I tend to have ideas for game mechanisms most days – and of course most of them are terrible. Others hang around long enough without being dismissed for me to want to write them down, while still fewer make it from my phone’s note-taker app into my ideas document at home.
These few borderline cases kind of shared a heist theme, so I thought I’d write about them here just in case anyone else can make something useful out of them. Maybe I’ll get round to them, maybe I won’t – or maybe they’re terrible after all. They’re far from fully formed too, but maybe they’ll inspire someone.
A co-op with evolving roles
The first idea came to me when watching the Batman movie where The Joker is getting all the people involved in the heist to kill each other off once their particular job is complete – but could equally be applied to any fast moving and dangerous situation. The game would be a co-op (although wouldn’t need to be, I guess) in which every character starts with a roll – in this example it could be the muscle, the safe cracker, explosives expert etc.
As the game goes on, players will need to decide when to change to their other roll – perhaps the getaway car driver, the van driver carrying the lot, the guy causing a road block/distraction, or tampering with traffic lights. Once you switch roll your old character is still in play, but becomes a hindrance – slowing down play and getting in the way.You’ll get a better final score if you get everyone home, but can you succeed while dragging along this dead weight…
In my mind this is a very simple mechanism requiring two players that would be used in a role-playing type scenario – say in our co-op heist game above. Both roll the same amount of dice of different colours, lets say three – red, blue and green – but one of them roles them behind a screen. The person playing the safe-cracker has to match their dice, by colour and number, to those rolled behind the screen.
The safe-cracker would’ve been able to spend skill points on raising their skill at the start of the game – with each point letting the second player give them a clue (say, ‘blue higher’). The safe-cracker can opt to change any dice as much as they likes, then asks if they have the right number for each dice. The player with the dice behind the screen will say ‘higher’, ‘lower’ or ‘cracked it’ for each dice – and then the safe-cracker goes again. Each failed attempt will use up time units.
This feels more like a party/werewolf-style game idea, where one (or maybe two) of the players are questioning suspects and trying to get to the truth. The potential felons all have a few parts of the story, which could potentially save their skin – but of course one of them did it (and knows it).
The questioners will have a limited time scale to grill the suspects for information, and will then have to decide who to charge – you could even have people in different rooms. The suspects can give up as much info they like, or lie as much as they like, to try and work out who did it or just frame someone at random. Maybe one of the questioners could have a preferred victim to throw to the wolves – or a prisoner could be under cover…