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Thursday |
the Third |
I've typed up that
Thing-based card game I mentioned the other day, structuring
it a little more tightly in the process. Absolutely no idea how it plays,
as I haven't had enough people in one room to inflict it on, but it feels
sufficiently balanced, in a weird sort of way.
A naggingly parasitic tangent: that a Thing-based variant of
Killer would be magnificent - drawing secret straws to determine the identity of the initial Thing, then allowing them to infect other players
through some suitably odd ritual, such as clamping their hand on
the top of the victim's head for thirty seconds (the victim being
unable to speak or move for the duration, and becoming a Thing if
it's not rescued before the time is up). Players can kill anyone
anywhen in the traditional manner; the humans lose points for
killing their own, the Things lose points for the same, for being
insufficiently gestalt about their world domination. Continue until
one side is confident enough to prove that it's wiped out the other.
Bit of a drawback in the fact that, in most cases, players will be
able to roam around large areas over several days, making it harder
to keep track of who was alone with who, but it could be balanced
(and made more entertaining) by having the initial Thing decide on
an alien quirk which all Things must perform (such as keeping their
little fingers rigid, or refusing to drink anything except water),
explaining it to victims as part of the infection procedure.
It's interesting how the goals and allegiances flip (and this goes for
the card game as much as Killer) - that a player who was intensely
paranoid about being infected would change their goals completely
if they did become infected, making it very difficult (impossible?)
for them to agree any sort of "If X happens, you'll know I'm
infected" safety measures.
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Tuesday |
the First |
Convergent, shapeshifting evolution strikes again; someone else was evidently
struck, after watching the film of The Thing,
that it'd make a good, simple, paranoid card game. With a standard deck of playing cards. With suit
colours representing a player's Thingness. And flamethrower cards to keep them
in check. Maybe it's more obvious than I thought.
Hard to guess how their one plays out, but the game mechanics seem nicely original
and dramatic, lending themselves to a decent amount of bluff and panic and
misguidance. It's odd that infection is random, though, rather than
being spread intentionally and then (with varying degrees of accuracy and
paranoia) inferred by the other players. Maybe I'll write my version up after
all.
[ Comments? ]
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The 26 Things are up, and are
significantly less interesting than I was hoping they'd be (but I'll
have a go anyway):- "love, you, food, new, animal, scape, sound, construction, home, time,
transport, light, water, colour, signage, numbers, authority, symmetry,
empty, a sunset, weather, communication, little things, footwear, money,
monument"
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