Future Imperfect chapter 9

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Chapter 9: Minigames

Every RPG has its core mechanics that define how the PCs accomplish tasks. Performing characteristic checks, making skill rolls, dealing with injury, etc. Often, these mesh together in particular areas such as combat. However, there are often certain aspects of many RPGs that deviate from the standard mechanics for some aspect. These deviations can be very simple and straightforward; the spell casting system in Dungeons and Dragons might be considered one of these deviations, since there is an entirely different set of rules that shoehorn a different set of mechanics into the rest of the game. Often one or more types of characters in a game will have some kind of alternate game mechanics that helps define how the character or his abilities work in the game. In Future Imperfect, we hope to allow any player to engage in some of these optional activities by using various minigames to resolve certain complex activities that a simple die roll or two just never seems to do the proper justice.

Psionics
The Chase Scene
Red Tape
Engineering Section
Lost...in...Spaaaaace!!!
Claim Jumping
Let's Make a Deal
The Lab Coats are Coming
The Forerunner's Bounty
Spoils of War

(Designer's Note: The names of all the above minigames are subject to change! These are just placeholders for now, based on discussions between Jason and myself. Some of these games may get scrapped or rolled into other games, or there might even be more to cover other aspects of the game.)

Mechanics

All minigames run on a similar set of mechanics. The idea is based on the same idea that runs combat, one card, one full resolution. As much as possible all of the necessary information should be on the cards and character sheets, rather than the book. Referencing charts and tables is the worst case scenario. Finally, the minigame mechanic needs to conclude itself in roughly four draws. It is also highly encouraged for Masters to develop their own minigames to be used during play, and the ones that exist are extensible in such a way as to allow easy customization.

In most games, encounters are often abstracted like a decision tree. Here is a situation with a complication or hazard, and the player then chooses how to approach it, then the Master determines the potential effects and dice are rolled. Future Imperfect endeavors to attack this problem differently.

Future Imperfect minigames operate under the assumption that many situations can be attacked in a variety of ways. Rather than a standard die roll interaction, what could be modeled as simple binary results instead become exciting and interesting games within themselves.

Minigames are not meant to take the place of prepared encounters for the most part. Minigames can bring what were once simple dice rolls to life. They can also add excitement to tasks that previously may have involved a subset of the group or were otherwise not fully engrossing. One example of this is starship combat.

In most other RPGs, there is some kind of initiative roll, then a piloting roll, then a gunner makes a roll. If something breaks, the engineer rolls something. In practice this can feel like a subset of the Crew is monopolizing the action, while others wait to be involved based on the actions of others. In Future Imperfect, each round of space combat involves abstractions of most of the Crew, while a single one is in the spotlight, performing a heroic deed with survival in the balance, and this crew member will likely be different every turn!