cokemonster
One Thousand Club
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Project: In The Red Inspirations: 9 Hours, 9 Numbers, 9 Doors / Danganronpa / The Locked Room (Interest Thread by SilverSkyWolf) / Kaiji (anime) (Edit: At Post #14) A detailed RP modern mystery focusing on character actions, discussion, deductive skills, and psychological trickery. 7-10 RPCs will awake on a small cruiseship circling the Bermuda Triangle. They have all signed up for a test for some make-believe company. They will begin after the first night of the cruise, allowing for each character to know basic introductions and ship layout before beginning. Knowledge open to other characters will be on their CSs, all secret knowledge pm’d to me. All characters must have a need or desire for money to sign up for this strange test (I might allow interesting exceptions). They will awake with encumbering collars and a sense that things are not right. The P.A. system will instruct them to meet in the lounge, where a video will play on the monitor with or without all characters present. A mysterious figure will give them a run down on the rules of “Restricted Rock, Paper, Scissors”. The game is basically Rock, Paper, Scissors, except for a few slight changes. Characters are free to challenge whoever they wish. Each character will be given a set amount of cards (2 cards of each type, for example). The exact number depends on how many players and rounds there will be in total. They <strong>choose</strong> a card, <strong>set</strong> it down, and <strong>flip</strong>. A win will result in 1 Million dollars being dispensed on the winner’s side. A loss will result in one glowing strike on the character’s collar. A draw results in both characters receiving a strike. Three strikes, you die. At the end of the RRPS game, all cards must be played or the character dies. Cards played must be inserted into the special playing tables for counting. Playing is entirely optional. This is the meat of the RP. During the <strong>choose</strong> phase, players will PM me their choice of card, and are encouraged to give their character’s thought process when they are playing until they set their card. The players themselves will relay only what spectators see them doing or saying in the main thread (fidgeting, mumbling, posture, how fast they dealt their card). This is to <em>hopefully</em> have intense conversations and over the top screeches/speeches as they set their card down. Once both players <strong>set</strong> their cards, I will then post both private perspectives at the same time in one post (dual tabs) to give both the characters and players a sense of surprise and anticipation. The <strong>flip</strong> results will be dished out in the same post, and then the control will then be given back to the players. Between rounds of this game, I’m <em>hoping</em> characters will explore the ship and uncover documents as to clue in who is running this whole thing. Doors will locked behind people. Solvable riddles. The threat of death if one fails. There will also be personal documents on character’s backgrounds which might lead to unsavory revelations of pasts. Or they might be lies. Who knows who to trust, anyways? This is the side dish of the RP, which I think is doable and could lead to interesting stuff. It seems too bold to have to coordinate detailed puzzle rooms and the RRPS game, so I might cut that part and replace it with simple exploration and discovery. I’m surprised anyone’s read this far. Sorry, but that was just the idea. Now I need input. This isn’t an interest check. This idea is far from being a good RP in my opinion. I’d greatly appreciate any input you’re willing to give. 1. I don’t like the “Baseball system”, and that draws result in 2 total strikes, but it’s the only thing I can come up with for players not to simply pick draws every time. Characters will have an ingame need to betray each other, but I have a sinking feeling most RPers are too nice to do that to each other. However, drawing will probably lead to premature deaths and no fun for players. 2. What do you think of it all? Is the idea theoretically fun? Do you think it is actually playable? Or would it crash and burn due to meta gaming or just not garner enough interest? Is it incompatible with the general RPers on this site? Is there a select group I should find for this? 3. Do you think plain murder should be prohibited, resulting in death or a strike? 4. Is the RP too strict/railroady? Besides the strict “RRPS” game within a game, I want the players to be able to do anything humanly possible in the situation. Jumping off the boat? Doable, but you’d need the other characters to save you somehow. Never play RRPS? Your character would be mighty bored and poor, but there are other things to do on the ship. And as long as they discover a “legal” way to get rid of their cards, they’d survive. 5. Any suggestions to improve this idea? 6. I have 0 experience with mystery/deathmatch RPs. Any recommendations to learn from?
