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Thursday, January 26, 2006

This card should be in your Deck!

Thanks to Aaron Williams and Gallery. (Caution; Strong Language!)

Wednesday, January 25, 2006

Armitage RPG Encounter Deck

Here is a "supplement" to the Armitage RPG on this blog to help people who are stuck coming up with story ideas for the game. Typical encounters by characters in the Armitage universe are identified with indices on an ordinary deck of cards. Red suits identify situations friendly to the player characters and black suits hostile ones (unless otherwise stated). The GM simply draws a hand of cards and tries to work the offered elements into a good story line or to supplement her own storyline. She may repeat the process as necessary.

A -- Scientists/Technicians (among the few that knew or can reverse engineer technology)
2 -- Family members, co-workers, or friends.
3 -- Executive sponsers (heads of companies or agencies that want to use the Thirds)
4 -- Activists/Terrorists (Either pro-robot or anti-robot)
5 -- Police Detectives
6 -- Government Agents
7 -- Seconds, Security Robots, or other robots (neutral)
8 -- "Gadgets" (neutral)
9 -- Millitary Units (neutral)
10 -- Informants, Flunkies, or Goons
Red Picture cards -- Thirds
Black Picture Cards -- Assassin Robots
Jokers -- Cybernet Contacts

Social Contract Option: Have every player play both a character and be a GM. Each player sets up their humanity chips and describes their character according to the rules and prefered tweaks. Each player also is dealt a hand of four cards. One pre-agreed player starts by setting the stage and tries to incorporate one of the story elements in her hand by introducing that encounter to one or the other (or more than 0ne) player characters. She remains in control of telling the story until another player takes it from her by playing one of his cards and introducing that card's element into the story. One player maintains control of the story until another player takes over by playing a card from their hand and introducing that element. This can only happen in between action resolution checks. When a player runs out of cards, they draw a new hand. When the deck (or decks) are used up, reshuffle. Play may be competative (be the last Third standing) or cooperative (see how many player characters can reach their goals before becoming 'dead' or assassin robots).