Pre-game rules, bios, gameplay elements and other stuffs
Sept 10, 2014 11:54:12 GMT
Nina Melrose and Maria like this
Post by Dwz on Sept 10, 2014 11:54:12 GMT
Hello dear readers and RP fans. So I'll just throw down how the game will work here, you can post your BIOs and suggestions and whatever else that comes to mind game-wise.
The game will work mostly as any other RP we have done in the past:
1. Game will be broken down into turns. One turn will last 2-3 days (subject to change if requested by majority) and players will be able to communicate with one another, search areas, use healing items etc. etc. Typically a player will be able to do one action per turn (search, heal or otherwise) but the players are in NO way limited to how much they wish to communicate with others or develop their own back story per turn.
2. Players will traverse from zone to zone and each one will have searchable rooms that hold items or ambushes from monsters.
2a. Ambushes will be tough battles and players will have to come up with a battle plan if they want to survive (battle plans will be PMed to me)
2b. Different items such as weapons (each kind of weapon will be useless without a bullet) bullets (very rare items to use once with a gun) or healing items can be found within searchable rooms.
3. Players will be injured during either monster ambushes or zone events (a themed zone will be accompanied by a timed event where players will have a certain number of turns to perform a specific action to escape the hazard of that zone event or face mass group injury or even death)
3a. There will be 3 levels of injury: minor (players are still able to perform any action but they have a slight chance to be injured further if they face an ambush while already hurt and not fully healed) medium (all actions can still be performed but if the player faces an ambush while not fully healed then they will have a high chance of sustaining further injury) and critical (this injury level will lead to DEATH if left untreated. Normal healing items will not do anything when a player is in this injury state and instead they need a specific healing item which are in very limited supply. The player CANNOT search rooms or perform any other action except trading and communicating with others)
3b. Minor and Medium levels of injury will last 2 and 3 turns of REST (a full action per turn ... meaning resting players CANNOT search or do other actions that consume a turn) respectively while Critical injury level will NOT heal with rest. Only a specific healing item will heal Critical and bump the player one level of injury down and more importantly save him/her from dying.
4. Player will encounter a lot of locked doors within this game (searchable rooms). Each locked door can be broken down or unlocked with a key. If a door is broken down any item inside will be of less value and if an ambush is within that specific room then the monster will be alerted and thus at an advantage during the ambush.
5. At the start of the game one player will be designated as The Possessed. He/She will be able to do bad things to the group without anyone knowing (steal an item, secretly injure a player, etc.) or they could gain beneficial knowledge (which rooms have enemies or which room has a specific item) this is a choice that I will offer to the possessed each round.
5a. During a turn players will send me votes via PM on who they think is the possessed person and at the end of a turn the player with the most votes will be marked. If the group guesses who the possessed person is correctly (by the majority of votes) they will receive beneficial items or knowledge and the possession will move on to another random player OR stay with the same one.
5b. If the players guess who the possessed person is wrong then something bad will happen to the group and a strong monster will spawn in the last area of the game (the more wrong guesses the more difficult the end-game will be)
5c. There will be two specific items that when used on a person will make them either immune (not permanently) to the possession or very likely make them the current possessed (the one that was the possessed previously will be free of it next turn) so there is a bit of strategy involved here. Do you want to make yourself or someone else immune (not permanently) and thus make the voting a little easier (correct guess of the possessed person will benefit the rest of the group)? Or do you want the benefits all to yourself by being the possessed yourself?
That's all I have for now.
The game will work mostly as any other RP we have done in the past:
1. Game will be broken down into turns. One turn will last 2-3 days (subject to change if requested by majority) and players will be able to communicate with one another, search areas, use healing items etc. etc. Typically a player will be able to do one action per turn (search, heal or otherwise) but the players are in NO way limited to how much they wish to communicate with others or develop their own back story per turn.
2. Players will traverse from zone to zone and each one will have searchable rooms that hold items or ambushes from monsters.
2a. Ambushes will be tough battles and players will have to come up with a battle plan if they want to survive (battle plans will be PMed to me)
2b. Different items such as weapons (each kind of weapon will be useless without a bullet) bullets (very rare items to use once with a gun) or healing items can be found within searchable rooms.
3. Players will be injured during either monster ambushes or zone events (a themed zone will be accompanied by a timed event where players will have a certain number of turns to perform a specific action to escape the hazard of that zone event or face mass group injury or even death)
3a. There will be 3 levels of injury: minor (players are still able to perform any action but they have a slight chance to be injured further if they face an ambush while already hurt and not fully healed) medium (all actions can still be performed but if the player faces an ambush while not fully healed then they will have a high chance of sustaining further injury) and critical (this injury level will lead to DEATH if left untreated. Normal healing items will not do anything when a player is in this injury state and instead they need a specific healing item which are in very limited supply. The player CANNOT search rooms or perform any other action except trading and communicating with others)
3b. Minor and Medium levels of injury will last 2 and 3 turns of REST (a full action per turn ... meaning resting players CANNOT search or do other actions that consume a turn) respectively while Critical injury level will NOT heal with rest. Only a specific healing item will heal Critical and bump the player one level of injury down and more importantly save him/her from dying.
4. Player will encounter a lot of locked doors within this game (searchable rooms). Each locked door can be broken down or unlocked with a key. If a door is broken down any item inside will be of less value and if an ambush is within that specific room then the monster will be alerted and thus at an advantage during the ambush.
5. At the start of the game one player will be designated as The Possessed. He/She will be able to do bad things to the group without anyone knowing (steal an item, secretly injure a player, etc.) or they could gain beneficial knowledge (which rooms have enemies or which room has a specific item) this is a choice that I will offer to the possessed each round.
5a. During a turn players will send me votes via PM on who they think is the possessed person and at the end of a turn the player with the most votes will be marked. If the group guesses who the possessed person is correctly (by the majority of votes) they will receive beneficial items or knowledge and the possession will move on to another random player OR stay with the same one.
5b. If the players guess who the possessed person is wrong then something bad will happen to the group and a strong monster will spawn in the last area of the game (the more wrong guesses the more difficult the end-game will be)
5c. There will be two specific items that when used on a person will make them either immune (not permanently) to the possession or very likely make them the current possessed (the one that was the possessed previously will be free of it next turn) so there is a bit of strategy involved here. Do you want to make yourself or someone else immune (not permanently) and thus make the voting a little easier (correct guess of the possessed person will benefit the rest of the group)? Or do you want the benefits all to yourself by being the possessed yourself?
That's all I have for now.