Difference between revisions of "Event:Golden Rose Gala/Mechanics"

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==How the Game Works==
 
==How the Game Works==
*<b>Initial Briefing:</b> At the beginning of the gala, players are informed that the Brighter Future Foundation is seeking the support of powerful individuals for its next big philanthropic venture. Several influential NPCs are in attendance, each with their own interests, biases, and goals. The players will compete to win these NPCs over and secure their backing for their own projects or gain favors.
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Within each "round" of the gala, players can choose from the following options. They can take only one option (action) per round and there are only 5 rounds (which can flex depending on how many players participate).
*<b>Round Structure:</b> The game is played in rounds. Each round, players can:
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**<b>Network:</b> Engage in a Wits + Etiquette, Persuasion, or Politics roll to sway an NPC.
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* '''Network:''' Attempt to sway one of the .npcs. Page gaunt with what npc you wish to target.
**<b>Invest Resources:</b> Players can use Resources, Influence, or Allies as “currency” to offer donations, investments, or other favors that appeal to the NPCs’ interests. The higher the contribution, the better the outcome.
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**<b>Undermine Rivals:</b> By using Subterfuge or Manipulation, players can quietly sabotage their opponents’ efforts, lowering their standing with NPCs or ruining their deals.
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* '''Invest Resources:''' Players can use Resources, Influence, or Allies as "currency" to offer donations, investments, or other favors that appeal to the wealthy NPCs. See .invest for more information.
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* '''Undermine Rivals:''' You attempt to poison an NPC against a rival player (Manipulation+subterfuge vs 7) For more information type .Undermine
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TLDR: Some players could just burn through their investment pool and get 3 successes each round. Others might play the odds and try to network in the hope to get more successes. Others still might try and undermine their competitors on alternate rounds.
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==Networking==
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Players roll based upon the stats of the NPC they are attempting to sway. <br>The roll is determined by the interest of the NPC. Usually Charisma / Manipulation + (varies) vs Diff (varies depending on donator pin.)
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* Golden rose = diff 7
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* Silver rose = diff 8
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* Bronze rose = diff 9
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* Successes = building your reputation with the NPC.
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* Failure = no change in target player's Networking attempts.
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* Botch = You have poisoned yourself with that NPC and can not attempt to Network with them for the remainder of the evening.
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==Investing==
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Players can use Resources, Influence, or Allies as "currency" to offer donations, investments, or other favors that appeal to the .npc interests.
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* Each point of Resource / Influence / Allies (with influence) counts as a point building your Investment Pool
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* Spending points to "Invest" in an Npc subtracts from the total Investment Pool for the evening so spend them wisely.
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* Players identify which .npc they wish to target.
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* Players can spend these points to:
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* Counter Undermining Successes from their rivals
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* Add successes to their Network rolls (like willpower). Max 3 spent per round.
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==Undermining Rivals==
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You attempt to poison an NPC against a rival player (Manipulation+subterfuge vs 6)
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* # of successes subtracting from the any Networking roll made by target player towards NPC.
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* Failure = no change in target player's Networking attempts.
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* Botch = You have poisoned yourself with that NPC and can not attempt to Network with them for the remainder of the evening.
  
 
==NPCs==
 
==NPCs==

Latest revision as of 12:36, 16 November 2024

The Silent Strings

A game of influence, networking, and subtle manipulation where players compete to sway the most prominent NPCs (wealthy patrons, politicians, celebrities, etc.) attending the gala. The goal is to form alliances, secure favors, or win financial backers for their causes, all while keeping their moves hidden from competitors.

How the Game Works

Within each "round" of the gala, players can choose from the following options. They can take only one option (action) per round and there are only 5 rounds (which can flex depending on how many players participate).

  • Network: Attempt to sway one of the .npcs. Page gaunt with what npc you wish to target.
  • Invest Resources: Players can use Resources, Influence, or Allies as "currency" to offer donations, investments, or other favors that appeal to the wealthy NPCs. See .invest for more information.
  • Undermine Rivals: You attempt to poison an NPC against a rival player (Manipulation+subterfuge vs 7) For more information type .Undermine

TLDR: Some players could just burn through their investment pool and get 3 successes each round. Others might play the odds and try to network in the hope to get more successes. Others still might try and undermine their competitors on alternate rounds.

