This is a post which is not re-posted from my LiveJournal, hard as that may be to imagine.
I did not post this on my game, the Meta-Chanics section because I believe in a "Double-Blinders" test of the system, but fuck it, we could have that later. I'll explain this concept later in two posts or so, expect it by the end of the week.
The following is more or less the way Mechanics work in Cranium Rats. Since this blog is about Competitive Games, specifically CSI Games, and Cranium Rats is one such game(and because it's mine the one who will show quite prominently as an example) I thought I'd show it.
Let me note that much could be considered as "Added weight", unlike Capes which to me feels like The Wheel of Time or The Lord of the Rings - Constructed. The world/game was constructed in advance, and then things were added to it. I go the other way, where you create the world as characters experience it, so much was created by "urge" and "instinct".
First, why this is NOT in the playtest file:
I want to see if the mechanics actually work as intended, IE, whether the meta-chanic goals are reached. If I tell people why things operate as they do and what they should operate as it’d become a self-fulfilling prophecy, which I’m very much against. I even think each game needs playtesting of its mechanics alone – where the playtesters get no background bits at all but just have the system and we see what they reach.
Tokens exist to support the Narrative. In a way they are also a tool for you to “Mark” other players as Tony explains in Capes. What people spend their Tokens on is what they care about, which gives you more information regarding them.
Note that at the first session the Enlightened begins with 8 Tokens, 5 for session and 3 for the three initial Flood Scenes that culminate character generation; this is so he could set the general background and feel of the game during the first round or two, by narrating both the scenes up to conflicts and their results, or by giving people Goals.
Tokens belong to the players, and since each player plays across three characters he needs to choose where to spend his effort, given that those who spread themselves are less likely to win in any location. Players will likely concentrate on their Rat and Dirt since they exert more direct influence there, and will use Tokens for Water as intended, when they want to advance that character’s story, which they are already pretty much in control of.
Tokens are finite, generation of Tokens is not that easy, at least not for players. When players spend Tokens they usually go to the Enlightened, and when he spends them they usually disappear. Using Tokens to exert mechanical influence “Removes” Tokens, using them to exert story influence gives them to someone else, who may end up using them against you. This would make players hoard their tokens, thus the “Use them or lose them” bit, which stops them from sitting on their asses passively, which leads us to our next point:
Game Length is helped along by Tokens and thus fulfills the movie/TV episode feel I want the game play to have! If you have a Medium session it’ll be followed by another Medium one, where people have Tokens, use them, resolve Goals, use Tokens. When you have a Short session it should be followed by a Long session and then another Short session; At the end of a short session players are left with unused Tokens so they will scramble to set them up in the only way they can “keep” them: they will set up new Goals for themselves. The next session should be long, so that players would use up all of their given Tokens, would have to resolve their Goals for more Tokens and then use them as well. The next session should be short as well to let players set new Goals.
The Enlightened “opposes” the Aspects’ selfishness, thus the conditions when he gains new Tokens.
Die Reservoir is there to let the players exert direct control over things. The reason the Die Reservoir limit and where it starts when you go up/down is set is to combat Death Spirals. If the higher you go the less likely you are to be able to exert influence, and that’s crap, I don’t want that.
I used “Sweet in the middle” in order to get people to haul ass and do things. You want to control the character in a scene (You do, you can’t gain Marks, go up and eventually win otherwise), then you need to use dice in Biddings. But in order to gain Dice anew you must participate in Conflicts, and win them.
The “Sweet in the middle” makes you want to use your Dice, because otherwise when you win you give the other players Tokens, which you’d really rather not. If you use them and lose, you are in risk of going down since you lose a die when you lose a Conflict.
Those who participate can use dice from Die Reservoir in conflicts on a 1-for-1 basis, those outside it need to pay 2-for-1, giving more importance to Tokens and showing that if you’re not on it, then you have a harder time exerting influence, propelling you to be “on it”.
On Player interaction:
The Marks work in a “One step forward, two steps back” kind of way. You need to win conflicts to go up, but if you lose, you lose them all. There is no benefit to having Marks less than your Ratio, so on you go, hoping your fellow players won’t screw you.
As shown in the Actual Play example, you can “Force” others to help you, because when a Trait goes to 0 it is the Highest Aspect that goes down, so he has vested interest in helping you not lose.
Aspect Ratios exist to make players form “alliances” or have vested interest. So you’re Rat, you may want Dirt or Water to be higher, depending on your preferred play-style.
There’s a double-helix tension going on here: Someone is getting too high, so the rest of you gang up on him to get him down. You get him down, but now he remembers you screwed him so he’s more like to be combative against you, across all characters.
On Currency flow:
Too many Dice results in others getting Tokens.
Too little Dice means a Flood Scene is going to occur, where the usage of resources is fast and furious, and The Enlightened gets a Token.
The higher you go, the more likely you’ll go over the Die Reservoir Limit, giving others more resources to stop you the higher you go. You may even be tempted to pour Tokens/Dice onto others to gain Tokens back.
The Free Dice in Flood Scenes means it’s most likely someone will have vested interest, seeing how he already has 50% of getting/retaining the dot if no one else bids. Note how when an Aspect Drops you first gain your full Die Reservoir, so you can bid the whole 6 dice; if you win it’s all good, you get your Dot back plus 6 dice. If you lose however, you lost a die and are very close to losing another!
Tokens result in Dice. Dice result in Tokens.
Dice can be used to gain control over story, instead of them being used to gain control over mechanics.
Tokens can be used to exert control over story, giving others the same right or letting them gain control over mechanics.
Advantages exist to help people be more invested.
Water narrates makes the Water player active, even though he plays a more passive role when it comes to the Aspects themselves.
Character win over Aspects is very rare, usually occurs in spite of what the players do, not because of, because it’s at the mercy of dice.
To recap, the mechanics are there to promote conflict, pacts and betrayals. They are there to encourage competition. Don't forget, the mechanics impose a "Win" condition, and once you have that, players will strive towards it.