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Contest Structure Proposal

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WoefulInfinity

Eloquent Raider

PostPosted: Mon Jun 21, 2010 5:17 pm


I think, before we get into the world design, we need to think about the contest structure. So, I kind of made up some stages, based around a multi-family game of Mafia.

---

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:

Quote:
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...


So, what do you think?

---

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)

Quote:
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!



Stage 2: The War (estimated number of applicants: 40 -> 12)

Quote:
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.

Quote:
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.


Those who die at this stage get booby prizes for good RP.


Stage 3: The Survivors (estimated number of applicants: 12 -> 2)

Quote:
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.
Quote:
Prostitute - Nullify a Protective'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.
Quote:
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.

Investigative - An investigator picks someone to find out information about them, which they may or may not share with everyone else.
Quote:
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.

Post-Mortem - A post-mortem worker finds our something from the dead body, which they may or may not share with everyone else.
Quote:
Medical Examiner - Learn the faction 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.
Quote:

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)
Quote:

This round has to be mod-decided. The first place award goes to the better player.


---

My worry, though, is that the game is too complicated. :/
PostPosted: Tue Jun 22, 2010 2:09 am


XD Lots of reading.

First thought - I prefer the idea of the RP being casual. I think if you make the RP the focus you'll automatically loose people who might participate in the contest because they'll just get bored or confused or feel left out or whatever. I wouldn't have participated in OOC if the RP had been the contest itself because I just wanted to have fun and I could just dip in and out. I came for the contest but I stuck around for the RP. :3 That is kind of how I have been thinking of it - formal contest which Thorn runs and we help judging (if he wishes) and then semi-casual RP where we work out some basic plot ideas and let people mess about in it, but with mini-events that any of us can run if we wish, were we award prizes for participation.

Cartagia


Zienkyer

PostPosted: Tue Jun 22, 2010 8:04 am


-The RP will be casual.

If anything, there will be a few RP events to eliminate or reward players, but constant participation the the RP should not be required. I remember in OOC, if RP was required, I wouldn't have entered because I was already stressed out about work, I wouldn't have wanted to take part in a contest where I felt forced to RP, because I usually worked odd hours and my shifts changed weekly. I had to cut out of some RP sessions as it was because it ran late and I had to go to work, I had to wake up early the next day, or I got a call asking me to cover someone else and had to be there in fifteen minutes. Coordinating RP for a massive contest is a lot of trouble and somewhat off-putting.

-The basic application process has to be short.

Therefor, I propose people that are interested and know they want to compete, they fill out a short application for their character - name, race, three sentences about their personality, occupation, history, or something to that effect - and get added to a list. They could fill this out during the fundraisers we hold, and up to a certain date. At that date, general applications are closed and the RP opens. The admins then collect extended profiles for characters that have been applied for with a basic profile, probably by sending PMs to everyone that has applied, and the contest officially begins.

-People apply for the competition before we go 'oh yeah, here's the RP world you guys can hang out in'.

Only after basic applications are closed do we drop them all in our world. This will prevent people from applying characters specifically chosen for the RP world. I got lucky with OOC, because Maverick was already a fantasy-based character, but later on in the fun RP sessions, I chose characters to add because they didn't fit in, and that's what made it fun. We want people to use their best or most-loved character, we give them incentive to.

-If it's not fun for people to participate in, especially on the internet, they won't last.

And that includes RP managers and admins. If there's an RP-based anything, I want to chose my best (or if it calls for it, worst) character for the job. It's not as interesting if we only have one character each to move around, interact with players, develop whatever plot there may be, and run events. Especially not for a competition and RP of this scale. If the contest is entirely RP-based, that's putting too much weight on the managers, and if the game is too complicated, they may feel it's more trouble than it should be. We can even encourage RPers use other characters that aren't in the contest, got eliminated, or people that didn't want/were too late to compete to join in, if they really want to play with the plot or earn some small prizes.

-Contestants should never vote each other off.

