#oldgame #gamemechanic #game #games
what i'm most sad about with the current games is there isn't anything like this in any current game (as far as i can tell).
Today I got a interesting idea for a boss in a Dark Souls like game. Think of a trader which you meet early in the game. You do trade with him, feeding him with souls.
As the game progresses he will betray you getting a boss of the game, but the boss is stronger the more souls you donated to him by buying items. I think this would be a fun mechanic. He kind of leveled himself with the souls.
🎃 MÖRKTOBER prompts are coming
⚔️ Thinking about combat mechanisms
🥇 Board games and victory conditions
🎲 Recently played: Call to Adventure
Read it at Exeunt Omnes: https://omnes.exeunt.press/p/thinking-about-combat-mechanisms
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#ttrpg #rpg #rpgdesign #boardgame #boardgames #boardgamedesign #ttrpgdesign #gamemechanic #combat #roleplayinggame #MÖRKTOBER #morktober
What happens when coming in second place is almost as good as first place?
This week we take a look at the push-your-luck bag building of Wonderland’s War!
Skeleton Code Machine: https://www.skeletoncodemachine.com/p/second-place-isnt-so-bad
#ttrpg #rpg #rpgdesign #boardgame #boardgames #boardgamedesign #ttrpgdesign #gamemechanic #wonderlandswar #combat #pushyourluck #bagbuilding #deckbuilding #roleplayinggame
A very pricisely designed game-mechanic.
I was seeing at the #düsseldorf #kirmes a playing session of „Camel Race“. It is a multiplayer racing game, with an indirect ball-based skill #gamemechanic. And this was so perfectly balanced. Ball-skill will get you a better position, but there were elements of luck as well. Like if you hit the hole with the ball, the ball sometimes needed ages to go into the hole, because it was rounding at the hole-border.
Think more about precise designed mechanics!
You did not unlock a new skill with 500 Science Points, you didn't scan 23 new plants. You learned how the ecosystem works and you are in balance with it.
This is the part that usually gets montage-d in all the movies where the protagonist "learns the way of the wild" etc.
But let's not gloss over it this time, let's make it #gamedesign , #gamemechanic , where the #game >is< about that.
For my #solorpg games I have hit a snag, I need to find a way to do very simple, narrative, stat free combat that I can mostly memorize.
Been playing with an idea where a dice is rolled for the PC and NPC and you calculate the numbers between them to see what the result was.
example:
PC 3 and NPC 6 = 2
Then 2 would be a level of attack and maybe the higher roll would be the victor. BUT it still seems luck of the dice.
Any ideas?
Muttered elsewhere:
The key element to cut & parry (in games) is that riposte is both credible & viable. Otherwise, sente/gote relationships become permanent and that's not interesting.