Roll to Survive Ninja School!Players are all enrolled in Ninja School (not necessarily by choice) where they must learn to become deadly assassins of the night through study with the Ninja Masters, passing random challenges (both physical and mental,) and of course, murdering other students for fun and profit.
Flavor 1) Coop, ninja school is organized into teams where each team must put aside their difference and pool their assorted abilities to outwit and outfight the other teams. Only one team gets to graduate, and there exist both formal deathmatches and your classic "bathroom break" ambush scenarios. Optionally, as players die, they are replaced by the weakest members of larger teams (thus allowing waitlisters to cycle in believably.)
Flavor 2) Competitive, every man for himself, shifting alliance backstabbery goodness. One ninja graduates, every day the bottom 2 ninjas who did worst at the day's tasks are forced to fight to the death.
Each day is divided into several phases, themselves divided into however many turns are necessary to resolve player action. Assuming any kind of competitiveness, players get 2 actions- a Public Action they post in thread, and a Secret Action they
PM to the GM. Secret Actions are only known to the other players if their effects are discovered, either due to terrible failure or the efforts of the intended target. Players should PROBABLY get some kind of reward if they don't indulge in a Secret Action, otherwise all actions should be secret in a competitive format.
General day outline:
Breakfast- Ninja Free Time! Ninjas may eat (restoring HPs assuming none of the other ninjas poisons them,) train (small skill/stat gain,) meditate (charge/recharge ability,) or attack another Ninja (stealthily or directly.) More social Ninjas may also gather information on rival classmates, learning their weaknesses, abilities, loyalties, and so on (obviously more likely to happen in the Coop variant.) If they can think of something else to do, they are of course welcome. Ninja Free Time is unstructured, meaning no Ninja Masters are present to intervene in student conflicts.
Morning Lesson- Ninjas are taught a lesson by a Ninja Master, which mechanically translates to automatic skill/ability gain. Ninjas may attempt to assassinate one another, but if caught by the Ninja Master they will be disciplined. All's fair if they get away with it, though.
Midday Break- Ninja Free Time! Same as Breakfast.
Afternoon Challenge- Ninjas are taught another lesson by a Ninja Master, but whereas the Morning Lesson is more of a lecture format, the Afternoon Challenge is, shall we say, more interactive. As in "Today's Lesson is DOOOOOOOOOOOOOODGE!" Depending on the challenge, players may be rewarded with additional skill/ability/stat gain, although commonly mere survival is considered reward enough.
Evening Meal- Ninja Free Time! You get the idea.
Evening Challenge- Depending on flavor, some kind of formal competition takes place. Coop has the Team competing against another (or all other) teams in a variety of challenges ranging from Deathmatch, CTF, peasant-murdering sprees, or whatever, ideally themed according to the day's Lesson/Challenge setpieces. Competitive has the aforementioned Elimination round of the bottom 2 students- uninvolved Ninjas can use this as Ninja Free Time, except this time they are monitored by stern Ninja Masters.
Night- Ninjas sleep, restoring all HP, recharging all abilities, etc. Ninjas may forgo sleep (and the associated benefits) in exchange for extra Ninja Free Time, traditionally used for assassination but also for sabatoge, spying, exploration of normally forbidden areas, etc. Sleeping Ninjas take significant penalties while asleep, although they always get a roll to detect the intrusion of an enemy Ninja. Ninjas may also place traps/alarms before going to sleep, depending on equipment and ingenuity.
Setting can vary from crazy magic Naruto ninjas to your more mundane "Everyone is Batman/Charles Atlas Superpowers" ninjas. An overarching plot apart from the daily drama of ninja life is also optional, and there are plenty of tropes to draw on for that. Obviously needs a robust skill/ability tree, possibly stats depending on other mechanics, while equipment would probably come courtesy of Ninja Master "generosity" and/or daring raids on the weapons locker. More interesting boobytrap rules would be exciting, as a nice defensive counterpoint to assassinations. The general theme is "whatever you can get away with is legal" as far as the Ninja Masters go.
Semi-Random Tangent- Speaking of interesting waitlist formats, I was thinking of how in a regular RTD, there normally isn't too much waitlist movement just because everything is designed to be challenging-but-survivable. You don't have a new Player of the Week, you have a new Villain of the Week.
What if random waitlisters were secretly the Villain of the Week?
Basically, every boss fight is between one souped up, GM-created Waitlist-controlled character and the PCs. The identity of the boss is kept hidden until the conclusion of the fight, at which point somebody gets to brag. Dunno, I had some more thoughts there but I ran out of steam.