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First, though, we need to make a decision.
We're spending so much time talking about what factions are going to do what and be what and how our characters are going to be in this. Which would work if it was all about us RPing with each other.
Unfortunately, this isn't about our characters. Assuming we want to follow in OOC tradition, we want players to show us characters they already have and love.
So, I see two alternatives:
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1) We have an in-character world and just RP in it but judge the contest separately. The best RPers are awarded with prizes, but the main concept is to award the best character designs with prizes. The good part is that this is incredibly easy and lets us make a crazy cool world to satisfy our own desires. The bad part is that people will be inventing characters for the RP world rather than showing us their best characters, and there wouldn't be a purpose for RP anyway since prizes could basically be given based on apps.
2) We design an RP tournament where people are given in-game rewards for RP, and official prizes for reaching certain stages in character in the tournament. Additional awards can be given, but the mechanic would automatically provide us with places and such. The good part is that, if properly designed it can be a lot more liquid and accommodate various characters. It's obviously a lot more intensive, but I think it would be more fun. We'd also need better prizes, though, if we are asking for such a time commitment. It also requires good players, though...
2) We design an RP tournament where people are given in-game rewards for RP, and official prizes for reaching certain stages in character in the tournament. Additional awards can be given, but the mechanic would automatically provide us with places and such. The good part is that, if properly designed it can be a lot more liquid and accommodate various characters. It's obviously a lot more intensive, but I think it would be more fun. We'd also need better prizes, though, if we are asking for such a time commitment. It also requires good players, though...
So, what do you think?
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Anyhow, this is my prototype for the game mechanic. I don't really care about the story, you guys can figure that out.
I am assuming 80 applicants.
I will refer to a player's elimination as a "kill" - whether they die or get sent home through a portal or whatever, whoever is coming up with the setting can decide that.
I will use role names taken from the Mafia game. We can, of course, change them to match our setting (like the "Detective" could be the "Head of Scotland Yard" for a Victorian England setting).
RP Managers should be limited to one character which represents his or her faction and serves as faction leader. We do not want to overpower players. I believe they should help create the world, not just serve as pawns in a world we pre-created. Any more world-building we do will only limit their creative freedom. I think it's useless to talk about factions being certain races or certain capabilities because we cannot predict what characters players will bring to the table.
The game is divided into stages.
Stage 1: Recruiting (estimated number of applicants: 80 -> 40)
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Our world is one country with three underground factions, and for some reason, they are competing with one another. You guys can come up with a reason for this. However, given something or other, they need to recruit people to fight for them. So they have this game going where they summon characters from other worlds and force them to play in exchange for their lives (or something like that).
People submit pre-existing characters, and during the application process, we give them an out-of-character yes or no.
If a character is given a 'yes,' they enter the neutral area. Here, they learn about the fighting factions. Faction leaders don't pick people who signs up - they're trying to recruit, so faction leaders wander around the area touting why their faction is so awesome.
There will be three factions. I will refer to them as A, B, and C. I know we've been talking about it a lot, but I strongly believe tech/magic should not be what defines the factions. Tech or magic should merely be a result of the personality traits which define each faction:
For example, let Faction A hold the ideal of progress while Faction B holds the ideal of tradition. Faction A's leader will appeal to a player whose character is a Rebel. Faction B will appeal to a character who is an Innocent Girl looking for protection. Due to A pursuing progress, they have some tech, but they will recruit Rebel for his personality even if he is a mage. Innocent Girl doesn't have magic powers like most of the NPCs in B, but she has the right personality type, so she joins B.
In the end, our players decide which faction they want to align themselves with. Each faction has a subforum only accessible by members of that faction. So, because there are three factions, you can only be sure of your faction's membership (no process of elimination). Faction alignments are permanent. Anyone who reveals their faction publicly is immediately killed.
Note - out of character, moderators should make sure alignments are consistent with character design and make sure people aren't godmodding. (But, even if they pick all factions, there are safeguards against that.)
As a reward to the people who do well at this stage (people who have the best character designs, the best RP manner): they are invited into the Thieves Den. The Den is the fourth, "hidden" faction. Every member of the Den must join another faction and pretend to be part of it. All players and leaders know the Thieves exist, but only Thieves know the identity of other Thieves. Therefore, the only faction alignments you can be completely sure of are therefore your own!
People submit pre-existing characters, and during the application process, we give them an out-of-character yes or no.
