I had a terrible idea recently.
Whose Roll is it Anyway?
The RTD where everything is made up and the points don't matter!
Welcome one and all, ladies, gentlemen, and dwarves of all ages, to the entertainment event that you'll be thinking about until the end of the page. Ripped blatantly from the transcredible-televisual antics of Whose Line is it Anyway, this RTD is about having fun, being minimalist and making yourself (and hopefully other people) laugh.
Four players will enter a round of play, two permanent players and two rotational. Each round is made up of three unique scenarios, and each scenario has a twist (see below for tentative twist list) that the players have to follow. Each scenario will only last from 5-15 rounds total (dependent on die roll and GM) and the players have to do their best to complete it in that time. Of course, there's no penalty for not completing a scene, it's just to give you a time limit. The Two rotational players will be swapped out randomly for players in the player pool at the end of each round, while the permanent players will stay on until they swap themselves out.
Rolls are based on a standard 1d6 system, bonuses only applied based off of comedic effect and creativity.
Rules of the scenario will dictate what actions can be taken, but, in general, actions like BLOW UP UNIVERSE will not fly. Pretty much any other actions that your character could conceivably undertake (and a bunch of others that a real person couldn't do but would be funny if they could), however, are golden.
There are no stats. There are no skills. There is no health, no stamina, no mana, no real "inventory" to speak of. The only thing you'll get during the game are points, and nobody is going to keep track of those but you, and you're a sad and lonely person if you actually keep track of those.
Scenarios are scenes that the players will act in, typically drawn from things that people actually make RTDs about. These scenarios provide a context for the twist and dictate what kind of actions the players can take.
Example 1: A long time ago, in a galaxy far, far away, Evil overseer (Player A) is planning to kidnap beautiful princess (player B) off her luxury space yacht, but his plans are put into peril when ship's cook (Player C) comes to the princess's rescue with his faithful talking space hound (Player D).
Example 2: At the institute of magecraft, young wizard (Player A) accidentally causes his instructor (Player B) to rapidly mutate into various woodland creatures. His only hope is to enlist the help of the drunken fairy (Player C). He needs to do all this while keeping it secret from, and stealing biological reagents from, his roommate (Player D).
Each scenario is further modified by a twist (see below) which imposes additional constraints on what the players can and cannot do.
Twists are added to make scenarios more fun. Each twists changes the game up, forcing players to get a little more creative making them a lot funnier to watch.
Play it Straight: Not really a twist, except that the scenes are ridiculous and have to be played straight.
One in the Dark: Scenario description is spoilered, and one player (informed before hand) will not look. Said player must guess what was happening at the end of the round.
Quotations Only: Another RTD is given at the start of the scenario, and each player is assigned a player from it. They can then only use quotes from that player in that RTD to make actions with.
Non-Sequitur barrage: Each player is given a series of dialogue lines that they must use as their next dialogue under certain conditions. (Whenever player B rolls a natural 2, etc).
Two line vocabulary: Sort of like the Whose Line version, except that (since we don't get tone or hilarious facial expression over the internet) you have to make all of your actions and dialogue out of re-arrangements of the two lines you've been given.
Roll to Dodge a Song: GM posts a song and a link to the lyrics. Players then have to make all their actions and dialogue out of spliced and rearranged song lines.
Rhythm and Roll: Each player posts their action in the form of a stanza of song, and the next player in sequence must riff along with what the last player posted.
Theme Words: A certain number of theme words are chosen, and each bit of action and dialogue must contain a pre-decided number of theme words.
Heel-Face-Heel Turn: At random intervals during the scenario, the GM that one of the characters is actually evil. Or not. Or really is. (And so forth)
Retcon: Very similar to the Whose Line game Hollywood Director, one player will be singled out as the pseudo-GM and given a list of scenario themes. They will then periodically use these themes to radically shift the scene as things advance. The restrictions is that they must use all of their themes before the end of the game.
Etc...
Name: You can go by whatever the hell you feel like. Forum name, real name, random name pulled from the credits of the last movie you saw. Matters as much as the points.
Gender: Important, the GM can't consistently assign you characters of the wrong gender otherwise.
Description: Also reasonably important, gives other people something to riff off of.
Periodically, the GM may request help from the audience for scenarios, keywords, lines for various games, songs, etc, that can be folded into play. At this time, the audience can put in whatever the hell they like, and the GM can sort through it and put the good suggestions into the game.