Kensen
2009-10-22, 05:56 AM
I'm designing a new type of game for the structured games forum, so this thread is chiefly for those who play structured games, but anyone can participate. I'll add bits of information little by little.
The idea of the game
The game is an RPG/guessing game hybrid designed to be played by post on a forum on the internet. There is a GM and a number of players (maybe 10). Each of the players has a character. One of the characters is the Killer.
The Killer tries to eliminate all other players one by one, while everyone else tries deduce who the Killer is before it's too late. The Killer may be a mundane or supernatural, but the players are not told what kind of a killer they're dealing with - they'll have to figure it out themselves. The Killer has to obey a certain set of rules, but on the other hand, he may be able to break some of the rules that everyone else must follow. Example: A Jack the Ripper type of Killer must choose a female target whenever possible. He can open one lock per night even if he doesn't have the key.
The game area consists of several rooms and there are several objects the characters may pick up and give to other characters if they so desire. Some of the items may be just red herrings while other items may have an important role. Example: The character who's carrying a key ring may open and lock doors, possibly preventing the Killer from moving around (or allowing him to do so).
During the day, the characters discuss what should be done to catch the Killer. A vote decides what will be done that day. The following are examples of actions that the characters may decide to take:
* Locking up one or more people in a room (thus limiting the Killer's options).
* Forcing a character to give an item to someone else.
* Lynching a character. (This is a special action.)
At night, the Killer kills a character unless it is impossible to kill someone that night (the Killer is locked up, for example). As a special action, the Killer may choose not to kill, but he may not perform this action very often.
Also, it is possible to steal items at night, or plant evidence.
Creating a scenario
The GM creates the scenario. He determines where and when the events of the game take place, how many rooms/zones the game area has, and all details and special features (like lockable doors or objects) or the rooms/zones.
Sample scenario - Haunted monastery
...................
...+-+.+---+-----+.
...| |.| 4 | 5 /6|.
.+-+ +-+-/---/-+ |.
.| | |/|.
.| o o | o.o.o | |.
.| 2 | ..... |7|.
.| o o | o.3.o | |.
.| / ..... | |.
.+--/--+ o.o.o |/|.
.| 1 | |8|.
.+--/--+--/----+-+.
...................
1 Narthex (entrance)
2 Church
3 Cloister
4 Chapter house (meeting room)
5 Library
6 Calefactory (heated sitting room)
7 Refectory (dining hall)
8 Kitchen
/ Door
o Column
Creating a character
Each player creates a character. The characters (including their names) should be appropriate for the theme of the scenario. Example: No Monty Python characters in a Name of the Rose scenario.
The game is played in-character and all day-time decisions are made through dialog between the characters.
The Killer
The Killer is a character with a compulsion to kill other people. He may be mundane character like Jack the Ripper, or a supernatural character like a werewolf.
Each Killer has a number of characteristics, some of which are beneficial to the Killer and others that limit his options. The beneficial characteristics are called Abilities and the detrimental ones are called Compulsions.
Abilities allow the Killer to bend of break the rules in one way or another. The following are examples of abilities:
Natural weapon: The Killer does not need a weapon to kill his victims. However, if he uses his natural weapon, it is easy to recognize the Killer as a supernatural character.
Patient: Resist Urge costs 2 AP to use.
Amorphous: The Killer's body is elastic, allowing him to squeeze through narrow openings.
Compulsions make the Killer's life more interesting. They either force him to choose a victim of certain sex or age, or prevent him from attacking certain people. Examples:
Allergy: It costs more AP to attack a character who is carrying a certain type of object. Example: Werewolves are allergic to silver.
Lady killer: The Killer must choose a female target if possible. However, if killing a female would cost him 3 AP more than killing a male character, he can ignore the compulsion.
Sample Killer
Jack the Ripper
Abilities:
Straight razor: Jack begins play with a straight razor (small, lethal/cutting)
Lock picks: Jack begins play with lock picks (small; can be used to unlock/lock any door or object, costs 1 AP).
Sleight of hand: Jack can Plant Evidence or Dispose of an object as a private daytime action, even as a response to Strip search. This costs 5 AP.
