This is a long post. I take some pains to explain the core mechanic, before getting to the broader idea. I really appreciate those who bear with me and read the whole thing and give me some feed-back. I give you Karma Points which you can cash in for like favors, play-tests, and the like.
The core mechanic:
The original germ of the idea was inspired by a diagram about college. It showed an equilateral triangle with the word college in the center. At each of the points was a concept. Good Grades, A Social Life, and Enough Sleep. Underneath the triangle were the words Pick Two. This was the inspiration. There are 3 choices, you want them all, but you only get to pick a certain number (also see the indie RPG Apocalypse World).
So a rough idea began to emerge. There are 3 categories, each category has 2 choices. These choices are weighted: good (+1) bad (+0). When you make a decision you get to pick among the options, but you only get to pick a limited number of good options. That is the total “weight” of your choice must be a certain number. As the design progressed, that number has fluctuated, but at this point in the design, it can either be 1 or 2. Usually, it’s 1. But one of the choices you have is to take “Control.” Control allows a player’s total choice-weight to be 2. Control would be represented by some sort of totem at the table. For your imagination, and because I won’t be able to fit one in the box when the game get’s published (and I, of course, make piles and piles of money), I offer a Koala Bear.
So our sample choice might look like this:
Effect
+1: Gain 1 Victory Point
+0: Gain 0 Victory Point
Cost:
+1: Pay 0
+0: Pay 1
Control
+1: Take control
+0: Relinquish control
A simple exchange happens between 2 players to determine who gets to make the choices. To date, Rock Paper Scissors has functioned as a place holder, though frankly any game might work; A game of chess, a 100 yard dash, a round of Street Fighter would all work to determine who gets to make the choice.
Cost is paid in the form of pennies. Each player starts with 3 pennies. Whenever the winner pays the cost, it is paid to the loser. If the cost cannot be paid the winner does not gain any benefit.
So to illustrate what I’m sure is gibberish. You and I are playing this game. As the designer, I arbitrarily declare I start “in control.” I win the exchange so I get to pick, and my choice weight must add up to 2. I pick 1 VP (+1), and 0 cost (+1). I gain one point, and I don’t have to pay you a penny. But for my last choice, I must pick the bad option (+0), relinquish control. You now have control.
Current Game state:
Me: 3 pennies, 1 VP, No Control
You: 3 pennies, 1 VP, Control
We play again, and again, I win. I get to pick first, but since you have the control I only get to pick one good option (total choice-weight must be 1). I think hard, and I take control (+1). The remaining options have to be bad: Pay 1 penny (+0) and gain 0 VP (+0).
Current Game state:
Me: 2 pennies, 1 VP, Control
You: 4 pennies, 0 VP, no control
We play again, you win this exchange, and you choose 1 VP and to take control as your good options. The remaining (bad) option is pay 1 penny.
Current Game state:
Me: 3 pennies, 1 VP, No Control
You: 3 pennies, 1 VP, Control
We play again, I lose. You pick 1 VP and Control. You pay me a penny.
Current Game state:
Me: 4 pennies, 1 VP, No Control
You: 2 pennies, 2 VP, Control
We play again, I lose. You pick 1 VP and Control. You pay me a penny.
Current Game state:
Me: 5 pennies, 1 VP, No Control
You: 1 penny, 3 VP, Control
We play again, I lose. You pick 1 VP. You don’t want to run out of pennies, so you pick the 0 cost. I take control.
Current Game state:
Me: 5 pennies, 1 VP, Control
You: 1 penny, 4 VP, No Control
Make sense? Probably not, but it was worth a shot. This is the core mechanic. This is not the complete game, (though it could be, it wouldn’t achieve anything my last game doesn’t). Instead I plan to use this idea in my long back-burnered stealth game (which was the topic of my original post over 2 years ago)! And so, now that I’ve brought you this far (You are still reading right?) I can bring things to the title.
