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the Seas of Let's Fiddle.(Very weird.)

Started by sirogit, June 25, 2004, 03:50:36 PM

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sirogit

I'm working on something that's a chimera of a parody of Furry characters and a game with the premise of What Would You do For Love? It's nearly complete. right now I'm looking for feedback in the realm of tightening mechanics, an iniative system that does't suck, and concepts on how to reinforce ideas of the game.

The title, The Seas of Lets Fiddle, is derived from the acyonom, SEAOIFSEATSFTL, or, Sortof-Erotic Anthropomorphic Objects In fantasy Sortof-Europe and the Search for True Love.

It's pointfully absurd in sort've a Fritz the Cat way, and a parody of awkward-Furry characters in a typical-RPG-fantasy-europe universe.

All of the characters are anthromorphic objects, like utensils, doors, cars and furniture with little arms and legs. In this universe, all is in gradual ruin. The only thing that can stop this ruin is the power of sexual connection called Charge. The player characters are desperate beings driven to carnal relations. But will they choose a safe, secure mate, or be burned by their innermost desires?

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Character Creation:

1. Choose a name. Any ethnicity or fantasy gibberish is fitting.

2. Concept. A two-to-three word description of the character.

3. Object. What object is the character? Though the game is set in kindof-medeival-eruope, any object of modern invention is fine and encouraged.

Makeup:

Makeup is what your character is made of. It should be based on what the character is actually composed of, with some flexibility. Generally, certain materials have sexual identitys associated with them, their weighth dependant in how many points are in the material. Though it is always your choice how much your character adheres to the given sexuality identity, the makeup gives the character specific power if they should choose to use it. Split 5 points between the five different materials.

Electric: See Metal
Concepts: Lonely Toaster, Curious circuitboard

Metal: Metal represents one side of a coin alongside Electric. Cursed by a reckless romantic streek, Metal and Electric are seperated from each other in many ways, choosing to live in segerated communities or social spheres. But at the same time, they are drawn towards each other with unending strength, and when they intertwine, they create the  most powerfull force of the universe, Current. Unfortunately, it often proves deadly to them.
Concepts: Vulnerable Fork, Sword for Hire

Wood: This is the material representing cold sexual prowess, existing without romantic need. Wood draws power from dysfunction and hate, but it is not nessecarily an evil being, it is merely made unnatural in its absence of need.
Concepts: Sexually-Aggressive Log, Aging-spinster automon

Plastic: Plastic is sexual, and yet neutered. It is the opposite of Metal and Electric's dangerous passion. It is safe, kind, supportive and non-commital, if un-fuffilling.  
Concepts: Best friend blanket, therapist rubber spoon, Unrealistic-chivalrous wrestling-figure.

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Charge is the sentient power of the universe that is established through sexual congress. A character only has one charge, that of their most recent sexual congress. Charge is described in manner of its power and the person(or people) one is connected to. As long as a character has a Charge, it does not suffer from the gradual ruining expiereinced by all un-charged characters.

Current is the Charge generated by sex between a Metal and an Electric character with any other type of particpants. It could be compared to the "light side", rightousness and oneness with the universe shared between bodies, it is attuned to perception and understanding of the universe, and is strongly attuned against Wood. Sexual creation of Current is very dangerous for all participants.

Static is the Charge generated by sex between a Wood and any other character. It could be compared to the "dark side", aggressive control of the universe, it is attuned to vulgar magic, and is strongly attuned for Wood. Sexual creation of Static is only dangerous to the least "Wood" participants.

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Associations:

Material - Ability - Power - Emotion

Electric - Intelligence - Cause Damage - Desire
Metal - Agility - Cause Damage - Desire
Wood - Fortitude - Regenerate - Hate
Plastic - Empathy - Heal - Compassion

Current - Perception - Destroy Wood - Love
Static - Magic - Transfer Damage - Fear

Temporary points:
All materials and the two types of Charge have a number of temporary points equal to their normal points. Temporary points refresh at the beggining of new Acts. Acts are a completely open concept of time.

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Conflict resoloution:

Conflict is resolved by rolling a number of six sided dice and counted numbers 4, 5 and 6 as successes.

