I've been designing a game with an NPC faction, who the players take turns controlling with a set of rules. It's working out okay, but it seems like a terribly awkward way of doing things.
Does anybody know of games that use any sort of automatic non-player character mechanic? Have you ever attempted it in your games? I curious if it's even a viable mechanic, or if there's better ways to do such things?
In Twilight Creations' ZOMBIES!, for instance, they just let the players take turns moving the NPCs. This is simple, but results in terribly illogical actions on the part of the zombies, such as moving away from the controller's character rather than towards the other players'.
In Avalon Hill's Civilization (Advanced, I think), you can have a barbarian horde, who must always simply move towards the nearest player. I believe they have the weakest player resolve any ties. This is close to my implementation, but while it works fine as a small event in AC, in my game it's every turn, and in a far more complex tactical environment, opening it up to lots more interpretation.
Any other thoughts? Lots of games have a small token or something that moves according to rules, but I'm thinking more along the lines of a force equivalent to an entirely seperate player.
Very interesting ideas, I had no idea there were so many games with a mechanic such as this. I'd really expect that most people would find rules-based moving of pieces a boring and laborious process.
I like the ideas of having a set of possible actions, determined by random input. That's one possible solution to a dilemma in my game where performing the NPC actions every turn makes them too overwhelming, but every round makes them too weak. I'll probably end up either incorporating a random selection of what action they take, or make certain actions happen per-turn, and others only happen per-round.
Maybe even a combination of the two, such as a standard slow schedule, with extra actions indicated on event cards.
For those of you who have played or are designing games with such mechanics, do you tend to find it a fun addition? My main worry is that the fun added by the mechanic will be outweighed by the un-fun added by the hassle of performing it.
A possible option I'm considering is to make the NPC force dynamic and interesting enough that they might even be player-controlled. They'd have an entirely different objective and rule set, of course. The only problem with this is that they're set up to be large and slow, while the players are small and fast. If I let one player control them, he could easily pick on a single one of the "regular" players, and overwhelm him by ignoring everyone else. This would really spoil the game for everyone. So too little control, and it's boring for this player; too much control and it's abusable with king making.
My other idea is to make control of this faction passed around to the least powerful player at any given time. He could use it to his advantage to harm the other players until he's no longer the weakest, then it would pass on to them to get their revenge. Could be an interesting sort of "take that" mechanic, but also complicated to keep track of.