The Stealth Game idea:
The inspiration for this game is the video game Metal Gear. One player is the Spy, the other player plays the guards that are hunting for this spy as he tries to move past them.
Imagine a grid (let's say 10x10) with coordinates in the center of the table. This represents the play field. On it are tokens that represent the guards. There are also certain tiles that represent terrain that can’t be crossed, just to make things interesting. Finally there are a number of tiles that are “goals.” There are many more of these than there are guards.
Behind a screen is another version of the same grid. It is identical to the first grid, right down to the guard positions, except that it also has a token that represents the spy. The spy will move secretly through the grid, trying to make it through as many of the “goal” tiles as they can before a certain number of turns are up, or the guards catch them, or whatever. Guards would have a line of sight of a few tiles in front of them. If their line of sight ever touches the spy’s position, the spy must reveal their position (place a corresponding spy token on the public board).
Off to the side of the board are a series of cards, each representing some concept in the game (Guards, hostages, the Spy, elements of the environment, cameras, alarm systems, weapons, etc) Each card has a series of these menus on it. Like this:
Guard:
Stalk
Effect
+1) Move up to 3 spaces and rotate facing
+0) Move 1 space and do not rotate facing
Cost
+1) 1 Penny per guard
+0) 3 Pennies per guard
Control
+1) Take Control
+0) Relinquish Control
Guard:
I FEEL ASLEEP!
Effect
+1) place 3 “snooze” tokens on X guards
+0) place 2 “snooze” tokens on X guards
Cost
+1) 2 Pennies per guard
+0) 3 Pennies per guard
Control
+1) Take Control
+0) Relinquish Control
Spy
Sneak
Effect
+1) Move up to 3 spaces. Do not announce you have chosen this action.
+0) Move up to 3 spaces. Announce you have chosen this action.
Cost
+1) 1 Penny
+0) 3 Pennies
Control
+1) Take Control
+0) Relinquish Control
Spy
Dart
Effect
+1) Move directly to a space 2 spaces away. You are no considered to have crossed the intervening space for the purposes of Line of Sight. Do not announce you have chosen this action.
+0) Move directly to a space 2 spaces away. You are no considered to have crossed the intervening space for the purposes of Line of Sight. Announce you have chosen this action.
Cost
+1) 1 Penny
+0) 3 Pennies
Control
+1) Take Control
+0) Relinquish Control
Spy
neck snap
Effect
+1) Place a "killed" marker on a guard behind your screen. Target guard must be adjacent to you. If the other player activates that guard on future turns, tell them it's dead. Do not announce you have chosen this action.
+0) Place a "killed" marker on a guard behind your screen. Target guard must be adjacent to you. If the other player activates that guard on future turns, tell them it's dead. Anncounce you have chosen this action.
Cost
+1) 1 Penny
+0) 3 Pennies
Control
+1) Take Control
+0) Relinquish Control
Questions for you:
What might be some more interesting goals for the Spy rather than get to X goal tiles?
What might be an interesting mechanic to determine who gets to pick the choice instead of Rock Paper Scissors?
What might be some interesting ways to tie the penny-economy into the rest of the game?
What might be some more “menus” of options that you think would be fun?
What are some other fun themes you think could work for this game?
How might I include more than 2 players?
Themes I'm currently considering:
Near-future-sci-fi-military-special-ops (Metal Gear)
Hunting a man-eating tiger through the jungle in Victorian colonial India.
A Victorian colonial India in which a master thief calling herself The Tiger works against the colonial government.
Ninjas.
Retro 70’s bank heist.
Tron style computer world where the “spy” is a hacker
Spaghetti Western+fantasy (Native hero equiped with magical revolver sneaks into frontier forces forts)
Edited: to add one more question of the reader
Yes I think the system works well to prevent “run-away-winner” while still offering the players compelling and interesting decisions. As you say:
This is the part I’m struggling with and (I think) it’s tied to the mission goal. Defining how a “temporary advantage in movement gives you a disproportional share of the spoils” really requires us to define what “the spoils” are in the first place. These are different for the different sides.
