Posted 20 March 2012 - 10:55 PM
This is Classroom Deathmatch, an RPG created on the foundation of Battle Royale and gestalt storytelling. We're using the original rules: http://atarashigames...oom-deathmatch/ Download the free PDF there to read the rules. Or, if you're lazy, read this summation below.
A class of fifty students are put isolated in a small area and forced to kill each other. You're designated a random student to control. (They don't have any choice, why the Hell should you?) On your turn, you take an action, whether that be attacking another student, going for safety in numbers, attempting to make friends, challenging enemies, hiding like the pussy you are, or literally anything else. If it's against someone else, I roll a die--and each student is better at some things than others--and if you succeed or if you fail, another player describes what happens. (If the RPer is too slow, I'll do it. And no one wants that.) This occurs til the end of the encounter
There's a lot of other awesome stuff too--traits, replenishment, popularity--but we'll get to all that. Right now, all we need is players. I'd say...from 4-6, but if this gets popular, I'll take more. So just post saying you're in if you want to play! Oh, and post a number from 1-100 inclusive. Using this preferably, but there's no way I'll be able to tell.
Posted 21 March 2012 - 12:25 PM
I already have this rp up
No, you have a poorly conceived skeleton of something like this, with no apparent concept of how you were going to run the game. You're free to participate in this, though.
Also, random number, please DJ?
Posted 23 March 2012 - 12:01 PM
I'll make a mammoth introductory post sometime this weekend; work is kinda dominating at the moment.
Posted 26 March 2012 - 03:12 AM
All of the information I'm about to impart can be found on the pdf of the rules, which I highly reccomend downloading, if you haven't already. At least download the student record.
To fully explain the rules, let's just take one of the student records and go right down it.
Name: Obvious. Keep in mind your characters are Japanese, so you can refer to them by surnames or given names. 'Specially considering there's more than one Endo in the class.
Student Number: There are 50 students in Takami Prefecture High School Class B, the first 25 being girls and the second 25 being guys. 49 of them have to be dead before a student can win. Got that? Though keep in mind—the object of this game is NOT to win. It's to tell a story and tell it as best you can.
Junichi Sign: Based on the Chinese Zodiac, the sign dictates much about your student's character. ...Okay, you and I know that's bullshit.
Blood Type: Not important, except to the student, maybe.
Club Memberships: In case you didn't know, after-school clubs are really important in Japan for some damn reason. The club your student's a member of is important, as it shows what they're going to be familiar with, and who their friends are, if they have any, and if that amounts to anything in the Classroom Deathmatch.
Elemental Dice: Every time you want to do something that counts as “initiating a conflict,” which in general means take an action against or to avoid someone or something, you roll some elemental dice. The numbers after the element on a student's record shows how many dice are in the pool he/she has to work with in that element.
When you take an action that requires rolling dice, you choose however many dice you want to use from that pool, up to all of them, at which point they are spent and cannot be used that day. You MUST roll a six on at least one die to succeed in your action. Obviously, rolling more dice will raise the chances that you are successful.
Each of the five elements of the Godai—Earth, Water, Fire, Wind, and Void—reflect a different aspect of a person's personality and a different way of solving problems.
Earth reflects steadfastness, stability, and endurance. Actions involving Earth rolls include, but are by no means limited to, holding your ground, refusing to change, continuing one's effort, and not being brought down, emotionally or physically. “I meet Oki's gaze, attempting to show her that her will is strong and she refuses to be intimidated.”
Water is almost the inverse of earth, representing adaptability and change, as well as dexterity. Water rolls can be used to alter ones' own emotions or those of others, understanding or reestablishing a situation, or using one's acuity in any quick fashion. “I'll sneak out the window and tiptoe along the ledge, planning to take Roko by surprise.”
Fire, the least subtle of the elements, represents passion, ferocity and, to a point, destruction. In many straightforward attacks, this is the element you'll be using. Other Fire-type actions might include using brute force on an item, or sheer intimidation to force a foe to surrender. “Ileaps from the shadows with a primal yell, her bread knife held high and ready to stab Hara.”
