Game Mashups

edited November 2010 in Story Games
APOCALYPSE PATROL:

The Earth lay in uninhabitable ruins after the aftermath of the Atomic Wars, or so the people of Rocket City thought! But a recent discovery has revealed a shocking truth: humanity have survived on our ancestral homeworld! Signs point to small communities persisting in a state of ignoble savagery, and so a new division of the famous Danger Patrol has been formed to spread the light of culture and reason to these benighted souls! But they'll face more perils than the Brain-men's GLOVES OF VIOLATION and the deadly yet strangely compelling wardances of the BABES OF BATTLE! For the Earth is held in the unrelenting grip of a STORM OF MADNESS, from which they none of them have shelter.

(Your turn.)

Comments

  • FIASHOE

    Railroad your players through your own Coen Brothers movie! Begin by constructing a brilliantly detailed relationship map: not that it'll make any difference, because the scenario is prewritten. At each stage, players spend Ability Points to progress to the next stage of the caper.

    Then, right at the end, everyone rolls to discover how their character's story ends! Except it's all written in the scenario, so the roll doesn't actually make any difference.
  • I still want Sorcemon to be real.
  • edited November 2010
    Romance of the 3:16 Kingdoms
    For those of you who thought Dynasty Warriors just wasn't violent enough. Slaughter entire armies and eradicate city-states and cultures with a single perfect sweep of your guān dāo! Upgrade your weapons to truly incredible levels ("what the crap is the difference between this sword and the one I had before?" "Uh, it's blessed by some spirit or other, point is it does 1d100 kills, just be happy with it")! Participate in backstabbing palace intrigue in between missions which is sure to be deeply relevant to someone who understands East Asian history much better than I do!
  • edited December 2010
    ..
  • edited November 2010
    A Taste for Bubblegum
    At Bausch Middle School things appear to be going well but there are secrets which threaten the entire student body, and the teachers too. This culminates in the death of a cheerleader, found half-naked in a culvert. Who did this and why?
  • Mouse in the Vineyard
  • Posted By: jenskotMouse in the Vineyard
    I'm waiting for inspiration to strike for "Mice of the Blooded", myself.
  • edited December 2010
    ..
  • edited November 2010
    Nicotine Worlds - A Game of Cosmic Drama.

    from the rule book: When a demigod wants to get something done (e.g. win an argument, attract the attention of a dead-end cultist who's no good for her), the player decides her Motivation and which method she'll use, out of Sex, Favour, and Smite only....

    ....A player who wants a better chance of success in an anticipated conflict can call for a Smoke scene, in which they she consults an oracle, who smokes and huffs bay leaves to provide advice.

    ....Fighting
    Actual fighting to physically hurt someone is a Fear roll, counting ones as successes. If the fight is against a god, two successes are needed to win. If the fight is against another demigod (or a mortal), one success is needed.
  • edited December 2010
    ..
  • The Riddle of Steal Away Jordan
  • Dangers of Lemuria
    Players take the roles of mightily-thewed barbarians, majestic princesses and eldritch sorcerers, smashing evil cults and challenging the gods themselves on a continent that will soon sink beneath the waves.


    Marvel Super World (or Apocalypse Marvel?)
    With great power comes great responsibility. You fight to keep your city safe from crime and villainy, and will join with other heroes and vigilantes with like-minded ideals. Your actions impact the world, and the common people may love you or hate you for it.
  • With Great Powergrid
  • Coldville
    Nothing's been the same since they brought those meteor fragments home with them from the war.

    Mousepocalypse World
    When the humans destroyed themselves, the mice inherited the shattered world.

    Hollow Earth Fiasco
    It sounded like a great idea, stealing the King of the Mole-men's stash. But your little brother fucked everything up.
  • Posted By: LulaThe Riddle of Steal Away Jordan
    That is a winner in my book!
  • The Dread and the Dawn
    Finally, for the very first time, YOU can incorporate a classic board game, chess, into roleplaying... about playing another board game!

    THRILL to the power of the four-move checkmate - a devastating ploy to make your foes draw bricks from the terrifying Tower!
    CHILL to moving your pawn two spaces - will your opponent employ the vicious en passant, forcing your character to pull a brick from the Tower?