For the spy: secrecy of action choice, secrecy of position, movement across the board, control over the penny economy (paying for more pricey options), etc.
For the guards: controlling space through line of sight avenues, “running down the clock” (if there is a turn limit that the spy must operate in), control over the penny economy (paying for more pricey options), etc.
These spoils are defined by the scenario parameters. Yes, though I hadn’t mentioned this, many seemed to have picked up on the implication that I’d like this game to have different scenarios.
Right now I can only visualize a couple scenarios. One of these is “the spy must get to x-y-z” locations. This really could be anything, data servers, hostages, crystals filled with dreams, it makes no difference. If all they are are spaces the spy must touch than it doesn’t matter how you dress them up, the game will play the same. Variety could be added by giving them thematic sets of option-menus like this:
Server [Spy]
Effect
+1) Remove 3 data tokens from target server. You must be within 2 spaces of the server. Announce you have chosen this action. Do not announce which server you are hacking.
+0) Remove 1 data token from target server. You must be within 2 spaces of the server. Announce you have chosen this action. Do not announce which server you are hacking.
Cost
+1) 1 Penny
+0) 3 Pennies
Control:
+1) Take Control
+0) Relinquish Control
(Presumably the spy must get X data tokens and leave)
Perhaps they are hostages that need to be escorted out once freed, or bombs that need to be planted and once the first one is down there is a timer that starts ticking. Okay... I’m starting to feel this now... Any other fun scenarios that leap to mind?
The other scenario is the guards must escort someone from A-B. But I’m afraid this will involve lots of waiting on the part of the spy.
As far as the concept of what will be the deciding mini-game (the criteria that determines who gets to pick which move) it needs to be quick and engaging. Rock paper scissors, blind bidding, even push your luck or trick taking all might work. I’m leaning towards blind bidding personally, since my last game was glorified RPS.
That being said:
For example, if pennies represent "initiative", then the person with the highest initiative continues taking turns until he loses control (or runs out of pennies). So you can choose to take a burst of turns in a row (but at a cost, because now your opponent will get a burst of turns too) or choose to tread cautiously and save your resources (i.e. pennies) for when you really need them.
This would also allow a multi-player game, where when you lose control it goes to the player with the highest initiative, who then starts burning pennies until they lose control, and so on.
This is really quite elegant and bloody attractive as an option. I would totally go with this in a heartbeat, except that I have this lingering attachment to some sort of mini-game/mind-game that allows a player to get ahead because of clever tactical decisions as opposed to simply rewarding strategic planning. Still it’s just so elegant...
I’m having trouble understanding how this part would work though:
Can I ask you to try again?
I’ve definitely considered the concept of equipping your spy with a “load-out.” I also have some ideas for different types of guards. But before I can get into that stuff I need to make sure the core game functions.
Actually I don’t think this will be a problem. The card’s are not picked up, and played. There is no hand of them. I envision them as cards because I’d like them to be about that size, and because there will be different ones (with different menu’s of options) on them depending on the scenario. That is, they need to be mobile pieces of information. When the spy take’s a “secret” option they will simply pay the cost and take/give control. The only sort of soft information about what choice they made comes in the form of the price they pay in pennies. As long as those prices are the same, there should be no way to tell what the spy chose (that is, the spy always pays either 1 or 3, no matter what move they make). That being said, in the final game there will be some variety among the spies options. The spy might have 6 or 8 moves he could make and their might be 2 or thee relative costs (Options A, B,C, & D all cost 1 or 3. Options E & F cost 2 or 3. Options G & H cost 2 or 4).
Questions:
Does anyone have a favorite theme they think I should go with?
Someone talked about the spy leaving a trail of cubes behind them with the implication that these could be spotted as well. Does anyone think this is too fiddly?
Thanks so very much for your input!