4.8 • 743 Ratings
🗓️ 16 May 2025
⏱️ 32 minutes
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In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.
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0:00.0 | I'm pulling away from the curb because I dropped my son off at school. |
0:03.0 | We all know what that means. |
0:05.0 | It's time rather drive to work. |
0:07.0 | Okay, so today's topic came from my blog. |
0:11.0 | Somebody asked me, how do we decide when we repeat mechanics versus when we tweak mechanics? |
0:18.0 | So that is today's topic. |
0:20.0 | So mostly the idea is like we like to think |
0:24.6 | of mechanics as a resource. I often talk about the metaphor of their tools in our toolbox. |
0:30.6 | And so the idea is if we can use a mechanic, we will. You know, if a set needs something, |
0:37.0 | there's no need to necessarily reinvent the wheel. |
0:40.2 | If something will work that already exists, why not use that thing? |
0:44.0 | But there are reasons why we will tweak things. |
0:47.3 | So that is sort of the topic du jour. |
0:51.1 | Okay, first and foremost, maybe the thing that we did, there is something problematic |
0:58.3 | with it. So the first problem I will bring up is what I will say is it's unintuitive, |
1:04.0 | meaning we had a mechanic, it did something, and then people didn't, they just did not play it correctly. |
1:13.0 | And then once again, not really a fault of the player. |
1:15.3 | There's something about the mechanics that kind of just fought expectation. |
1:19.1 | My example here will be fading. |
1:22.6 | So if fading first showed up, I believe, in Nemesis. |
1:25.8 | And the way that fading worked is you came with a certain |
1:28.3 | number of counters, fading counters, and then each turn, you would remove a fading counter, each |
... |
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