Staredit Network > Forums > Null > Topic: TKG Game Modes
TKG Game Modes
Oct 10 2010, 11:03 pm
By: The Starport
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Oct 10 2010, 11:03 pm The Starport Post #1



So the last game got me to thinking of different ways to play this kind of game. Here's a few ideas I came up with:
  1. The Survivor - Basically like my last game, everyone is the killer, and the last man standing wins. Time limit (or the illusion thereof) is optional. Setting can be variable. Alternative names to this game could include "Last Man Standing" or simply "Brawl", as I called it.
  2. The Ship - A scenario where, again, everyone is a killer, but only to specifically one other person (based on this game). Each player has exactly one other player trying to kill them, in turn. Once a player's mark has died, they're set to win as long as they themselves don't die before everyone else's mark does. Optionally, the game could allow new marks to be issued for the remaining survivors, once all their marks are killed in turn, and thus continue until it's effectively last-man-standing, once again. In this case, additional rules might be needed to help properly differentiate the game from a Last Man Standing scenario, though.
  3. The Thing - Standard TKG, but with a catch: Everyone who dies can be revived by the killer to become non-reviveable, non-reviver killers themselves. The killer must first have access to their body to be able to revive, and once done, has the power to remotely kill them again at any time. Or something to that effect.
  4. The Sacrifice - Standard TKG, but with a different catch: Every 5 turns, 1 player must be "sacrificed" somehow (by vote or just by any kill), or every other player besides the killer dies automatically. This is as close as I think TKG could get to a mafia-like game.
  5. The Gentlemen's Game - TKG, but you must "announce" by a public broadcast function with the game that you intend to kill someone, or else you will be denied or punished for any (intentional) actions to do so. Optionally, you could be constrained to being able to "announce" only one person at a time, also. Might be interesting. :awesome:
  6. SMS TKG - TKG, except turn PMs must fit in 140 characters at most. No hyperlinks or "significant outside information references" allowed. Fuck your text walls.
  7. D&D TKG - TKG, except rather than the strict '3 actions + 1 movement' rule per turn, each turn is 30, 45, or even 60 seconds long, and the players simply have to convince the host that everything they're doing fits within the allotted time each turn. More work for the host, but probably better in scenarios where lots of intimate combat takes place.
  8. The VIP - TKG, except one player is a designated VIP, and must be protected from the killer, or else the killer wins. For added lulz, they may be wheelchair-bound to prevent sprinting, climbing, ascending stairs, accessing difficult areas, or otherwise being useful. They might also be required to perform some unique function in the game that makes them periodically vulnerable/mobile, such as something that keeps themselves and/or the other players alive somehow.
  9. Time Travelers - TKG, except each player has the ability to travel back (and even forward again) in time. Traveling back in time will allow a player to submit turns for an alternate timeline of themselves back at that time; everyone else's turns will simply be re-compiled going forward according to their previously submitted turns. Dying only matters if it happens in your "current" time or sometime in your past. A future version of you getting killed will only be apparent to the people still in that future time, for example. Rules for time travel might be defined by:
    1. Limits to number of turns that can be traveled.
    2. Limits to number of uses of time traveling. One use per game, maybe?
    3. Whether traveling only goes backwards or not.
    4. Whether time traveling takes time or opportunity (read: makes you vulnerable) to invoke or not. That is, preventing players from simply zapping themselves back a turn just before a lethal metal cart hits them, or something.
    5. Whether everyone travels with you or not. Would be easier on the host, surely.
  10. The Alien - A deadly alien ends up on board a ship. It can kill crew members very stealthily and quickly, and is devilishly hard to kill. But to make matters worse, someone amongst your crew wants to cover up what's going on, and cannot leave any survivors (except possibly just the alien and himself). The crew must eliminate (or completely escape) both the alien and the traitor to win. The traitor must eliminate the rest of the crew and escape the ship alone. The alien basically just cares only about surviving. The escape shuttle is only available when the ship's auto destruct sequence has been activated past the point of no return, and only has life support capacity for 3 people for any long trip. Auto destruct can be remotely activated and deactivated by anyone (at least before its point of no return has elapsed), so it must be consensual.
  11. The Assassin - A 1v1 take on TKG: An assassin lingers inconspicuously amongst a crowd of NPCs, seeking to eliminate one target in particular. A sniper watches diligently from afar, trying to pick out who in the crowd who is the assassin before he hits his mark. Addition parameters can include:
    1. The sniper having only 1 bullet in his gun.
    2. The party is a costume party; identities are obscured by default.
    3. Many or all of the NPCs are very drunk; lots of unpredictable behavior.
    4. NPCs are coming and going.
    5. Blind spots exist for the sniper, but can be countered by him shifting position.
    6. The assassin gets different ways to hit their mark, including poisoning, explosives, metal carts, time before the party to rig traps, etc.
    7. The assassin can only make one kill (or at least only one obvious kill attempt), which results in a loss if it doesn't hit their mark.
    8. Badass rule is gone; players have to make efforts to maximize their odds of success.
    9. Sniper scope produces a laser dot that is visible to the assassin; other NPCs are too drunk and/or stupid to notice it.
  12. There Can Only Be One - TKG with multiple killers who don't know each other and are not allied. Optionally, a killer wins when all other killers are dead (regardless of who else is still alive).
  13. The Exorcist - A demonic spirit may possess anyone in the game, officially turning them into the killer. If the killer dies, the spirit is free to possess another player (maybe up to a limited number of times?). The spirit can be defeated by performing an exorcism ritual on a possessed player, but the player dies when this happens. Optionally, the spirit may also be allowed to override control of their possessed player.
  14. The Elite - Players are stranded somewhere, and according to in-game parameters, only a few of them (5?) may ultimately be left alive by game's end. The catch is, only 1 player gets to decide who these are, but for this to happen, no one may openly protest this decision. Figure it out from there. :P
  15. The Puppeteer - TKG, except the killer is able to control the actions of others. The only catch is, he may control no more than 2 players per turn. Rules might include limits against suicidal control actions, control needing to be within visual range, or the manipulator being unable to perform their own actions while controlling others.
  16. RTKG - Real-time Killer's Game. No turns. Just submit actions one at a time. Only limit is the host's compilation speed.

