The Hangover - alpha draft.pdf

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The Hangover
or, James Bond Takes a Holiday
Preamble
What is this?
This is a roleplaying game; it was developed as a submission for the Little
Game Chef 2010 game design event. The theme of this year's game design is
comedy; with the chosen ingredients of Bond, Holiday, and Recall.
This game is also inspired by the hit 2009 comedy movie The Hangover.
This game is designed as a one-shot game, for those times when you need a
break from your regular gaming fare.
What's Going On?
For the first time in quite a long time, James Bond, yes 007 himself, decided to
take a break from his spy work and take a holiday.
Bond was packed and just heading out the door for his holiday when M called
with an urgent last minute task, which M assured Bond would not interfere with
his holiday. Ever the loyal agent, Bond accepted the task, reassuring M that it
would be performed with greatest efficiency and that he would indeed rest and
relax while on holiday.
Twenty four hours later, Bond just woke up . . .
in a strange place . . .
in strange company . . .
wearing strange accessories . . .
to the sound of his ringing cellphone.
It was M on the line; and M was not pleased.
It seems that Bond did not complete his assigned task. What's worse is that
Bond cannot recall how he got in his current predicament; but he does know
that it involved many martinis.
Now Bond must reconstruct the events of the past night's bender that caused
his blackout, salvage and complete the task M set him on, and get on with
what's left of his holiday as best he can.
Preparing For Play
Equipment
You don't need much to play the game; here's what you need:
A Deck of Poker Cards. If you've got a large group, you might want two decks.
A set of poker chips. This game uses poker as a mechanic; so you need a
good sizeable set of chips. Although poker chips are recommended, if you
don't have poker chips, other kinds of tokens will work - coins, beads, jube
jubes, or whatever.
A patent pending Dealer Button/Martini Meter.
Pencils or pens, and paper.
Players & Roles
Although the game does not have a GM per se, one player must stand apart
from the rest to play the role of James Bond.
Choose one player among you to play the role of James Bond; how you make
that choice is at your discretion.
Only the player that is playing James Bond may narrate James Bond performing
or taking a direct action. All other players must narrate externally from James
Bond; that means that their narration can act upon bond via objects,
characters, or environmental factors.
If you're playing the role of James Bond, I'll be referring to you as 007 from
here on out.
There are no constant player characters in this game, except for James Bond.
However, you can, and likely will narrate characters into the story; and if
desired you can maintain those characters throughout the story.
When you introduce a new character, you may declare it a personal character.
If you do so, then only you may narrate that character performing or taking a
direct action. All other players must narrate externally from that character,
acting upon the character via objects, characters, or environmental factors.
Set the Game Length
The duration of the game is counted in phases and rounds. There are three
phases, each containing multiple rounds.
The first phase is the Turn of 007's Holiday; this is when his Holiday plans go
sideways and he starts his bender. The second phase is 007's blackout; this is
where you reconstruct the events of 007's night of adventure. The third and
final phase is the aftermath; when 007 gets an opportunity to clean up the
mess.
As 007, draw a card at random from the deck. The card's suit will tell you how
many rounds it takes to reach the start of 007's blackout.
Card Suit
Rounds 5 4 3 2
Now, as a group, decide how many rounds will make up 007's blackout. If
desired, you can draw a card at random, or use some other method to
determine the length of the blackout.
Finally, divide the number chosen or generated for 007's blackout by the
number generated by the first set's number; Round fractions up. This is the
number of rounds it takes 007 to clean up his mess.
Set Out The Equipment
Give each player a stack of chips. The total chip value should be around 100.
Now set the Deck of Cards and the Dealer Button/Martini Meter in front of 007.
Hand paper and writing tools to anyone who wants them.
Now set out three stacks of chips, ideally of three different colors, equal to the
value of the three sets of rounds minus one respectively. Place these next to
the Dealer Button/Martini Meter.
Mechanics of Play
Playing a Round
One round consists of a hand of poker, and then narration of one or more
scenes of events.
