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TWG StarWars Concept

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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Mon May 22, 2006 4:10 pm    Post subject: TWG StarWars Concept  

Star Wars theme V 0.02

I'd like to run this game in the near future, but dunno if I can GM the game after Brf since I got exams soon.

Plus it needs some work so comments/suggestions are welcome.

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Motivation for ideas: trying to run a longer-then-standard game without stretching the play time too far out. Also trying to participate everyone in strategic & wellthought voting by making the consequences larger then just throwing in a vote to lynch a person. Also implementing interesting roles for every person (maybe even multiple roles for some players).
I want to set winstandards for only 2 parties, so this is a game that will rely heavily on converting the civilians pool to either side.

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Story:
Crash of a transport ship into a deserted planet. On board were civilians, a group of Jedi hunting for a remainder of Sith and ofcourse to keep things interesting, a secret cell of Sith. Things get sour. They always do in TWG. To repair the ship, the group needs a powerfull energy crystal which very inconvienently lies inside an old ruin sealed by the Force (instantly killing almost anyone not powerfull enough to withstand). While camping in front of the ruin. Voting will determine who needs to go inside & get the crystal (which basically means a high chance of death & pain).

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Basics:
minimum of 9 players
2 sides (Dark & Light) & neutrals.
The non-affiliated players are people that can be converted towards Dark or Light.
No acces to see posts of the Mass Grave for the living.
Either the Light or the Darkside wins.
If a neutral person votes for a player with a certain side, he'll gain affinity points toward the other side & lose affinity with the other (for instance, if during the vote round Eddy votes for JuntaJoe, while Junta is Dark, Eddy gains a +10% affinity towards light). Each neutral player (as basis, maybe some changes for "neutral" characters that are easier converted to a side already) starts at 50% chance to be converted to either side, the affinity adds 10% towards 1 side and minus 10% towards the other side.

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Roles:
Dark side
-Sith Lord. Powerfull in the force while still a great fighter. Can once every two nights read the mind of a person and thus identifying him.
Since Sith Lords without the ability of striking lightning. On a Jedi Master he'll only have 50% chance of killing that person.

-Sith Marauder. Strong fighter. Can once per game choke the last breath out of a person. Except on a Jedi Master, which will get him killed in public.

-Sith Apprentice. Young, inexperienced but ambitious.


Light Side
-Jedi Master

-Jedi Knight

Rest in progress.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon May 22, 2006 4:28 pm    Post subject:  

What is the roleplay motivation for forcing the duel if there are no night-kills?
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Mon May 22, 2006 4:36 pm    Post subject:  

Also, the game would last forever. The only way to eliminate a player, is to have one "white" player and one "black" player duel. Each team could vote in a one neutral or two of their own to force the game to last another day...
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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Tue May 23, 2006 3:45 am    Post subject:  

Yup, needs a lot of refinement.

I'll post it up when I thought it over.
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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Wed May 24, 2006 7:14 am    Post subject:  

edited some more.
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ExarKun



Joined: 25 May 2005
Posts: 2322
Location: USA

Posted: Thu May 25, 2006 7:58 am    Post subject:  

Just a suggestion, if you want a true Star Wars theme, why just DS and LS sides? why not base it in some Cantina, where there is a Dark Jedi, who has all the bounty hunters and other low lifes on his side, then a Light Jedi who has the nice Smuglers and so forth. Then the rest of the patrons in the middle?

Makes it more balanced, more Star Warsy type feel in my opinion, and it makes for a much easier balanced game with out so many roles.

for example

"Wolves"

Dark Jedi - a Dark Jedi who has been trying to weed out the town where the cantina is bassed of all who are against him, his mortal enemy is a rouge Jedi Knight who has been thrawting his effots.

Powers could be
force corput - get one person on his side that was neutral.
force crush - kill one person.

If ever the Dark Jedi picks the Jedi Knight there could be an epic duel and stuff could happen, flesh this idea out a little.

Bounty Hunter x 2 - You could make them the generic wolves, or even offical Bounty Hunters from the movies like Jango Fett. Zam Wessle (sp), Durge if you want Prequal, and Boba Fett, Bosk, Dengar if you want orignal.

