Cyberpunk is dead. We want to save her! Bring her back.Post your thought, ideas, works in process design documents and anything about the project in here! The competition closed for entries at the end of June 2010.
Having gone over GRAPE it might just end up using that. Seriously.
However, I might try to stick with something else. These were some of my ideas for how to do A.
The idea is that you're fighting over the best group that the corporation has. They can only do one mission at a time, they are only one team, so you're all bidding things to get their services. As a Board Member you would have access to a couple of things.
A. Money B. Influence C. Blackmail
Money is generated every time you go back to the table. It is the basis of which the team is purchased. So the person who puts down the most money will get their mission objective fulfilled.
Influence is purchased, or acquired over the course of game play, and can be used to modify the mission. This can be done publicly or secretly depending on their desires.
Blackmail is something you can use to force other players into helping you out. It can only be acquired on a mission, which means that you have to spend the money on the team and hope no one with more influence decides to screw you over. However, it is spent once and then that's it. Under the assumption that the blackmailed individual has done things during the mission to deal with the blackmail and make it go away.
Of course it isn't just a blind, "This that or the other thing" because there will be enough time for secret dealings and other shenanigans behind the scenes. Board Members can buy influence by helping others achieve their goals.
Things I still need to do:
1. Decide if I need to limit influence as to the things it can do. 2. Come up with a little more in the time frame and stuff that you can do things. 3. Decide if how you spend should be secret (I'm leaning towards yes) 4. Decide on what to do for the mechanic for the players (might just say screw it and deal with FATE)
I also do which isn't much, but it's enough for me.
I'm starting to come up with this system for figuing out how much money you have, and so how much favour you can acquire when I realize that I might be barking up the wrong tree here. Should I scale back, or should I keep doing what I'm doing which is give people the pence and pounds as a foundation and then let the RP flow from that or should I keep things more abstract and narrative driven.
I also do which isn't much, but it's enough for me.
So I just read A Penny for My Thoughts and I think I might look hard at that concept for option C except do it in reverse. I dunno. I'M WRACKED BY ALL MY DECISIONS!
I also do which isn't much, but it's enough for me.
How I imagined it is a bunch of hackers in virtual chat for hackers who've picked up frag.
He starts to tell how the run went, but can't remember his own actions that well. The other hackers check records and say, "It looks like you did this..."
"Yeah, that's what I did. Bit for my thoughts."
But that doesn't answer how he got into that mess. Next is one earlier scene in which the hacker is prepping for the run or receives some sort of warning.
Final scene is the one in which it is revealed who put the hacker up to the suicidal job, who sent him in there, and the audience realizes why. Dun dun dun! "That guy's hiring you expecting your mind to be totally destroyed so he can get with your girlfriend. Then he tells her and that's how she knew to warn you, and she warned you because she felt bad about the betrayal. OMG!"
Oh, I also imagined that memory triggers would be called "clues" and they would be evocative JPGs from whatever cool photo sharing sites. The first scene happens in a virtual space, by definition, but other two scenes could happen in real space or virtual space, so the narrator could go with real and poignant or surreal and vibrant.
Probably be a little harder to write, set up and play then how I just described it, but when I typed Penny for My Thoughts, that was the imaginary scenario going through my skull.
What I'd like to introduce would be an internal conflict mechanic as well. Something that keeps the suspense up, not just in the way that they're reconstructing their memories about it but there's a real chance of death from one of two sources.
One is that you don't reconstruct your memory and you fragment yourself into the fabric of the net. Two is that someone has the information in their head from the job, which means that someone has the paydata. The other is that someone is a betrayer who is trying to get it. Of course because people are fragmented they don't remember what they are.
I'm going to have to do a couple of things. One, play the game a lot more and then ask if I can be using their ruleset. Let's not get the cart before the horse.
I also do which isn't much, but it's enough for me.
The question is as follows and any feedback is appreciated.
I'm starting to come up with this system for figuring out how much money you have, and so how much favour you can acquire when I realize that I might be barking up the wrong tree here. Should I scale back, or should I keep doing what I'm doing which is give people the pence and pounds as a foundation and then let the RP flow from that or should I keep things more abstract and narrative driven?
Basically if I do game A, do I make a bunch of rules for the interaction of the board, like how much money they have or how they can blackmail and influence other board members, or do I just let that play out naturally?
I also do which isn't much, but it's enough for me.