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Project: In The Red Inspirations: 9 Hours, 9 Numbers, 9 Doors / Danganronpa / The Locked Room (Interest Thread by SilverSkyWolf) / Kaiji (anime) (Edit: At Post #14) A detailed RP modern mystery focusing on character actions, discussion, deductive skills, and psychological trickery. 7-10 RPCs will awake on a small cruiseship circling the Bermuda Triangle. They have all signed up for a test for some make-believe company. They will begin after the first night of the cruise, allowing for each character to know basic introductions and ship layout before beginning. Knowledge open to other characters will be on their CSs, all secret knowledge pm’d to me. All characters must have a need or desire for money to sign up for this strange test (I might allow interesting exceptions). They will awake with encumbering collars and a sense that things are not right. The P.A. system will instruct them to meet in the lounge, where a video will play on the monitor with or without all characters present. A mysterious figure will give them a run down on the rules of “Restricted Rock, Paper, Scissors”. The game is basically Rock, Paper, Scissors, except for a few slight changes. Characters are free to challenge whoever they wish. Each character will be given a set amount of cards (2 cards of each type, for example). The exact number depends on how many players and rounds there will be in total. They <strong>choose</strong> a card, <strong>set</strong> it down, and <strong>flip</strong>. A win will result in 1 Million dollars being dispensed on the winner’s side. A loss will result in one glowing strike on the character’s collar. A draw results in both characters receiving a strike. Three strikes, you die. At the end of the RRPS game, all cards must be played or the character dies. Cards played must be inserted into the special playing tables for counting. Playing is entirely optional. This is the meat of the RP. During the <strong>choose</strong> phase, players will PM me their choice of card, and are encouraged to give their character’s thought process when they are playing until they set their card. The players themselves will relay only what spectators see them doing or saying in the main thread (fidgeting, mumbling, posture, how fast they dealt their card). This is to <em>hopefully</em> have intense conversations and over the top screeches/speeches as they set their card down. Once both players <strong>set</strong> their cards, I will then post both private perspectives at the same time in one post (dual tabs) to give both the characters and players a sense of surprise and anticipation. The <strong>flip</strong> results will be dished out in the same post, and then the control will then be given back to the players. Between rounds of this game, I’m <em>hoping</em> characters will explore the ship and uncover documents as to clue in who is running this whole thing. Doors will locked behind people. Solvable riddles. The threat of death if one fails. There will also be personal documents on character’s backgrounds which might lead to unsavory revelations of pasts. Or they might be lies. Who knows who to trust, anyways? This is the side dish of the RP, which I think is doable and could lead to interesting stuff. It seems too bold to have to coordinate detailed puzzle rooms and the RRPS game, so I might cut that part and replace it with simple exploration and discovery. I’m surprised anyone’s read this far. Sorry, but that was just the idea. Now I need input. This isn’t an interest check. This idea is far from being a good RP in my opinion. I’d greatly appreciate any input you’re willing to give. 1. I don’t like the “Baseball system”, and that draws result in 2 total strikes, but it’s the only thing I can come up with for players not to simply pick draws every time. Characters will have an ingame need to betray each other, but I have a sinking feeling most RPers are too nice to do that to each other. However, drawing will probably lead to premature deaths and no fun for players. 2. What do you think of it all? Is the idea theoretically fun? Do you think it is actually playable? Or would it crash and burn due to meta gaming or just not garner enough interest? Is it incompatible with the general RPers on this site? Is there a select group I should find for this? 3. Do you think plain murder should be prohibited, resulting in death or a strike? 4. Is the RP too strict/railroady? Besides the strict “RRPS” game within a game, I want the players to be able to do anything humanly possible in the situation. Jumping off the boat? Doable, but you’d need the other characters to save you somehow. Never play RRPS? Your character would be mighty bored and poor, but there are other things to do on the ship. And as long as they discover a “legal” way to get rid of their cards, they’d survive. 5. Any suggestions to improve this idea? 6. I have 0 experience with mystery/deathmatch RPs. Any recommendations to learn from?
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