Meta Knight (A twist on Goblin Serial Killers, Interest?)
Posted: Mon Jun 15, 2015 8:57 am
New game concept, but this time, I have enough of an idea of how to do it that it will happen. I promise.
Updates will be weekly. More often as people would post. As many people who want to play could play. This will be a game of wordplay and wordsmiths.
Meta-Knight
To Play:
Name:
Color:
(Traits dictate how your character will act in certain circumstances)
2 Positive traits
1 Negative trait
(For traits, I would like you to suggest some for yourselves based on your backstory)
Examples of positive traits:
Stealthy - Sneaks about, typically slowly, always being cautious
Brawny - A physical regiment set in place by your parents has done you well, +X HP and +X ATT
etc
Examples of negative traits:
Greedy - Cannot resist looting everything not nailed down.
Gimp - Has a bad leg and thus cannot run, or jump
etc
Fallout games are an acceptable source of traits to use.
Traits will obviously need to pass my approval.
Based on how this game goes, there may be a leveling up process included, but that would only be for survivors.
Using meta knowledge will incur penalties on the players.
Concept/Gameplay:
The players make their way through a game-map (this may be of any genre, fantasy, sci-fi, mid-evil, etc)
The dungeon is laid out, including information that the character should and shouldn't know. (thus the meta part)
Example: A long hallway stretches before you, a trap is cleverly hidden out in the left wall, a stone in the hallway will trigger the trap. At the far end you see a closed ornate chest with nothing inside.
P1: "Taking things slow as always, Paul pauses... a long hallway and a chest at the end? not a single opponent in sight? this is to good too be true he thinks, carefully examining the walls and looking out for trip wires" - Non meta, the player acts within his characters nature, and while he does look for traps, it is formulated so that it could fail, simply because he never directly examines the floor where he knows there to be a trigger
P2: "John is quick, sensing that the chest is just a lure, he throws his grappling hook and catches the chest, then drags it unto the trigger stone, releasing the deadly trap and clearing the way forward - Clearly meta, not only does he trigger the on purpose, he also sacrifices the chest calmly with the knowledge that nothing is lost anyways...
The Meta-Knight
This player can use meta-knowledge to his benefit as well as attack the players.
How to win?
If you are a player you can either 1. Defeat the meta-knight (this takes two players attacking the meta-knight together)
If you are the meta-knight you must defeat all of the players. (You are able to one-shot kill players)
Updates will be weekly. More often as people would post. As many people who want to play could play. This will be a game of wordplay and wordsmiths.
Meta-Knight
To Play:
Name:
Color:
(Traits dictate how your character will act in certain circumstances)
2 Positive traits
1 Negative trait
(For traits, I would like you to suggest some for yourselves based on your backstory)
Examples of positive traits:
Stealthy - Sneaks about, typically slowly, always being cautious
Brawny - A physical regiment set in place by your parents has done you well, +X HP and +X ATT
etc
Examples of negative traits:
Greedy - Cannot resist looting everything not nailed down.
Gimp - Has a bad leg and thus cannot run, or jump
etc
Fallout games are an acceptable source of traits to use.
Traits will obviously need to pass my approval.
Based on how this game goes, there may be a leveling up process included, but that would only be for survivors.
Using meta knowledge will incur penalties on the players.
Concept/Gameplay:
The players make their way through a game-map (this may be of any genre, fantasy, sci-fi, mid-evil, etc)
The dungeon is laid out, including information that the character should and shouldn't know. (thus the meta part)
Example: A long hallway stretches before you, a trap is cleverly hidden out in the left wall, a stone in the hallway will trigger the trap. At the far end you see a closed ornate chest with nothing inside.
P1: "Taking things slow as always, Paul pauses... a long hallway and a chest at the end? not a single opponent in sight? this is to good too be true he thinks, carefully examining the walls and looking out for trip wires" - Non meta, the player acts within his characters nature, and while he does look for traps, it is formulated so that it could fail, simply because he never directly examines the floor where he knows there to be a trigger
P2: "John is quick, sensing that the chest is just a lure, he throws his grappling hook and catches the chest, then drags it unto the trigger stone, releasing the deadly trap and clearing the way forward - Clearly meta, not only does he trigger the on purpose, he also sacrifices the chest calmly with the knowledge that nothing is lost anyways...
The Meta-Knight
This player can use meta-knowledge to his benefit as well as attack the players.
How to win?
If you are a player you can either 1. Defeat the meta-knight (this takes two players attacking the meta-knight together)
If you are the meta-knight you must defeat all of the players. (You are able to one-shot kill players)