If a character is given a 'yes,' they enter the neutral area. Here, they learn about the fighting factions. Faction leaders don't pick people who signs up - they're trying to recruit, so faction leaders wander around the area touting why their faction is so awesome.
There will be three factions. I will refer to them as A, B, and C. I know we've been talking about it a lot, but I strongly believe tech/magic should not be what defines the factions. Tech or magic should merely be a result of the personality traits which define each faction:
For example, let Faction A hold the ideal of progress while Faction B holds the ideal of tradition. Faction A's leader will appeal to a player whose character is a Rebel. Faction B will appeal to a character who is an Innocent Girl looking for protection. Due to A pursuing progress, they have some tech, but they will recruit Rebel for his personality even if he is a mage. Innocent Girl doesn't have magic powers like most of the NPCs in B, but she has the right personality type, so she joins B.
In the end, our players decide which faction they want to align themselves with. Each faction has a subforum only accessible by members of that faction. So, because there are three factions, you can only be sure of your faction's membership (no process of elimination). Faction alignments are permanent. Anyone who reveals their faction publicly is immediately killed.
Note - out of character, moderators should make sure alignments are consistent with character design and make sure people aren't godmodding. (But, even if they pick all factions, there are safeguards against that.)
As a reward to the people who do well at this stage (people who have the best character designs, the best RP manner): they are invited into the Thieves Den. The Den is the fourth, "hidden" faction. Every member of the Den must join another faction and pretend to be part of it. All players and leaders know the Thieves exist, but only Thieves know the identity of other Thieves. Therefore, the only faction alignments you can be completely sure of are therefore your own!
Stage 2: The War (estimated number of applicants: 40 -> 12)
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Here, we enter a timed stage based around Mafia-style gameplay.
We begin at night. Each faction (A, B, C, and Thieves) uses their private forum to selects someone to be eliminated - how they choose is up to them, but I suggest voting by plurality. The faction leader counts votes to make the final say on the elimination.
For an added reward element, we can have the Champion. Faction leaders publicly designate the best RPer as a champion. The Champion has the option of eliminating another player in addition to the player the faction chooses to target - they privately message the faction leader with their choice.
Given Champion declarations are public, the Thieves cannot have a Champion. Instead, they have a Kidnapper which removes a character from play during the next day. Someone kidnapped at night cannot participate - they can't post - in the next game day or game night, but they can still be killed by the factions. NOTE: A Kidnapping does not affect the night before. So anyone selected to die, dies. If the Thieves chose to kidnap someone who the Champions chose to kill, they're simply out of luck.
The next morning, the dead are revealed and can no longer participate. They can watch, though. The faction must then attempt to find the Thieves who are ruining their game, and collectively, everyone votes to kill (lynch) someone. Now, for political intrigue, wouldn't a smart player will accuse their biggest threat as a Theif? surprised
This cycle repeats every four real-life days (two for the day stage, two for the night stage). If players do not respond within the time limit, they aren't included in the vote, but they can still be killed.
Those who die at this stage get booby prizes for good RP.
We begin at night. Each faction (A, B, C, and Thieves) uses their private forum to selects someone to be eliminated - how they choose is up to them, but I suggest voting by plurality. The faction leader counts votes to make the final say on the elimination.
For an added reward element, we can have the Champion. Faction leaders publicly designate the best RPer as a champion. The Champion has the option of eliminating another player in addition to the player the faction chooses to target - they privately message the faction leader with their choice.
Given Champion declarations are public, the Thieves cannot have a Champion. Instead, they have a Kidnapper which removes a character from play during the next day. Someone kidnapped at night cannot participate - they can't post - in the next game day or game night, but they can still be killed by the factions. NOTE: A Kidnapping does not affect the night before. So anyone selected to die, dies. If the Thieves chose to kidnap someone who the Champions chose to kill, they're simply out of luck.
The next morning, the dead are revealed and can no longer participate. They can watch, though. The faction must then attempt to find the Thieves who are ruining their game, and collectively, everyone votes to kill (lynch) someone. Now, for political intrigue, wouldn't a smart player will accuse their biggest threat as a Theif? surprised
This cycle repeats every four real-life days (two for the day stage, two for the night stage). If players do not respond within the time limit, they aren't included in the vote, but they can still be killed.
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With four factions and each time between 4 and 8 players being eliminated, this stage takes 28 days at most:
40 players - 12 survivors = 28 dead.
