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General Tabletop Discussion
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Worlds of Design: Searching for Mechanics
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<blockquote data-quote="RareBreed" data-source="post: 9076121" data-attributes="member: 6945590"><p>Usually when I think of mechanics, I think of dice, but I also consider other systems, like for example "action economies" or "resource pools" (where you have to distribute a fixed pool of points across 2 or more kinds of resources).</p><p></p><p>I've had some inspiration from other games but I usually try to think of mechanics on my own. When I think of dice mechanics, I either try to mathematically derive the probability distributions of a dice mechanic, or I empirically create simulations with large-ish samples in software to figure out the distributions. This is kind of a bugbear of mine, and for example, while I wanted to like Modiphius's 4th Edition of Twilight 2000, I found issues with the probability distributions of their dice mechanic.</p><p></p><p>I also don't need to do research because I've got years worth of games I have bought on drivethrurpg or bundle of holding, not to mention decades worth of playing or reading all kinds of games. I also did a fair bit of historical miniature war games in my youth (including "modern" circa 1980s) micro armor, and that also influenced me. I guess like Gygax, I had a wargaming background and wanted to know more about the individual represented by those metal figurines. </p><p></p><p>While technically, I played AD&D before I did historical miniatures, it was only a brief stint, and I can say that I was a wargamer before being a roleplayer. In fact, the next game I really played a lot of before roleplaying was Car Wars and Ogre/GEV. So I look more for mechanics with a simulationist/wargaming bent.</p></blockquote><p></p>
[QUOTE="RareBreed, post: 9076121, member: 6945590"] Usually when I think of mechanics, I think of dice, but I also consider other systems, like for example "action economies" or "resource pools" (where you have to distribute a fixed pool of points across 2 or more kinds of resources). I've had some inspiration from other games but I usually try to think of mechanics on my own. When I think of dice mechanics, I either try to mathematically derive the probability distributions of a dice mechanic, or I empirically create simulations with large-ish samples in software to figure out the distributions. This is kind of a bugbear of mine, and for example, while I wanted to like Modiphius's 4th Edition of Twilight 2000, I found issues with the probability distributions of their dice mechanic. I also don't need to do research because I've got years worth of games I have bought on drivethrurpg or bundle of holding, not to mention decades worth of playing or reading all kinds of games. I also did a fair bit of historical miniature war games in my youth (including "modern" circa 1980s) micro armor, and that also influenced me. I guess like Gygax, I had a wargaming background and wanted to know more about the individual represented by those metal figurines. While technically, I played AD&D before I did historical miniatures, it was only a brief stint, and I can say that I was a wargamer before being a roleplayer. In fact, the next game I really played a lot of before roleplaying was Car Wars and Ogre/GEV. So I look more for mechanics with a simulationist/wargaming bent. [/QUOTE]
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