So, since i think that we wouldn’t be making a mafia game for a while i am working on a team based game to run in the meanwhile
It is still on the planning phase but i want to know what do you think of it, it is inspired on the arena games since it will share elements of them like resources hiding on the area that the players can use to help them win and special abilities per player/group.
The basics of the game are as follow
There are 5 groups of 4 on the game (the number of players or groups could change if needed)
Every group is put on a different location on the isle, the main goal is to get to the center of it with their escortee alive
Each group will also have aditional conditions to fulfill to add to their win points, each of this conditions will be only known by the members of the group
There is a 6th group of 5 (the number depends of the number of teams on the game) that its objective is to not allow any of the other teams to get at the center, unlike the rest teams they are heavily armed from the beginning but they can’t get new resources or travel too far from the center.
If a team loses its escortee they can’t win the game, but they can still continue to play and try to kill the other teams or team’s escortees.
You should make the 6th team Predators because hand claws and decapitations. I think I accidentally just made a theme for that. Center of the Isle has a two rocket ships so you can escape the predators, but your escortee is the only person in the group who can pilot it. Without a pilot you cant escape. Possibility for two teams to win but not guaranteed.
That is actually something that i have been pondering you know, though i was thinking on something about instead of a rocket ship, it was something like disabling/stealing a weapon.
I was also considering making them one of the other races going to the center and leaving the guardians as some type of robot super killing machine
So it’s a VIP kinda thing? Sounds pretty fun, the biggest difficulty I see would be determining how the teams move. Distance, position, etc would be a bit odd but workable.
About that, i was thinking of having the map being divided as a grid where the team has a detrminated amount of squares that can travel per day phase and that can be affected by the terrain or if they have vehicles or mounts.
I was also thinking on not letting know where exactly is every group on the writeups unless they interact with certain landmarks or make specific actions.
What i don’t know is if i should allow that a group can recruit players without a group.
Everytime I tried to plan a game like that, which worked on the forum… it always ended up too complicated and not fun enough. Interested to see if somebody else can pull it off.
Im sure there is just a plethora of themes that could fit into the game type though. Would this be classified as an Arena? Or called something like “VIP”?
Building upon my joke about not reading Manx’s writeup… I am going to need to sit some games out. I can’t get to SRK from my work computer and I’m bad at playing on my phone. So big involved games are too much for me whompwhomp
Depends on how you want the game to behave. For something like what you’re saying I’d probably break it down like this:
Chess style Grid: GM knows which squares have traps, items etc. Playerbase do not, outside of a few spots the GM announces at start of the game.
Depending on how big the grid is, each player can have a certain amount of squares they can travel depending on their items and other stat modifiers.
Teams know their starting spot. Do not know other teams starting spot. Possibly they can trace if a VIP other than their own has passed ever landed on the square.
Mini classes/roles/assignments: Players can be assigned roles within their team. For example player Y gives defensive boost when protecting someone other than himself. Player X is a pack mule. Player Z
Parity in which roles that teams can assign within their groups. Free select on how they select their team composition.
Only problem with chess style grid is that it is square. All teams start the same distance from the center, so to be in a square but be the same distance, if you have any wits about you, you’ll know exactly where the other teams start. When I pictured Hecatom’s game I seen it as one of those board games where aall the tiles are like an octagonal shape allowing for more diverse terrain/map shape. It would also allow for a bigger board IMO so the game isnt over in 4 turns. I think there would also have to be some kind of draw up of the board before game for the spectators lounge that would either be updated and reuploaded for visual representation, or shown once, and then lounge is told who went where and they can keep track themselves. If I were GM I would probably go for the latter. Former would take more time extending write ups.
When I said chess style I didn’t mean an actual Chess Board.
You can start teams next to each other, in front of each other, opposite sides etc. It all depends on modifiers: how you set up the board/grid and if you choose to modify teams capabilities.
Not every team can move straight in line, not every team can move on every grid space (black white grid pieces, or even colored RGB grid spots), VIP’s behave differently. Fat VIP can only move a certain amount of spaces in a phase, some VIPs need “rest” after a certain amount of squares moved etc. Get creative.
I hadnt thought of spawning some next to each other. I figured everyone would get a wide berth at the beginning of the game so people arent immediately on each other’s ass.
The way I conceptualise grid-style warfare is based entirely on the Grand Maze from the Keys to the Kingdom books. The maze is 100x100 and the grid squares move, except for some fixed positions. This would make the game type a little more random.
And as for @ForgeDigger 's question, if there isn’t anyone else ahead of me in the queue ready to run their games I will be happy to run mine.