GNS analysis

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This page attempts to analyze Verge in terms of the Big Model and GNS Theory. Right now, it's just a collection of disconnected thoughts from May 3, 2005. Need to update it.

  • The focus on Premise ("How much is enough?") might make this a Narrativist game. The reward mechanic is tied to Drive through the Experience governor effect to force the issue onto players. Either keep reaching for more, or stop gaining Experience.
  • "Find the most common" dice mechanic has a low handling time. Picking a trait for initial roll and adding Drive is low search time. Picking a trait and checking a box for a reroll of (progressively fewer) dice is low search and handling time.
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