Because who we think has a good chance of winning, and could do very well, might be the first one voted off when everyone else feels threatened by their character. We could end up with a mediocre winner just because all the good ones were forced out of the contest. And if we decide to over-rule the votes, what's the point in voting to begin with? And the contestants will realize that as well.
PostPosted: Tue Jun 22, 2010 1:34 pm


Great post Woe! And it sounds like a really fun idea.

As for the contest aspect, I would like to see a combination of the casual RP and then serious ones for 1 or 2 of the competitions, but I really think we should get input from thorny on what sort of competitions for the rounds he had in mind.

Other than that though, I am definitely all for having the competitions, be well, competitive. I think player elimination should still be based on character design, and that the competitions purpose would be to display the character to the judges. That way we can still use some sneaky/murder RP fun elimination, but not let players oust each other from the actual contest (just the event), and keep to the theme of 'the best OC' in the most fair way.

OR we could use this as a separate competition, best character judged by the people with some decent art as a prize?

I had people fill out whitewolf basic character stats I remember for OOC... I really wish I had gone through with it. Oh well.

My only worry is these might be long if there are tons of people. How could we make them quick and still fun to game with chances to lose, maybe using the dice roll system? Remember how long even just my simple question and answer end was... although it was very dry and boring too. I really had wanted to have rules and stuff like Woe has set out, but I didn't have the energy by then.


My RP event will probably be using a system like this one or something with structure anyway. That system definitely sounds like a lot of fun, it would be useful for an event I think. Are you suuuure you don't want to run an RP event Woe? I think you might!! Muahaha.

Kimaya

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Thornshield
Captain

PostPosted: Tue Jun 22, 2010 3:37 pm


Thanks Woe. I'd really like to see this in place, but I have to agree with the others regarding the separation of main contest and the RP being casual, as well as voting by the players themselves can lead to some unwanted results.

I can think of a few options;
1) We host this as a long-running side-event with a separate prize pot for the winner.
2) We use this as an RP measurement tool:
Rather than just trying to survive to the very end, players need to RP out their responses (be it accusations, their 'death', etc).
3) We dismantle the concept and use bits and pieces for the main and RP contest.

Also, what do you think of the players receiving an item upon entry of the world, and in this game, they get eliminated if its stolen. Avoids combat situations and "deaths".
PostPosted: Tue Jun 22, 2010 3:49 pm


Thornshield
Also, what do you think of the players receiving an item upon entry of the world, and in this game, they get eliminated if its stolen. Avoids combat situations and "deaths".


Oooh I love this! Rather like it's a talisman of some kind that keeps them 'rooted' in the world, if they loose it then they automatically end up back in their 'own' world...?

Cartagia


Thornshield
Captain

PostPosted: Tue Jun 22, 2010 4:04 pm


Cartagia

Oooh I love this! Rather like it's a talisman of some kind that keeps them 'rooted' in the world, if they loose it then they automatically end up back in their 'own' world...?

But if they're back in their own world, that would stop them from participating in the RP xD

Btw, I've updated the Main Contest Structure. What exactly are the methods used to eliminate is still something we need to consider.
PostPosted: Tue Jun 22, 2010 4:07 pm


Thornshield
Cartagia

Oooh I love this! Rather like it's a talisman of some kind that keeps them 'rooted' in the world, if they loose it then they automatically end up back in their 'own' world...?

But if they're back in their own world, that would stop them from participating in the RP xD

Btw, I've updated the Main Contest Structure. What exactly are the methods used to eliminate is still something we need to consider.


OH, sorry, got confused. XD;; Ignore me~!

Cartagia


Kimaya

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PostPosted: Tue Jun 22, 2010 4:47 pm


Cartagia
Thornshield
Also, what do you think of the players receiving an item upon entry of the world, and in this game, they get eliminated if its stolen. Avoids combat situations and "deaths".


Oooh I love this! Rather like it's a talisman of some kind that keeps them 'rooted' in the world, if they loose it then they automatically end up back in their 'own' world...?


Really great idea I think too.... like I said I do want it to be exciting and competitive which is why the rules system appeals to me, but I do agree with the points above too. I think we can incorporate the exciting element of a story with a challenge and still make it fair... somehow.

I am headed over to the discussion thread, we should probably start cracking.
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