Also if you used named people, you can even pick out each named charecters secret ability, like Boba has Flame Thrower which he can use to take out someone, or Jango's posion Darts, Zam's assiasn droid... ect.

Imperial/CIS Agent - They are backing the Dark Jedi. Opitonal role. powers could be anti seer.

Masons.

Few light side people, but all would be masons.

Jedi Knight - protector, all that good stuff

powers
Force Heal - can heal people duh.
Seer.
Can kill one, and only one, person. They can then use jedi mind trick so no one knows. *optinal power

If attacked by Dark Jedi can protect himself.

Smuggler x2 - the han solo like guy. Could even be han solo...
can be chewie, can be made up. There powers are mostly talking smack, and can force a bounty hunter to reveal themselves if he ticks them off. *chance power, role of dice if works*

Rebel aid/ Republic aid -witness role.

"Villagers"

Just the cantina patrons trying to not get killed, but secretly wanting to LS to win, could be a Lover in here too to screw up the LS side.
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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Thu May 25, 2006 9:52 am    Post subject:  

Nice roles, but I rather have a group of "monsters" all with balanced powers then just 1 on each side with huge powers.
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ExarKun



Joined: 25 May 2005
Posts: 2322
Location: USA

Posted: Thu May 25, 2006 9:55 am    Post subject:  

Well the main idea is they can be as balanced as you want, all Force users to me seems mundane, nothing to special to be one when about half of everyone already is one. You get to flesh out the peole imo in this way, but to each his own.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Thu May 25, 2006 10:17 am    Post subject:  

There isnt much fun in fleshing out a character, when one cannot role-play that character in the game.
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ExarKun



Joined: 25 May 2005
Posts: 2322
Location: USA

Posted: Thu May 25, 2006 10:19 am    Post subject:  

I never meant flesh out as in past ect, I mean flesh out there use. Just force users and villagers imo is mundane, I like there always beng a role out there that can screw you up if you don't prepare for it.
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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Thu May 25, 2006 10:47 am    Post subject:  

That's why I stated I'd enjoy the idea of a game relying on conversion :P
That's why you have two sides, people not knowing where they end up. Also this might prove to be a very dynamic game where both sides are in the dark how good the other side is at that point. The win conditions aren't solid as well, since it needs to be challenging.

I rather wait 4 games before GMing with one solid game then just using this theme to cover up a standard game.
But then I need solid gamemechanics, which I'm hoping to find pretty soon :P
Ambitious maybe, impossible even, but I think it's fun for everyone to run a nice designed game.
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Brf



Joined: 07 Nov 2004
Posts: 3751
Location: Belvidere, Illinois

Posted: Sun Jul 16, 2006 6:00 am    Post subject:  

Test
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ExarKun



Joined: 25 May 2005
Posts: 2322
Location: USA

Posted: Sun Jul 16, 2006 4:27 pm    Post subject:  

Do you ever think you'll get this up and running Waray? My geeky side would very much like a go at it.
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Waray



Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands

Posted: Tue Jul 18, 2006 6:01 am    Post subject:  

Well, I'm going to throw something at it again the next few days.
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ExarKun



Joined: 25 May 2005
Posts: 2322
Location: USA

Posted: Tue Jul 18, 2006 7:43 am    Post subject:  

Awsomness... can't wait.
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s_stabeler



Joined: 20 Feb 2005
Posts: 2292

Posted: Tue Jul 18, 2006 8:35 am    Post subject:  

so if you vote to kill 5 sith, you are guaranteed to be converted if the light side tries?
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DrJoshuaFalken



Joined: 10 Nov 2004
Posts: 227
Location: The Temples of Syrinx

Posted: Sat Jul 22, 2006 8:08 pm    Post subject:  

It should be Stormtroopers looking for Jedi after the Great Jedi Purge (Order 66) on some planet like Tatooine.

Or for those who've played KOTOR 2. It could be like Dantooine, where everybody hates the Jedi. Although fat chance trying to lynch one of them.

This can't really be feasible unless you nerf the Jedi, in which case it becomes silly.


We could play "Spot the fed". A town thinks it's been penetrated by federal agents and then wish lynch them.
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