Rebuilding Vampire: Dice Mechanics

May 07, 2010 09:00


Originally published at Highmoon's Ponderings. Please leave any comments there.


Because I’ve been writing about this game as I go along in a very piecemeal process, a lot of the systems have evolved as I set them down to “paper” from whatever I’ve been brainstorming in my head. The good thing about this approach is that it has let me focus on the different aspects of the game, making the process less daunting; the drawback is that there is a certain disconnect between the parts, and especially between things that are still in my head but not written down yet. Dice mechanics is the biggest item falling into that category at the moment; without knowing how the dice move during the game, a lot of the things I have already described just float in mid-air above the game. It’s time to bring them down to earth and tie them together. Let’s talk dice.

At the risk of this sounding like a preemptive apology, the dice mechanics is the one area where I am very unsure of how efficient the system is. Visualizing the complex interactions of dice probabilities is not something that my mind can do without considerable effort (I’m just right-brained, what can I say). The dice mechanics I settled on for this game are a mishmash of a couple of games whose dice mechanics I like and admire. Enough game designer angst, let’s go.



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gaming, vampire, writing, ced2010, rpg, game design, rebuilding vampire

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