Autism Groups/Factions

I suppose it'd be a lot like DnD but more open, we have a storyteller or a world building and everyone is a character that gets to decide what to do. Maybe we could do murder mystery roleplay or something like that? I.E Everyone is invited to Root's Mansion (because i like root o algo) and everyone can explore the mansion, e.g "Soygoy looks around and admires Root's collection of animal paintings." and "ILoveVesna pisses all over Root's collection of valuables" or something like that.

Let it be free form, the users decide how the mansion is, how many rooms there are. Then, when the time is right, the game master will DM a random participant and tell them that they are going to be the killer, we discuss who they want to kill and how they will do it and the users have to figure out how the person died and who murdered them.

Also, we'd need to make sure that theres a way to chat and stuff without it conflicting with the thread which is why I'd be eager to program something up.
DnD type story telling is a gem, but how will we make sure quality is better than the trash in /soy/?
 
I suppose it'd be a lot like DnD but more open, we have a storyteller or a world building and everyone is a character that gets to decide what to do. Maybe we could do murder mystery roleplay or something like that? I.E Everyone is invited to Root's Mansion (because i like root o algo) and everyone can explore the mansion, e.g "Soygoy looks around and admires Root's collection of animal paintings." and "ILoveVesna pisses all over Root's collection of valuables" or something like that.

Let it be free form, the users decide how the mansion is, how many rooms there are. Then, when the time is right, the game master will DM a random participant and tell them that they are going to be the killer, we discuss who they want to kill and how they will do it and the users have to figure out how the person died and who murdered them.

Also, we'd need to make sure that theres a way to chat and stuff without it conflicting with the thread which is why I'd be eager to program something up.
let me in xister
 
I suppose it'd be a lot like DnD but more open, we have a storyteller or a world building and everyone is a character that gets to decide what to do. Maybe we could do murder mystery roleplay or something like that? I.E Everyone is invited to Root's Mansion (because i like root o algo) and everyone can explore the mansion, e.g "Soygoy looks around and admires Root's collection of animal paintings." and "ILoveVesna pisses all over Root's collection of valuables" or something like that.

Let it be free form, the users decide how the mansion is, how many rooms there are. Then, when the time is right, the game master will DM a random participant and tell them that they are going to be the killer, we discuss who they want to kill and how they will do it and the users have to figure out how the person died and who murdered them.

Also, we'd need to make sure that theres a way to chat and stuff without it conflicting with the thread which is why I'd be eager to program something up.
I suppose that could work but how do you incorporate factions into that?
I was thinking more in line with a war game
I'm thinking a map, we decide how many factions, we throw some dice (virtual or whatever) to determine sizes and strength of these factions (asymmetry is fun) and from there on we use these actions to either move troops, save up for upgrading economy or tech or defense or whatever on individual tiles/cities, or build units using recourses (maybe no recourses to keep it simple)
Combat could have an element of randomness (dice) or be fully deterministic with some rock paper scissors mechanic
Everyone has full vision of everything, so actions can be queued up even if the game master hasn't executed the previous action
Multiple "goals" so people don't just kill each other instantly. Building monuments maybe awards more actions or whatever
Game lasts for like a month and then winner is determined either by elimination or some other metric
Thoughts?
 
DnD type story telling is a gem, but how will we make sure quality is better than the trash in /soy/?
I don't know? Trust, I guess? i.e, I could be the gamemaster and give everyone prompts like an introduction to the story and then let them know that every day they get 1 message to send, they cannot control the actions of others in their message, only their own actions. They can use their messages to describe their surroundings, on the first day, users will decide the contents of Root's manor and the contents cannot be retconned, if it ends up becoming a hello neighbour house then so be it. I.e Hagon could say "Hagon stumbles into Root's hidden sex chamber, it's full of rotting carcasses and jartycucks." and I could say "Soygoy walks his way into the living room. There is a flatscreen TV hanging on the red fabric walls. The floor is wooden, but on top if it is a tapestry rug depicting Root's time as admin of soyjak.party. 3 little chuddies is playing on the TV" etc.

You must talk about yourself in the third person and being the gamemaster, I decide the overall narrative for every day. So a player cannot say "Sloppa murders Soygoy" so I suppose there will have to be some rules from the gamemaster about what you can and can't do in your 1 message per day. Everyone gets 1 message again after a new post from the gamemaster, and maybe the gamemaster can't play, just to make things easier.

Gamemaster can ask people privately to be the murderer and ask them how they'll do it and who they'll kill and we can do murder mystery, ie "Hagon asks ILoveVesna a question about the knife 'Do you remember where this knife came from?'" and ILoveVesna could respond "ILoveVesna ponders on Hagon's question, 'Possibly the kitchen. Only place I can think of'" etc.
 
I don't know? Trust, I guess? i.e, I could be the gamemaster and give everyone prompts like an introduction to the story and then let them know that every day they get 1 message to send, they cannot control the actions of others in their message, only their own actions. They can use their messages to describe their surroundings, on the first day, users will decide the contents of Root's manor and the contents cannot be retconned, if it ends up becoming a hello neighbour house then so be it. I.e Hagon could say "Hagon stumbles into Root's hidden sex chamber, it's full of rotting carcasses and jartycucks." and I could say "Soygoy walks his way into the living room. There is a flatscreen TV hanging on the red fabric walls. The floor is wooden, but on top if it is a tapestry rug depicting Root's time as admin of soyjak.party. 3 little chuddies is playing on the TV" etc.

You must talk about yourself in the third person and being the gamemaster, I decide the overall narrative for every day. So a player cannot say "Sloppa murders Soygoy" so I suppose there will have to be some rules from the gamemaster about what you can and can't do in your 1 message per day. Everyone gets 1 message again after a new post from the gamemaster, and maybe the gamemaster can't play, just to make things easier.

Gamemaster can ask people privately to be the murderer and ask them how they'll do it and who they'll kill and we can do murder mystery, ie "Hagon asks ILoveVesna a question about the knife 'Do you remember where this knife came from?'" and ILoveVesna could respond "ILoveVesna ponders on Hagon's question, 'Possibly the kitchen. Only place I can think of'" etc.
You have to be the gamemaster you're good at yapping about SNCA
 
I suppose that could work but how do you incorporate factions into that?
I was thinking more in line with a war game
I'm thinking a map, we decide how many factions, we throw some dice (virtual or whatever) to determine sizes and strength of these factions (asymmetry is fun) and from there on we use these actions to either move troops, save up for upgrading economy or tech or defense or whatever on individual tiles/cities, or build units using recourses (maybe no recourses to keep it simple)
Combat could have an element of randomness (dice) or be fully deterministic with some rock paper scissors mechanic
Everyone has full vision of everything, so actions can be queued up even if the game master hasn't executed the previous action
Multiple "goals" so people don't just kill each other instantly. Building monuments maybe awards more actions or whatever
Game lasts for like a month and then winner is determined either by elimination or some other metric
Thoughts?
I feel like my murder mystery idea is better, a player contributed story. We could turn it into a comic o algo after we're done.
soggy pl0x host a pixelplanet clone o algo
reset the canvas every 4 months
soggyplanet geg
 
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