Sometimes in game design I'll get an idea and me having the idea feels like this:
For example, I've been ruminating on a concept for real time lockpicking, using a whole other dice mechanic I came up with that I call the Sequence Roll as a basis.
In a nutshell, the object of the mechanic is to make the difference between your roll and a specific combination, which would be a set of up to 7 target numbers for each of the 7 standard RPG dice, match each other.
So you'd roll 7Dice (easier instances would use less, like 3Dice), and you'd go through each in sequence (starting with a d4 and stepping up in size from there), doing the math to modify each roll so that the difference matches the target numbers, using a pool of points thats provided by your lockpick (better ones = bigger pool = easier time). If if the first number is 6, and you roll a 2, the current difference is 4; so you'd spend two points to bring the roll to 0, for a difference of 6.
And then a timer is introduced to see how fast the player can do this, no more than 10-20s.
Now, you can probably guess just reading it that thats pretty damn involved for lockpicking, and kind of weird. And you'd be right! I've long since abandoned it for that purpose.
But! I keep coming back to it as I think the mechanic would work well if it was both the entire game, but was paired with a game theme that lines up well with what Players are asked to do. Hence the game idea "Dread and Soil Samples" I'm sticking in my backpocket, which would basically be a tabletop astronaut simulator that would use a few different riffs on the mechanic to convey a visceral, if abstracted, spacework experience.
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Anyway, thats my harebrained idea? What are yours? Have you bought any out of theory and found success?
For example, I've been ruminating on a concept for real time lockpicking, using a whole other dice mechanic I came up with that I call the Sequence Roll as a basis.
In a nutshell, the object of the mechanic is to make the difference between your roll and a specific combination, which would be a set of up to 7 target numbers for each of the 7 standard RPG dice, match each other.
So you'd roll 7Dice (easier instances would use less, like 3Dice), and you'd go through each in sequence (starting with a d4 and stepping up in size from there), doing the math to modify each roll so that the difference matches the target numbers, using a pool of points thats provided by your lockpick (better ones = bigger pool = easier time). If if the first number is 6, and you roll a 2, the current difference is 4; so you'd spend two points to bring the roll to 0, for a difference of 6.
And then a timer is introduced to see how fast the player can do this, no more than 10-20s.
Now, you can probably guess just reading it that thats pretty damn involved for lockpicking, and kind of weird. And you'd be right! I've long since abandoned it for that purpose.
But! I keep coming back to it as I think the mechanic would work well if it was both the entire game, but was paired with a game theme that lines up well with what Players are asked to do. Hence the game idea "Dread and Soil Samples" I'm sticking in my backpocket, which would basically be a tabletop astronaut simulator that would use a few different riffs on the mechanic to convey a visceral, if abstracted, spacework experience.
====
Anyway, thats my harebrained idea? What are yours? Have you bought any out of theory and found success?