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Author Topic: 'So we sat down and started playing...' Game design challenge  (Read 722 times)

Narf the Mouse

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Get yourself, some gamer buddies, paper, dice and blank sheets of paper and game...

...Making *Everything* up as you go.

Once you're done, post it here.

Call it 'The Everyman Game Design Challenge'.

Because everyone can make stuff up. It's what RPG's are about!

Entries will be judged in Laughs, Applause and 'Wait, What?!?!'s posted. :D
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

John Morrow

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'So we sat down and started playing...' Game design challenge
« Reply #1 on: March 03, 2009, 12:21:19 PM »
Quote from: Narf the Mouse;286839
...Making *Everything* up as you go.


My college group tried this decades ago.  That's how we wound up with the d4 combat system, which some of us still joke about.  All combat is resolves with a d4:

1 = Fumble
2 = Miss
3 = Stun
4 = Kill

Initiative is determined by grabbing the d4 off of the table first, which can be very interesting with a sharp d4.  

That's about the only part of it that stood out or was memorable.  Let's just say that we never tried that again.
Robin Laws' Game Styles Quiz Results:
Method Actor 100%, Butt-Kicker 75%, Tactician 42%, Storyteller 33%, Power Gamer 33%, Casual Gamer 33%, Specialist 17%

Lawbag

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'So we sat down and started playing...' Game design challenge
« Reply #2 on: March 04, 2009, 04:11:54 AM »
Quote from: John Morrow;286955
My college group tried this decades ago.  That's how we wound up with the d4 combat system, which some of us still joke about.  All combat is resolves with a d4:

1 = Fumble
2 = Miss
3 = Stun
4 = Kill

Initiative is determined by grabbing the d4 off of the table first, which can be very interesting with a sharp d4.  

That's about the only part of it that stood out or was memorable.  Let's just say that we never tried that again.

Ingenius
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droog

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'So we sat down and started playing...' Game design challenge
« Reply #3 on: March 04, 2009, 09:58:21 AM »
A friend of mine ran a game called 'Dick Flogg', in which absolutely anything you wanted happened.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

Simon W

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'So we sat down and started playing...' Game design challenge
« Reply #4 on: March 04, 2009, 11:01:10 AM »
We were coming back from some convention or other in the car and we wanted to roleplay. The dice were packed away, but someone had some Opal Fruit sweets (since renamed "Starburst"). The system was that when someone wanted to do something, a sweet was pulled from the bag. Depending on the colour/flavour, the results were something like this:

Yellow/Lemon = Failed miserably
Green/Lime = Failed, but only just
Orange/Orange = Succeeded, but narrowly
Red/Stawberry = Excellent success

I think we were playing Cthulhu. Character names had to be based on the roadsigns we saw from the car or from the AA roadbook we had in the car - so they tended to be things like Dr Ernest Kidlington (a place near Oxford) and Captain Heath Flackwell (Flackwell Heath, just outside London).

Oh, by the way, you also had to eat the sweet, so there was a natural time limit for solving the case - when the sweets run out!  No sweets left = no chance of success = oh dear, killed by Cthulhu's minions.

Lawbag

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'So we sat down and started playing...' Game design challenge
« Reply #5 on: March 04, 2009, 03:56:42 PM »
Knowing our gaming group, there is no way 1 packet of Starburst (Opal Fruits) would last more than 5 minutes.
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