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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Doomsday] Initial Idea & Character Creation  (Read 815 times)
Grinning Moon
Member

Posts: 28


« on: November 26, 2007, 07:37:24 PM »

I don't know if anyone's ever played a computer game called 'Evil Genius'? Brilliant idea, excellent production values... really sloppy execution and boring gameplay. Which is such a shame, since no other game I can think of puts you in the same position.

The premise is that you're an Evil Genius, out to conquer all the Earth. You build a secret underground base, set-up traps the foil investigators, hire henchmen and minions and organize missions to seize treasures and kidnap people. Secret agents and special forces teams will come and try to raid your base, sabotaging your equipment and killing your underlings (and yourself, if you happen to let your guard down).

The whole game's plot builds towards eventually constructing a Doomsday machine and activating it before you become overwhelmed by the rest of the world's armed forces.


I liked the premise enough that I've tried to kick-off a couple of games built around a similar concept (most of which now rest on the backburner), mixing in certain themes and elements that have always appealed to me; corporate greed, arms dealing, time / reality travel, dark humor, big monsters and treasure hunting. I've finally now got something going that seems to be jiving really well with me - so I think now it's time to let some fresh eyes take a look at and ask some questions.


The working (though I think likely to be final) title is 'Doomsday'. You play as a Distributor for an extra-dimensional corporate arms developer and marketer, specializing in civilization-busting technology (or 'Doomsday Devices'). The materials for making the weapons your company sells is most cheaply available from the 3-Dimensional, mortal dwelling planet of Earth - which, handily, also makes for an excellent target to demonstrate weapon capabilities on.


You can take a look at the introduction and character generation thus far here:

http://www.evilshare.com/357b1242-ede7-102a-a517-00a0c993e9d6 (copy and paste into your URL field)


How does the tone sound to you? Reading it over after having left it for a week, it got me smiling - which is the vibe I want. Did it get you grinning at all?

The more I think about it, the happier I am about this type of character advancement. It almost guarantees that players are never going to be 'stuck' without much to do; any amount of boredom can be immediately squashed by simply gobbling something up to get more Composition points and adding new Components to your character. I'll probably put a sidebar somewhere suggesting that GMs put a cap of some kind on the number of Composition points characters can get in a single session if I feel it's warranted (right now my gut tells me it is; but I want a few playtests first).

I haven't gotten into Expertise yet, but that will involve the player characters gaining skills (which will decrease the target number they need to roll on a d20 in order to get a success) by eating the brains of people they want to gain knowledge from. Fun stuff. I'm also thinking about adding in Stupidity, which players also accrue as they eat brains (which tend to be filled which as much mud as they are gold) and increase the target number players need to roll for certain tasks... but I'm also unsure of what this would add to the game, other than a perhaps unnecessary bother for the players.

The Doomsday Devices themselves will be made of components that the players scour the planet for, in different time periods and realities - the players writing down a number of components they think the device should be made of at the beginning of the game, just after making their characters. So, for example, if Johnny writes down 'The Head of Adolf Hitler, the Warhead of an Iraqi Scud Missile and the Button Eyes of George Bush's Childhood Teddy Bear', and Anne write down 'The Statue of Liberty's Torch, the Original (and Uncensored) Copy of the Bible and the Micro-Processing Unit from K.R.A.K., the NATO  International Defense Supercomputer from the Year 2999', those are the things that they would need to collect to make their Doomsday Device over the course of the game.

Any thoughts and comments are welcome.
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northerain
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« Reply #1 on: November 27, 2007, 10:03:24 AM »

The writing in the pdf is alright. I would choose a different font though, it can get tiresome after a while. I've played Evil Genius and thought it was a good premise too. I havent read the whole thing yet, but how about a Power 19?
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Grinning Moon
Member

Posts: 28


« Reply #2 on: November 27, 2007, 04:18:01 PM »

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northerain
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« Reply #3 on: November 28, 2007, 12:27:01 PM »

Alright, here's some questions:
1. Do the players co-operate or compete? If they're competing, how do you handle more than a couple of players effectively?
2. I think that you need a mechanic or reward system for when the WMD blows up the world. Otherwise you're leaving the responsibility with the GM, to describe the end of a world in an interesting enough way to make players feel they actually achieved something. You said something about documenting the effects it has on the world, how does that work?
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Grinning Moon
Member

Posts: 28


« Reply #4 on: November 28, 2007, 03:23:20 PM »

Quote
1. Do the players co-operate or compete? If they're competing, how do you handle more than a couple of players effectively?

I imagine a cooperative game (though there's nothing to stop some player infighting).

Quote
2. I think that you need a mechanic or reward system for when the WMD blows up the world. Otherwise you're leaving the responsibility with the GM, to describe the end of a world in an interesting enough way to make players feel they actually achieved something. You said something about documenting the effects it has on the world, how does that work?

After setting-off the WMD, the players keep their feet on the ground and maintain tabs on what, exactly, it's doing to the Earth (based on how the characters described the device working). This, I imagine, would be a great time to get in some last-minute duelling with a persistent foe (or foes), as well as set-up another adventure (should the players wish). One weapon successfully demonstrated; now it's off to another version of Earth to set another one off.

The reward would be that the players that successfully got their part of the device put together would get to watch it's effect unfold. Those who didn't get theirs together don't get to see their own great plan blossom in full.
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"This game is a real SHIT>.<"

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northerain
Member

Posts: 94


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« Reply #5 on: November 29, 2007, 02:16:04 AM »

Quote
1. Do the players co-operate or compete? If they're competing, how do you handle more than a couple of players effectively?

I imagine a cooperative game (though there's nothing to stop some player infighting).

Quote
2.

The reward would be that the players that successfully got their part of the device put together would get to watch it's effect unfold. Those who didn't get theirs together don't get to see their own great plan blossom in full.

But don't each of the players want to launch their own WMD? Why do they co-operate?

2. So in a way the WMD are more complicated than say...''blows up world''? I like that. How about an example?
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Grinning Moon
Member

Posts: 28


« Reply #6 on: November 29, 2007, 08:31:11 AM »

Quote
But don't each of the players want to launch their own WMD? Why do they co-operate?

It's one, single device - each player just has their own component to it. For example, perhaps my component will turn everyone into a flesh-eating zombie, while yours will snare passing comets and drag them into collision paths with the planet.

Each part is capable of doing the job on it's own - but you're showing-off to potential buyers and the company you work for, so overkill is the order of the day.

Quote
2. So in a way the WMD are more complicated than say...''blows up world''? I like that. How about an example?

Very much so (in fact, I intend on including a sidebar once I'm polishing-up the rules that addresses this very thing). A good Doomsday Device should do more than just explode; players should come-up with something a little more creative, which will compel the game towards a more satisfying climax than just a big bang.

For example, maybe your part to the Doomsday Device is 'The Horrible Alarm Clock of R'lyeh', designed to ring at such a frequency to awaken Cthulhu and his ilk from their resting place.
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"This game is a real SHIT>.<"

 - What amounts to intelligent discourse on the internet these days.
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