It's been while since I've posted, hasn't it?
It's not that I haven't thought about game design, although maybe I did think about it less.
My cardinal sins card game still comes up in my thoughts, with some variations on how it would play - sometimes it has a board, other times it's pure card based; Different ideas on what each card might do, etc.
I haven't been listening to the Ludology podcast over the past few months, yet as soon as I do, the ideas start flowing back.
This time it was a question directed towards the hosts - Ryan Sturm and Geoff Engelstein about whether any game mechanics are going to disappear in the future, or fall out of vogue .
Roll and move was mentioned as an unpopular mechanic amongst the hobbyists, and yet still prevailing amongst the general populace who expect it and haven't been exposed to better things.
So I've been thinking to myself how roll and move could be improved upon. The main problem is that it doesn't give any choice and the game ends up playing you rather than you it. You have no real control over which space you fall on in Monopoly or Talisman, while you can at least split the dice results in a game of backgammon.
What if we used this random element to determine our possibilities, the way the dice roll in Catan determines what resources are handed out (or whether the robber strikes again) regardless of who rolled the dice?
Roll the dice, move your pawn around the track, and from where you land have certain choices available to you, such as selecting a role you can play this turn? Would that work? I'll play such scenarios in my mind and look for more interesting ideas. Who knows maybe I'll combine it with earlier ideas in interesting ways, maybe even to an idea I could take to play testing.
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