I’ve been doing some more thinking about the mechanic in the last 24 hours, and I’ve got some more elements out of the way I thought I would share here.
1) I’ve decided to make this a more “competitive” RPG, i.e., unlike a typical RPG, the players are not generally cooperative with each other. They play competing beer (or wine) barons and are trying to gain the upper hand against their opponents. Just as with real gangsters, they might find it expedient to form an uneasy alliance with their counterparts in order to combat a common enemy.
2) The character’s moxie in the three arenas will be hidden behind a screen, so that your opponents won’t know exactly what they are dealing with. As you expend moxie, you will move it in front of your screen. Your opponents will know what kind of “capital” you’ve utilized which may lend them information about your areas of weakness.
3) Characters will expend moxie to improve their chances of overcoming challenges. This will involve some kind of die roll. (I’m still deciding if the moxie expended will equate to the number of dice you get to roll or simply offer a linear bonus to the die roll.)
4) I’ve decided to use the companions as follows: There are three primary types of companions corresponding to the three arenas of conflict. Hired guns – Violence; Accountants – Commerce; and Lawyers (mouthpieces) – Law. Characters will gain an automatic bonus whenever resolving a conflict for which they have a companion. Additionally, individual companions will offer additional bonuses in narrower circumstances. So, one lawyer might provide a bonus against the government’s efforts to wiretap your communications; whereas another lawyer might make any tax evasion cases harder for the government to bring to bear. Companions can also be used as a last resort to avoid taking a direct hit, a sort of “human shield” within their area of expertise.
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I’m planning on hammering out the mechanics in my subconscious while I sleep this evening.