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Need a pen and paper combat mechanic

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larienna
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It's for a game design challenge where I need to design a pen and paper only pirate game. I have a good idea on what the game could be, but my problem is combat since there is no possible randomness.

So the only option I found is bidding. Maybe each ship have a certain amount of ammo and you want to bid a certain number of ammo. It would make more sense in a startrek like theme where you can reallocate the power for shield, weapons and speed every turn.

Besides bidding, could there be other options?

ninjaneer
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Assuming no other components

Could you make some kind pf physical challenge using the pen and paper? For example, a randomizer "board" of a circle divided into slices, each with its own value. When someone "rolls dice", they hold the pen upright with their finger and the point against the center of the circle, then let go. Whichever slice the pen falls on is the result of the "die roll". Some similar dexterity-based mechanic could replace it.

larienna
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I have not thought up to that

I have not thought up to that far, I'll think I'll stick to just plain pen and paper rather than stretching the rules to have randomness.

Could still be interesting for wind direction !?

KrisW
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Color Me Damaged

How about a bloated version of Rock / Paper / Scissors?

Use the color wheel
Red - Purple - Blue - Green - Yellow - Orange (Repeat, Red again, Purple, etc.)

In any combat decide which player is the aggressor and which is the defender. Both secretly pick a color and write it down. They reveal their choices simultaneously.

Colors the same - Aggressor scores a Direct hit! Maximum damage.

One off - Major damage to defender
Examples: Red and Purple, or Blue and Green

Two off - Minor Damage to both Defender and Aggressor
Examples: Red and Blue, or Green and Orange

Opposite colors - Complete miss - No damage to Defender
Examples: Red and Green, Purple and Yellow, or Blue and Orange

Hope this helps,
- KrisW

silasmolino
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Brilliant

I like the color idea.

larienna
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2 solutions found so

2 solutions found so far:

Rock-Paper-Scissor: can be secretly chosen each turn and compared in case of battle.

Power distribution: Player distribute points each turn between speed, shield and weapons.

GrimFinger
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larienna wrote:2 solutions

larienna wrote:
2 solutions found so far:

Rock-Paper-Scissor: can be secretly chosen each turn and compared in case of battle.

Power distribution: Player distribute points each turn between speed, shield and weapons.

There's no shield against a ship cannon. Perhaps instead of shield, it could be for repair.

larienna
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Shield was in the case of

Shield was in the case of sci-fi theme. Else somebody suggested distributing man power which could be quick repairs.

munio
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can you use the pen and paper

can you use the pen and paper for anything else then writing?

MarkKreitler
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Arrows

larienna wrote:
I have not thought up to that far, I'll think I'll stick to just plain pen and paper rather than stretching the rules to have randomness.

Could still be interesting for wind direction !?

How about simulating a dogfight by drawing arrows to indicate your plane's facing?

This idea is an offshoot of a blog post I saw a long time ago where players drew left and right arrows on lined A4 paper. Don't remember the rules, exactly, but it's easy enough to make some new ones. :)

Draw an 'nxn' grid (5x5?) and start each player in the middle of opposing edges.

Players draw a dot on the grid to represent position, and an arrow off the grid to represent heading.

Players then secretly draw arrows representing their next maneuver. Players may draw 2 arrows (high speed) or 1 arrow (low speed), and may turn at most 90 degrees if moving fast, or 180 degrees if moving slow.

Players then reveal maneuvers. Fast players move in the direction of their current arrow, then apply their first turn arrow.

Slow players move in the direction of their current arrow, then apply their turn arrow.

Fast players move in the direction of their current arrow, then apply their final turn arrow.

After each move, assess damage as follows:
1) Facing enemy within 'm' (2?) squares: inflict 1 damage
2) Occupy same space as enemy: inflict 2 damage (independent of facing)

First player to inflict 'p' damage (5?) wins.

Michael Leo White
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Pirates are thieves. They know what they want and what ship it’s

1. Make each player responsible for 2 ships. 1 pirate ship and 1 merchant ship.
2. The pirate ship attacks the other merchant ships.
3. The merchant ship defends his cargo against the pirate ships.
4. If you start the game with say 6 valuable items in each merchant ship with a quantity of 10 lots then you could do this.
5. For each round a player is allowed to attack 1 merchant ship. The player must write down 2 items she intends to steal and which ship she is going to plunder.
6. The player then selects 4 items that her merchant ship is completely protected from a pirate attack.
7. Each player reveals their decision simultaneously.
8. If the pirates choose unprotected cargo then 1 lot is theirs.
Good luck!

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