September 25, 2011

Design Note: When a mechanic works properly

Filed under: Games — Tags: , , , — bilbo @ 9:24 pm

So, it has been a while but I had a bit of inspiration the other day. I thought back on the many vehicular combats in Nebuleon and how happy I am that they work out well most all the time. This comes from having envisioned how I wanted a mechanic to work and then putting to paper just how to do it. More than that though, it is the realization of a idea in a corporeal form.

Example: A team was sent to a polar region of the planet Dons-Kal-rien, a Dremin world. The arctic region was a corporate preserve and proving ground for W.A.R. Ind. These jokers were supposed to use their formidable stealth skills to infiltrate and do some espionage. What they found surprised them. It turned out to be an illegal clone farm for elite Dremin looking for spare organs and such. Well, lots fo adventure later, they end up in a hanger for experimental vehicles with a ton of security. Basic running fire-fight (remember, stealth). They come across a crate of AP shoulder mounter ground to air missiles. One of the security guys is a pilot and powers up a vtol with an experimental (and illegal) particle cannon that basically melts flesh. They get the drop on the pilot as he has to roll piloting to take off (weapon wont fire on the ground) and a weapons tech check (usually you have a gunner to handle that) at a minus. Joker ex-marine has a Heavy weapons skill. Whips out the Missile launcher and fires.

Here is the part that filled me with joy. The weapon hit. We determined the location randomly, and it turned out to be the weapons pod holding the beam weapon. Bam! Taken out. But this monster has high velocity rapid fire gauss rifles on it as well and the pilot switches over to auto-fire and blazes away taking down one of the Jokers. The medic is on her in a flash and begins life support. Ex-Marine joker fires a second missile and this one hits the engine taking the vtol down.

What is missed in that description is the effortless back and forth of the system. It PLAYED like that. The system did not get int he way, it faded but emphasized, it guided but did not dictate the actions.

In short, the system was informative to the outcome of the actions of the players. That, to me, is cool.

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