Game Mechani(sm) of the Week

At the start of 2009, I set myself a resolution of choosing a single aspect of gaming every week; I would give a brief critique on that aspect and give some comments on how I thought it applied to the game (or games) where it appeared.
It was an interesting idea, but fairly time consuming and probably could have been developed far more extensively if I didn't spend the first half of 2009 alternating between working at the Star Wars Exhibit at the Powerhouse, and looking for a job; then the second half of 2009 trying to settle into my new job, preparing for Gencon, and then splitting my time between developing my own game concepts.
Some of the game mechanisms were observed and analysed in great detail, others were given a cursory glance. Those given a more detailed treatment tended to draw more critique from other readers, but on the whole, the project was something to get myself acquainted with a variety of games, systems and mechanisms that I might have overlooked in my own workings.
I managed to complete my goal of looking at 52 mechanisms in 52 weeks, and I'll keep looking back at these as a reference. If you'd like to make blog comments on the mechanisms, I might not respond immediately, but every now and then I'll look back to see if anyone has added new insight to them.
Michael.
The 52
- 1 - The Conscience Bag
- 2 - Escalation in a Limited Field
- 3 - Tarot Mysteries
- 4 - Counter Maps
- 5 - What Doesn't Kill Us Makes Us Stronger
- 6 - Pigeonholing
- 7 - Supernatural Powers
- 8 - The Character Matrix
- 9 - Matrixed Experience
- 9.5 - Matrixed Experience Addendum
- 10 - Hit Locations
- 11 - Sharing the Spotlight
- 12 - SNAP!
- 13 - Scales of Morality
- 14 - Gathering the Party
- 15 - Disposability
- 16 - Balanced Story Threat Introductions
- 17 - Virtues and Vices
- 18 - Life Path
- 19 - Fate Points
- 20 - Injuries vs Hit Points
- 21 - Otherkind Dice
- 22 - Items of Power
- 23 - Megadamage
- 24 - Inter-related Values
- 25 - The Sweet Spot
- 26 - Flow
- 27 - Ro-Sham-Bo
- 28 - Karma Resolution
- 29 - Democracy
- 30 - Yes, and
- 31 - Lego Dice
- 32 - Rubik's Cube
- 33 - Real Time
- 34 - Narrative Sharing
- 35 - THAC0
- 36 - Roll High but Under
- 37 - Intercharacter Connections
- 38 - Roll and Keep
- 39 - Card Suits
- 40 - Wide Games
- 41 - Making Player's Decisions Matter
- 42 - Escalation
- 43 - Fluency Play
- 44 - Modular Characters
- 45 - Character Peaks
- 46 - Factionalism
- 47 - Outsiders
- 48 - Tables
- 49 - Saving Throws
- 50 - GM Fiat
- 51 - Changing Mechanisms to Suit
- 52 - No Mechanisms