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Mechanics and variants

1Caring for pets and dependent charactersOverview and example ↗Care tracks a dependent character's needs and turns observing its signals into choosing suitable actions.4

Mechanic variants

  • Signals distinguish hunger, fatigue and boredom.
  • Routines connect care to a stable schedule.
  • Preferences change the appropriate form of care.
  • Growing independence reduces mandatory supervision.

Design example. A tired pet refuses to play, so a new toy cannot substitute for rest. Prototype check: Test understandable refusal reasons and ending a session without unexpectedly penalizing the dependent character.

Context and sources: Robert Nystrom: State
2Asymmetric roles and abilitiesOverview and example ↗Different roles receive distinct actions and information, making progress depend on another participant's contribution.4

Mechanic variants

  • Operators see maps while agents see obstacles.
  • A powerful role creates a route for a precise role.
  • Role swaps teach both viewpoints.
  • Independent subtasks occupy a waiting participant.

Design example. A dispatcher changes bridges on a map while a pilot reports obstacles invisible to the dispatcher. Prototype check: Test useful activity for both roles at every stage, including when one participant makes an error.

Context and sources: Robert Nystrom: State
3Rescue, support and shared responsibilityOverview and example ↗Support changes an ally's capabilities while rescue redistributes risk and time across the group.4

Mechanic variants

  • Reviving requires uninterrupted safe contact.
  • Covering fire opens a path to a downed ally.
  • Resource transfers change personal support reserves.
  • Evacuation limits speed and available actions.

Design example. One participant carries an injured ally, another opens doors and a third distracts a pursuer. Prototype check: Test useful participation or a timely return to play after an unsuccessful rescue.

Context and sources: Robert Nystrom: State
4Betrayal, coalitions and temporary alliancesOverview and example ↗Temporary alliances align interests until a condition changes, allowing participants to revise commitments for personal goals.4

Mechanic variants

  • Shared threats make cooperation advantageous.
  • Hidden goals create divergent interests.
  • Agreements limit when a participant may leave.
  • Reputation carries betrayal consequences forward.

Design example. Rivals open a vault together and agree beforehand when unrestricted loot division begins. Prototype check: Test that betrayal is known to be possible before play and that a betrayed player retains meaningful responses.

Context and sources: Robert Nystrom: State
5Social simulations and everyday lifeOverview and example ↗Everyday-life simulation connects routines, needs, work and relationships while players choose the character's life priorities.4

Mechanic variants

  • Schedules limit compatible daily activities.
  • Work produces resources at a free-time cost.
  • Relationships change through shared history.
  • Homes reflect a chosen everyday lifestyle.

Design example. A character visits a friend instead of working an extra shift and delays buying furniture. Prototype check: Test viable routines with different priorities so one mandatory sequence does not eliminate choice.

Context and sources: Robert Nystrom: State
6Social deduction and hidden rolesOverview and example ↗Hidden roles give participants different knowledge and goals, while discussion compares statements with observed actions.4

Mechanic variants

  • Night phases conceal the source of an action.
  • Public votes commit the group to a hypothesis.
  • Private abilities provide testable information fragments.
  • Bluffs explain part of the observed evidence.

Design example. A participant claims to have guarded a door while a public log places them elsewhere. Prototype check: Test evidential grounds beyond random accusations and useful participation after elimination.

Context and sources: Robert Nystrom: State
7Party games, trivia and collective guessingOverview and example ↗Short group rounds distribute answers, clues and scoring while supporting participants with different levels of familiarity.4

Mechanic variants

  • Trivia checks answers against an explicit solution source.
  • Guessing restricts the clue vocabulary.
  • Voting selects the most fitting proposal.
  • Team rounds combine separate knowledge fragments.

Design example. A team assembles an answer from three clues, each visible to only one participant. Prototype check: Test waiting time and participation without fast reading, especially for the final respondent.

Context and sources: Robert Nystrom: State

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Robert Nystrom: State

    The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.

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