I've been thinking about the excellent BIFF! BAM! KAPOW! from Spectrum Games and how the game side steps mechanisms for hit points and injury altogether in a genre rife with combat. It measures success in momentum and simply ends each scene by measuring momentum gained and lost. It's a brilliant game that I highly recommend.
I'm thinking about scene counters that act to measure success and failure in a scene that eliminates the need for anything like hit-points and places focus on an overall result. I'm thinking two six-sided dice. One is black representing negative consequences and one is white representing positive consequences. A result is found when one of the two dice reaches a certain number.
In High Five, the six on a die equals zero. So we can start our counters there on zero [6] and then count up as positive or negative consequences are accrued. Each scene would have a "stakes" value that measured how high a die would need to rise to end the scene.
A stakes value of one would end a scene after a single action. Good for one off tasks but not really for scenes per se. A stakes value of 5 would represent a full combat encounter where one side or the other wins when their die reaches 5.
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