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Started by ChrisJaxn, February 06, 2006, 09:19:07 PM
QuotePlayers will take the role of investigators thrown into situations which quickly escalate into extreme weirdness. Through investigation and information gathering, the characters gather information which will ultimately help them defeat a foe which plagues the city/town/countryside.Scenes will be resolved with a card draw mechanic. This will include rules for the excursion of weird elements whenever certain cards come up. Cards are not replaced until after the foe (cult, monster, conspiracy, &c.) has been bested, so weird things are more likely to happen. It will be conflict resolution.Characters will be represented by Planar Graphs. http://en.wikipedia.org/wiki/Planar_graphA scenario graph will also exist, as a Toroidal Graph (the complexity of sufficiently large toroidal graphs is supposed to make it harder for the players to analyze what's going on, and to just increase the weird, incomprehensible nature of the universe). http://en.wikipedia.org/wiki/Toroidal_graph (I know this link isn't that useful, but, basically, edges wrap around the sides of the box).Play will revolve around picking a node in the scenario graph, playing a scene for that, and then moving onto adjacent nodes for different scenes. Between each scene, something hideous happens that the foe is causing. Players can choose to face up to the foe at any time to prevent any further loss to the community, but the sooner they do this, the stronger their foe will be.Sanity will be mediated by changing existing character traits (by changing the name, and the situations in which they apply). Example: Rob has Fists Like Lighting 5. Trying to punch out the Cultist Leader, he finds he cannot get a grip of himself, and so his fists just aren't helping. This trait then becomes: Catatonic Around Violence (Fists Like Lightning) 5, to represent that now Rob can't resolve scenes with his fists, but must instead find other ways (or succeed somehow, despite his insanity).
Quote from: ChrisJaxn on February 06, 2006, 09:19:07 PMDo you think the game needs a GM?
Quote from: ChrisJaxn on February 06, 2006, 09:19:07 PMThe problem, though, is who, then, is going to mediate the bad stuff that happens between scenes
Quote from: Sempiternity on February 06, 2006, 11:25:41 PMHow does your system for "inverting" traits help portray the investigators' (internal) struggle with escalating wierdness?
Quote from: TonyLB on February 07, 2006, 12:06:26 AMQuote from: ChrisJaxn on February 06, 2006, 09:19:07 PMDo you think the game needs a GM?Seems like the players want to protect the community. So I don't see (absent any other drive) that you can expect them to really, really screw the community with the revealed horrors and such.Yet, if they don't feel that the community is hugely imperilled, will they be motivated to fight?If you don't have a GM, who's going to do the absolutely necessary job of ravaging the community? How are you going to motivate the players to do it with relish and gusto?