    SPILL ... uh, the Tower, in your mind, at the sound of your opponent saying, "Check... and mate."

    Do you have what it takes
    to make chess moves to simulate a giant game of Jenga?
    Are you gamer enough to play a board game... ABOUT ANOTHER BOARD GAME?

    Only tempo1... will tell.



    1 okay, obscure chess joke. "Tempo" is maintaining development of pieces during play, especially when you can do so at the expense of your opponent.
  • How We Came To Live Here With Master
  • Dogs in Spectres
  • Steal Away Nicotine
    When smoking is made too expensive, working class teenage girls go on the rampage as they suffer withdrawal. They are placed in juvenile detention and seek to make their way under the oppresive regime of the overseer.
  • Posted By: J. Waltonimage
    This game is what I imagine God to look like.
  • Don't Rest Your Flower For Mara.
    Mara is dead. And you can't sleep. Nightmares are chasing you in Mad City but you can drive them away by shouting aloud the most painful experience in your life. Soon you'll face the most dreadful of them all: the ghost of Mara!
  • Burning Sweet Agatha
    Take Sweet Agatha and set fire to it. The roll up another Agatha using the Character Burner. Make her a dwarf. Now play the game properly.
  • Stoke - Birmingham 40,000 - 40,000
    IN THE GRIM DARKNESS OF THE PREMIERSHIP THERE IS ONLY DRAW.
  • Troy, Rifts is just asking to be played with Apocalypse World.
  • Posted By: ccreitzStoke - Birmingham 40,000 - 40,000
    IN THE GRIM DARKNESS OF THE PREMIERSHIP THERE IS ONLY DRAW.
    This one actually made me chuckle aloud. +1 point.
  • Dread Ranks. Fight the zombie invaders and find true love. Complete with Jenga.
  • Posted By: GB SteveBurning Sweet Agatha
    Take Sweet Agatha and set fire to it. The roll up another Agatha using the Character Burner. Make her a dwarf. Now play the game properly.
    Take 1 Hilarious Point.
  • Mara's Colony.
  • Happy Birthday, Robotech!

    • A storytelling party game designed for young and new players.
    • Palladium's Fast-play RPG rules.
    • Comprehensive character, mecha, spacecraft, and vessel statistics and images.
    • 24 Occupational Character Classes (O.C.C.).
    • Mega-Damage setting.
    • 336 pages.
    • Perfect for gamer parents who want something light and easy to introduce their kids to the hobby.
  • edited December 2010
    Posted By: mjbauerHappy Birthday, Robotech!
    • Palladium's Fast-play RPG rules.
    Gah! You hurt my brain with this one.

    To counter -
    Small Robotechville
    Your characters are Veritech pilots, military command staff, and hapless, trapped citizens aboard a reconstructed alien spacecraft, now drifting in space while trying to survive the continual attacks by the giant Zentraedi. Building your relationships with your friends and foes alike can be just as important as crippling their cruisers or outflying their battle pods.

    ...actually, that may work...
  • Mousebabes: Legends of the Guard
  • edited December 2010
    Lady Blackberry Pie is on the run from an arranged marriage to Count Carmello. She hired a smuggler skyship, The Oreo, to take her from her palace in the Imperial city of Hersheyville to the far reaches of the Reeses Remnants, so she could be with her once secret lover: the pirate king Uno Rich & Creamy.
  • Posted By: Marc MajcherMara's Colony.
    Ha!
  • Hot Dogs In the Vineyard: The RPG
  • Happy Birthday, Fiasco! (the perfect PbP game) Players use black and white d12's to determine how many sentences they get to establish or resolve a scene and whether or not the scene ends well. Remember, [almost] every story starts with a birthday and ends in tears.
  • edited December 2010
    Once Upon A Time In An Archipelago

    Check it, I actually made it, and "playtested" it with my daughter (which isn't too much different from playtesting it by myself, but...) -

