I have decided to run my own version of this rather popular game, originated by TCM. A large portion of this post is basically lifted from past threads.
The goal of this game is to incapacitate all of the other players to the point where they can not incapacitate you back. The simplest way to achieve this goal would be to kill the other players, or put them in a comatose/long-term K.O.'d state, but there are other viable methods including complete subduction or damage to one's mind to the point where they can't even cognitively function well enough to be a proper contender anymore. The last player remaining will be the Champion.
Will be taking 6 players to start with, because I'd really like to try not to overwhelm myself here. Don't expect writing and description to be all that great, and there's basically zero likelihood that this game will resemble reality past a superficial level. We'll say its an alternate universe, yes?
The Game runs on a 10-Sided Die system for completing actions, so a Rolled 10 will result in the complete satisfaction of the intended action, whereas a 1 will result in the direct opposite. Everyday simple actions require no rolls. Things like climbing a ladder, breaking down a door or hacking through an electronic lock, will.
Each player recieves 5 Items and Abilities, based on 5 Random Wikipedia Articles loaded for them. Abilities have some sort of effect on the player, oftentimes a modifier to certain types of rolls, or access to a non-standard ability. For example, a Random Article on a Baseball Player may give the player a +2 to actions involving the use of Baseball Bats or similarly-shaped Club-type items. Most nouns will simply give the player a certain amount of an item. Getting Graphite may have them simply starting out with a sack full of Graphite.
But won't this result in huge disparities, with one player starting with an assault rifle, another with Telekinesis, and another with a pogostick? Of course, that's what makes this fun! Be creative, that's why the goal is to Incapacitate, not just Kill. A player can be blessed with getting the Article for Immortality, but that makes them far from unbeatable.
For each player you incapacitate, you will gain another Random Wikipedia Article. This provides incentive no matter how your initial luck is: If you start out with a load of good Items and Abilities, you can steamroll through other players to rack up even more to become the dominant and most threatening character. Inversely, if your five starting Articles suck, why not kill a couple other players for a chance at getting something good?
In general, most Articles will work like this:
-Organisms, People, Fictional Characters, and Mythological/Religious Entities will give the Player an Attribute based on their own abilities and habits.
-Locations will give Abilities based on what they're known for, ex., Detroit would give its player a +2 to actions involving automobiles.
-Items will mostly result in the player starting with one or more of them on-hand, depending on their function, size, etc.
-Concepts, Theories and Abstractions will give Abilities based on their general subject. A player with Pragmatism will get an ability to disprove untestable impossibilities, ex., nullifying the magical powers of another player.
-Miscellaneous Articles will result in...something. Eh, I'll figure it out. This game is Bollocks enough already.
Abilities aren't inherently bad, but may carry risky side-effects, or could simply be almost useless.
The location of the game will be the first Random Article I get to that could physically hold all of the players simultaneously. The location could vary from a cruise ship, to the entire country of Moldavia, to a gas station in Central America, to Al Capone's Jail Cell, etc.
NPCs are completely neutral and apathetic to PvP fighting. However, they will start responding to any sort of violence or action that interferes or harms them in any way. So if two players decide to have a gunfight, the NPCs will do nothing except maybe hide. However, if a stray bullet hits an NPC, the NPCs will start reacting to the player at fault, at which time them may run away, scream for help, call the police, attack the player, and so forth. The response of the NPCs to Players varies with each NPC of course; flashing a group of elderly monks will end differently than throwing beer cans at a gang of disgruntled bikers.
So that's it. If you want in, simply say so.