Eske
Junior Member
Hey gamers, looking for feedback on a mechanic, would love to hear your ideas. I don't know any other game designers here but @Grey, so I hope you have the time to respond...Otherwise, please show yourselves
I've been toying with the idea of creating a mechanic that ensures an increase in intensity, difficulty and action as the game progresses.
Every time a player fails a roll, the GM can offer to make it a success at a price; When this happens, add a single point to the Escalation score. The Escalation score determines the intensity of the game, and creates an increasing level of tension as the story progresses.
The ES determines what the GM can do in terms of obstacles and enemies. It also has a mechanical effect; the higher the ES, the more difficult the players’ rolls will be. An exception is combat; when a roll fails in combat, it does not generate an ES point.
The players can deescalate the game in several ways. They can complete character goals, they can role-play to reduce tension in the fiction and they can use Bonus Dice. The ES mechanic serves as a reward/stick rule, since it is always in the PCs best interest to lower the ES.
All choices need to fit the fiction; the GM must come up with a reason for the increased difficulty. Also remember that the GM’s role is not to be adversarial; the ES is simply a way to raise the level of suspense as the game progresses.
For those who do not know, this is part of a game called Modus, a modular game where you can add or remove rulesets as you please. The Escalation level would be a Module, which are all optional.
So I am looking for feedback on this idea. What kind of things can the GM do with a high ES? It never limits the GM, but it opens new options. The obvious idea is an increase in combat, but since Modus can be used for any kind of game, having the ES do more is imperative.
Also, think about how the ES is increased - I began with the idea that every time a player failed an important roll, the ES went up; but that would cause the players to limit themselves.
Any feedback would be appreciated!
I've been toying with the idea of creating a mechanic that ensures an increase in intensity, difficulty and action as the game progresses.
Every time a player fails a roll, the GM can offer to make it a success at a price; When this happens, add a single point to the Escalation score. The Escalation score determines the intensity of the game, and creates an increasing level of tension as the story progresses.
The ES determines what the GM can do in terms of obstacles and enemies. It also has a mechanical effect; the higher the ES, the more difficult the players’ rolls will be. An exception is combat; when a roll fails in combat, it does not generate an ES point.
The players can deescalate the game in several ways. They can complete character goals, they can role-play to reduce tension in the fiction and they can use Bonus Dice. The ES mechanic serves as a reward/stick rule, since it is always in the PCs best interest to lower the ES.
All choices need to fit the fiction; the GM must come up with a reason for the increased difficulty. Also remember that the GM’s role is not to be adversarial; the ES is simply a way to raise the level of suspense as the game progresses.
For those who do not know, this is part of a game called Modus, a modular game where you can add or remove rulesets as you please. The Escalation level would be a Module, which are all optional.
So I am looking for feedback on this idea. What kind of things can the GM do with a high ES? It never limits the GM, but it opens new options. The obvious idea is an increase in combat, but since Modus can be used for any kind of game, having the ES do more is imperative.
Also, think about how the ES is increased - I began with the idea that every time a player failed an important roll, the ES went up; but that would cause the players to limit themselves.
Any feedback would be appreciated!