Post by Zipp on May 25, 2005 1:45:40 GMT
Hey everyone. After finishing the first section of Silencer, I lost steam on the project. There were a number of reasons. While the overal plot was good, with many twists and turns and strong characters, I felt it was too linear. Also, the complexity of the rules took away, I felt, from the enjoyability of the project. I'm looking to do a rewrite eventually, but in the meantime I wanted to try something new, decidedly less complicated in both plot and gameplay (at least for the player, it never seems to be easier for the writer).
So, I give you Surrealistic.
In this series, you play a number of different characters all stuck in the city of Ethaniel Grove. The people of Ethaniel Grove are having some troubles. A mysterious fog has enclosed the city, and the inhabitants have gone insane. Aside from this, the dead have begun rising and are quite hungry. Monsters are running rampant. And you have one goal: survival.
The full plot will be given over the course of the series, as different characters experience different aspects of the plot. The first book has very little plot and focuses more on gameplay and scenario. I've also choosen to make it fairly non-linear. There are five drastically different endings, you can meet different characters each time, and the items themselves are randomized.
Anyways, when I was working on the Silencer Series, I found it very helpful to post the rules and get feedback on them. So I wanted to do the same thing here, and if people could give me positive or negative feedback I would be very thankful. So, here they are:
Rules
This is a story in which you are the main character. You will make the decisions that ensure either survival or doom.
You will notice that the book has sections instead of page numbers. Start the book at section one. At the end of each section you will be given choices with new section numbers. Make your choice and turn to this number, do not proceed through the book page by page.
In order to play you need this book, the cards and combat book that comes with it, and a place to keep track of your health, bullets, and any special items. Counters may be helpful for keeping track of bullets and life, but are not necessary. Keep your wits about you, and good luck.
Illustrated Sections
Some sections have illustrations with numbers. In this case, these numbers represent areas of interest. You can more closely examine these areas by turning to the corresponding section. Note that some numbers may be hidden in the drawing, you'll have to closely examine the illustration to find them.
Health
You start the game with 45 health points. As you proceed through the book, there will be times, especially during combat, when you are told to decrease this number by a certain amount of points. There will also be chances to restore lost points, generally through items. You may not increase your health beyond 50. If the number ever reaches 0, you are dead and must start your game over.
Cards
Included with the book are a number of cards. These represent the weapons, items, and ammunition you may receive.
During the course of the story, you will encounter sections where you are instructed to draw a card. You will be told whether it is a weapon card (and what type), an item, or ammunition. Draw a card at random from that group. This is what you receive. Thus, every time you read the book, you may carry different items. Be aware that it is possible to survive with any combination of cards. For more information on the types of cards, read the following sections.
Occasionally, you will be told to draw a specific card from the deck. In this case, simply take that card and do not draw at random.
Weapons
There are ten weapons. Four are labeled as light weapons, another four as heavy weapons, and two are special weapons. What you draw you keep. Each weapon card comes with it’s type, a short description, a certain amount of ammo (add this to your total ammunition), and a number printed on it that is used during combat.
Items
There are three different items, all healing in nature. When you draw an item, you keep it until it is used, than you return it to the deck:
Pain Killers- while taking damage, you can use any number of pain killers to reduce the damage. For each pain killer used, reduce the damage taken by 2. They can only be used in combat, and you get more than one with each card, up to 5 per card
Bandages- while not in combat, you can use a bandage to restore 5 points of health to your total. You can only use 1 bandage per section, and you get a maximum of 2 with each card.
First Aid Kit- while not in combat, you cn use a first aid kit to completely restore your health points. You will only recieve 1 with each card.
Beyond this, there may be special items found in the book. In this case, mark the item on a separate piece of paper. If it has any special effects you will be told of them when you receive the item. You may be asked if you are in possession of these items at a later time, or they may simply affect gameplay, or be red herrings of little real value to you and your survival.
Ammunition
When you draw an ammo card, mark the amount of ammunition received on a separate piece of paper and return the card to the deck. There are three types of ammunition: light, heavy, and special, each working with the same type of gun and no other type. Melee weapons, like knives, do not use ammunition.
Combat
There are many hostile creatures wandering around Ethaniel Grove. Occasionally when you encounter one, you will have the option of engaging it in combat. At this point, you will be given a number. Choose a weapon from your current arsenal. All weapon cards have a number on them. Add this to the number given in the book and turn to the corresponding section in the combat book.
Here, a description will be given of the combat. At the top of the section will be given how much ammo you spend. If you do not have enough ammo, you lose what you have and must now choose either a weapon you do have ammo for, attempt to run away, or spend life to make up the difference (each bullet = 3 life). At the bottom of the section will be given how much damage you take. If you run out of life, you are dead.
You can attempt to run away by not adding anything to the creature’s number and turning to the corresponding section in the combat book. Be aware that although you always have the option of attempting to escape, you will not always be successful, and you may end up taking damage or worse.
Occasionally, using certain weapons or attempting to run will result in a change of events. In this case, you will be given a new number to interact with or other options.