Compulsions:
Lady killer: Jack must choose a female target if possible.
Bragger: Jack must leave a deranged message at the crime scene, at least 10 words.
Narration
The players are required to roleplay their characters. Each player should post at least once during each day phase. If the post includes actions or OOC, write them in the following order:
Narrative and dialog
Actions
OOC
Example:
Roger Dowell
Roger eyes the body in disgust. "My God, what kind of a monster did this?" Once he gets over the initial shock, he inspects the wounds on Laura's body more closely. "The murderer used a small sharp object to cut her throat. Perhaps a scalpel or a straight razor... has anyone seen any such objects around here?"
Roger takes the book found on Laura's body. "The gypsy woman warned us, remember? Maybe the murders are somehow connected to this book..."
Roger picks up the book.
OOC:
Can Roger check if the book has any information that might help to catch the Killer?
Action points
The Killer begins play with 5 action points (APs). He may spend APs to perform special night actions. He gains APs when, for example, somebody dies. The Killer may not have more than 10 APs or less than 0 APs.
Loss of APs represents the Killer's energy and time investment, risk of getting caught and stress. Gaining APs represents the characters' decreasing morale and increasing panic, distrust, discord, anger and frustration.
Action types
There are two main types of actions: daytime actions and night actions. A list of each action type is given in the subsequent sections.
Furthermore, all actions are either private or public, and they are either individual or group actions.
Private and public actions
Private actions are communicated to the GM using Private Messages. Some daytime actions and all night actions are private.
Public actions are announced in the game thread. The actions should be written in the bold typeface.
Individual and group actions
Individual actions can be taken without other characters' consent, while group actions require a majority vote. A group action always overrides any individual actions that involve the same object(s) and person(s). For example, if it is decided that a hammer the characters found should be put in the kitchen, no character may pick up the hammer on that day, unless a new group action voids the previous one.
Daytime actions
Pick up an object (public, individual)
You can pick up an unattended object. If two or more people try to pick up the same object, posting order determines who gets the object.
Roger picks up the old book.
Drop an object (public, individual)
You can drop an object you are carrying in any room. Once dropped, any character can pick up the object.
Roger drops the old book in the library.
Give an object (public/private, individual)
You can give an object you are carrying to another character.
Roger gives the old book to Laura.
The receiving character confirms that she accepts the object.
Laura takes the old book.
A small object can be given to another character secretly. Send a PM to the GM and the receiving character.
Lock/unlock a door/object (public, individual/group)
A character can lock or unlock a door or an lockable object (such as a chest) if he has the right key. As an individual action, you may not lock up other people (only yourself).
Roger unlocks the chest.
If a majority vote is reached, the voters may lock or unlock any doors or objects whose keys they have, and they may force characters to be locked up in any of the lockable rooms.
Roger, Laura and Ben must sleep in the library. The door to the library is locked.
Confiscate an object (public, group)
If a majority vote is reached, a character may be forced to give or drop an object in his possession.
Roger must put the cavalry saber back to the sword rack.
Destroy an object (public, group)
If a majority vote is reached, an object can be destroyed. The destroyed object is removed from game. If a lockable object is destroyed, its contents can be picked up normally.
The syringe is destroyed.
Doors can also be destroyed. Once destroyed, a door can no longer be locked.
Strip search (public, group)
If a majority vote is reached, a character is forced to reveal all hidden objects he's carrying. Because the experience is particularly humiliating, the Killer gains 2 AP whenever a strip search is performed.
Roger is strip searched.
Lynch (public, group)
If a majority vote is reached, a character may be killed. The GM reveals whether he was the Killer or not. If an innocent person is lynched, the Killer gains 3 AP because killing an innocent person is very upsetting. Only one character may be lynched per day.
Roger shall be lynched.
Night actions
All night actions are private and individual actions, usable only by the Killer.
Daytime actions Pick up an object, Drop an object and Lock/unlock a door/object can be used at night if the Killer can access the room where the object or door is. When performed at night, the actions are private, so no-one will know who moved an object or unlocked a door, for example.
The actions described below are only usable at night. Most night actions have an AP cost which is given in parentheses.
