Does anyone have any problems with the following assumptions about the game system thus far?
1) An robust action point system will be used as the central mechanic for determining what a player can do on their turn. APs will be used for movement, overcoming obstacles, searching, paying penalties and possibly placing tiles.
2) An equipment system will be implemented to help alleviate the AP cost in overcoming obstacles. Whether this will be an automatic 'overcoming' of the obstacle, a reduction of the AP cost to overcome an obstacle, or the requirement (I.E. a lock and key mechanism) of a particular piece of equipment to overcome the obstacle, has yet to be determined.
3) Discoveries (the major scoring portion of the game) and Obstacles will be chits permanently placed on the tile (or completed cave, to be determined) that they reside in. The jury is still out on on distribution of these chits and whether they will be seperate or combined into one chit.
4) Searching will be done by paying a certain (yet to be determined) # of Action Points, after which a card or cards will be drawn. Basically, results of searches will be represented via a deck of cards.
OK I assume everyone agrees on the above for the most part (aside from the things I noted that we need to decide upon). If anyone disagrees with anything above please let me know.
Ok these are the issues that we currently need to work on as I see it:
1) Decide how the tiles will look and interconnect so that we may have a better understanding of how any new mechanisms will work.
2) Decide upon the starting mechanism.
3) Decide how tile placement will be implemented.
4) Decide upon an exit mechanism (if needed).
5) Decide upon the end game trigger.
6) Decide how/if passage or cave completion will affect the game.
7) Decide how movement will work including things like passage/cave occupacy limits (blocking) and 'sliding' (moving through multiple passage tiles quickly).
8 ) Decide how obstacles / discoveries will work. I.E. On what tiles are they placed, when are they placed, when are they revealed, how / when they are scored, and when/if obstacles are removed.
9) Decide how equipment works. I.E. How they will affect obstacles. Also decide how players are able to obtain equipment.
10) Decide how searching will work including how/if cave completion affects it, how much AP it will cost, whether or not to include the 'staged deck' mechanic, and a system to keep track of multiple searches within a single tile or cave.
After that it will be just a matter of filling in the details and refinement.
Shew, we've got a lot of work to do!
-Darke
But as long as we don't try and do too many of them at once, we should be ok...
Exactly, I actually tried to put them in the order I felt we needed to tackle them. We obviously don't have to stick to that but a lot of the things down on the list depend on the things above them.
Let's not worry about specific values for the time being because I think they will change; probably a lot. I think once we get the ruleset framework down, then we can fill in specifics like VP values, AP costs, etc.
I'm not against this, but I'm not sure why it's necessary either. Perhaps if you only replenished a certain APs per turn this might come in handy. For example, suppose an explorer has a max of 10 APs, but only replenishes 3 or 4 per turn. We could incorporate a rest mechanism, where instead of taking their actions a player could rest and regain their max APs... I guess what you are proposing FL might be neat too... Like if an explorer doesn't completely exert himself every turn he may have a lot of energy (or APs) when it comes time to overcome that massive obstacle...
Hmmm. I too think the larger the cave, the more stuff you're likely to find. I also believe that it should be harder to find stuff the more a cave is searched.... We could say that it cost 1 AP for the first search, 2 AP for the 2nd, 3 AP for the 3rd, etc MINUS the total # of tiles. So if I search a 3 tile cave , the first through third searches it would cost 1 AP, then for the fourth it would cost 2, 3 for the fifth, etc. I think the base cost needs to be a little more though, perhaps 1 for the first, 2 for the second, 4 for the third, etc. Otherwise if you create a big cave you could technically burn through the deck very quickly without spending a lot of AP. The whole point is to have progressively costlier APs to search so it eventually becomes impossible to search there anymore and the person is forced to move on.
As for spending extra APs and drawing extra cards to pick one, I am totally against this. This presents a problem as to where do the unpicked cards go? On the bottom of the deck? back on top? Either way you are going to end up with either A) A lot of crap at the top of the deck or B) A lot of crap at the bottom of the deck. People will be forced to search for the crap just to get them over with and this is something I think we should avoid.
Regarding allowing players to block passageways and maximum occupancy for caves; I think this isn't even anything we have to decide now. I think we can playtest it both ways and see how much it adds or takes away from the game. Since none of the other game mechanics really hinge on whether we decide or not, let's decide upon it later. I do think it might be a good way to increase player interaction a bit, which I forsee might be a problem.
It's not clear whether you can also spend APs to place more tiles other than the free action. Otherwise is there a point in building up your hand rather than having more tiles to choose from when you get your free placement?
All for now.
-Darke