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<blockquote data-quote="Sir Robilar" data-source="post: 6128760" data-attributes="member: 75757"><p>Hi, Sir Robilar here. I created the last in the line, "Follow the Leader". It's a game for 4-hour one-shots and even has a title page! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I had great fun writing this in the last 5 days or so. If anyone's interested, this is the gist of my game: </p><p></p><p></p><p>"Players portray lowly mercenaries with money troubles, burdened by shortcomings and desperate to survive the day. In order to solve their troubles, they have signed a contract with a so-called 'Heroic Leader' (portrayed by the GM), a greedy and powerful adventurer who exploits the henchmen’s skills and uses them for the dirty work. </p><p></p><p>Following their Heroic Leader, the henchmen explore the dungeon, evade traps, collect treasures and defeat foes. During the adventure, they will have to overcome their inabilities (Weakness, Clumsiness, Confusion, Stupidity, Cowardice, Desperation). The more deaths they encounter along the way, the more desperate the poor henchmen become. When a henchman witnesses the death of an ally or something else that is really shocking, he might be overwhelmed by desperation. In this case, the GM hands the player a temptation card with a proposed course of action, for example:</p><p></p><p>„<em>Why not pull the lever behind the demon statue</em>?“, </p><p>„<em>Why not keep the emerald for yourself</em>?“, or </p><p>„<em>Why not spill some blood on the black altar</em>?“</p><p></p><p>A temptation card represents the henchman’s inner struggle in the face of death and horror. To clear his mind (and to win the game), the henchman has to get rid of all temptation cards. The only way to do this is by taking the proposed action. Unfortunately giving in to temptations causes all sorts of problems: Traps may be triggered, allies harmed and intra-party conflicts might escalate. It could even lead to the deaths of henchmen, which will add to the witnesses’ desperation and might force the GM to hand out further temptation cards. Since the results of giving in to temptations depends on the players and their play style, one and the same scenario can result in wildly different games."</p></blockquote><p></p>
[QUOTE="Sir Robilar, post: 6128760, member: 75757"] Hi, Sir Robilar here. I created the last in the line, "Follow the Leader". It's a game for 4-hour one-shots and even has a title page! :) I had great fun writing this in the last 5 days or so. If anyone's interested, this is the gist of my game: "Players portray lowly mercenaries with money troubles, burdened by shortcomings and desperate to survive the day. In order to solve their troubles, they have signed a contract with a so-called 'Heroic Leader' (portrayed by the GM), a greedy and powerful adventurer who exploits the henchmen’s skills and uses them for the dirty work. Following their Heroic Leader, the henchmen explore the dungeon, evade traps, collect treasures and defeat foes. During the adventure, they will have to overcome their inabilities (Weakness, Clumsiness, Confusion, Stupidity, Cowardice, Desperation). The more deaths they encounter along the way, the more desperate the poor henchmen become. When a henchman witnesses the death of an ally or something else that is really shocking, he might be overwhelmed by desperation. In this case, the GM hands the player a temptation card with a proposed course of action, for example: „[I]Why not pull the lever behind the demon statue[/I]?“, „[I]Why not keep the emerald for yourself[/I]?“, or „[I]Why not spill some blood on the black altar[/I]?“ A temptation card represents the henchman’s inner struggle in the face of death and horror. To clear his mind (and to win the game), the henchman has to get rid of all temptation cards. The only way to do this is by taking the proposed action. Unfortunately giving in to temptations causes all sorts of problems: Traps may be triggered, allies harmed and intra-party conflicts might escalate. It could even lead to the deaths of henchmen, which will add to the witnesses’ desperation and might force the GM to hand out further temptation cards. Since the results of giving in to temptations depends on the players and their play style, one and the same scenario can result in wildly different games." [/QUOTE]
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