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Without further ado, here's our list of candidate mechanics:
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This article is WotC safe.
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Last week, we discussed possible mechanics for Tesla that represented the player's growth, giving you upgrades and improved abilities as the game goes on. While the idea of 'player progress' greatly excited many of you, the mechanics presented were still quite rough. Though plenty of critique was offered, not a lot of alternatives were presented because of this. This week, let's change that! Your challenge is to design a mechanic that represents the player's progress.
In last week's discussion about the kinds of progress and anticipation that we might use in Tesla, we talked about certainty. If progress is too certain, Jenesis notes, then Tesla games devolve into "solitaire resource-accumulation". If progress is too uncertain, Lee Owens observes, and "when it works, you aren't happy that your machine finally worked. You are frustrated that it took so long to do something it was built to do". The problem is finding a balance between these.
In all of our time doing exploratory design for Tesla we've left one major area unaddressed. That's my fault because it's a high level consideration that I should have drawn focus to, but simply didn't notice. Thankfully, Inanimate caught my mistake.
As we've continued exploratory design for Tesla we've been looking at each of our options for mechanically representing Tesla's progress theme (as discussed here). Each piece examines what a few of the possible implementations might do to the surrounding set.
As we continue exploratory design for Tesla we'll be looking at all of our options for mechanically representing Tesla's progress theme (as discussed here). Each piece will examine what a few of the possible implementations might do to the surrounding set.

We're intending to give Tesla a theme of progress, and that focus is tied up with the trappings of Steam Punk and artifacts. Thus far we've come up with a multitude of ways to convey progress, and a number more to interact with artifacts, but we haven't addressed their main overlap.

We’ve been discussing how to express progress and change for Tesla in general sense. I’m sure we could debate possible mechanics until the end of time, but at the end of the day that’s not enough. After all, Magic sets need to do more than look good; they need to play well. Thus we need to play with the cards. That leaves us with two things to take care of: scheduling a playtest and deciding on cards to play with.
First off I just wanted to give a big thanks to HavelockV
and Jay Treat. Last week life got in the way of me delivering a post, but they
both stepped up to the plate with excellent posts to keep Tesla humming
along. And now we can get back to laying the groundwork.