Service Co: Generations of Excellent Service
Sp4m:
In the current build, no one can actually get promoted. players are all indentured servants, and the slightest error adds additional generations to their servitude.
It's intended to piss off and frustrate teh players, to make them realize they're obviously chasing an impossible carrot.
The surprise reveal is that they actually have the best jobs in the universe, doing the most important thing possible.
(unemployed layabout not considered).
ill have something up "in a bit". i'm burning a few worlds and writing some fluff right now.
There's a lot to this idea, but I don't want to write a lot. I want it short and sweet.
Josh Porter:
There are a couple of questions that spring to mind.
A) How many sessions is the game designed to run? It definitely seems like it's more than 3, but it doesn't sound like it would go much past 4 or 5. Am I close?
B) How does each game guarantee that the characters join a rebellion, meet TODD, etc? Is there a script, or is it just assumed that that is what the players will want to do. You did mention that they would be frustrated for multiple sessions and that the frustration would drive them to rebellion. How is the game designed to handle player frustration and keep the players having fun, even if their characters are not?
Zachary_Wolf:
Hey Sp4m,
Hopefully you're still working on this project. Josh had some really good questions. I'm also a little curious about how you plan to package this game. I've had similar ideas for games like this, but I've always been stumpted on how to deliver them. So, from the sound of, you're not planning on creating a role-playing game in the standard sense ("here are the rules, here is the setting, make your own story"), but almost like an adventure module with a built in system and setting ("here is the story, with a setting and some rules to facilitate it"). Is that what you're aiming for?
Sp4m:
Sorry about going Idle! I was on my Honeymoon. Back from Hawaii, and sunburn is healed!
Okay, Questons!
Service Co is more of a Module than a game intended to be run indefinitely. The Experience I'd like to create has to have a particular arc, though I see no reason why a GM couldn't create their own stories with the tools and worlds provided.
The "Module" in question is designed for 3-5 sessions, though it can be stretched, and more missions can be created if appropriate.
After a couple successful missions, players know that other Mega Corps Service teams have been deliberately sabotaging equipment. They are contacted directly by the Resistance, and told about the rebellion. joining the Rebellion is players' choice, though it's intended to be a very appealing option. This will get fleshed out more as I develop the idea.
Frustration will be issued in small amounts. Not getting requested equipment. Being talked down to. Being given incredibly unjust punishment. But! Players are supposed to (generally) win. Overcome ridiculous odds, and feel bad-ass. In a world where they get no respect, and are literally slaves, the satisfaction of being able to do something that no one else around them can should be empowering.
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