Kill (0 AP)
The Killer can kill one person per night. If the victim is the only person in the room (excluding the Killer), it costs no AP to kill her. For a successful kill, the Killer gains 3 AP when the day phase begins.
Roger kills Laura.
Ghost Kill (3 AP)
If the victim is not alone in the room, ghost kill must be used. Apart from the action point expenditure, Ghost Kill is exactly the same as Kill.
Roger kills Sam.
Sneak Past (1 AP)
The Killer must pay 1 AP to move into a room where there are people. If the Killer moves through the same room several times the same night, he does not have to spend more APs. If the Killer moves into a room where there is only one person and he kills that person, he does not have to use Sneak Past.
Resist Urge (3 AP)
Any night the Killer has a chance to kill somebody but he chooses not to do so, he must spend 3 AP. If the Killer does not have that many APs left, he must kill someone.
The Killer can also use Resist Urge to ignore a compulsion.
Dispose of a body (2 AP)
If the Killer kills someone at night, the characters discover the body in the morning. They will also find out what kind of weapon was used. Sometimes it is useful to get rid of this sort of evidence. The Killer can ditch the body someplace where it cannot be found (or even eat it if he is some kind of supernatural monster).
Steal an object (2 AP)
If the Killer is in the same room with another character, he can steal an object from the character.
Plant evidence (2 AP)
The Killer can give another character an object. In the morning the character wakes up with the object in his possession, but he won't know who gave it to him.
Dispose of an object (2 AP)
The Killer can get rid of an object he is carrying. The object is removed from game.
Object classes
protective: The object makes it harder for the Killer to kill a character carrying the object. Each protective object has a protection value that determines how many extra APs the Killer must spend to attack the character.
small: The object is invisible to other characters when carried.
large: The object is too large to be picked up. It can only be moved to another room as a group action (majority vote).
lethal: The Killer can use the object to kill characters. Each lethal object also has a subtype like cutting or blunt. When the body of a victim is discovered, the GM describes the wounds of bruises on the body so that it is possible to guess what object was used to kill the person.
lockable: The object can be locked and unlocked with a key just like a door. Other objects can be placed inside the lockable object.
The idea of the game
The game is an RPG/guessing game hybrid designed to be played by post on a forum on the internet. There is a GM and a number of players (maybe 10). Each of the players has a character. One of the characters is the Killer.
The Killer tries to eliminate all other players one by one, while everyone else tries deduce who the Killer is before it's too late. The Killer may be a mundane or supernatural, but the players are not told what kind of a killer they're dealing with - they'll have to figure it out themselves. The Killer has to obey a certain set of rules, but on the other hand, he may be able to break some of the rules that everyone else must follow. Example: A Jack the Ripper type of Killer must choose a female target whenever possible. He can open one lock per night even if he doesn't have the key.
The game area consists of several rooms and there are several objects the characters may pick up and give to other characters if they so desire. Some of the items may be just red herrings while other items may have an important role. Example: The character who's carrying a key ring may open and lock doors, possibly preventing the Killer from moving around (or allowing him to do so).
During the day, the characters discuss what should be done to catch the Killer. A vote decides what will be done that day. The following are examples of actions that the characters may decide to take:
* Locking up one or more people in a room (thus limiting the Killer's options).
* Forcing a character to give an item to someone else.
* Lynching a character. (This is a special action.)
At night, the Killer kills a character unless it is impossible to kill someone that night (the Killer is locked up, for example). As a special action, the Killer may choose not to kill, but he may not perform this action very often.
Also, it is possible to steal items at night, or plant evidence.
Creating a scenario
The GM creates the scenario. He determines where and when the events of the game take place, how many rooms/zones the game area has, and all details and special features (like lockable doors or objects) or the rooms/zones.
Sample scenario - Haunted monastery
...................
...+-+.+---+-----+.
...| |.| 4 | 5 /6|.
.+-+ +-+-/---/-+ |.
.| | |/|.
.| o o | o.o.o | |.
.| 2 | ..... |7|.
.| o o | o.3.o | |.
.| / ..... | |.
.+--/--+ o.o.o |/|.
