Somehow I have been volunteered for this. Very well, I'll need something to distract me in the absence of Spice and Wolf.
None.
I like the idea of picking maybe a few basic items at the start though... maybe do a system where you give us like 100 dollars and we can, for a free extra action at our first submitted turn, get some supplies like rope or string, a few bullets, a knife...
Or if you wanna be cool, let us pick a useless item, something to be a symbol for our character, like a harmonica or a toothpick or something! There would be rules about it, that we cannot do anything with the object like "Use [symbol]" ... or just have it constantly in use. It would have no negative or positive effect apart from optional recognition and easy proof of identity.
Are you going to comment on this >.>
"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
An artist's depiction of an Extended Unit Death
I will: I think that's an awful idea. It takes away from the immersion even more than choosing a perk. The useless item idea is, well, useless; we're already identified by name/face association.
It's supposed to be cute. It's aesthetic. You can be a badass and be cool. It's not hard, it's just fun.
Oh I just realized I typoed, I meant to say we can't do anything except "use symbol" as a non action
The first idea I don't care about.
"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
It's not really aesthetic if you can use the items
And I wouldn't add items you're not allowed to use, or items that can't be forcibly taken from you.
I have an idea about how to test out some of these ideas in the future though, and I'll probably try out something similar to what you're suggesting at that point. My method for doing this will be explained at some future point in time.
You can use it, but only under the one command. It's just a facet of your personality, not a tool.
It's your "lucky toothpick" you wouldn't ever dispose of it because your character values it too much to put it in a trap or something
It's a taste of customization.
There. You now can use it and justify its lack of utility. And you even get to have customization. If it wasn't clear, I'm speaking solely of my second idea.
"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
In
If you're the killer
again... let's make our final confrontation more interesting.
None.
It's your "lucky toothpick" you wouldn't ever dispose of it because your character values it too much to put it in a trap or something
What about when someone slits your throat and loots your lucky toothpick to later stab someone's eyes out?
I don't really like the idea of having items which are useless just because I said so.
The less restrictive the game mechanics are, the better. I think most people dislike invisible walls.
Quote from name:Azrael.Wrath
The less restrictive the game mechanics are, the better.
B-But you wouldn't let me fire hadoukens at my enemies! That's a restriction!
None.
Within the confines of the reality of the scenario
Maybe this game takes place in a medieval magical era and you can fire them all you want
You put the toothpick on your chain as a victory trophy so you can rub it in his face. Simple. All symbols would have no advantage over each other. If you want, you could let them use it any way they wish and just let you judge whether you'd let them. Or make it fail if it ended being at the end of a chain of events. Or just fail always, or whatever.
"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
An artist's depiction of an Extended Unit Death
Reality is based off of a variety of things, but mainly perceptions. So if I perceive someone to blast energy balls from their palms...would it not be reality for my player?
Everyone's turn 1 action:
Perceive that a metal cart comes out of nowhere at a high velocity and hits poison in the head.
All turns will be sent out within the next 2.5 hours. First turn will last until approximately noon on Wednesday, with the 12 hour extension compensating for there being no formal activity check.
In the meantime, I closed the player list to ensure turns won't be delayed unnecessarily by a late entrant.
Best of luck
Post has been edited 1 time(s), last time on Jan 31 2012, 2:31 am by Azrael.Wrath.
Do I get my previous weapons back?
None.
Mall? Zombehs? Oh my!
Alright, who's doing the recall action? I'm not risking getting my neck broken while adrift in recollection or something. I'm fairly certain people want me dead this game.
Edit: Here's ur 'recall' gambit:
- Try to remember as much general information about the situation as possible in one action, with emphasis on what's most important.
- For what you remember being most important, and if additional details exist to recall about it, try to recall more information about that.
- Otherwise, or if no additional information exists to recall about what's most important, use up actions (if needed) to recall any other relevant general information about the current situation.
- If actions exist, and further information exists to recall about other more specific topics (such as building layout, things about others, etc.), try to recall it. Emphasize any other important specific information first.
Post has been edited 2 time(s), last time on Jan 31 2012, 6:03 am by Tuxedo-Templar.
None.
Be aware that your character knows the name of anyone who is currently in the room with them.
I was hoping to convey this with the multiple recipients, but I already received a request for clarification, so I may as well do it publicly.