[Gaming] A question of structure.
May. 6th, 2011 10:38 amI've been thrashing out in my head a tabletop game with a structure based loosely on The Thing; a closed environment with a group trapped with an antagonist. The more I play around with it as a structure, though, the more I wonder how it can be made to work as an enjoyable - and runnable - game, and I'm after input and thoughts from you lot. I shan't go into specifics, but the setup is:
1) The characters are in a closed environment which they cannot leave. The antagonist enters this environment from outside.
2) The are not the only people in the group, but the group isn't large (i.e. a relatively plentiful supply of NPCs/cannon fodder/replacement PCs).
3) The antagonist has an objective (effectively it must seize control of the command centre for long enough to achieve it's objectives. It can do this through force or deceit).
4) The antagonist may or may not be able to possess bodies/disguise itself as people etc, depending on how well this could be made to work.
Now I've been wondering what the best way of putting the game together would be. Do I make it an exercise in paranoia like The Thing, where the monster can be anyone (even a PC), with lots of note passing and conspiring between players? Or do I make it a straight us vs. them game in which the monster slowly takes over more and more NPCs and the PCs have to fight them off/ root out infiltrators?
Certainly the second option is a lot easier to write (and run), but I'd like to at least think about how option 1 could be made to work (and by work I don't mean just play, but actually really work well).
Thoughts, please, chap(ette)s?
1) The characters are in a closed environment which they cannot leave. The antagonist enters this environment from outside.
2) The are not the only people in the group, but the group isn't large (i.e. a relatively plentiful supply of NPCs/cannon fodder/replacement PCs).
3) The antagonist has an objective (effectively it must seize control of the command centre for long enough to achieve it's objectives. It can do this through force or deceit).
4) The antagonist may or may not be able to possess bodies/disguise itself as people etc, depending on how well this could be made to work.
Now I've been wondering what the best way of putting the game together would be. Do I make it an exercise in paranoia like The Thing, where the monster can be anyone (even a PC), with lots of note passing and conspiring between players? Or do I make it a straight us vs. them game in which the monster slowly takes over more and more NPCs and the PCs have to fight them off/ root out infiltrators?
Certainly the second option is a lot easier to write (and run), but I'd like to at least think about how option 1 could be made to work (and by work I don't mean just play, but actually really work well).
Thoughts, please, chap(ette)s?
no subject
Date: 2011-05-06 09:51 am (UTC)I've done and played setup like this before and one of the key issues with it being the PC is that in short forms, especially one offs other players are reluctant to pick off other characters.
One way to ramp up the paranoia is to intermittently switch the PC to the beastly. So they are never sure when the player is the player or the monster. The NPC option is terrifying if they come from nowhere or you can make them genuinely scary in some way and especially if you set up good ties between NPCs and PCs to deliver emotional impact
no subject
Date: 2011-05-06 09:54 am (UTC)The reluctance of players to kill other PC's is one reason I wasn't sure about that solution, especially as some players can get over-attached to characters and PC-on-PC killing has ruined more games than it has improved in my experience.
no subject
Date: 2011-05-06 11:09 am (UTC)no subject
Date: 2011-05-06 11:10 am (UTC)no subject
Date: 2011-05-06 10:25 am (UTC)Indicating to a Player that they are the monster is dramatically awkward, the chances of a player deciding to ham it up and give the game away is awfully high. How about this:
The creature does not posess a PC in the traditional manner, but rather by subtle influence - a Posessed PC believes they are acting perfectly rationally and acting out their own plans.
The GM performs posession checks privately. If a PC becomes posessed, any success roll that would result in information being given to them by the GM is delivered in a manner favourable to the creature.
e.g.
Gunther, the hard working engineer of Sealab fails his save roll and unknown to his player, becomes posessed by the Creature. When debating the best way to flush the creature out, Gunther's player rolls to see if he can find an engineering solution to the problem and suceeds.
Instead of giving a useful answer, the GM gives information that will help the creature (who is looking to get somewhere warm)- telling him that he should raise the temperature in Sealab - surely the creature cannot stand heat if it has been living down in the frozen reaches of the Marianas trench!
Later on, Gunther has been tasked with sealing all the doors in sealab - Alien 3 style. He makes all the necessary rolls and the GM explains that he has done his job correctly, although any observer will have clearly seen Gunther leave a set of doors unlocked.
no subject
Date: 2011-05-06 10:57 am (UTC)no subject
Date: 2011-05-06 11:02 am (UTC)no subject
Date: 2011-05-06 04:24 pm (UTC)On that basis, I see two issues:
1. ensuring that other players do not know who is infected.
2. ensuring that infected players don't meta-game the thing to destruction.
The first one is probably a case of dealing cards to all players each time an infection takes place (or just when you want to screw with them) with one being the posessed/infected card. The same deal as the Battlestar boardgame but the cards are returned and redealt each time.
The second one is probably a case of dividing the creature's plan into individual tasks - instead of someone being told 'you're the creature, unleash the untold horrors in the basement' they get a card that says 'you're the creature, give the diary to NPC X then return this card'
It gives the Player a short-term goal which they can achieve without ruining the game, as well as giving them some insight into the plot. They get cookies for performing the task and then get their character back.
After that, the real difficulty is obscuring the creature's actions from the other players.
Of course, if we are talking LRP an infection 'token' that tells the person to excuse themselves and speak to the GM before recieving their individual task and being told to hand the token on as soon as possible after completing it.
no subject
Date: 2011-05-06 11:03 am (UTC)no subject
Date: 2011-05-06 11:08 am (UTC)If you used some idea of objective-based play, and issued players with new objectives at preset intervals, then one could be possessed by the creature by virtue of having a creaturey objective. A variant could be that you simply break the creature's agenda into bite-sized pieces and give precisely that brief to someone possessed.
no subject
Date: 2011-05-06 11:09 am (UTC)no subject
Date: 2011-05-06 11:10 am (UTC)no subject
Date: 2011-05-06 11:39 am (UTC)no subject
Date: 2011-05-06 11:12 am (UTC)But then I'm a wargamer rather than a role-player.
no subject
Date: 2011-05-06 11:40 am (UTC)no subject
Date: 2011-05-06 03:37 pm (UTC)Also if everyone has tasks to complete that are completely randomised, and at cross-purposes that might work too- if everyone has their own agenda they're all trying to double-cross each other at the same time as achieving their major goal, which should make it harder to work out who their real target is. You could have victory points and stuff if you really wanted to ramp up the paranoia- not only are the characters working against the Big Bad but they're working against each other too, but they can't work *too* hard against him or everyone dies.
Cutthroat Caverns does this quite well as a card game- you *have* to work together otherwise everyone dies. But at the same time you *have* to screw each other over, killstealing, nicking each others stuff, etc. Its a lot like Munchkin but without the silly jokes.
no subject
Date: 2011-05-06 04:29 pm (UTC)no subject
Date: 2011-05-06 01:06 pm (UTC)Sort of like the children's game of blink murder.
The players will always work out who the baddie is eventually, but are scored on their ability to keep everyone else alive.