Kara Dreamer (obsolete) ⚧ 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..

Kara Dreamer (obsolete) ⚧ @kara_dreamer

@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)