The game design I'm working on has it's roots in wargaming - where gamers don't look down on charts. It's a baseball themed game, but not a 9 inning sim.
Throughout our testing, one of the more prevalent comments has been - why so many charts? When we discussed our reasoning, we never really got any more feedback on how to possibly change away from charts. It's like feedback that "we wouldn't do it this way, but we can't/won't tell you how we would've done it".
As I look through this design, there are 7 small charts that are referenced throughout parts of the game - but not all of them are required all of the time - but throughout the game, we've found them to be the easiest way to "get things done"
I'll attach the charts we've been using for reference. The "things" on the various charts are:
1. Payout chart. This is for ... obviously, getting paid -- we wanted this to be variable because different baseball teams draw different numbers of fans. We wanted to simulate that. Otherwise, it's like passing go and everyone gets $200.
2. A team rating chart. We have varying teams with good players/ok players/bad players. In real life, a team of bad players will not win as often - so before each phase a team will win or lose games based on roster size. A chart felt the easiest way to simulate this.
3. Trades and Trade Impact -- the game is designed for the players to trade with each other if they want ... but also with another team that isn't being played by a human player. (this helps in a solo game too). Players can trade off of this chart. When they do, they have a chance to see if this move pays off in wins or losses.
4. The Farm System is meant to act as a way for teams to build up their rosters. There are players in the minors that turn out to be great, and some turn out to be busts. A die roll and chart was the easiest way for us to simulate this.
5. Retirements or Free Agency - another reason the farm system is important. Players retire or leave via free agency. This chart allows us to simulate that.
6. The Championship chart is used very little in the game, but it's vital to the overall theme of the game. If a team makes the world series, they want to know if they've won or lost - and based on a die roll they can win big or lose big.
7. Finally, the luxury tax is our catch up mechanism. As in real life where the rich teams pay into a pool, the VP leaders pay into the pool for the VP poor.
Is there another way we can simulate what we're trying to do?
They do remind me a little of the monopoly cards -- which was one option I was thinking about. But since it's already a card driven game (players have as many as 17 cards in hand at the start of each phase) I didn't think more cards was the answer.
The other thing that came to mind was a customized die - but since there are added DRM bonuses that can be applied, custom dice become less of an option (besides the added expense).
I'm glad to hear these charts aren't "too much" - but it's still a critique I expect to keep hearing.