28 dead / 4 dead per game day = 7 in-game days.
7 in-game days x 4 real days = 28 real days.
40 players - 12 survivors = 28 dead.
28 dead / 4 dead per game day = 7 in-game days.
7 in-game days x 4 real days = 28 real days.
Those who die at this stage get booby prizes for good RP.
Stage 3: The Survivors (estimated number of applicants: 12 -> 2)
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Congrats! This is basically the Top 10.
Through plot reasons (faction leaders need to make this up), the survivors are given powers/roles from the moderators, based on their faction performance. What matters is that it has now become a game of just being the last person to survive.
For example, say you were on faction A which endorsed being rebellious and progressive, you are granted Investigative powers because of the faction's thirst for learning. Faction B is traditional and calm, so they get Protective roles.
Obviously, it's unlikely we'll have 3/3/3/3 survivors from each faction, so moderators will assign roles just kind of as best as they can based on previous character performance. Some powers are stronger or more useful than others, so stronger powers are awarded to people with better RP records.
There are four kind of powers. Players do NOT have to reveal their power. Players do NOT have to exercise their power that night.:
Blocking - A blocker prevents someone from using their power.
Protective - If a protector selects someone, they will not die that night, even if targeted.
Investigative - An investigator picks someone to find out information about them, which they may or may not share with everyone else.
Post-Mortem - A post-mortem worker finds our something from the dead body, which they may or may not share with everyone else.
Every night round, players secretly send to the RP leader the name of who they want to kill. Whoever has the most votes is considered the target and dies.
The next morning, one player is lynched in a public vote.
This will take a maximum of 20 days:
12 players - 2 survivors = 10 dead.
10 dead / 2 dead per in-game day = 5 in-game days.
5 in-game days * 4 real days = 20 real days.
Through plot reasons (faction leaders need to make this up), the survivors are given powers/roles from the moderators, based on their faction performance. What matters is that it has now become a game of just being the last person to survive.
For example, say you were on faction A which endorsed being rebellious and progressive, you are granted Investigative powers because of the faction's thirst for learning. Faction B is traditional and calm, so they get Protective roles.
Obviously, it's unlikely we'll have 3/3/3/3 survivors from each faction, so moderators will assign roles just kind of as best as they can based on previous character performance. Some powers are stronger or more useful than others, so stronger powers are awarded to people with better RP records.
There are four kind of powers. Players do NOT have to reveal their power. Players do NOT have to exercise their power that night.:
Blocking - A blocker prevents someone from using their power.
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Prostitute - Nullify a Protective's action.
Hypnotist - Nullify a Investigative's action.
Barman - Nullify a Post-Mortem's action.
Hypnotist - Nullify a Investigative's action.
Barman - Nullify a Post-Mortem's action.
Protective - If a protector selects someone, they will not die that night, even if targeted.
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Doctor - Select someone, and they will not die even if targeted. You can protect yourself.
Nurse - You gain the Doctor's powers after he dies.
Guardian Angel - Select someone, and they will not die even if targeted. You can NOT protect yourself.
Nurse - You gain the Doctor's powers after he dies.
Guardian Angel - Select someone, and they will not die even if targeted. You can NOT protect yourself.
Investigative - An investigator picks someone to find out information about them, which they may or may not share with everyone else.
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Policeman - Select someone, and you will learn their faction alignment.
Seer - Select someone, and you will learn their role.
Tracker - Select someone, and you will learn their action from the previous night.
Seer - Select someone, and you will learn their role.
Tracker - Select someone, and you will learn their action from the previous night.
Post-Mortem - A post-mortem worker finds our something from the dead body, which they may or may not share with everyone else.
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Medical Examiner - Learn the faction of the deceased.
Priest - Learn the role of the deceased.
Coroner - Learn the last action of the deceased.
Priest - Learn the role of the deceased.
Coroner - Learn the last action of the deceased.
Every night round, players secretly send to the RP leader the name of who they want to kill. Whoever has the most votes is considered the target and dies.
The next morning, one player is lynched in a public vote.
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This will take a maximum of 20 days:
12 players - 2 survivors = 10 dead.
10 dead / 2 dead per in-game day = 5 in-game days.
5 in-game days * 4 real days = 20 real days.
Stage 4: The Endgame (estimated number of applicants: 2 -> 1)
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This round has to be mod-decided. The first place award goes to the better player.
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My worry, though, is that the game is too complicated. :/