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What secrets lurk in the filecards?
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10-23-2010, 02:44 PM
Tanksmasher
Hog Driver
Join Date: Aug 2008
Location: Georgia
Posts: 12,236
Hey, to generate some fun around here, would anyone be interested in participating in a Choose Your Adventure type game?
I figured since we all enjoy structuring and equipping our Joe units, we might as well put some of that hard work to use. The game will consist of a narrative that allows a player or players to determine the fate of their characters but in a less restrictive format than the books allow.
So for example I will describe a mission that you must undertake by choosing the best Joe or Joes for the operation and by deciding which gear and weapons will most likely contribute to their success. The game narrative will progress through various scenarios in which one or more players will decide on a series of actions to take. Sometimes I will make suggestions as to what choices a character might make while also allowing you the freedom to choose an action of your own creation. And sometimes I may not make any suggestions at all and you will have to figure out the best solution on your own.
The problems or obstacles you encounter will often have multiple solutions, but some solutions may be better than others. So there is no one right choice to any one problem, but the choice you make may have consequences that will affect your character later down the road. So a character, for example, might succeed at ambushing a squad of Vipers but gets hurt in the engagement, thereby jeopardizing his ability to complete the mission.
I’ll try to keep the game as organically-driven and free as possible, meaning that the results of your actions are not always predetermined the way that a book predetermines them. In other words, although I will have outlined various scenarios and results for the game story, sometimes the choices you make will take the story in a direction that even I didn't foresee. As long as the actions are plausible and relevant to the story, you will help shape and determine the outcome of the story as much as my descriptions will.
By plausible I mean having a certain degree of realism although I will allow heroic feats from time to time as long as they’re not ridiculously impossible. So if you insist that Snake Eyes climb a sheer wall with his bare hands or swim five miles in five minutes, he will inevitably fail because the act is simply impossible.
However, actions that are possible but implausible, such as throwing a sword thirty feet to impale a guard in the back, will have a high probability of failure, but once in a blue moon or roll of the die, you may actually pull off such a heroic deed. Your character’s survival and likelihood of success will be determined by your ability to assess the risks of a scenario and determine the best course of action based on those risks, your character’s skills, his natural abilities, and selected weapons and gear.
The game will incorporate some typical components of role-playing games, but to keep the action moving and fluid I’m not going to simply roll dice to determine the outcome of every action but rather subjectively consider the success of such action based on your ability to thoughtfully analyze a situation and make good tactical judgments. Your chances of success will depend on various factors: some general albeit easy-to-access knowledge of military ops, attention to detail, adherence to the mission’s objective, risk assessment, and the ability to creatively and effectively deal with hostile situations as they arise.
The games can even have continuity so if a character of one mission is critically wounded, he may not be healed in time to participate in a subsequent mission. And if a character acquires a set of skills or experience through training for a particular mission, he will still have those skills for future ops.
The biggest emphasis of course will be on fun. I’ll try to create as much detail and realism as possible without bogging down the game or splitting hairs about every little thing, but there will be an obvious learning curve and I’m always open to suggestions for game improvement. So what do guys think so far? Any takers or should I say guinea pigs?
__________________
"We make a stand now or there will be nobody left to go to the choppa!" --Major Alan "Dutch" Schaefer
Last edited by Tanksmasher; 10-23-2010 at
02:47 PM
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