Exploring the use of coins as a divination mechanism in Mechs to Plowshares, a solo TTRPG about war, anxiety, paranoia, identity, and purpose by Anomalous Entertainment.
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This is a great write up of a fascinating game. It must be amazing to play without knowing the ‘trick’ of it. I know I was never going to play it, so I ploughed (heh) on into spoiler territory, but what an amazing feeling it must be to come upon that realisation within the game itself.
Thank you! If you listen to the podcast linked in the footnote, you can head the realization in their voices as it begins to dawn on them. Really entertaining episode, especially as they share their thoughts about it.
To make it a random result, only pull (don’t flip) the coins after mixing. If the whole ritual is required count heads first then — without looking — mix, flip and pull last.
Played this way, the game could be used like a yes/no roll. Instead of rolling a d6 a character plays the game.
1. It could be a magic item that hints at some aspect of the game. Players ask a question and the GM must abide by the result… in one way or another <insert evil grin>.
2. It could be tied to a class; maybe soldiers invented it hoping to divine their fate. Or it’s a popular game that anybody might know; like Ouija boards in western culture.
3. By the same token, it could substitute the yes/no roll in solo games. Like in M2P above, it’s diagetic and promotes immersion.
That's correct! I actually thought the game was "broken" or it was a "mistake" at first. If you don't flip the coins, it works as you might expect. More heads, and more risk. But that's not at all what happens as written. Agree that the "no flip" version could be used in other games... it's essentially a low-tech bag-building / pool-building mechanism.
Oh wait, that’s really cool. I hadn’t thought of it as a pool building game. If your system uses spell slots or points, this could inform your priest of their deity’s s fickle demands and limits.
Want more game design thoughts and creative inspiration like this? Subscribe to Tumulus and get a full print-only zine delivered to you each quarter. Learn more here: tumulus.exeunt.press
This is a great write up of a fascinating game. It must be amazing to play without knowing the ‘trick’ of it. I know I was never going to play it, so I ploughed (heh) on into spoiler territory, but what an amazing feeling it must be to come upon that realisation within the game itself.
Thank you! If you listen to the podcast linked in the footnote, you can head the realization in their voices as it begins to dawn on them. Really entertaining episode, especially as they share their thoughts about it.
Aha, I’ll grab that podcast now!
They figure it out in the second half.
Reminds me of another Micro-game: Roll 3d6. If the sum is less than 20, you should subscribe to Skeleton Code Machine!
Hahah! You aren’t wrong! 😂
SPOILER BELOW. You’ve been warned.
To make it a random result, only pull (don’t flip) the coins after mixing. If the whole ritual is required count heads first then — without looking — mix, flip and pull last.
Played this way, the game could be used like a yes/no roll. Instead of rolling a d6 a character plays the game.
1. It could be a magic item that hints at some aspect of the game. Players ask a question and the GM must abide by the result… in one way or another <insert evil grin>.
2. It could be tied to a class; maybe soldiers invented it hoping to divine their fate. Or it’s a popular game that anybody might know; like Ouija boards in western culture.
3. By the same token, it could substitute the yes/no roll in solo games. Like in M2P above, it’s diagetic and promotes immersion.
That's correct! I actually thought the game was "broken" or it was a "mistake" at first. If you don't flip the coins, it works as you might expect. More heads, and more risk. But that's not at all what happens as written. Agree that the "no flip" version could be used in other games... it's essentially a low-tech bag-building / pool-building mechanism.
Oh wait, that’s really cool. I hadn’t thought of it as a pool building game. If your system uses spell slots or points, this could inform your priest of their deity’s s fickle demands and limits.