Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

Friday, October 31, 2008

The Benny Economy in Savage Worlds

Last night, amid much negotiation and impassioned discussion, our group hit upon a cool new house rule for our Savage Worlds game.

We’re calling it the Benny Economy, and it expands upon an existing mechanic in SW that gives each player three “bennies” at the outset of the game. These are tokens, stones, glass beads, whatever, and they can be “spent” for rerolls and damage soaks, kind of like hero points in Mutants & Masterminds or fate chips points in Deadlands. And since the GM is encouraged to give out extra bennies during the session for good roleplaying or problem solving, these resources are meant to be spent, not hoarded.

The GM gets bennies too, to be spent by his minions and NPCs, usually one per PC at the table, plus a couple more for each big monster or villain.

Last night, though, we hit upon a much more dynamic way of spending bennies: When a PC spends a benny, it’s added to the GM’s stock. Likewise, when the GM spends a benny, it’s passed on to the PC most directly involved with the action.

So we’ve established a free-flowing metagame economy whereby the GM can inject a little fiat into the game — but only by passing on a minor advantage to the characters. And when the players need a hail-mary roll, they can try for it — but next time they might not be so lucky. Plus, the players around the table can watch the GM’s benny pile wax and wane throughout the game, so they’ll know at a glance how many resources the referee can bring to bear on a particular scenario.

Admittedly, this mechanic has virtually no grounding in the story or plot. It’s just a cool metagame notion that, for us, seems more engaging than the rules as written in the SW book. What do you think?

Friday, August 22, 2008

Setting unimportant for indie games?

Something struck me as I was browsing the indie games at Gencon. The most successful titles, the ones that stick with me for weeks after a quick 15-minute demo, aren’t the games with the epic, engrossing settings. Rather, they’re the games that hinge on one truly unique mechanic, something that’s so innovative that I smack myself on the forehead and say, “ Why didn’t I think of that?”

I think that’s where the future of RPGs might be. Not in voluminous settings that require small armies of writers and editors to produce (although there’s certainly something to be said for deeply engrossing titles like Dark Heresy or Blue Planet) but in stripped-down, minimalist games whose success rests on a single spiffy game mechanic. Web publishing makes these ventures exceedingly easy to create and distribute. Ben and I have been kicking around a game idea for a while, and it would certainly be an interesting exercise to restart the process through this paradigm.

Monday, July 28, 2008

The end of equipment lists

In my unending quest to find (and use!) cool new game mechanics, I’ve happened upon a real gem from the Gumshoe System. This ruleset, dreamed up by Robin D. Laws and implemented in Fear Itself, The Esoterrorists and Trail of Cthulhu, is designed for investigative campaigns — not hack-n-slash battlemap adventures. As such, the system strips out a lot of the crunchier record-keeping elements, including the notion of equipment lists. Instead, each player has the Preparedness skill; this single stat reflects his or her ability to show up equipped with the right tool for the job.

So if a player needs a chemical torch to illuminate a dark, underwater grotto (as happened in a recent Fear Itself adventure I played), it’s just a die roll away. Clearly, the more complex and/or inappropriate the tool, the tougher the die roll will be, thus countering situations where a highly Prepared player might produce a seemingly endless array of useful, situation-specific gadgets from his or her pocket, just in time to save the group, ad nauseum: the “rocket launcher in your pants” effect, if you’ll permit me to coin a term.

And as much as I like equipment lists and all the bean counting that goes into them, I also really like the Preparedness stat — mainly because it encourages improvisation on the part of both player and GM. A mousy librarian facing down a flesh-eating zombie might not be able to roll high enough to pull a loaded revolver out of her purse — but she stands a pretty good chance of finding an oversized letter opener perfect for skewering an undead abomination.

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In other news, I talked myself out of buying Little Fears, a wonderful little horror game I played back in 2003, at the used book store, by arguing that I've got so many books on my shelf and it would just sit there and ... it's a really cool game and ... maybe it'll still be there if I go back tomorrow ...