Tuesday, May 3, 2011

Working with your enemies

Warning: ideas being born. Watch out for random fire.

So I am trying to design this pirate game in a way that simultaneously encourages cooperation and discord. Here is my opening salvo of ideas.

1. At character creation, every pirate chooses another pirate that they dislike. When bad things happen to that pirate, they get a game reward. Of course, this is going to be designed in a way that does not conflict with group goals (I.e. No turning on your friend in a firefight, but you might gain from seeing him humiliated in a duel)

2. The two major group activities are chasing down other ships to force surrender outright and, if that fails, boarding actions (and land combat vs soldiers, if trying to raid). During these activities, a number of characters must contribute to the goal. Someone must steer the ship, someone must command the cannon battery, someone must navigate around the reefs, etc. So when the divided tasks fail, you have a clear person to blame. Calico Jack ran the damn ship aground in Puerto Rico and you won't let him forget it.

3. The spoils get divided according to a shares system. If you get elected Captain or Quartermaster, more shares of treasure. If you risk your life in the boarding action, more shares. This also feeds back on itself, since it creates an incentive for the captain to try to get the enemy to surrender without a fight. And thus not dilute his shares. These are just two of many more ways to get rewarded for behaviors, so there will be characters competing with each other for a bigger share of the treasure, but not actually opposed to one another in a violent sense.

4. Certain roles have control over decisions that adversely affect others. The quartermaster, for example, has control over two resources (the only resources not instantly converted into generic values) Rum and Food. They can set consumption rates for the crew, thus creating a degree of coercion. Piss off the quartermaster and he may cut the crew back to half rations. So there is a punishment feedback system, in a way.

Thoughts?

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