Future Imperfect chapter 9
Minigames are optional mechanics to use to create more excitement and drama in checks. Why are all of the tests in combat? These optional mechanics allow you and your crew to leverage the power of action cards to create drama and suspense in situations peripheral to, or completely separate from, combat.
In most games, and in the basic version of Future Imperfect, skill rolls are simple binary results (some small gray areas exist with bumps). The result is a success or a failure, nothing more. It is true that the Master and Crew can work together to add the flavor that they envision, but why stop there?
Mechanics in games exist for a few reasons. Part of that is adjudication. How do we make things fair for all? The next component is fun. Future Imperfect operates under the assumption that mechanics matter. They are not intended to get out of the way, they are intended to help the Master and Crew determine the way, and then to help illuminate that way once chosen.
Future Imperfect is at it's core a game. Well developed rules make the game fun. As with any set of rules, ignore those you find unappealing. These are optional rules, after all.
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 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 (or as close as possible). As much as of the necessary information should be on the cards and character sheets, rather than in the book. Referencing charts and tables is the worst case scenario. Finally, the minigame mechanic needs to conclude itself in roughly four draws (rounds). 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 (or cards drawn). Future Imperfect endeavors to attack this problem differently.
Future Imperfect minigames operate under the assumption that many situations can be resolved 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!
Using Action Cards to Facilitate Minigames
When resolving a minigame, each draw of a card will be considered one round. Depending on the exact nature of the game itself, the length of time during this round may vary. The Master will give you more information on this as needed.
Resolution will proceed along a critical path, determine by the card draw each round. Minigames will be broadly categorized as simple and complex. In a simple minigame, use the fragment section of the action card to determine the critical path. In a complex minigame, use the step.
Before beginning any minigame the Crew must explain exactly what it is they wish to accomplish. This can be simple, like escape from the GPR Commissars on their tail, or complex, such as learn which member of the entourage has the key code, get the key code, and proceed to the proper terminal to enter it. The Master should also know exactly what the antagonists want from the encounter as well, though this is not always shared with the Crew.