The hand of poker determine the order in which the players will take turns
narrating events, and also the relative power to affect things already narrated
or to add to the narrative.
Resolving Narrative Order
Resolution is done by Limit Hold'em style poker; for the purposes of this first
draft, I'm not writing out the full Hold'em poker rules. Go find them at
Wikipedia.
However, the following additions/changes to typical hold'em rules apply.
You may buy additional hole cards; these extra hole cards are called Floods.
You may purchase Floods at the beginning of your betting turn.
During the pre-Flop and Flop betting rounds, the cost of each Flood is equal to
the small blind; the chips are paid into the pot. The cost of a Flood doubles
during the Turn, and doubles again during the River.
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You may buy as many Floods as there are chips on your side of the Martini
Meter, whether you're 007 or part of Everyone Else.
As 007, you are the dealer for the first hand of each phase; then the button
progresses to the next player per usual Hold'em rules for subsequent hands.
Once the Hand is over, the ranks of all the hands are compared. If you folded,
you are ranked in the order of the betting round in which you folded. If other
players folded in addition to yourself during any given betting round, your
hands are compared to determine your ranks.
Once everyone is ranked, the pot is split among all of you. If you are the
winning player, you get half of the pot. The next highest ranked player gets
half of the remaining pot, and so on down the line. After the second last player
takes his half of the remaining pot, the losing player takes the remaining pot,
splits it, then gives one half to the winning player and retains one half for
himself.
Narrating the Scenes
Now that the pot has been split among all the players, you may begin narrating
scenes.
Narration bears a price, in chips, depending on the scope of narration and
whether or not the narration being claimed is modifying previously narrated
story elements. Refer to the story costs table.
Story Costs
Story Element Chips
Action w. Existing Character/Object 5
Introduce New Object 10
Change Location 15
Introduce New Character 20
“yes, but” modifier 10
“no, but” cancellation cost* 20
If you're the losing player, you begin narrating by introducing a short sequence
of events, paying the appropriate narration costs. Once you've finished
narrating, your share of the winnings go into your stack of chips.
You may end your turn narrating at any time before spending all of your
winnings if you are content with what you've narrated; but there is no
mechanical advantage to doing so.
Once you've finished narrating, narration moves to the next higher ranked
player. That player then narrates, paying all appropriate narration costs.
* When you use the “No, but” modifier, you may cancel a story element
introduced by any previous player. However, if canceling a story element
invalidates any story elements that were narrated subsequent to the cancelled
element, the player must pay the “No, But” cost for all canceled/invalidated
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story elements. You may narrate story elements that replace the canceled
element, yet still reasonably tie into some or all of the invalidated elements.
Group consensus dictates whether or not your new narration is valid as
proposed. If you successfully tie the new story elements to existing elements;
the invalidated elements that are tied to the new elements become valid once
again.
Once everyone has finished narrating, play proceeds to the next round.
Playing the Game
James Bond Prepares For His Holiday
As 007, you get to determine the Holiday plans. You may choose, or draw a
card at random for each element of the Holiday.
Type of Holiday,
Destination,
and Transportation.
Briefly narrate the preparation 007 makes prior to leaving for his Holiday.
James Bond Gets A Call
Just as 007 is about to leave for his Holiday, his cellphone rings; it's M. M's got
a small task for 007 before he goes on vacation; it's just small enough that it
shouldn't pose a problem for the veteran operative.
Determine who will get the privilege of playing M for this scene, and introduce
the task that 007 must perform. You can do this any way you want; but a
BlackJack hand is a good way to do it. The player with the best hand without
busting wins. 007 does not get to play M; so 007 must sit this out.
Now, as M, draw a card at random or choose a task from the tasks table to
determine the task 007 is being given.
M's Tasks
Card Value
Task
2
Deliver a Message
3
Deliver a Package
4
Steal an Object
5
Recover an Object
6
Steal Information
7
Escort a Person Somewhere
8
Kidnap a Person
9
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