'I am bored,' the great Phelby moaned. Mad scientist Green looked up from his work.
'Bored, are you?' he asked, annoyed. 'We are working on one of the most evil things ever. The world will soon be ours!'
'Still. I'm bored.'
Mad Green sighed. Phelby was the most evil man he knew, but if his heart wasn't in it, he was useless.
'Ok, very well,' Green said. He put down his pen and walked over to the window. 'A good thing I prepared some entertainment.'
'Entertainment?' Phelby said eagerly. He got up from his chair with difficulty, his massive form squashed between the armrests, and wobbled over to Green. 'What kind of entertainment?'
'See that building over there?' Green asked, pointing. 'It's stuffed with traps and dangerous monsters. How about we sent some people in there and watch them die?'
'Oh, that sounds good!' Phelby exclaimed, wringing his hands eagerly.
'Good,' Green said. 'I'll sent out some mooks to catch a few innocents.'
A few minutes later, several people were dumped into a room.
'Greetings, good people!' a voice says loudly. It's coming from a speaker in the top-left corner. 'You will all die.'
The statement is followed by evil cackling.
'But have no fear!' the voice continues. 'I filled the building you are in with useful items. If you find them, you may life longer. Of course, you will die anyway, but if you are lucky, you first get to see all the others die.'
The voice goes back to cackling, before the transmission is cut off.
You have been captured by two evil scientists and are put in a deathtrap! How will you get out?
Answer: You don't.
Welcome to Roll to Die, which is a really simple game. As the title suggests, there is no way to survive. The winner is he who survives the longest. The rules: Alright, how does this work?
The game is divided into turns. Each turn, each player can take one action (searching the room, for example). After every third turn, something will try to kill you, and I roll a d20. If the outcome is bad, you die. If it's good, you live. Since this are deathtraps we're talking about, it's probably gonna be bad. Are you saying I don't have any control over my fate?
I'm not saying that. Ok, it's a given that you will die in the end, but you have control over how long it will last. See, all the rooms in this game are stuffed with modifiers, increasing your chances of survival. You must find as many items as you can, or the best hiding spots, or trade with others, to give yourself the biggest chances of survival. Ok, sound easy enough. Will there be pictures?
No. The rooms will probably collapse after three turns anyway. There's more to these modifiers, or why would we trade? Details plz.
Indeed. The traps will be divided into different sorts of damage (blunt, sharp, heath, etc). Modifiers don't count towards all of these. You must try to asses what kind of damage is coming up, and change your gear accordingly.
The traps differ in something else, which is the likelihood of killing you. Since I don't want my players to die by the first trap, it will have a low likelihood. Chances of death will increases as the game gets longer.
Aaand, that's it, I think. There are some additional rules I'm keeping to myself, to implement if the game turns out to be boring or something.
If you are interested, sign up here.
If you're not, RUN!
Silly wrigglers. MARCH IS FOR CROSSDRESSING, NOT BASKETBALL.
Originally Posted by crash826
On Alternia, the ice cream tastes like trees, the trees taste like mint, and the mint tastes like blood.
Everything else tastes like fudge and insecticide.
Originally Posted by A Fan
Marrying himself to himself.
gAmZeE mAkArA, dO yOu TaKe ThIs MoThErFuCkIn TrOlL tO bE yOuR lAwFuLlY rEdRoMmEd MaTeSpRiT?
fuck yeah.
AnD dO yOu, GaMzEe MaKaRa, MoThErFuCkIn TaKe ThIs TrOlL tO bE yOuR lAwFuLlY rEdRoMmEd MaTeSpRiT?
FUCK YEAH, MOTHERFUCKER.
i NoW pRoNoUnCe Me MoThErFuCkIn FlUsHeD. I mAy KiSs ThE pErSoNaLiTy DiSoRdEr.
Originally Posted by audience_cat
If everyone introduced themselves with pictures of guys in schoolgirl dresses, the world would be a better place.
Originally Posted by invalidgriffin
Fistbunps are always acceptable trades. They're like presents for your knuckles.
Interesting. Although how could you prepare for the traps in advance? Maybe they are obvious and won't go off at the moment you enter the room. We'll see...
I can see a situation like this: try to jump over a weaker trap to get Strong Pyro Suit to go over the FIRE TRAP, but then trade it away for the "Bee-away-spray" to go through the beetunnel instead.
Interesting. Although how could you prepare for the traps in advance? Maybe they are obvious and won't go off at the moment you enter the room. We'll see...
I can see a situation like this: try to jump over a weaker trap to get Strong Pyro Suit to go over the FIRE TRAP, but then trade it away for the "Bee-away-spray" to go through the beetunnel instead.
Anyways, I would like to try this.
The traps do indeed not go off instantly. As it says in the first part of the rules, one trap goes off every third turn. Which trap goes off depends on where you are at that moment. And yes, I'll try to make it at least a little obvious.
Anyway, you'll see. We have six people now, which should be enough for a start (I really don't know how fast the deaths will go, so it's up in the air if this is enough). Gotta run now, but I'll start it off in a bit.
The five humans, listening to the names of Palamedes, Olivia, ProfessorLizzard, Ozthewizard, and Snoomanwaff, look around the room. Lagren, the sixth individual, appears to be a goblin for some reason, a race known for it's ferociousness.
The room isn't particularly big, barely six by six meters, but quite a lot has been stuffed inside it. Six humans, for starters, but also a buffet table against the southern wall (littered with bowls of delicious food), a large metal garbage bin, and several longspears.
The humans take a moment to consider the items, before one of them notices a crack in the floor, from one end to another. On first sight, it appears harmless.
'Perhaps we should get out of here,' one of them suggests. Luckily the way out is clear: A doorway in the western wall leads to another room.
'And now,' Mad Green chuckles, 'it begins.'
And so it does. If any of you wants their character to be called differently, feel free to say so.
Could I get a general location for the can and spears, or are they with the table? Also, I'm assuming the crack runs from north to south, and we are on the east side.
You are standing in the middle of the room. The trashcan is standing in the south west corner, the spears are lying at the east side of the table. The crack runs roughly from the southeast to the northwest corner.
Also, you do realize it doesn't actually matter in which room you are, since they're all rigged?
I take a spear and a couple of small, easily transported food items. Then I knock over the trashcan. If nothing horrible comes out, I take the lid for use as a shield, then sift through the contents with the spear for anything of use.
Ok, I was going to wait for everyone this first turn, but I see there's still some confusion, so I'll just go ahead:
Turn 1:
Snoomanwaff walks over to the spears and takes one from the pile. It will not do him any good in not dying, but at least allows him to fight.
Palamedes takes a spear as well. Fighting will happen, he just knows it.
Lagren takes a spear as well.
The other three do nothing.
With that out of the way, I'll add some more clarification:
As you can see, you all got to do one action in one turn. If this turns out to be tóó bothersome/slow, I might change it to keeping track of the turns for everyone individually, but that would be much harder to keep straight, so I prefer this for now. It would be particularly difficult since many of the traps target the entire room, meaning one player could've done three actions and another only one when the trap springs on them.
Also, yes, you couldn't have fought monsters without a weapon.