Filene 🌠🌠🌠 utilise witches.town. Vous pouvez læ suivre et interagir si vous possédez un compte quelque part dans le "fediverse".

now cogitating a coöperative pub-crawl game, where the object is to get as many of the wrecking crew home intact after a piss-up together, without ending up in a drunk tank or in an emergency ward

figure that there'd be a selection of player characters with stats that dictate what tends to happen when they get loaded--do they get fighty, or sad, or amorous? Also there'd be a selection of places to visit with varying costs, clienteles, &c. The gang visits a place, buys drinks, then rolls to see what happens after the alcohol is imbibed. does someone try to pick a fight, or hit on a customer, or insist on singing karaoke?

Certain events would contribute to a positive score, others (like starting a fight, making an unwanted pass at someone, etc.) would be negative. Enough negative stuff and the gang gets eighty-sixed from the joint (maybe that would be something to carry over into subsequent rounds, like a "legacy" game)

@kara_dreamer I really like this idea, too. If there were a way to negotiate possible dating between random people at the bar and the PCs, I'd be even more appreciative. No idea how to do this without a human meditating the interaction..

@Filene I figure in my game anyone would have a non-zero probability of attracting anyone else, and it'd just be dice rolls controlling outcome (like, plus points for having funny stories to tell, minus points for being sloppy drunk, etc.)

Filene 🌠🌠🌠 @Filene

@kara_dreamer that might be for the best. I like that, too! Each person's different. There's something about an interaction being completely random that is an intelligent statement to people trying to "game" feelings (pick up artists)

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