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Companion Fever

PostPosted: Tue May 24, 2005 1:05 am
by Tobias
A roleplaying game for 3-5 players, 1.5-2.5 hours.

Period: Pre-/Early WW II

Place: the USS Invincible, a sneaky entomology research ship, in the pacific theater. (There's RL backstore here.) In trouble.

Words used:

Entomology - part of the setting, there will also be an entomology die that is that round's resistance against the escaped "bug". Ties in to the Lead Scientist and the Marine Colonel.

Accuser: Every character (of the up-to-5 pre-defined, character-sheet-less characters) has an accuser. Every character has f*cked up in some way, and is trying to shift the blame. The accuser sits to your right, the one you accuse sits to your left. Who accuses who is pre-defined.

Invincible: part of the setting, and there's an "invincible" die that indicates that round's efforts against the damaged and run-aground vessel. Ties in to the Captain and the Chief Engineer

Companion: part of the setting (companionway), and the die that indicates the information gathering and disinformation amongst the ship companions by one of the characters. Ties in to the Secret Serviceman

Rules restrictions:

1. No charsheet + pre-defined. This is one-evening play, everyone just starts with a character job title (Captain, Marine Colonel, Chief Engineer, Lead Scientist, Secret Serviceman) and a secret f*ck-up.

2. Possibly the 'three dice' rule as well (it's been inspirational, anyway).

A game of shifting blame on a ship that's likely to be doomed!

Comments welcome!

Urls with backstory/images available on request.

PostPosted: Tue May 24, 2005 1:16 am
by pfischer
Very interesting. I am curious about the shifting blame issues and the defined accusers, as I am working on somethihng similar. Can you help your own character by accusing another character f.ex?

Looking forward to this.

PostPosted: Tue May 24, 2005 1:45 am
by Tobias

PostPosted: Wed May 25, 2005 3:26 am
by Tobias
Mechanical update:

It will be a 'micro'-RPG for 5 players, no GM, taking about 1.5 hours, tops.

I will be using dwindling resources (chips), three d6 of differing colors (an "Invincible" d6, an "Entomology" d6 and a "Companion" d6).

Players will play a modified game of "Six-Six-Six", where they can re-roll their associated die OR allow one of their fellow players to re-roll. Using the re-roll, and announcing your challenge number involves narration ("roleplaying").

If you win the 666-challenge, you steal one chip from your accused.

Your goal is to reduce 2 of your accused to 0. If you do, you win the game.

When an accused is reduced to 0, his accuser gains X chips (depending on how high I set the initial chip amount).

These rules are a combination of 6-6-6 and some aspects of the VTES card game. It's been my experience that both games lead to interesting cross-table effects (which can be role-played out) as players jockey for position.

Between rounds, all three dice are rolled once. If a 6 comes up on a die, the associated player(s) lose(s) 1 chip. If a player would lose a chip in this manner when he has 0, the game ends without a winner - everyone dies to the problem in question.