Just brainstorming. Different sub-game modes can easily be created simply by adjusting the setting or player loadouts, such as giving players starting tools that make them into "special roles", or shaping the setting to force players to have to play differently.


Which one(s) would you want to play?

Post has been edited 39 time(s), last time on Oct 31 2010, 5:58 pm by Tuxedo-Templar.



None.

Oct 10 2010, 11:43 pm Tempz Post #2



You bastard I was planning a "The Thing" Game for quite some while... my good friend who is uber asian >:O is writing out most of the rules, drawing the map, ect.

At least you didn't write down my "Saw" idea down there.

Any who some ideas... just putting them out there.

-Desert or Winter type thing (isolation) + 1 person who acts out (basis of these games)
- Space (like alien)
- Saw Type game
- Thing Type Game
- Zombie Type Game
- Vampire/Werewolf type game
- Witch Hunt
- Points based game -> each move cost SP or AP meaning more you save more you can do one turn
- Mafia TKG Hybrid?

Post has been edited 1 time(s), last time on Oct 10 2010, 11:51 pm by Tempz.



None.

Oct 10 2010, 11:44 pm The Starport Post #3



Well I was thinking of a Cube or Saw-like idea, but I've developed a dislike for "sadistic host" games since TKG Brawl, personally.



None.

Oct 10 2010, 11:53 pm Tempz Post #4



Its fine.
However with your permission would like me to host the second TKG game I've built a large amount of Saw type contraptions so :O...



None.

Oct 11 2010, 12:49 am The Starport Post #5



You mean the third game, unless you want to overlap with Az's.



None.

Oct 11 2010, 2:55 am TiKels Post #6



Quote from name:Tuxedo-Templar
  1. The Sacrifice - Standard TKG, but with a different catch: Every 5 turns, 1 player must be "sacrificed" somehow (by vote or just by any kill), or every other player besides the killer dies automatically. This is as close as I think TKG could get to a mafia-like game.
So here's the premise:

You are a student in Japan, and the country is run by a corrupt government. Every so often, the "up-highs" pick a random school district and they are knocked out and taken to a random island off the coast. Every is briefed and outfitted with basic supplies, a map of the island with a measured coordinate grid, whatever they had with them, and a random weapon (could be anything between a sub-machine gun to a fork), as well as a collar that serves several purposes. This collar monitors audio, GPS position, and if the individual is alive. Every so often (I think it was hours) a random pair of squares on the coordinate grid are made death-zones, where if any individual's GPS enters it, their collar explodes. If someone does not die every few hours everyone blows up simultaneously. Everyone doesn't leave the briefing room at once, they leave one by one, a new person coming out every few minutes.

I probably missed some important details, but the book is Battle Royale, and you all should definitely look it up. Not only is it a good book, but it kinda gives ya some neat-o ideas.

PS: Oh by the way, they were told they were going on a study trip, and then while they were on the bus, gas was released and they were all knocked out.
PS2: One individual had been through this game before and won.
PSP: Just because I could.

Post has been edited 1 time(s), last time on Oct 18 2010, 2:44 am by TiKels.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Oct 11 2010, 10:20 am OlimarandLouie Post #7



Dead Space TKG



None.

Oct 11 2010, 7:38 pm Tempz Post #8



They made 2 movies about premise you stated

Battle Royale 1 + 2

1 which I've seen and the 2nd which is very different but I've seen most of it



None.

Oct 11 2010, 7:51 pm MadZombie Post #9



Battle royale you mean?

I think it should be more of an RPG :3



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Oct 12 2010, 1:44 am Aristocrat Post #10



Sekirei TKG.

FMA TKG (Alchemy included).

etc.

There are so many ideas that could work, but Azrael's original model is the best.



None.

