Monday, 2 April 2012

Two Game Ideas

These are just the seeds of things that I was thinking about over the weekend. Maybe there is something interesting in these; maybe not. I am not sure where they might lead, I'm just trying to capture them somewhere.

Smiley Faces
Law enforcement in a dystopian future where everyone is supposed to be happy. What if there was crime? What crime would people commit? Who might criminals be? What would they gain? And what would law enforcement professionals be like?
I see this as an Oracle-starting game, it's all about the storytelling, filling in the blanks from both players and GM. The dice mechanic should be there to add some spice to things, so that events can go badly sometimes. In principle, I want to see other ways of negotiation dice/player negotiation to resolve things.
There might be a system out there already which would just natively support this.

Starts on a Spaceship
Make it as big or as small as you like. The players are senior crew. What are their positions? What are their responsibilities? (perhaps they don't have a command structure in the same way that, say, Starfleet does)
After twenty minutes of routine shipboard stuff, minor engineering stuff, maybe crew command decisions, the ship is hit by something. Something big. What do you do?
Does the ship crash? Does it reach that small planetoid? The captain is dead. ("HE'S DEAD JIM!") What do you do?
The ship reaches the moon, most of the crew are dead. The engines are fused metal and crystals. Scans of the planet were strange. Possible signs of native intelligence. What do you do?
The ship doesn't reach the moon, and is adrift, venting atmosphere. The captain is dead. ("I'M A DOCTOR NOT THE MESSIAH!") What do you do?
There are strange noises/scans coming from the section of the ship that was hit/Lt Redshirt didn't come back from the perimeter patrol. What do you do?
More importantly: how are you going to get back to civilisation?

The second hints at possible undiscovered life etc, but perhaps it might be interesting to do it as an ultra-hard sci-fi, where it is all about the decisions and consequences of humans in the void.

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