Networking

Players roll based upon the stats of the NPC they are attempting to sway.
The roll is determined by the interest of the NPC. Usually Charisma / Manipulation + (varies) vs Diff (varies depending on donator pin.)

  • Golden rose = diff 7
  • Silver rose = diff 8
  • Bronze rose = diff 9
  • Successes = building your reputation with the NPC.
  • Failure = no change in target player's Networking attempts.
  • Botch = You have poisoned yourself with that NPC and can not attempt to Network with them for the remainder of the evening.

Investing

Players can use Resources, Influence, or Allies as "currency" to offer donations, investments, or other favors that appeal to the .npc interests.

  • Each point of Resource / Influence / Allies (with influence) counts as a point building your Investment Pool
  • Spending points to "Invest" in an Npc subtracts from the total Investment Pool for the evening so spend them wisely.
  • Players identify which .npc they wish to target.
  • Players can spend these points to:
  • Counter Undermining Successes from their rivals
  • Add successes to their Network rolls (like willpower). Max 3 spent per round.

Undermining Rivals

You attempt to poison an NPC against a rival player (Manipulation+subterfuge vs 6)

  • # of successes subtracting from the any Networking roll made by target player towards NPC.
  • Failure = no change in target player's Networking attempts.
  • Botch = You have poisoned yourself with that NPC and can not attempt to Network with them for the remainder of the evening.

NPCs

Each influential NPC has specific interests and can be won over using different skills or approaches. Examples:

  • The City Councilor: Cares about political clout and zoning regulations for future developments (Political Influence roll).
    • Reward If you win him over you can gain access to Influence: Bureaucracy – Ability to secure permits, fast-track approval for projects, or apply pressure on city officials. Other Benefits: The Councilor might offer introductions to other city officials or allow access to private meetings, where players can gather insider information on city plans.
  • The Media Mogul: Seeks juicy gossip and exclusives on scandals in exchange for favorable press (Subterfuge roll or Gossip shared).
    • Reward If you win him over you can gain access to Media Control – Positive press, ability to spread or suppress stories, or craft a public image. Other Benefits: Might give access to confidential sources or let players manipulate public opinion on a topic of their choosing.
  • The Philanthropist Heiress: Wants to make grand gestures of generosity, but only to the right cause (Etiquette + Resources to impress).
    • Reward If you win her over you can gain access to Influence: Finance – Direct financial backing for social projects, charity events, or a particular venture that needs a benefactor. Other Benefits: Access to her network of wealthy patrons and donors, as well as invitations to exclusive galas and fundraisers.
  • The Celebrity Influencer: Is drawn to glamour and high-profile projects, but needs to be persuaded of their prestige (Manipulation + Appearance, or social-based skills).
    • Reward If you win her over you can gain access to Social Media Reach – Boosts in public reputation, promotional endorsements, or support to sway public opinion. Other Benefits: Increased visibility on social media, access to high-profile parties and events, and the ability to create a viral following.

Success & Rewards

Success and Rewards: Players gain points based on how well they engage with the NPCs, outmaneuver their rivals, and play to the NPCs' desires. At the end of the game, the player (or team) with the most "Sway Points" wins the NPC's favor, along with any special rewards tied to that NPC—like political backing, funding, or even secret knowledge.

Complications

Throughout the game, unexpected events can add complexity, such as:

  • Rival Interference: A powerful rival NPC arrives, threatening to outshine everyone.
  • Scandals: A player discovers a juicy scandal involving an NPC or fellow player, providing leverage or blackmail material.
  • Donor Crisis: One of the NPCs suddenly retracts their offer, causing players to scramble to either salvage the deal or shift focus elsewhere.

Rewards

The player or faction that secures the most influential NPCs by the end of the night wins a significant prize for their personal projects (or their patron’s agenda). This could be in the form of Influence, Resources, Allies, or special political sway in the city.