Air is the element of movement, intelligence, and quickness. Anything prioritizing swiftness or cleverness is likely an Air roll. Air is also used to resolve issues through rationality or discussion, find the best way to solve a problem, and using less direct tactics. Air rolls are also used for simply running like hell. “I am going to try to placate the berserking Takumi by reminding him of the better times.”
Void is the element of fear. High scores in Void imply an ability to use fear, both one's own and those of others, to the best effect. Fear rolls can be used to inspire pity in others, overcome one's own fear, or use a burst of adrenaline to face off against a terrifying scenario. “I keep to the rafters, creeking boards and rattling his chain to make it so Emi doesn't know what to think..”
Note that all you have to do to use a certain element for a roll is rationalize its use. As the five categories are purposely very broad, this opens up a world of possibilities. A defensive move might involve an Earth roll to ignore the wound one will take, a Fire roll to meet the opponent's blade with one's own, or an Air roll to twirl out of the way. All it takes is imagination, and that's really what Classroom Deathmatch is all about.
At the beginning of each day, players roll up to their max value of Void dice, regardless of how many they used. Players regain three dice, to be used in whatever category they like, for every success they roll.
Popularity: A student's popularity, besides being a good indicator of how he or she might be viewed in the game, also determines a very important gameplay mechanic—what dice the player rolls during an action.
“Most popular” students roll d10s. “Least Popular” roll d6s. The average students roll d8s. If you'll recall, you are trying to roll a 6 or better. Obviously, this puts the popular students at a considerable advantage (although a determined and lucky unpopular student can easily kill a popular one).
At the beginning of every in-game day, or when I feel like it, a popularity vote is taken. All players PM me with one name (other than their own) of the player-controlled student they vote Most Popular and Least Popular. Popularity is then rearranged to fit.
Best Friend/Rival: Each player has another player designated as their Best Friend, and a second player designated as their Rival. This status has nothing to do with their students' relationships—Two Best Friends can have students that want to kill each other, and Rivals' characters can be friends or lovers.
After a player takes an action, everyone knows whether that action succeeded. If the action succeeded, the player's Best Friend describes in what way the action succeeded. If it fails, the player's Rival describes what happened, and how the failure affects the student, possibly fatally. (Again, if you people are pokey on this, I'll have to take over. And I'm unpleasant.)
Normally, I'd have each of you choose a Rival and Best Friend, but that would take a while. Instead, I'm assigning you them based on your names on a hard copy list I have, based more or less on the order you joined.
Best Friend: DJ
Best Friend: Josh
Best Friend: Seeker
Best Friend: Bob
Best Friend: Omfg
Best Friend: Zreth
Best Friend: Jesus
If anyone has any problems with this, PM me, and I'll switch some around.
Special Technique: Oh yeah, this is based on Japanese media. Of course there are special moves.
Read the rules to find out more, but this basically allows one to superhumanly succeed—or fail—once per game. When you activate your special power, you use all the dice remaining in your best element, and roll d12s. If you succeed, your Best Friend describes your success (glowing with power may be involved). If you don't succeed after all that—well, your Rival better make your failure as kick-ass as your success would have been.
Traits: Traits give information about the personality and activities of a student. Students can use a trait during while making a related action. By using a trait—one per action/die roll and only one use of any particular trait per day—a player can raise the size of the dice they roll—from d6 to d8, d8 to d10, and d10 to the almighty d12. In this way, a player can greatly increase his chances of success.
One or two of your traits are already filled in, and can be used when appropriate. The remaining ones—and the final definition of you student's character—is up to you. The categories are pretty self-explanatory, but let's give you a few more examples beyond what's mentioned in the source material.
Hobbies: Goes to gun range; couch potato; loves horror movies; hacker; plays D&D
Friends and Family: hates boys; child of criminals; protective older brother; long-distance relationship; can't we all just get along?
Personality: Depressed, clever, sociopathic, zealot, cloud cookoolander.
Belongings: What you have, not counting your issued pack.
Kills: Maybe you should get these?
To come later, when I can get the board system to work.
There you have the basic rules. Any questions? Post them if you got 'em. Otherwise, I'll start this in the next couple days.
Posted 26 March 2012 - 03:18 AM
Posted 26 March 2012 - 04:16 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users