    Key phrases:
    * Try a different way, because ... (As per Archipelago)
    * Can you describe in more detail? (As per Archipelago)
    * That might not be so easy (As per Archipelago, but you use Once Upon A Time cards to resolve)
    * What’s my fate? (Requesting a fate card, but you use Once Upon A Time cards to resolve)
    * ...and scene. (Ends your turn)
    * Help (Request help because you're out of ideas)

    Setup:
    Deal enough cards from the main deck in a pool until you have a number of characters out equal to (number of players * 2 ) and you have a number of cards equal to (number of players * 4).
    Everyone pick a Character and another card - it can be Character, Aspect, Item, or Place - that’s your character’s hook. A Place, Aspect, relationship (NPC Character) or Item that’s theirs. If anyone wants the same card, and you’re sitting adjacent (or willing to swap seats with someone so you become adjacent), that becomes your shared card - pick another card to be yours alone.
    At the end of that, if you don't have a shared card yet, with the person on your left and the person on your right you pick another card from the pile to share.
    Define relationships. Some will be obvious - royalty will probably be related. A prince may be from another kingdom, courting the princess - or vice versa - or they could be brother and sister.
    Decide what the backstory is about the card that you share. Do you live in the same Place? Do you share the Item, or do you both covet it, or does one of you have it and the other want it? You’re both related to the same Character - how are each of you related? Why is it important that you both have the same Aspect?
    Discard any pool cards that aren’t taken, except for the Place cards. These are your "map"; a bunch of salient landmarks in your world.
    [2-player example:
    We dealt Child, Orphan, Parent, and Queen, and a bunch of other cards. One player took Child and Kingdom; the other took Orphan and Cursed. We had to decide "How can a Kingdom be uniquely the place of this Child?" and decided it was a private magical kingdom that only she knew how to get to. We had to decide "What is the Oprhan's curse?" and decided the Orphan was haunted by his dead parents. Then we picked "Parent" as our shared card - we decided that the Child's mother took the Orphan in.]
    Name your characters.
    Now deal out (number of players * 2) Happily Ever After cards. Everyone chooses one of these cards to be one of their destinies. You can share a destiny - but then you don’t get one of your own. (But maybe we want more than one destiny for suspense or “antinomy”?)
    [We chose to share the Happily Ever After "The Queen gave them the prize as she promised." Later, in play, we decided that the prize was that the mother could legally adopt the Orphan - he'd be her son for real, and the brother of the Child with the private kingdom.]
    Everyone is then dealt 2 cards, which you keep to yourselves - these are for fate. (Instead of drawing these as needed, like in Archipelago, you hold them so you can think about what they might do ahead of time. It puts you on the spot less. ALSO - if they're Interrupts, you can play them on any other player at any time.)

    Play:
    Take turns framing a scene with your character, with an eye towards what has come before and what will get you to your Happily Ever After. Invite the other players to add detail or play NPCs. You can invent anything you want, subject to Try a different way - you don’t have to limit yourself to what’s on the table. If you’re stuck you can,
    * ask for Help - someone else might have an idea what could happen to you next
    and, once a game, ask
    * What’s my fate? - in which case another player can play one of the Fate cards they're holding, inventing an event, related to the card, that happens to your character. [For example, Character Queen might be: "the Queen is passing with her entourage in the street outside". Or when the Orphan ran off in the forest, scared of his ghosts, and asked for his fate, the Child player played Event - Transformation: "You find your courage, and you're not going to be scared of the ghosts anymore."] If none of the other players wants to, choose a player and they have to. If they’re stuck, they can show a card and ask for Help, but the player whose turn it is cannot help. Their fate is beyond their control.
    Anytime during the narration, you may describe your character doing something challenging. Other players may respond with Try it a different way if it seems unbelievable to them that your character could do that, or That might not be so easy if they want to add some suspense.
    You can only ask What's my fate? once per game, though you might end up getting an additional "Interrupt" fate played on you. (Note: in a 2-player game two fates per game is reasonable. Which means maybe we should deal 3? Or you draw again after you play one?)

    That might not be so easy
    Here’s where it gets dodgy. The other players draw a card from the main deck and together interpret what it means for your character, depending on what type of card it is. You can only do one a turn - if you want to do more, end the scene and you can do another next turn.

