Game Mechanics
Posted: Tue Apr 26, 2011 12:16 pm
Hey guys,
I wanted to chat a little about what you think are the best and worst game mechanics that you have come across in your years of gaming, be they from a war game, an RPG, a CCG or even a PC game.
What do I mean by "game mechanics"? Simply the way in which you resolve a particular action through the rolling of dice, consulting of charts or other method. For example, how do you shoot an enemy. How do you decide how many cards you can play each turn etc.
For me, I love the card system for Malifaux in place of dice. However, I feel that this mechanic doesn't really have a place in other systems. It wouldn't suit Warhammer or Dungeons and Dragons (though the RPG deadlands did have a similar system for spell casting). The ability to alter your results when you need to adds a nice twist to the standard method of dice rolling.
Another favourite of mine is the order system from the early days of the Space Marine (Epic 40k as it is now) game. Each turn you would place a counter face down in front of each unit. Players would activate a unit by turning over their counters and moving/shooting etc. It created an element of suprise as your opponent would never know what you were going to do and vice versa. Sometimes the enemy you planned to shoot was suddenly halfway across the table or you found your commander suddenly facing off against the fury of a Titan.
One bad game mechanic I have come across was for a game called Star Fleet Battles. A board game style wargame based loosely on the original series of Star Trek. Both players commanded ships and had to allocate power to movement, weapons and shields each turn. The damage system was awful. When you shot your opponent you would cause around 50-100 points of damage. Each damage point had to be rolled on 2d6 against an A4 size chart. The tactical element of the game (planning your turn before you played it) was great, but even in small games, damage resolution took hours.
So what do you think are the best and worst game ideas you've seen?
I wanted to chat a little about what you think are the best and worst game mechanics that you have come across in your years of gaming, be they from a war game, an RPG, a CCG or even a PC game.
What do I mean by "game mechanics"? Simply the way in which you resolve a particular action through the rolling of dice, consulting of charts or other method. For example, how do you shoot an enemy. How do you decide how many cards you can play each turn etc.
For me, I love the card system for Malifaux in place of dice. However, I feel that this mechanic doesn't really have a place in other systems. It wouldn't suit Warhammer or Dungeons and Dragons (though the RPG deadlands did have a similar system for spell casting). The ability to alter your results when you need to adds a nice twist to the standard method of dice rolling.
Another favourite of mine is the order system from the early days of the Space Marine (Epic 40k as it is now) game. Each turn you would place a counter face down in front of each unit. Players would activate a unit by turning over their counters and moving/shooting etc. It created an element of suprise as your opponent would never know what you were going to do and vice versa. Sometimes the enemy you planned to shoot was suddenly halfway across the table or you found your commander suddenly facing off against the fury of a Titan.
One bad game mechanic I have come across was for a game called Star Fleet Battles. A board game style wargame based loosely on the original series of Star Trek. Both players commanded ships and had to allocate power to movement, weapons and shields each turn. The damage system was awful. When you shot your opponent you would cause around 50-100 points of damage. Each damage point had to be rolled on 2d6 against an A4 size chart. The tactical element of the game (planning your turn before you played it) was great, but even in small games, damage resolution took hours.
So what do you think are the best and worst game ideas you've seen?