If an Ability is relevant to a conflict, add the relevant points in Material. only one Ability may be used. Magic may be used to attempt anything to happen within reason, but the user must spend a temporary point of Static to do so.

If an emotion is relevant to a conflict, the player may spend a temporary of point of a material in order to add dice equal to the points in the material.

Damage is always subtracted from the dice pool unless noted otherwise.

If at the end the character ends up with less than one die, roll one die.

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Damage:

Damage is an ongoing track of how much wear and tear a character has accumulated. Characters never die, they just become more and more broken.

Gradual ruin occurs to every un-Charged character. At the beginning of every act, roll the character's Damage veruses their Wood. if their damage wins then add one point of Damage.

Causing damage: After a conflict which merits physical harm, a character may spend a point of their Metal and cause Damage equal to their Metal material plus their successes. One may do the same thing for Electric instead of Metal.

Regenerate: A character may spend a temporary point of wood to remove twice their Wood in Damage to themselves. May not remove Burning Damage.

Heal: A character may spend a temporary point of Plastic to roll their Plastic against a friend's wounds. if Plastic wins, remove successes in Wounds. If wounds win, add successes in Wounds.

Destroy Wood: After a conflict which merits phsyical harm, If under a Current Charge, a character may spend a temporary point of Current to cause a Burning Damage equal to their Current plus their successes. Burning Damage is the same as Damage save for it cannot be removed with either Regenerate or Transfer Damage, and is therefore anathema to Wood characters.

Transfer damage: If under a Static Charge, a character may transfer damage to a less Wood character that shares that Static charge. May not transfer Burning Damage.

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Charging

Charging is the process of establishing Charge through sex. It may take as long or shortly as desired.

In Current-type charging, a dice pool is made up of its participants either Metal or Electric points. There must be atleast one who is using their Metal points and another who is using their Electric points. all particpant's Plastic scores are subtracted from the dice pool. There must be atleast one die left.

Damage does not subtract from this dice pool. Desire is assumed to be used, but other emotions may be added for extra dice.

Roll the dice. The number of successes determines the power of the charge, the number of points the Charge may be assumed to have. It also is a number of Damage points that all involved immedaitely take. Up to every particpants Wood points the Damage is considered to be Burning Damage.

In Static-type charging, a dice pool is made up of the most Wood particpant's Wood.

Do not subtract damage.  

Roll the dice. the resulting number of successes is the power of the Static Charge. All particpants except for the most Wood roll Wood against the power of the Charge and if Charge wins take that much Damage.

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Special Rules:

When using the emotions Love or Fear, Damage is added to the roll instead of subtracted.

You may spend a point of temporary Current to add the Current in dice to any sort of struggle against a mostly Wood character.

You may spend a point of temporary Static to compulse the lesser Wood character in the Static Charge to follow a command. This is treated as a conflict of Static against Wood, with a bonus applied to the commanded if the command is taxing.

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deidzoeb

Hi sirogit,

I can't judge if the mechanics are good or bad, but the idea sounds fun. I like how players can only prevent the world from falling to ruin if they make enough sexual connections. Is there something built into the game mechanics to reflect when the world is falling to ruin, or when the players are doing a good enough job to prevent that? Could you give some examples of how a scene or conflict might play out in a typical game?

Later,
Deidzoeb

sirogit

The world isn't falling to ruin, just characters. It's reflected in the game by Gradual Ruin, the chance at the beggining of an Act that a character will become a little bit damaged unless they have a Charge.

Example of play...

Boyhood friends, a Mace and a Sleigh are traveling across a wilderness. The sleigh had always been of a considerably gregarious sort, but recently he's been taking a somewhat sinister turn. The sleigh is accompanied by two depressed plastic spiders that he keeps as slaves.

After so many hours of hearing of the Sleighs irriatating boisture, the Mace simply has enough, he whips towards the Sleigh murderously to embed himself in the sleighs body.

The Mace has four Metal, which is the offensive combat score. The sleigh uses its wood, which is the defensive combat score.. The Mace gets in two successes. By using its Cause damage ability, it causes Six damage to the Wood.

Though considerably crunched, the Sleigh begins to call to the plastic spiders around him, tapping into a dark kind of connection established by an ealier sadomachoistic charging, and they are compulsed into feebly jumping on the mace.