.| 1 | |8|.
.+--/--+--/----+-+.
...................
1 Narthex (entrance)
2 Church
3 Cloister
4 Chapter house (meeting room)
5 Library
6 Calefactory (heated sitting room)
7 Refectory (dining hall)
8 Kitchen
/ Door
o Column
Creating a character
Each player creates a character. The characters (including their names) should be appropriate for the theme of the scenario. Example: No Monty Python characters in a Name of the Rose scenario.
The game is played in-character and all day-time decisions are made through dialog between the characters.
The Killer
The Killer is a character with a compulsion to kill other people. He may be mundane character like Jack the Ripper, or a supernatural character like a werewolf.
Each Killer has a number of characteristics, some of which are beneficial to the Killer and others that limit his options. The beneficial characteristics are called Abilities and the detrimental ones are called Compulsions.
Abilities allow the Killer to bend of break the rules in one way or another. The following are examples of abilities:
Natural weapon: The Killer does not need a weapon to kill his victims. However, if he uses his natural weapon, it is easy to recognize the Killer as a supernatural character.
Patient: Resist Urge costs 2 AP to use.
Amorphous: The Killer's body is elastic, allowing him to squeeze through narrow openings.
Compulsions make the Killer's life more interesting. They either force him to choose a victim of certain sex or age, or prevent him from attacking certain people. Examples:
Allergy: It costs more AP to attack a character who is carrying a certain type of object. Example: Werewolves are allergic to silver.
Lady killer: The Killer must choose a female target if possible. However, if killing a female would cost him 3 AP more than killing a male character, he can ignore the compulsion.
Sample Killer
Jack the Ripper
Abilities:
Straight razor: Jack begins play with a straight razor (small, lethal/cutting)
Lock picks: Jack begins play with lock picks (small; can be used to unlock/lock any door or object, costs 1 AP).
Sleight of hand: Jack can Plant Evidence or Dispose of an object as a private daytime action, even as a response to Strip search. This costs 5 AP.
Compulsions:
Lady killer: Jack must choose a female target if possible.
Bragger: Jack must leave a deranged message at the crime scene, at least 10 words.
Narration
The players are required to roleplay their characters. Each player should post at least once during each day phase. If the post includes actions or OOC, write them in the following order:
Narrative and dialog
Actions
OOC
Example:
Roger Dowell
Roger eyes the body in disgust. "My God, what kind of a monster did this?" Once he gets over the initial shock, he inspects the wounds on Laura's body more closely. "The murderer used a small sharp object to cut her throat. Perhaps a scalpel or a straight razor... has anyone seen any such objects around here?"
Roger takes the book found on Laura's body. "The gypsy woman warned us, remember? Maybe the murders are somehow connected to this book..."
Roger picks up the book.
OOC:
Can Roger check if the book has any information that might help to catch the Killer?
Action points
The Killer begins play with 5 action points (APs). He may spend APs to perform special night actions. He gains APs when, for example, somebody dies. The Killer may not have more than 10 APs or less than 0 APs.
Loss of APs represents the Killer's energy and time investment, risk of getting caught and stress. Gaining APs represents the characters' decreasing morale and increasing panic, distrust, discord, anger and frustration.
Action types
There are two main types of actions: daytime actions and night actions. A list of each action type is given in the subsequent sections.
Furthermore, all actions are either private or public, and they are either individual or group actions.
Private and public actions
Private actions are communicated to the GM using Private Messages. Some daytime actions and all night actions are private.
Public actions are announced in the game thread. The actions should be written in the bold typeface.
Individual and group actions
Individual actions can be taken without other characters' consent, while group actions require a majority vote. A group action always overrides any individual actions that involve the same object(s) and person(s). For example, if it is decided that a hammer the characters found should be put in the kitchen, no character may pick up the hammer on that day, unless a new group action voids the previous one.
Daytime actions
Pick up an object (public, individual)
You can pick up an unattended object. If two or more people try to pick up the same object, posting order determines who gets the object.
Roger picks up the old book.
Drop an object (public, individual)
You can drop an object you are carrying in any room. Once dropped, any character can pick up the object.
