Season Through Hell and Back ideas
Jan 18, 2014 23:34:16 GMT -8
Post by Aoba Seragaki on Jan 18, 2014 23:34:16 GMT -8
First off, name changed to Through Heaven and Hell '^'
Now the other stuff.
This season would be entirely dedicated to solving the mystery. It would give people breathing space from all the killing going around and probably be a good intro for some newer players so they can get a feel for the universal rules and play style, without the stress of potentially getting killed. However (still working on this) an antagonist will be hidden among the players trying to get them to fail to solve the mystery for -plot- reason. Antagonists can appear whenever if given a reason/motive. They still cannot kill, but can sabotage to make it easier for players to die.
The game would be a bit like a horror visual novel and a turn based RPG all in one. On the VN side, you try to figure out the mystery involving where you are trapped while avoiding monsters, traps, and other hazards that could harm you.
On the RPG side, you would use the dice to fight monsters and do certain actions. Your roll (value determined by weapon and SHSL abilities) would determine your damage and other stuff. You would also have a health bar you need to keep track to make sure you don't die.
I would be altering certain actions for my season:
-Hunger System replace with Health. Certain items can restore HP. Time will also fix up small wounds (IE: Get in a small fight and your opponent scratches you up; a day later you have full HP).
-Paranoia would be altered. Instead of targeting people you would paranoia yourself for defense about what is around you. If you paranoia yourself while sleeping, you will instantly wake up if someone touches you or loudly approaches. If you paranoia yourself before entering a room, you would instantly strike out with a weapon to harm whatever is on the other side. Paranoia would be categorized into offensive, defensive, and evasive. Evasive and defensive could be done at any time and can be buffed with some items while offensive needs a weapon to occur.
Offensive- Attack automatically to avoid risking getting attacked, paralyzed, caught, ect, by something behind the door. Can kill depending on the weapon. This is loud, so if you fail you can attract a lot of attention.
Defensive- Wake up when something approaches you while sleep. Automatically awake and can perform actions with the advantage of the approaching creature not knowing you can move. Particularly sneaky enemies can bypass this.
Evasive- Basically an adrenaline rush. Lets you run to a certain location by skipping rooms and avoid all traps and monsters. Limited to a certain distance and can be stopped by closed doors, large enough gaps, or certain traps.
-Carrying would be increased for saftey reasons. I don't need to worry about you stockpiling to kill each other soyea
-Added strength. Limits how large of something you can carry, and works with lifting/moving objects.
-SHSL abilities would get a major buff with multiple parts to help you escape.
andyea that itsit for now
Now the other stuff.
This season would be entirely dedicated to solving the mystery. It would give people breathing space from all the killing going around and probably be a good intro for some newer players so they can get a feel for the universal rules and play style, without the stress of potentially getting killed. However (still working on this) an antagonist will be hidden among the players trying to get them to fail to solve the mystery for -plot- reason. Antagonists can appear whenever if given a reason/motive. They still cannot kill, but can sabotage to make it easier for players to die.
The game would be a bit like a horror visual novel and a turn based RPG all in one. On the VN side, you try to figure out the mystery involving where you are trapped while avoiding monsters, traps, and other hazards that could harm you.
On the RPG side, you would use the dice to fight monsters and do certain actions. Your roll (value determined by weapon and SHSL abilities) would determine your damage and other stuff. You would also have a health bar you need to keep track to make sure you don't die.
I would be altering certain actions for my season:
-Hunger System replace with Health. Certain items can restore HP. Time will also fix up small wounds (IE: Get in a small fight and your opponent scratches you up; a day later you have full HP).
-Paranoia would be altered. Instead of targeting people you would paranoia yourself for defense about what is around you. If you paranoia yourself while sleeping, you will instantly wake up if someone touches you or loudly approaches. If you paranoia yourself before entering a room, you would instantly strike out with a weapon to harm whatever is on the other side. Paranoia would be categorized into offensive, defensive, and evasive. Evasive and defensive could be done at any time and can be buffed with some items while offensive needs a weapon to occur.
Offensive- Attack automatically to avoid risking getting attacked, paralyzed, caught, ect, by something behind the door. Can kill depending on the weapon. This is loud, so if you fail you can attract a lot of attention.
Defensive- Wake up when something approaches you while sleep. Automatically awake and can perform actions with the advantage of the approaching creature not knowing you can move. Particularly sneaky enemies can bypass this.
Evasive- Basically an adrenaline rush. Lets you run to a certain location by skipping rooms and avoid all traps and monsters. Limited to a certain distance and can be stopped by closed doors, large enough gaps, or certain traps.
-Carrying would be increased for saftey reasons. I don't need to worry about you stockpiling to kill each other soyea
-Added strength. Limits how large of something you can carry, and works with lifting/moving objects.
-SHSL abilities would get a major buff with multiple parts to help you escape.
andyea that itsit for now