. I just find that not very compelling, and like I said, it usually becomes forgotten fast. L5R (4th edition) had some stances system too, and it was supposed that people can change them every turn, but in actuality nobody ever did so, especially with certain schools giving incentives to be in a particular stance. Hope that was now a little more useful!
@Drudenfusz thanks! I have to digest this I think WoW and even WaR MMOs are great ideas! Also, I hope you feel better!
Your thoughts on the Rogue helped. I think I have a good compromise. Will post in next video
@@jfacegames7354 Yay, looking forward to it!