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
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 seriously I think I got something here
@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
@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.)
@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)
@kara_dreamer Can this game plz be made!
@Freylet think I'm going to thrash this idea out with some friends :]
@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?
sexual assault mention Afficher plus
@ghost_bird ok! I've never designed a game before so I am taking all criticism seriously :]
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?