Gameplay: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.
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 receives 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.
[Note: In the current addition of the game, I will only use Articles that have enough content to get me something specific. This is to prevent what happened in previous games, where all the 3-sentence articles about obscure Basketball and Football Players caused everyone to have similar Abilities.]
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.
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. This location will serve as the boundary for the game's first 3 Turns, after which the boundary will dissipate. 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.
So that's it. If you want in, simply say so.
NPCs: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.
An Addendum To Player Sheets:All spoiler'd player sheets are free to be viewed by other players and are considered "public". While this will inevitable influence player decisions, explicit meta-gaming is not permitted, (ex. a character knowing the exact location of another character without any means of getting that information).
Now, I feel that the last two attempts at this game failed because despite this game centering around Player VS. Player Combat, (or just PvP conflict in general, as many players had abilities that extended beyond the realm of combat) there was little ince
ntive to actually engage other players. Well, I've come up with such an incentive:
*New Gameplay Addition!*In this game, players gain Items and Abilities based on five completely Random Wikipedia Articles. In previous games, these were permanent for the duration of a single game until the next. This time, things are different: 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?
EVEN MORE IMPORTANT GAMEPLAY ADDITION: 48-hour 24-hour time limit between updates!Example Player Load-out:
Even Newer Gameplay Addition:"Kill Absorption" - When a competitor kills another competitor, they gain kills equal to half (rounded down) of their defeated opponent's total kill-count. They also gain an amount of new Articles equal to this same number. For example, killing someone with a Kill-count of 6 would result in +3 to your current Kill-count and gaining 3 new Articles.
Types of Reloading:Quick Reload - These weapons can be reloaded without a substantial time investment from their users. If your ranged weapon does not have its type of reloading specified next to it, assume it is a Quick Reload weapon. The only time a Quick Reload will greatly effect your gameplay is if it is done for some reason in close quarters combat, such someone engaging you in an ongoing fight while you are in striking range. If you try a Quick Reload while someone is close enough to say, take a free swing at you without needing to run at you first, they will get a free retaliating attack before you can finish reloading to commence with your own attack. Common Quick Reloading Weapons include most Handguns, Machine Pistols, SMGs, and Bows.
Moderate Reload - These weapons take longer than the previous type to reload, but the reload is fast enough to keep you in a fight. You can perform a Moderate Reload before shooting, but this will allow your opponent, regardless of their type of weapon, to counter-attack before you attack rather than afterwards. Common Moderate Reload Weapons include most Rifles, Muskets, Crossbows, and Flamethrowers.
Long Reload - The reloading for these weapons are very time intensive and thus you can not perform any combat during your turn. (If an enemy attacks you during their turn and are unsuccessful, you will still counter-attack.) As for other actions, you can perform quick actions while Long Reloading, such as diving for nearby cover, but you will not be able to do things like quickly sprint away or climbing. Common Long Reload Weapons include Sniper Rifles, Grenade Launchers, and Rocket Launchers.
Example Character:TCMRich LeFevre: +2 Competitive Eating
Jersey City Public Schools: +2 Teaching
Texas Southern Tigers Football: +2 Tackling
Van Oord: +3 Land Reclamation
Alan McCullough (Loyalist): +2 Counter-Terrorism Leadership