I wound up writing a game for Game Chef 2003, only 11 years late. It’s a science fiction medical drama game, inspired by Gumshoe, wherein you investigate an extraterrestrial’s biology to try to figure out how they are supposed to work, what is wrong and how to treat them without killing them or provoking an interstellar war.
Here are the GM facing bits to the game. I’ll post the GM facing stuff to the game in a few weeks, after I get to playtest them.
I wanted to play Over the Edge, but I can’t stop tinkering with the mechanics of the game. So I combined Over the Edge and World of Dungeons to make my quick and dirty Over the Edge/World of Dungeons hack. It works like this:
PCs have the same traits as normal a normal Over the Edge character, with one central trait and two side traits and a flaw and such. But instead of multiple d6s, traits give you larger sized dice to roll. A superior trait gives you a d10, any regular trait gives you a d8. Narrow traits bump those dice up, giving you a d12 if superior or a d10 if not.
When you roll, you’re rolling against the standard AW derived 2d6 bell curve: 1-6 fail, 7-9 partial success, 10-11 full success and 12+ Critical success system as in WoDu. If one or more traits are applicable, you can replace one or both your 2d6 with the die listed on the trait. So if you have ‘Brazilian Jiu-Jitsu’ at 1d8 and someone attacks you, you roll 1d6+1d8 and check them against the results table. Your flaw turns partial success into partial failure: you fail, but get some minor side benefit.
Any failure, including partial failure, gets you an experience token. Experience tokens can be traded in to add +1 to your roll after seeing the results. A critical success also gives an experience token.
When you’re hurt, you cross off your top (critical) result first. So thereafter, all critical die results are treated as a normal success. Later injuries continue to remove your highest available level of success (regular successes become partial successes, eventually partial successes are failures… or maybe just partial failures?) Particularly deadly harm might cause multiple injuries at once, though I’d let a PC roll some trait like ‘Sturdy as a House’ to reduce that damage. Medical care care restore some or all of that with a decent first aid roll and/or bed care, depending on the injury.
See some pregen characters as well. I’me most pleased with the house that took human form and the voodoo economist.
I made an update to my old nameless horror game. In the process, I expanded the rules several times over. But it plays much better now!
I haven’t substantially changed the oracle deck, so that’s still cool to use.
I think that my Game Chef entry is about as done as it is going to get. So here is Afterlife, Incorporated.
It’s Game Chef time again! You know, where people from around the globe take a limited amount of time and a list of ingredients to make the best rough draft of a game that they can.
This year, I didn’t expect to make a game. I was more excited by other projects. But then yesterday I had an epiphany and I wrote this:
So you died. Big deal. It wasn’t actually all that bad. You had a lot of sin on your soul, though. You were supposed to go straight to The Eternal Hell of Biting Fangs or the Hell of Crushing Stones or someplace. Somewhere that unspeakable monstrosities would rip your soul apart and feast on its dripping pieces for all eternity.
You managed to escape that fate. Instead you wound up here: Afterlife, Incorporated. You’re a white collar desk jockey, processing souls of the recently deceased. Technically, you’re supposed to help them pick out the best afterlife that they qualify for. But if you can guide them toward a cheaper afterlife than they deserve, then the excess soul energy flows back to the company. If you can save the company enough, then you just might be able to afford a trip up the Great Big Elevator to the Heaven of the Manifold Pleasures.
One day, everyone in the department received a memo from the Head Office. Any interference from Above is always bad news, but this memo was the worst. Receiving that memo is when everything began to fall apart.