Season Mental Overload
Feb 27, 2015 16:42:21 GMT -8
Post by The City [EclipseZwolf] on Feb 27, 2015 16:42:21 GMT -8
Season Mental Overload Suggestion
Hello everybody, Eclipse here! I recently read a rather interesting Manga called "Life is Money" and I thought it had an interesting premise that could be adapted into a game for the site.
I already have a number of seasons of my own on the horizon and I wouldn't be able to host something like this unless you guys wanted to set aside my regular eternity and finality seasons (which I hope isn't the case) so I am making a suggestion so you guys can decide if you want to try something like this. Regardless lets start with the basics of how I envision this kind of game going.
BASICS
1. Movement, Examinations, and Actions would all be handled according to the generic rule set for Murder Mystery Games.
2. There are NO trials
3. ALL physical violence is forbidden.
ADVANCED MECHANICS
1. Mental Overload: Characters cannot die through regular physical means as such they will instead be forced to wear a wristband. This wristband monitors your mental state and should it rise to an excessive state of activity it will hit you with a needle and inject a poison that will kill the victim in a matter of moments while the last of their sanity is destroyed. How will we handle events that affect your mental state you ask? With the next mechanic.
2. Mental State: This is currently envisioned as a scale of 1-10 or some number, similar to the sanity meter in C's Season Meta. This number is affected by events that occur in the game and the actions of others. It starts low and rises as stressful events ensue. If it breaks the max value it triggers mental overload and you die.
3. Mental Weakness: Every player will have to start the game with at least one hidden mental weakness. This would be some factor or something specific that affects your character mentally much more than anything else. This fact would only be known to the character who possesses it however hints would be placed around the map and provided so that players, through work, can unearth someone's weakness. Attacking the weakness will achieve the greatest affect on someone's mental state.
4. The Die of Sense: At the beginning of every day the player has to roll the Die of Sense (as seen in the manga image above) and whichever sense you roll, you will be deprived of.
Now based on the crazy amount of differences this would arguably be a Two or Three Star Mastermind rank of game to host. I am up for debate on this topic if someone wants to try this game since this one actually doesn't require an overarching plot since its the individual characters getting involved. (That said please feel free to add overarching plot, I like overarching plot)
Just a Season Idea from me after finding a little inspiration, tell me what you guys think of this kind of game.
Hello everybody, Eclipse here! I recently read a rather interesting Manga called "Life is Money" and I thought it had an interesting premise that could be adapted into a game for the site.
I already have a number of seasons of my own on the horizon and I wouldn't be able to host something like this unless you guys wanted to set aside my regular eternity and finality seasons (which I hope isn't the case) so I am making a suggestion so you guys can decide if you want to try something like this. Regardless lets start with the basics of how I envision this kind of game going.
BASICS
1. Movement, Examinations, and Actions would all be handled according to the generic rule set for Murder Mystery Games.
2. There are NO trials
3. ALL physical violence is forbidden.
ADVANCED MECHANICS
1. Mental Overload: Characters cannot die through regular physical means as such they will instead be forced to wear a wristband. This wristband monitors your mental state and should it rise to an excessive state of activity it will hit you with a needle and inject a poison that will kill the victim in a matter of moments while the last of their sanity is destroyed. How will we handle events that affect your mental state you ask? With the next mechanic.
2. Mental State: This is currently envisioned as a scale of 1-10 or some number, similar to the sanity meter in C's Season Meta. This number is affected by events that occur in the game and the actions of others. It starts low and rises as stressful events ensue. If it breaks the max value it triggers mental overload and you die.
3. Mental Weakness: Every player will have to start the game with at least one hidden mental weakness. This would be some factor or something specific that affects your character mentally much more than anything else. This fact would only be known to the character who possesses it however hints would be placed around the map and provided so that players, through work, can unearth someone's weakness. Attacking the weakness will achieve the greatest affect on someone's mental state.
4. The Die of Sense: At the beginning of every day the player has to roll the Die of Sense (as seen in the manga image above) and whichever sense you roll, you will be deprived of.
a. Sight: The character is blindfolded.(Player cannot perform any examinations with sight and will not be alerted by the mastermind due to visual cues)
b. Hearing: The character must wear soundproof earmuffs.(Player will be removed from the skype chat and forbidden from communicating via auditory means.)
c. Smell: The character is made to wear nose-plugs. (You can't smell anything to examine and will not be alerted by the mastermind due to smell cues)
d. Taste: The character is gagged. (Player cannot speak in the skype chat and cannot eat.)
e. Touch: The character is injected with an anesthetic that removes all muscle control below the neck. (Player cannot perform any actions besides speaking.)
f. Spirit: The character must remove all bindings placed on them. (Player is freed from any prior die rolls)
How each of these affects your mental state is determined by your weakness and the mastermind. Obviously the rules may need to be adjusted to replicate the act of being deprived a sense since we use the forums and skype heavily.
5. Victory Condition: A player wins by being among the last ones standing when either the game deadline appears OR when only a set number of players are still alive. The fewer players alive at the end the greater the reward to the winners (might tie in with specific character objectives). This is a really flexible point since in the manga the reward for surviving was money and how it worked was the dead peoples prize money would be split among the survivors, so the more who died the greater the survivors payout. How this can be handled in the game could be in granted a few initial players a need to see someone die in order to get the money they need to win. The deadline in the story was 10 days, although this could be adjusted.
5. Victory Condition: A player wins by being among the last ones standing when either the game deadline appears OR when only a set number of players are still alive. The fewer players alive at the end the greater the reward to the winners (might tie in with specific character objectives). This is a really flexible point since in the manga the reward for surviving was money and how it worked was the dead peoples prize money would be split among the survivors, so the more who died the greater the survivors payout. How this can be handled in the game could be in granted a few initial players a need to see someone die in order to get the money they need to win. The deadline in the story was 10 days, although this could be adjusted.
Now based on the crazy amount of differences this would arguably be a Two or Three Star Mastermind rank of game to host. I am up for debate on this topic if someone wants to try this game since this one actually doesn't require an overarching plot since its the individual characters getting involved. (That said please feel free to add overarching plot, I like overarching plot)
Just a Season Idea from me after finding a little inspiration, tell me what you guys think of this kind of game.