First person creates a power. Preferably one with reasonable limitations that you can see someone getting from their ‘worst day ever’ (berry, berry traumatic experience).
Second person breaks it down into six parts called “aspects,” numbered 1-6.
Third person rolls SH dice and decides how one aspect combines with the other. Whichever one is chosen will carry over to the next cycle (and combine with the next aspect chosen by the dice gods).
After 6 cycles, we’ll have a random ass character that we can theorize about their traumatic backstory and character. I’m interested in seeing what happens!
I will go first to demonstrate.
Cycle 1:
Power: Trauma Dump.
Experience and collect the trauma around you. Dulls the pain of the memory for others. Dump it on whosoever you see fit via an invisible bolt, wiping out your stores of trauma (though you can use your own trauma as many times as you want). Blaster/Master. Subability is Aim Assist, so you never miss a shot with your trauma bolts. Negative: affects sanity.
Power: Trauma Dump.
Experience and collect the trauma around you. Dulls the pain of the memory for others. Dump it on whosoever you see fit via an invisible bolt from anywhere on body, wiping out your stores of trauma (though you can use your own trauma as many times as you want). Blaster/Master. Subability is Aim Assist, so you never miss a shot with your trauma bolts. Negative: affects sanity.
2nd cycle: Power offered for the breakdown into aspects is Switch.
1. Within my field of view
2. Swapping
3. Targeted options possible: people
4. Teleportation
5. Spatial
6. Sympathetic magic
Starsdamn, I had to get inventive to split this into six aspects! This was hard, lol! Not a bad ability though. I’m just complaining. I like the ability you chose!
I was able to follow it, but I still think it's a massively bad idea to have it this complicated. Maybe 3 people on the entire forum will be able to participate in this game, and I'm not included in that number, because while I'm able to follow the explanation I fail to see the fun in a "game" that requires 6 turns to complete 1 round.
This might be an interesting collaborative writing exercise, but it is formulated in such a way that it really cannot be classified as a "game," because it really sucks all the fun out of it.
I was able to follow it, but I still think it's a massively bad idea to have it this complicated. Maybe 3 people on the entire forum will be able to participate in this game, and I'm not included in that number, because while I'm able to follow the explanation I fail to see the fun in a "game" that requires 6 turns to complete 1 round.
This might be an interesting collaborative writing exercise, but it is formulated in such a way that it really cannot be classified as a "game," because it really sucks all the fun out of it.
*sigh* Disappointed, but you make sense. It doesn’t work, does it? *winces in understanding*
Oh well.
I can always try again.
There are always second attempts to making threads that are more fun!
*sigh* Disappointed, but you make sense. It doesn’t work, does it? *winces in understanding*
Oh well.
I can always try again.
There are always second attempts to making threads that are more fun!
2nd cycle: Power offered for the breakdown into aspects is Switch.
1. Within my field of view
2. Swapping
3. Targeted options possible: people
4. Teleportation
5. Spatial
6. Sympathetic magic
Starsdamn, I had to get inventive to split this into six aspects! This was hard, lol! Not a bad ability though. I’m just complaining. I like the ability you chose!
Yeah. The first cycle was Trauma Infusion. The second cycle was Switch. Now someone comes up with a new power for the third cycle. Thanks for trying to support it, keepin' it going! It may be time to pull the plug for it though.
*sigh* Disappointed, but you make sense. It doesn’t work, does it? *winces in understanding*
Oh well.
I can always try again.
There are always second attempts to making threads that are more fun!
Yeah, it would need to be something a little more fast-paced.
People tend to have the most fun when they are being creative about things. As such, the best role is the person who comes up with the power that's being considered.
You don't want a game where someone can snatch that role away from someone else. It just feels bad for everyone else. So, however the game's designed, every turn needs to involve a level of creativity at that level.
Yeah. The first cycle was Trauma Infusion. The second cycle was Switch. Now someone comes up with a new power for the third cycle. Thanks for trying to support it, keepin' it going! It may be time to pull the plug for it though.
- A slight extra centrifugal force whenever user jumps up to at least 0.4 meters above the ground.
- User can survive falling off a skyscraper.
- User's physical sensitivity is heightened, making the user receive double the amount of pain inflicted.
- User can still feel the hurt of an impact with less pain to endure.
- If timed right after falling, the user can utilize the momentum to jump on any surface mid-air causing the user to reach higher places.
- A finger push done to user toward a wall may cause Newton's second law to happen.
Yeah, it would need to be something a little more fast-paced.
People tend to have the most fun when they are being creative about things. As such, the best role is the person who comes up with the power that's being considered.
You don't want a game where someone can snatch that role away from someone else. It just feels bad for everyone else. So, however the game's designed, every turn needs to involve a level of creativity at that level.
It needs 1 more thing. I think we can use "Corrupt a Wish" as a model for this one. You evaluate the parahuman power above you, and then after you've done the evaluation you add your own power to be evaluated.
Since you haven't done that part, I think I'll put one in here. (Nice thing about that model, the next person actually CAN clean things up and correct for it if someone messes up like that.
Power: The ability to increase the rigidity of any object, potentially freezing a person in place, making a wall tougher to break through, or effectively turning a piece of paper into a sword. (This effect is temporary, for the duration for which the power is maintained.)
EDIT: No, something's still missing.
Ok, here's my proposal for a game. We'll actually use "Good news, bad news, worse news" as the model. A 3 cycle game in which each person is doing something interesting.
1st person gives the entity and trigger event. Since this is off the parahumans universe, I'll just use Taylor as the model.
Entity: Queen. Trigger event:
Being locked in a locker full of rancid tampons.
2nd person gives the power that results from that.
Power: Hive queen - grants the ability to control all bugs. In addition, the trauma of being confined in a tight and very undesirable space gives her the ability to have a pseudo out-of-body experience by sharing the sensory information with her bugs.
3rd person evaluates the potential uses of the power. And, if they're familiar enough with the parahumans universe, they can also give it a PRT rating.
Use cases: Can have the bugs perform a number of complex tasks. Can share mental power with the bugs, saving her from the mental overload burden of commanding that insane a number of other entities at once and also granting the ability to easily process all sensory information they feed back to her, granting incredibly mapping and sensory abilities in regards to the world around her. (I will not go any farther with the evaluation because using Taylor for the example here is already spoilery enough. Also, even though I do know the parahumans universe well enough to rate her, I'm going to refrain from doing so, also for spoiler reasons.)
This would also be splitting roles up between 3 people, but 3 people is a much shorter cycle than 7 (as was in the old model,) and all 3 are doing something fun and creative as well.