My Crazy Brain is trying to make me die a pauper. First, it led me to try a Fudge dice mechanic for Luna. Then it brought up a mechanic based on Yahtzee. I bought a slew of dice in anticipation of using these new systems, worked out some of the problems that popped up. . . and now it wants me to design Luna so that it doesn’t use dice.
DICELESS!!! For Heaven’s Sake!
So, the challenge is to build a mechanic that doesn’t make use of a randomizer, but will still be fun to play. For those of you not in the know when it comes to game design, there is a general prejudice against non-random games. This has mostly to do with the expectation that there won’t be any surprises. I can understand this. There is a thrill to gambling with the life of your character.
So how do I justify making use of diceless mechanics in Luna? The random element can also lead to a behavior called “turtling.” The player makes certain that their character only performs the safest moves and has as much protection as possible. Or they may put together some unbeatable attack that they use over and over. The risk the players say that they want is almost completely nullified by their actions in-game. This goes against the principle of Being Awesome that I want to encourage.
A non-randomized system would also be a step closer to “Games That Play Like Fiction.” How hard the player works for something should be the determining factor on whether they succeed or fail.
Well, back to work on this. I will keep you informed with further updates. Be sure to leave comments!