Worked a bit more on Magitech Mechs over a dinner with some friends. Here is what we have so far:
Game is mostly card based.
Damage counters will probably be used for enemies, and there will be Light/Dark counters to track progress in the story (although those could be cards).
Each player has a deck constructed from several Component Decks: Character, Mech Frame, Mech Weapon, and two Upgrade decks (Armor, Reactor, Movement, Specials, etc).
There MIGHT be a pseudo playmat where the player has a card for each of these that could have a static effect.
These decks are then used when playing the game. Each card has two sections: Combat and Non-Combat. These sections contain Symbols/Abilities that are used when the card is played to overcome the challenges the game throws at the players.
The game plays out as the players go through the story. What happens in the story is a combination of the Successes and Failures the party has combined with the major Plot cards. There are also minor events that happen throughout the game the influence how well the story is going. The Story is chosen at the start of the session, and each Story has a specific set of decks that it uses.
The game as a whole is about a group of heroes using the powerful (but rare) Magitech Mechs in the service of the country. Going for sort of a Three Musketeers vibe. The stories can range from the Players working to stop some threat to the kingdom, being involved in some great war, or even being falsely accused of being traitors and having to clear their names and uncover the true traitors.
All of the Plot Events and Certain Minor Events will give the party Light or Dark points for the Story depending on whether the party can overcome the challenge or not. Events often have different challenges or effects depending on the # or Ratio of Light/Dark points the party has when they get to them.
For example, a particular Plot Event may have the party draw the top two cards from the Plot Deck. One is used if the party has more Light Points than Dark, otherwise the Dark card is used.
The overall goal of the game is to complete the Story. A secondary goal would be to complete the Story with its Light Ending.
The players could also get Status cards/chits that effect the Plot & Story cards. The Known Traitors status, for example, could mean that an Inn that is normally friendly is unusable.
Game play is as follows:
The players draw the top two cards from the Location Deck and pick one of them. Each card will have specific instructions, which may include fighting particular enemies, drawing Story Cards, or drawing Plot cards. This lets players delay Plot points if they need to recover their strength or want to try and get more Light Points before continuing on.
Players follow the instructions on the Location Card and any Story/Plot cards they draw because of it.
This usually involves overcoming a challenge (or more than one) of some sort.
Once all cards have been resolved, the players are back to drawing the next Location
The Game ends once the Plot Deck is empty or all Players have been defeated.
Players are defeated if at any time they have nothing but Damaged/Wounded cards in their hand.
There will need to be either some contribution defeated characters can make, or some way to bring them back to keep it fun for everyone.
Combat
Combat is done using Cards in the Player's hands and Static Values on the enemies.
Enemies will come either from a Story Specific encounter deck or from the Plot Deck.
There will be three symbols used in combat. Currently defaulting to Melee, Ranged, and Magic, although that may change.
It is a Pseudo Rock/Paper/Scissors set-up. Melee beats Magic, Magic beats Ranged, Ranged beats Melee.
However, it's not that deterministic. Melee beats Magic 1-1, Melee 2-1, and Ranged 3-1. So the players CAN win against Ranged with Melee, they just need a LOT more symbols to do so.
The system is designed so that everyone can always be useful, but also to encourage Chains and Boosts of other players.
Players have a Turn Order, which they can change as their Action for the Turn. Turn Order determines both when each player goes as well as who the enemies target.
For example, one enemy might target whoever has Turn Order #1, while another might target whoever is Last in Turn order.
That's about it, so far. Thoughts?