Oct 12 2010, 2:13 am The Starport Post #11



I'm almost inclined to agree, but I could foresee intrinsic merit at least in having length-constrained turn PMs within the original formula, for one. Excessive textwalls have a way of taking the fun out of things after a while, I've noticed. They're laborious to write, time consuming to compile, and from what I've observed, 2 out of 3 times the most deciding actions of a person's turn come from just the first few sentences worth of text. The remaining 1/3 of the time also doesn't always necessarily translate into life or death outcomes, either. This begins to tell me that a function in effect to force people to make and stick to their main action decisions might just make it easier and funner for everyone involved.

I want to also say "especially the people without the inclination or opportunity to be writing text walls", but hey you have to pay some cost for pretending to have a life. :hurr:



None.

Oct 12 2010, 2:33 am rayNimagi Post #12



I'd be willing to play SMS TKG, but probably not until November.



Win by luck, lose by skill.

Oct 12 2010, 10:05 pm TiKels Post #13



I know that SMS is a text message, but what does SMS stand for?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Oct 12 2010, 10:09 pm The Starport Post #14



Short Message Service.



None.

Oct 15 2010, 3:50 am Generalpie Post #15

Staredit Puckwork

my hospital idea is ready to go, but im to lazy to conduct it



None.

Oct 15 2010, 9:07 pm The Starport Post #16



What I want to try out next (eventually) is a fusion of The Ship and SMS rules. Players each have a mark, and are each marked by 1 other themselves. This means the game ends when no one has a mark left - at most a third of the players could still possibly be alive by then (each person's marker and mark will have to have died; 1 out of every 3 people). But to make this a step above a FFA, players also have a limit of 2 kills before their position and actions start being broadcast to every other player by the host. Additionally, when a broadcasted player is killed, that kill will not count to their killer's limit (even if they're not that player's mark or marker)!



To make the SMS rule a bit more palatable, I'll probably give players at least a 300 character limit to work with. 140 characters is just far too short even for rudimentary actions, and I really don't want to make this game too much about abusing the English language. :rolleyes:

Also, because of this, turns will be easier to make and to compile, so I expect the game ought to run faster! 24 hours will still be the max per turn, except when I'd say otherwise. I also should have a purdy custom database up and running for this as well, which will aid compilations and end-game tallies. :awesome:

Post has been edited 5 time(s), last time on Oct 15 2010, 9:33 pm by Tuxedo-Templar. Reason: typo



None.

Oct 18 2010, 2:45 am TiKels Post #17



How about a zombie survival TKG? One person is "infected" and you have to figure out who it is.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Oct 18 2010, 3:12 am Roy Post #18

An artist's depiction of an Extended Unit Death

Quote from TiKels
How about a zombie survival TKG? One person is "infected" and you have to figure out who it is.
It's probably the pale guy walking around with his arms held out in front of him making indistinguishable, guttural noises.

The Gentlemen's Game sounds hilarious, but it's a lot of work for the killer, depending on how restrictive your "intentional" killing is. If I throw broken glass as hard as I can in a circle around me, and I happen to be in a room full of people, that's not with the intention of killing anyone in particular; I may just have a broken glass throwing fetish.

I would personally like SMS TKG, because I'm not the text-walling type.




Oct 18 2010, 3:28 am TiKels Post #19



Quote from Roy
Quote from TiKels
How about a zombie survival TKG? One person is "infected" and you have to figure out who it is.
It's probably the pale guy walking around with his arms held out in front of him making indistinguishable, guttural noises.

The Gentlemen's Game sounds hilarious, but it's a lot of work for the killer, depending on how restrictive your "intentional" killing is. If I throw broken glass as hard as I can in a circle around me, and I happen to be in a room full of people, that's not with the intention of killing anyone in particular; I may just have a broken glass throwing fetish.

I would personally like SMS TKG, because I'm not the text-walling type.
Stop being lame, the zombie idea would be cool. It's not even a game mode though, just a premise for a game.

Anything sexual is illegal remember? :awesome:

The big loophole would be, of course, the fact that one can just "leave the person to die" but not finish them off. Then we get into definitions of the word "to kill" and then it becomes "I only severed his head, he still had enough oxygen to think for a few more seconds, if he dies it's his own fault." Of course, that is a tad exaggerated.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Oct 18 2010, 3:39 am Roy Post #20

An artist's depiction of an Extended Unit Death

Quote from TiKels
Quote from Roy
Quote from TiKels
How about a zombie survival TKG? One person is "infected" and you have to figure out who it is.
It's probably the pale guy walking around with his arms held out in front of him making indistinguishable, guttural noises.
Stop being lame, the zombie idea would be cool. It's not even a game mode though, just a premise for a game.
Alright, how about a slight alteration on your idea, because a player being a zombie would be painfully obvious. How about the killer controls the zombies, and say there's two zombies to start, and anyone bitten by a zombie is turned into a zombie (debatable whether or not you want the new zombie to be controlled by the killer or the former player). The killer could also make himself a zombie for further strategy, because then the other players would think he was just a zombie victim. Under general principle, zombies wouldn't be able to handle complex or intellectual actions like doing karate or tripping someone, but you could still make them hide and stuff to get players.

Or we could scratch all of that and just have a zombie survival game against NPC zombies. The players would have to get to a certain location or survive for a certain amount of time, and anyone bitten becomes a zombie two turns afterward.




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