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TechnoGoth

Chance, Choice, or Conspiracy?

6 posts in this topic


The roll determines the outcome, and this works fine but it means the outcome is based on chance.
So what? It's based on chance, that's fine... Don't demonize the dice/chance, it's not evil, it's part of the game.

 


can spend those tokens to decide the outcome of events.
I don't recommend, it's not thematic and confusing. An event is an event, you can't spend some tokens to change the event, it's not how it works in real life :D

 

The most intuitive is to get 2 event cards and decide which one to play.

 


Military Cargo Crate
While wandering through the wasteland you discover an intact military cargo crate.

Pay 1 Computer Code to draw a random gear card

Or

Attempt to Hack the Lock

1 (red) - The crate is rigged and explodes causing 1 wound.
2-3 (white) - Despite your best efforts you can’t get it open.
4-5 (blue) - No puny lock is a match for you, you gain a random gear card.
6 (black) – With your skills you not only unlock the crate but salvage the explosive. Gain an explosive and 1 random gear card.
Too long, you will have big trouble to fit this on a card (small font, no/small picture). If there is multiple choice on a card these choices need to be one liners (check BattlestarGalactica) other wise it looks messy.

 

Generally, I advise caution on visuals when designing boardgames, these has much more restrictions than computer games. Take a piece of paper and writ this on your card and hold in in your hand, it might change your perspective :)

 

 

Also, I have a reservation on using dice+cards. I mean, you need to hold cards in your hand, throwing dice is... well, not recommended when youtr hand is occupied (it's not that fun). Plus, youi already have random generator (other cards), so it's not usually needed (the typical mechanic in modern games would be "draw another card from the deck and check the symbol in the corner (1-6)", so the other cards act as a dice).

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I like the player choice option best (color tokens).

Otherwise, it would be a game of luck rather than skill, and I hate those (personal opinion).

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hmm.
 
Giving the tokens meaning would be important and let me finally find a use for gear.
So what I'm thinking is:
 
Red - Violence
Black - Subterfuge
White - Social
Blue - Technical
Green - Survival
 

Acquiring a gun would give 1 red
A tool box 1 blue
Being the Engineer and revealed -  2 blue
 
A card has options those options might be gear or supply specific like being attacked by a wild dog and having a gun or they might have 1 or more skill marks beside them.
Some options might be marked as mandatory so you have to take that choice if you have the requirements generally always a bad outcome.
 
What would be interesting I think but would require lots of cards is have duplicate cards with different outcomes and instead of the player reading the card another player gives them the choices and the player decides how to solve it before seeing the outcome. 

 

Then there is still the question of whether tokens are spent during a turn or its just a question of having the right point score.

 

page01-e1406915528300.jpg

Edited by TechnoGoth
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The traditional way would be to roll a d6 and consult a chart on the card.

 

I'm not getting why this is the "traditional" way -- am I mistaken in thinking that you are designing an electronic game rather than a board/tabletop game?

 

I love randomness.  Randomness makes games replayable.  I've gone through the same three scenarios of Combat Commander (tabletop wargame) dozens of times because the random events, goals, and encounters keep it fresh.

Edited by GoCatGo
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