✨Ben Hamill✨ 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)

✨Ben Hamill✨ @benhamill

@kara_dreamer I like this idea. You could also have a failure mode of wanted passes leading to regrettable hook-ups or whatever. There's a lot of narrative space to put variations on the "fail out" mechanic, as it were.

@benhamill that can be an interesting carryover into subsequent rounds, like if someone is now disposed to drink because of a relationship blunder incited by a previous round xD