tag:blogger.com,1999:blog-20835414.post1309357951580769120..comments2023-10-19T12:09:56.342-04:00Comments on Neitherworld Stories: RPG minigamesStuarthttp://www.blogger.com/profile/06319443832578685630noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-20835414.post-987508093320567512009-01-07T11:33:00.000-05:002009-01-07T11:33:00.000-05:00Yeah. The trick is keeping it short and simple.Ano...Yeah. The trick is keeping it short and simple.<BR/><BR/>Another trick (particularly evident in the Jenga example): use the minigame to replace some of the randomness that would normally determine a PC's success... but don't replace a PC's competence with that of the player. This can prevent the player from feeling cheated.Stuarthttps://www.blogger.com/profile/06319443832578685630noreply@blogger.comtag:blogger.com,1999:blog-20835414.post-67880809921021220672009-01-07T08:20:00.000-05:002009-01-07T08:20:00.000-05:00I'm a big fan of "games within the game" and have ...I'm a big fan of "games within the game" and have experimented in the past with making my actual mechanics as much like games in themselves as possible. This isn't appropriate for every game but in Blowing Stuff Up (see my blog for a download) I use a resolution system based off a combination of Yhatzee and Texas Hold'em. I've seen blackjack-style mechanics in the past and would love to try them out too.<BR/><BR/>However, I think having minigames come up as something seperate to the rest of the game can be a dangerous area. Your suggestions are all great examples because they're incredibly simple. If you're having to explain the rules to a more complex minigame to your group I could really see the interest and immersion levels dropping. <BR/><BR/>Great post with some real food for thought.Chris McDowallhttps://www.blogger.com/profile/11717684225248546716noreply@blogger.com