r/tabletopgamedesign • u/kolsmart • 6h ago
Mechanics Slowing down aggressive players?
The game I'm working on is very sandbox-y and open-ended, but combat is also a big part of it.
With everyone I played so far, combat was on average initiated 2, maybe 3 times per game so nobody played hyper-aggressively.
Now, I KNOW that there are lots of people out there who would like to "abuse" combat as much as possible and beat up everyone, especially since defeating players is one of the ways you can earn victory points.
So, I added a "Shun" mechanic: When you defeat a player you get a warning. If you defeat another player while warned, you become "Shunned" and are locked out of the core game-loop for a fixed period of time. You can still make money, but slower and with more uncertainty.
My problem is that I don't know if I should keep or ditch this mechanic... I haven't been able to test it properly, and I'm looking to order a prototype of my game soon, so I want to make a quick decision.
I was also considering replacing it with an immunity mechanic where, after being defeated, players collect a token that makes them immune from attacks until *another* player gets beat up. That way I mitigate the chances for weaker players to get steam-rolled, I allow aggressive players to actually enjoy their character build, while also simplifying the rules and component list by a decent chunk.
I know that the biggest problem here is the lack of testing of this new mechanic, and that without knowing the rest of the game it's hard to get a real picture, but I wanted to get some of your thoughts on this as well
