Updated: Oct 27, 2020
So, in the previous post, I've started to describe the rough foundations of the game we are developing, and I'm quite happy about the positive feed I've received from you!
Obviously, I can't consider statistically relevant the positive impression of about ten (handsome, that is statistically sure) followers of our community, but you know, sometimes it's important to enjoy even small things and use them as fuel for self-motivation!
So, without further delay, let's go more into detail of this embryonic glimpse of our game.
As I anticipated, my first goal is to create a game with simple (but not simplistic) mechanics, and indeed I had to bang my head against the wall many and many times, before finding something enough easy to learn, but also enough interesting to play.
During the first draws, I learned that it's easy to lose the right path, in search of easy mechanics: the main risk is to create something that depends too much on the die result, having a game where victory is only a matter of who throws more dice, or who is "able" to have better dice results!
On the other hand, when I tried to add more realistic factors in-game, I gained only a too much brainy game, in which before making a simple melee attack, players should calculate too many variables: nothing against accountants, but I don't want a game that requires a math degree, to be played.
So, after several tries, I came out with a quite easy structure that, in my opinion, is easy to learn but that doesn't castrate the game experience and my main goal: a game where players feel to have the control over the dice results.
As you may imagine, this is easy to say, but difficult to apply, and I hope that after reading the first mechanics of the game, you won't think "this guy is stupid".
THE CORE OF THE GAME
According to tradition, my game will be divided into rounds, too.
However, instead of creating a classic system where the two (or more) players have each their own round (so: round of the player A who activates his/her characters, then a round of the player B and so on...), my game has a single round, where both players activate their characters, alternating their activation (so: player A activates one of his/her characters, then player B activates one of his/her characters and so on, 'till both have activated all their characters).
There are two reasons behind this idea of mine:
1) I want to give the game a rapid pace and make the interaction between players more dynamic.
2) I want to avoid that a player has to wait too much, before being able to actively play.
In my past gaming experience, I really hated to wait for 10-20 minutes, before being able to play: ok, I had so much time to deeply think (or overthink!) about my next moves, but I think that a game where players don't have to stay 10-20-30 minutes only watching their opponents playing, it's funnier.
So, for these reasons, Into the Quest has an alternate structure.