Author Topic: Development Diary  (Read 6098 times)

rbuxton

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Re: Development Diary
« Reply #30 on: May 18, 2019, 11:01:54 AM »
I accidentally discovered an analysis-paralysis solution https://masterofolympus.wordpress.com/2019/05/18/diary-28-action-loop/

Jubal

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Re: Development Diary
« Reply #31 on: May 19, 2019, 10:32:48 PM »
Interesting - I'd like to hear more about Gnome's combat system!

I think the analysis of action loops is a pretty good one, though there's a further caveat of to what extent you expect the players to be calculating the value of different actions. In many games, the possibilities are sufficiently random and complex that players are rather asked to intuit those values, which actually means the loop is less of an issue and more branching can occur without overloading the player, I think. I guess that may be a facet of the difference between the "game as solveable puzzle" (which is where Euros seem to lean to) and "game as storytelling mechanic" (which is the supposedly "American" style).
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

rbuxton

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Re: Development Diary
« Reply #32 on: May 22, 2019, 09:30:06 PM »
The combat system: if your gnome is in the same space as an enemy gnome, you can play an attack action as one of your action cards. Provided the attacker's combat strength is higher, the defender's piece is removed, otherwise the attack action cannot be performed (perhaps the fact that there are no "unsuccessful" attacks is strengthens the "not a real combat system" hypothesis). Apart from a few boring (and usually known to all parties) bonuses, combat strength is very simple: it's the number of played action cards in front of each player. That might be zero, at the start of a player's loop, or ten, towards the end. Unlike in Olympus, in Gnome, players have some control over when their loop starts and ends.

The question of "value" is an interesting one. I haven't worked it out in Gnome yet - the fact that upgraded actions are not better useful than basic actions surprised me. You mention branching: one of my priorities with the action loops is to create something with all the advantages I've described but without causing players to have only one sensible course of action. The mechanics punish players for backing out of one course of action and committing to another after the loop has started. Sometimes, however, the best start to a loop is  one which, though weak, will lead to two possible branches later on. This would lead to a flexible strategy which can respond to opponent's choices.

Jubal

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Re: Development Diary
« Reply #33 on: May 24, 2019, 11:31:00 PM »
Ah, OK! I find it hard to envisage without a copy of the rules to look over, but that sounds good - I think attack actions can still count as a combat system even if they're in the simplistic form you describe. I mean, that's basically how Chess works in many ways, that there are just certain conditions in which you can make the relevant move.
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rbuxton

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Re: Development Diary
« Reply #34 on: May 26, 2019, 05:55:22 PM »
I too started thinking about Chess after writing that reply. I'm not sure if Chess has a combat system either. Depends on your definition.

Jubal

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Re: Development Diary
« Reply #35 on: May 27, 2019, 12:59:30 PM »
I'd argue that it does, and that a combat system is anything where a piece or character can "defeat" another in a simulated combat, where there are a set of conditions that need to be fulfilled for this to take place. In most advanced combat systems, the conditions include e.g. "roll above the opposing piece's stat X on Y table", or offer a range of different defeat methods, but I don't really see why "the attacking piece must be in the necessary position from which to make the attack move" shouldn't count as sufficient to class as a combat system. Though that is a very broad definition thereof, I admit.
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rbuxton

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Re: Development Diary
« Reply #36 on: June 02, 2019, 08:22:47 PM »
Thinking about it, proof for me of the combat system comes from the humble Pawn. It captures in a different way to how it moves, meaning there is an independent rule governing its combat.

rbuxton

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