When combat is over, the combat book will provide a section number to turn to in the story book.
PS. I want to thank Sol and snfc in particular for their respective help in hosting and giving extensive feedback on the Silencer Series. And also everyone who responded to my topics on this site. Thanks everyone!
So, I give you Surrealistic.
In this series, you play a number of different characters all stuck in the city of Ethaniel Grove. The people of Ethaniel Grove are having some troubles. A mysterious fog has enclosed the city, and the inhabitants have gone insane. Aside from this, the dead have begun rising and are quite hungry. Monsters are running rampant. And you have one goal: survival.
The full plot will be given over the course of the series, as different characters experience different aspects of the plot. The first book has very little plot and focuses more on gameplay and scenario. I've also choosen to make it fairly non-linear. There are five drastically different endings, you can meet different characters each time, and the items themselves are randomized.
Anyways, when I was working on the Silencer Series, I found it very helpful to post the rules and get feedback on them. So I wanted to do the same thing here, and if people could give me positive or negative feedback I would be very thankful. So, here they are:
Rules
This is a story in which you are the main character. You will make the decisions that ensure either survival or doom.
You will notice that the book has sections instead of page numbers. Start the book at section one. At the end of each section you will be given choices with new section numbers. Make your choice and turn to this number, do not proceed through the book page by page.
In order to play you need this book, the cards and combat book that comes with it, and a place to keep track of your health, bullets, and any special items. Counters may be helpful for keeping track of bullets and life, but are not necessary. Keep your wits about you, and good luck.
Illustrated Sections
Some sections have illustrations with numbers. In this case, these numbers represent areas of interest. You can more closely examine these areas by turning to the corresponding section. Note that some numbers may be hidden in the drawing, you'll have to closely examine the illustration to find them.
Health
You start the game with 45 health points. As you proceed through the book, there will be times, especially during combat, when you are told to decrease this number by a certain amount of points. There will also be chances to restore lost points, generally through items. You may not increase your health beyond 50. If the number ever reaches 0, you are dead and must start your game over.
Cards
Included with the book are a number of cards. These represent the weapons, items, and ammunition you may receive.
During the course of the story, you will encounter sections where you are instructed to draw a card. You will be told whether it is a weapon card (and what type), an item, or ammunition. Draw a card at random from that group. This is what you receive. Thus, every time you read the book, you may carry different items. Be aware that it is possible to survive with any combination of cards. For more information on the types of cards, read the following sections.
Occasionally, you will be told to draw a specific card from the deck. In this case, simply take that card and do not draw at random.
Weapons
There are ten weapons. Four are labeled as light weapons, another four as heavy weapons, and two are special weapons. What you draw you keep. Each weapon card comes with it’s type, a short description, a certain amount of ammo (add this to your total ammunition), and a number printed on it that is used during combat.
Items
There are three different items, all healing in nature. When you draw an item, you keep it until it is used, than you return it to the deck:
Pain Killers- while taking damage, you can use any number of pain killers to reduce the damage. For each pain killer used, reduce the damage taken by 2. They can only be used in combat, and you get more than one with each card, up to 5 per card
Bandages- while not in combat, you can use a bandage to restore 5 points of health to your total. You can only use 1 bandage per section, and you get a maximum of 2 with each card.
First Aid Kit- while not in combat, you cn use a first aid kit to completely restore your health points. You will only recieve 1 with each card.
Beyond this, there may be special items found in the book. In this case, mark the item on a separate piece of paper. If it has any special effects you will be told of them when you receive the item. You may be asked if you are in possession of these items at a later time, or they may simply affect gameplay, or be red herrings of little real value to you and your survival.
Ammunition
When you draw an ammo card, mark the amount of ammunition received on a separate piece of paper and return the card to the deck. There are three types of ammunition: light, heavy, and special, each working with the same type of gun and no other type. Melee weapons, like knives, do not use ammunition.
Combat
There are many hostile creatures wandering around Ethaniel Grove. Occasionally when you encounter one, you will have the option of engaging it in combat. At this point, you will be given a number. Choose a weapon from your current arsenal. All weapon cards have a number on them. Add this to the number given in the book and turn to the corresponding section in the combat book.
Here, a description will be given of the combat. At the top of the section will be given how much ammo you spend. If you do not have enough ammo, you lose what you have and must now choose either a weapon you do have ammo for, attempt to run away, or spend life to make up the difference (each bullet = 3 life). At the bottom of the section will be given how much damage you take. If you run out of life, you are dead.
You can attempt to run away by not adding anything to the creature’s number and turning to the corresponding section in the combat book. Be aware that although you always have the option of attempting to escape, you will not always be successful, and you may end up taking damage or worse.
Occasionally, using certain weapons or attempting to run will result in a change of events. In this case, you will be given a new number to interact with or other options.
When combat is over, the combat book will provide a section number to turn to in the story book.
PS. I want to thank Sol and snfc in particular for their respective help in hosting and giving extensive feedback on the Silencer Series. And also everyone who responded to my topics on this site. Thanks everyone!