Roger drops the old book in the library.
Give an object (public/private, individual)
You can give an object you are carrying to another character.
Roger gives the old book to Laura.
The receiving character confirms that she accepts the object.
Laura takes the old book.
A small object can be given to another character secretly. Send a PM to the GM and the receiving character.
Lock/unlock a door/object (public, individual/group)
A character can lock or unlock a door or an lockable object (such as a chest) if he has the right key. As an individual action, you may not lock up other people (only yourself).
Roger unlocks the chest.
If a majority vote is reached, the voters may lock or unlock any doors or objects whose keys they have, and they may force characters to be locked up in any of the lockable rooms.
Roger, Laura and Ben must sleep in the library. The door to the library is locked.
Confiscate an object (public, group)
If a majority vote is reached, a character may be forced to give or drop an object in his possession.
Roger must put the cavalry saber back to the sword rack.
Destroy an object (public, group)
If a majority vote is reached, an object can be destroyed. The destroyed object is removed from game. If a lockable object is destroyed, its contents can be picked up normally.
The syringe is destroyed.
Doors can also be destroyed. Once destroyed, a door can no longer be locked.
Strip search (public, group)
If a majority vote is reached, a character is forced to reveal all hidden objects he's carrying. Because the experience is particularly humiliating, the Killer gains 2 AP whenever a strip search is performed.
Roger is strip searched.
Lynch (public, group)
If a majority vote is reached, a character may be killed. The GM reveals whether he was the Killer or not. If an innocent person is lynched, the Killer gains 3 AP because killing an innocent person is very upsetting. Only one character may be lynched per day.
Roger shall be lynched.
Night actions
All night actions are private and individual actions, usable only by the Killer.
Daytime actions Pick up an object, Drop an object and Lock/unlock a door/object can be used at night if the Killer can access the room where the object or door is. When performed at night, the actions are private, so no-one will know who moved an object or unlocked a door, for example.
The actions described below are only usable at night. Most night actions have an AP cost which is given in parentheses.
Kill (0 AP)
The Killer can kill one person per night. If the victim is the only person in the room (excluding the Killer), it costs no AP to kill her. For a successful kill, the Killer gains 3 AP when the day phase begins.
Roger kills Laura.
Ghost Kill (3 AP)
If the victim is not alone in the room, ghost kill must be used. Apart from the action point expenditure, Ghost Kill is exactly the same as Kill.
Roger kills Sam.
Sneak Past (1 AP)
The Killer must pay 1 AP to move into a room where there are people. If the Killer moves through the same room several times the same night, he does not have to spend more APs. If the Killer moves into a room where there is only one person and he kills that person, he does not have to use Sneak Past.
Resist Urge (3 AP)
Any night the Killer has a chance to kill somebody but he chooses not to do so, he must spend 3 AP. If the Killer does not have that many APs left, he must kill someone.
The Killer can also use Resist Urge to ignore a compulsion.
Dispose of a body (2 AP)
If the Killer kills someone at night, the characters discover the body in the morning. They will also find out what kind of weapon was used. Sometimes it is useful to get rid of this sort of evidence. The Killer can ditch the body someplace where it cannot be found (or even eat it if he is some kind of supernatural monster).
Steal an object (2 AP)
If the Killer is in the same room with another character, he can steal an object from the character.
Plant evidence (2 AP)
The Killer can give another character an object. In the morning the character wakes up with the object in his possession, but he won't know who gave it to him.
Dispose of an object (2 AP)
The Killer can get rid of an object he is carrying. The object is removed from game.
Object classes
protective: The object makes it harder for the Killer to kill a character carrying the object. Each protective object has a protection value that determines how many extra APs the Killer must spend to attack the character.
small: The object is invisible to other characters when carried.
large: The object is too large to be picked up. It can only be moved to another room as a group action (majority vote).
lethal: The Killer can use the object to kill characters. Each lethal object also has a subtype like cutting or blunt. When the body of a victim is discovered, the GM describes the wounds of bruises on the body so that it is possible to guess what object was used to kill the person.
lockable: The object can be locked and unlocked with a key just like a door. Other objects can be placed inside the lockable object.