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 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 seriously I think I got something here