I'm trying to avoid getting too "swinish" with my games for most stick to easy mechanics that fit the genre.
To that end for my Horror Western game, I wanted to make use of poker chips (not cards because a "game" within a game like poker leads to too much focusing on the mechanic, and not enough on playing in character)
However, my idea was that each character has a series of measured abilities (+1 to +3), in categories Convictions (That is "I believe"), Reputations (That is "I am known for"), and good old Traits ("I am...")
Now the reason for the low number is a +1 indicates significant impact on play outcomes.
The basic idea I have, and am struggling with is: Each player bids a number of poker chips to show A) How much they are interested in the outcome of the events portrayed and B) How much they are willing to risk. Right now I was thinking 9 chips (each chip representing a potential consequence, with all 9 equaling death or removal of the character from play)
Now how it works is you roll a number of dice equal to the TOTAL bid of all parties in the scene. (D6's), a result of 5-6 allows you to earn back one consequence chip and "spend it" on your foe (essentially getting some of the outcome you want.) While a roll of 1-2 awards the chips to your opponant to spend against you. While a 3-4 means that number of chips stays in the pot.
Abilities invoked from above allows you to shift one die to a larger value (so if you evoke a reputation, a trait AND a conviction, you can shift three dice--or a single die by up to the total value of the abilities involved)
Now, the problem and hump I'm hitting is how do I get around this working for a group? Do they each bid? Then who rolls? All of them? Who gets the chips? Since there is a pool roll that splits do each Player roll a portion of the die? Or only a number of dice equal to the total consequence they risk (The problem with that is, that someone who bids two--only has minor impact on the scene, either way)
Plus I really want a way to "match" and "raise" bids on the outcome. I'm kinda frustrated because I know there MUST be a way to do this, but I'm just not seeing it.
I'd like players to be able to choose how much their characters are involved in a situation--but still not entirely be in control of how much the results can shift. After all its not always the one who risks the most in a gunfight that gets shot.
So any ideas? I want the game to give players control from their characters perspective, somewhat.. (but not require too much effort or wrestling with a system/slowing down play).