    Character: You can only succeed if you get help from another player’s character who is not in the scene. (If all the player characters are in the scene, you need help from an NPC not in the scene.) A character like the one on this card is involved - how and why?
    [For example, a prince enters a jousting competition - and draws the queen. So maybe he needs help from a character like a queen - there’s no queen in the game, obviously (otherwise you couldn’t have drawn it now) but there *is* a player playing a princess. Or he draws a witch - so maybe he needs help from a character like a witch - there’s no witch, but there *is* a player with a magic wand. Or maybe a witch is casting a spell that’s interfering with the competition - one of the prince’s friends must go stop the witch so the prince can win.]
    Event: You succeed, but in the process, a new threat appears, related to the Event on the card. [The event could be an event from your past - an event in your future - or something that happens right now that gets in your grill. Returning to the jousting competition, an Event like “Race” could mean - yes, you win the joust, but now you have to enter a race.]
    Place: You fail, but when God closes a door he opens a window. Perhaps in this Place, there’s a clue, lead, or answer to your problems?
    Aspect: You succeed, but only if you do something that shows you have this Aspect. This Aspect is then added to your character. [For example, you draw “stupid” - the conversation might go like this: “Joe, you have to do something stupid to win the joust.” “Um, I forget my lance?” “Try a different way? That seems too stupid, bordering on silly.” “My shield?” “Oh, yeah, ok - so you’re jousting, and the other knight sees you’re missing your shield and doesn’t want to hurt you - he turns his lance away just in time, is off-balanced, and you knock him off his horse. He complains that it isn’t fair! But the judges think that if you win without a shield, then you’re definitely a champion.”]
    Item: You fail, but when God closes a door he opens a window. Perhaps this Item you discover or acquire in the process will help.

    "Interrupt" cards behave as above, but players must pay an additional price above and beyond. In the jousting competition, you might get injured, your horse might get injured or exhausted, you might anger a rival...

    Play, continued:
    Take turns framing scenes - and try to pace the game so it lasts (everyone gets their Happily Ever Afters) for about 12 scenes. (2 players, 6 each; 3 players, 4 each; 4 players, 3 each.) If they’re right on top of their Happily Ever, slow them down with Not so easy and Try a different way - if they seem a long way off, work to give them leads and help to get there.

    Once you’ve had your Happily Ever After, if your turn comes up again, you may frame a scene for another player character on your turn, with your (happy) character in it if you like.

    (Edit from later - if you're hardcore, instead of keeping your cards, write them down and shuffle them back in to the top 1/2 of the deck; this will make it so fates and not-so-easies often relate directly to stuff that's already in play...but it also means you don't get to keep your purty cards in front of you, and you have to write stuff.)

    It worked pretty well! I'm never playing Once Upon A Time by the stock rules again!
  • Posted By: J. Waltonimage
    Ok
    You win

    Can I get a nice large version of that to print out nicely
  • Posted By: TeataineI still want Sorcemon to be real.
    Totaly agree! This looks awsome!!!
  • edited December 2010
    It's a fun game just to see if you can name all the games mixed into Sorcemon.
    Sorceror & Pokemon, obviously, but I also see Polaris, Mountain Witch, Dogs in the Vineyard, and what else?

    And you know what it's missing? Moves!
  • Posted By: GB SteveBurning Sweet Agatha
    Take Sweet Agatha and set fire to it. The roll up another Agatha using the Character Burner. Make her a dwarf. Now play the game properly.
    YES!
  • In a Wicked Fiasco
    ...A sleepy river town, quaint and serene.
    ...A caravan laden with forbidden merchandise, and its ruthless guardian.
    ...A band of wandering minstrels whose songs corrupt the young.
    ...A plan, concocted by a secret band of brothers and practiced to perfection, about to go awry.
  • FaeMarket

    Welcome to Arcadia!

    We are a society of immortal, mythical Fair Folk. Our society is centered on a magic-based economy in which the basic needs of all — sustenance and shelter — are accounted for. If you wish to do more than just survive—if you wish to create, perform, build or destroy—you must win the approval of your friends and the community at large.

    You are now one of us. Welcome!
  • The Secret Lives of Gingerbread Men Part I (second attempt)

    - Ryan
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