The Leewit 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?

The Leewit @ghost_bird

@kara_dreamer Might be worth looking at the Apocalypse World system - it's very much about snowballing consequences. (Or at least that's how the one game I've run that uses it works.)

It also might help with a structural problem: you do want things to go wrong but you don't necessarily want to encourage players to think it's OK to behave badly.

@ghost_bird that's why I like the idea of a "legacy", self-modifying game: one can incorporate the notion of consequences that way.

@kara_dreamer To be honest, I think the whole idea is making me a little uncomfortable. Maybe I have a more pessimistic view of what could go wrong on a pub crawl?
(A lot depends on the framing and the design specifics, though.)

@ghost_bird indeed! hm, well, I'd want this to be a friendly game, for sure, but with a slight element of danger of getting thrown out of a place or whatever. what would reassure you?

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@ghost_bird ok! I've never designed a game before so I am taking all criticism seriously :]