Showing posts with label 200rpg. Show all posts
Showing posts with label 200rpg. Show all posts

Tuesday, June 8, 2021

200 Word Game: Helping Hand

Helping Hand

"This game can play 2-4 players, and requires cooperation and playing cards, representing the unequal footing people have in life that they have no control over. The game begins by assigning a player to one type of card (Clubs, spades, etc). Each player draws 3 random cards from their deck. These numbers are removed from the game.


The goal is for each player to make a line of cards that totals 25-28 as closely as possible, and to get rid of all held cards. When placed between two cards, these cards have the following rules: Queens subtract two card numbers from the total, kings add them together, and aces divide (rounding down). If you have a joker card, it belongs to everyone and it multiplies a number. Cards may be shared, but suites to the original player.


A game is lost when a player has more or less than 11. Not all games are winners, the goal is to support and problem solve with each other."

 

 This game I'm less satisfied with, but not all creations are game winners. What I do like is the thematic behind it, about how people are less fortunate than others. You could be missing critical cards needed to reach your exact numbers, or lacking the cards to help someone else. I never thought I'd be able to speak monuments of a story with just 166 words.

Sunday, June 6, 2021

The begining of the end


The Beginning

Welcome to my new blog! Here I'll be posting my constant musings about what I like and the development of my games. There will also be countless 200 word and 1 page games. This month I've decided to try and make 200 word games each day for one month.


I'm new to the place so I'm not sure what else to post. So let's begin with my first 200 word rpg!

Honor RPG
(6/4/2021)

---
This game system is intended to aid people in creating a character by defining their honor, then testing their character in a group created scenario.


Character Creation

When creating a character, consider their spectrum with a quadrant. On one half, a person choose where their character falls between Rules and Freedom. How strictly do they honor laws and rules?


Next, a person chooses what spectrum their character is between Selfless and Selfish. A selfless character may sacrifice themselves no matter the consequence, while a selfish character may only perform activities with promise of payment.

You do not need to create a character purely of one option.


Scenario Creation

Next, players create a scenario so they may describe how their character interacts with it. The first player asks a question that describes a scene, and the next player to their right answers yes or no. Then that player asks, and the next answers. This continues until a satisfying scenario is made. If you can't decide on the amount of questions, ask a number of questions equal to twice the amount of players for a small group, or all players ask 1 for a large group.

---

I'm very happy with this game system. It's purely role play and will help immensely in understanding your own character. Onto my next created game!



Conspire
(6/5/2021)

---
Alert! There is a mole in the system trying to eliminate and steal technology! Each conspiring player is called a spy, it is your job to be the last remaining.


At the start of a game, each player writes down one object they see onto a card privately, then lays it flat onto a table. Then the cards are all shuffled into a pile and distributed. Players randomly choose who starts.


Each player then takes a turn asking another about an aspect of an object that may be on their card, such as shape or color. When a player believes they know the object, they call it out and both players privately show hands. If the player is wrong, they are eliminated; if they are right, the other is eliminated.


The game continues until there is one left, who wins the game.


Rule Variants


More people: At the start of the game, players can show their hand with another, forming an alliance. Players are eliminated when both allied spies have no remaining cards.

---

Again, I'm very happy with the system. It feels a lot like if Clue and Eye Spy had a child. It's extremely flexible because you can choose any object within the area. It's really fun when I still have room to add variant rules.

Onto my last game!


Mastermind
(6/5/2021)
---
The goal of the game is to outwit and fool your opponents by laying traps. The game requires blank or playing cards.


Each player receives 12 cards. Players choose which type of card is a trap and which are intel. When a player begins their turn, they pick any cards they have laid out and lay 6 cards in a line in front of them facing down, which is called a minefield. The minefield must have 2 or more intel cards. The player to the left must choose a card from the pile. If the player receives an intel card, they may stop their turn and keep the card, or choose another. If the player chooses a trap card, they must give the enemy player all intel cards they may have gotten on that turn, plus one intel of their own. The player to the right is next. A player loses if they have no intel.


The game ends after 3 rounds. Players gain 1 point for each intel in their hand, and 3 for each intel in the minefield. A player with the most intel wins, and must exclaim "just as planned!".

---

The last system I've made that I was happy with. I've made two pvp games so far, so I think my next will be cooperative!

Musings: Dice Roll Mechanics

 Dice Rolling Usually when you roll a die in a game you want the highest result. It makes sense, doesn't it? Of course you want the high...