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Entry: Threat Level Red - Power 19 and main thread

The official Game Chef discussion archive for the 2005 and 2006 seasons
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Entry: Threat Level Red - Power 19 and main thread

Postby BryanHansel » Mon Mar 13, 2006 5:41 pm

I won't have much time to post in this thread. I'm hoping to have a playable draft by the morning, and then by tomorrow night have the color fleshed out to summit by tomorrow night. Then I'm off to Mexico. I'm pretty excited about this game and actually can't wait to see which 4 or 5 games that I get to judge! This is a cool contest. Power 19 below.

Threat Level Red (I think this needs a different name, Any ideas?)

* 1 - 2 Hour Session
* law, steel, team


Situation: A terror organization has invaded an overseas military base in a country that is occupied by the army, secured a nuke, and has taken hostages. The military base is the home base of an elite anti-terror squad and the hostages are loved ones. The nuke can be prevented from exploding or the hostages can be saved. Period. If the nuke goes off a city in the country they are based in will be destroyed. No other citizens of the player's country will die in the explosion.

The players take on the roles of members of the anti-terror squad, who have to restore law and order on the base. One player plays the Game Moderator.

A timer is set at the start of the game before character creation or any play starts and even before the rules are explained. The players have exactly two hours before the bomb goes boom.

The characters have resources represented by Steel Points, which can be lost after they are used. When acting as a team, it is harder to lose steel points, but it also makes the mission harder. When acting alone, the mission is easier, but steel goes quicker.

Players continue until two hours are up and the nuke explodes or until they disarm the nuke or rescue their loved ones. Each player may work towards a different goal or they can work together.

This will have a cinematic fight system and lots of mooks to kill off.

1.) What is your game about?**

The game is about racing against a terrorist organization detonating a nuke. The game is about making a choice between loved ones or the nuke going off, and it is about team work or not to achieve that goal.

2.) What do the characters do?**

The characters work against time trying to infiltrate a high security compound, take out terrorists, and rescue hostages or disarm a nuke.

3.) What do the players (including the GM if there is one) do?**

Players use limited steel resources to drive the action and plot towards resolution. They control their character’s movement as they infiltrate, have conflicts, rescue hostages or disarm the nuke. The GM adds color, narrates scenes, and adds conflict in the form of combat that stalls movement of the game towards resolution. The clock is ticking.

4.) How does your setting (or lack thereof) reinforce what your game is about?

The setting is tightly incorporated with the situation, and the game is about a specific situation.

5.) How does the Character Creation of your game reinforce what your game is about?

Character creation will take up time and the timer is always running even during character creation, so it will emphasize the need for speed. Character creation will be detailed and choices made here will affect where the game goes and how players tackle the issues.

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

It rewards both choices the players make – either join the team or go alone. It rewards fast paced action, which will result in a win situation. Slow play will result in the nuke exploding. It also rewards playing combat, which is a punishment in terms of time.

7.) How are behaviors and styles of play rewarded or punished in your game?

Team = Steel not lost as fast.
Team = Harder to accomplish mission. One mission goal must be meet.
Solo = Steel lost faster
Solo = Easier to accomplish mission.
Combat wins = more steel
Combat = Takes time

8.) How are the responsibilities of narration and credibility divided in your game?

Narration is driven primarily by the players, they decide how to infiltrate, attack terrorists, and address the situation. The GM can introduce conflicts based on limited GM Steel resources. The GM can make the players play the role of their loved ones as the terrorists force them into appearing on televised videotape.

9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

Players drive the plot, so attention is required and the clock is always ticking away, so the players have to be ready to address it quickly. Also, the tough choice of the situation will engage each player in a personal choice.

10.) What are the resolution mechanics of your game like?

1d6 based. Roll under a trait to succeed, but since players decide how to address a situation, they will most likely use those traits that they are best at, so successes will be often. Then they use Steel Points to drive a Threat track towards conclusion at which the nuke can be disarmed or loved ones rescued. A cinematic combat system with one on one fighting rewarded with Steel dice.

11.) How do the resolution mechanics reinforce what your game is about?

Steel points are used to drive the game and can be lost and used only during resolution. Combat reinforces the dangerous situation.

12.) Do characters in your game advance? If so, how?

No, the story advances. Character can be rewarded via combat with extra steel points.

13.) How does the character advancement (or lack thereof) reinforce what your game is about?

The lack of advancement reinforces the immediacy of the situation; these are the skills that the character has and now go beat the terrorists.

14.) What sort of product or effect do you want your game to produce in or for the players?

I want a fast paced system that can produce theme.

15.) What areas of your game receive extra attention and color? Why?

The combat system, because combat takes up time and beating up mooks is cool. Character creation and weapon descriptions and skills, resources, etc… to take up time, which is always ticking.

16.) Which part of your game are you most excited about or interested in? Why?

In excited at the possibility of creating theme in such a short time frame. I’m excited at how fast the game much play out, and I’m excited about the combat system, which will be the combat system that I’ve always wanted for play.

17.) Where does your game take the players that other games can’t, don’t, or won’t?

It takes the players into a situation in which a real world clock is running and forces them to make tough decisions and then makes them choose to face that choice together or alone. If the players make different choices it also puts them into conflict and in a race to achieve their goals.

18.) What are your publishing goals for your game?

First, for the contest. Second, a pdf, illustrated by my brother, either free or for sale at $10. Third, in book form via Lulu.com.

19.) Who is your target audience?

Fans of modern military action games. Fans of special mission forces. Hopefully, a cross-over from war-gamers.
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Postby Graham Walmsley » Mon Mar 13, 2006 6:49 pm

I really like this. It's like 24 and Metal Gear Solid. Wonderful.

OK, can I raise a couple of queries? Firstly, I'm worried you'll lose out in the "use of ingredients" category: the use of law is a bit weak. Any way you could tighten up on this? Use the laws of physics with regard to nuclear stuff, or something?

Secondly, what do you mean by "create theme"? I think I know what you mean, but I'm not 100% sure. Do you think this game will really create theme or will it just be a fast-paced romp? I'm not sure myself, but I'm interested to know what you think.

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Postby rpoppe » Mon Mar 13, 2006 7:07 pm

Here's some chest-thumping jargon for you:

PINNACLE EMPTY QUIVER (OPREP-3PEQ) reports the seizure, theft, or loss of a nuclear weapon or nuclear component.



Might be a cool name for your game!
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To Nuke or Not to Nuke thatb is the Quest John

Postby chiefprimate » Mon Mar 13, 2006 9:11 pm

Yo! Bro!

It looks alittle too real in there. I like that the team members can have different objectives. The story is very modern and feels like a gritty. Like Tears of the Sun with Bruce Willis. Making the game two hours including instructions seams imposible unless you mean to offer alot of support. If so don't tell the players you will help them. That will add to the pressure. That would be a great name "Under Pressure". I like military stuff in stories. Good luck. 8)
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Postby BryanHansel » Tue Mar 14, 2006 12:26 am

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Postby Graham Walmsley » Tue Mar 14, 2006 12:38 am

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Postby rpoppe » Tue Mar 14, 2006 7:00 am

Actually, "1:59:59" is a pretty scary name, too.

You need law? Law:

The Convention on the Physical Protection of Nuclear Material
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