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Laphroaig
Feb 6, 2004

Drinking Smoke
Dinosaur Gum
What's the point of killing monsters? Why, to eat them of course!

Day 0 Challenge:

1] The Arrest; players are no longer bound to only acting on their turns. By using certain special abilities and in special situations, the players will be able to act out of turn to affect the situation, much like how the police can show up out of nowhere and arrest someone for the simple mistake of adding illicit and addictive banned substances to their mail-order food business despite nothing ever being proven in a court of law due to the settlement.


2] Immersive "eat what you kill" system rewards players for seeking out more delicious challenges, by having a direct game interface with our subscription box;

The Halfling Chef is a weekly/bi-weekly/monthly subscription box bought to you in partnership with [Blue Apron/Amazon Fresh/COSTCO]. With a variety of delicious tiers of packages (from the introductory 'Lembas Bread Survival' to the filling 'Full Halfling Second Breakfast and Elevensess' to the premium 'Brian Jacques Private Table") never settle for ordering pizza again; we provide custom recipes of fine cuisines and ingredients shipped to your gaming table, along with amazing and succulent premade snacks and small plate dishes to whet the appetite. Plus, with our "Cup Overfloweth" Dwarven Tavern package, we'll provide wine, beer, juice and soda pairings as well at a moderate additional cost. Each food and drink pairing is named after the fantasy tavern that inspired it; finally, immersion you can really sink your teeth into!

Don't Delay! Turn your gaming sessions into gaming feasts! The Halfling Chef will help.

Laphroaig fucked around with this message at 02:38 on Aug 20, 2016

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Laphroaig
Feb 6, 2004

Drinking Smoke
Dinosaur Gum
I will be taking Every Little Thing She Does Is Magic

edit:

Since no one else even got Man in a Suitcase gonna make two games.

Laphroaig fucked around with this message at 16:18 on Sep 8, 2016

Laphroaig
Feb 6, 2004

Drinking Smoke
Dinosaur Gum
Man in a Suitcase

[Cue lovely 90s Example of Play Text, where people 'talk' like no human beings talk ever.]

GM: You wake up with a pounding in your head – ugh, what were you thinking with that third dirty martini? You remember the bar and the nice stranger you met, but everything seems to blur together. How did you get back to the hotel room?

Player 1: Who just said that?
Player 2: Where am I? Who is talking?
(Player 3: (I didn’t say anything!))

GM: As you open your eyes, light floods in, and everyone can see they’re standing in a room, empty except for a single suitcase, and your body. Breathing feels weird. And it seems like you can’t quite feel all of your extremities – like you’re still groggy and haven’t quite woken up.

(Ok, I try to stand up.)
Wait, I don’t see anyone else? Than who is talking?
I think we all are. You’re all talking in my head.
[Player 4: [Wait, just how many people are inside my head?]]
(YOUR head?)

GM: Voices echo in your head, a cacophony of sound, all claiming to be you and to hear you talking in your head - But that’s impossible, after all, you’re yourself, they’re quite obviously the voices. Might be best to just ignore them. Then again, you can’t quite control your body and you’re definitely sure you’re awake now…

Man in a Suitcase is a cooperative RPG where a group of players play the Greek Chorus voices in the head of a travelling salesperson who has been drugged and abducted by a mysterious stranger. After being drugged and possibly given a nasty concussion, the poor salesperson has woken up quite mad with quite a number of voices in their head; but now they’re in real, serious danger. Your goal is to get them, who is after all you, of course, the other voices are just hallucinations, to safety.

Each play session is presented as a set of scenarios that develop based on the danger the salesperson is placed in – after all, a SAW-esque deathtrap is going to be different from a haunted house and a haunted house is going to be different from being dropped in the middle of the wilderness with no food, water, or communication devices. The default setting of “Man in a Suitcase” presumes a SAW-esque deathtrap dungeon, but it can be easily adapted to re-enact The Grey/The Revenant man-vs-wild type encounters, as well as basically any scenario where an individual would be primarily isolated and alone aside from the antagonists. Individual parts of a scenario are referred to as scenes.

Resolution uses a simple d4 system of risk and reward, with certain scenes in a scenario requiring you risk an amount of wellbeing and sanity to achieve an objective. Every time you lose a point of wellbeing, it makes physical tasks more difficult. Every time you lose a point of sanity, it makes mental tasks more difficult and makes Impulses stronger by the corresponding amount. At certain thresholds, however, the GM adds new voices to the mix as NPCs which must be entreated, cajoled, or shouted down, and generally are extremely unbalanced and out there. Your voice, of course, is perfectly sane and sensible.

As voices, you need to try and guide yourself to safety, and to do this, you have Drives and Impulses.

Drives are exactly that – an innate, biologically determined fundamental urge to attain a goal or satisfy a need. As the Man in a Suitcase is a social create, however, drives also represent the psychological needs and desires of self-actualization, achievement, belongingness, status, and other such motivations based on thought patterns and social influences. Each voice represents a specific Drive, chosen by the player. An expanded list of general drives would be: The need for food, the need for water, the need for sex, the need for companionship, etc. Each Drive has a set power level, lets say a power of 3 for basic maths, which represents that it rolls 3 dice to try and generate a positive outcome.

Impulses are the inconvenient ride-alongs to your Drive. They represent, generally, the more naturally instinctive part of your Drive and the impulses that Drive would generate. A Drive focused on safety, for example, probably has the impulses of Fight and Flight – to either violently confront a threat, or to flee from it in terror. Whenever another voice uses their Impulse, a voice can choose to Arrest that impulse if it would interfere with their Drive. This acts as a veto and can only be used once per scene. The Arrested Impulse then gains a die to their pool – it is possible to ‘dam up’ an Impulse such a manner in order to suddenly release it to dramatic and extreme effect.

To solve a problem, generally, one wants to use their Drives - but sometimes, the sudden explosiveness of an Impulse can be more beneficial, like if you want to run at full speed from a threat. In this case, an Impulse can be used, with its base strength determined by the current Sanity level, with an extra dice added from having been previously denied in any past scenes. Generally, an impulse is just that, however, and comes as it goes - you can only attempt to use an Impulse once per scene. Additionally, while Impulses can be quite strong, especially as the game goes on, using them carries inherent risk; indulging in Impulse generally weakens sanity and threatens wellbeing.

“Impulse arrested spills over, and the flood is feeling, the flood is passion, the flood is even madness: it depends on the force of the current, the height and strength of the barrier. The unchecked stream flows smoothly down its appointed channels into a calm well being.”-- Aldous Huxley

[Work in Progress] – Need to fill in the blanks more, develop these ideas a bit more. Will post later tonight.

Basic concepts: Cooperative game, everyone plays voices in the mind of a salesperson. Salesperson has to escape SAW-esque death-trap dungeon with only the items of a suitcase - or else end up becoming the Man in a Suitcase (DUN DUN DUN!!!!). Kickstarter is for the totally unrelated food-catering based game component that looks like a weird Blue Apron ripoff, but comes with a FREE BOARDGAME/CARDGAME to play, despite the game not being a true boardgame/cardgame at all, its just that boardgames/cardgames are popular right now and RPGs are not.

Laphroaig fucked around with this message at 22:29 on Sep 8, 2016

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