Post by Josh Dalton Worthington on May 22, 2007 0:30:08 GMT
The basic structure of the game is simple: Each team starts out in their own zone, each zone starts out with that team's flag in it, and play continues until EITHER all four flags have been collected in one zone (that zone's team wins) OR all teams have been eliminated from play (draw).
There are four teams (Red, Green, Blue, Yellow). Four captains are selected randomly (OOC we're picking them, but IC it's random) and they select their teams, one at a time. (The number of players will be a multiple of 4; we'll round out with NPCs)
Sadly, somebody made the mistake of letting Hank program this thing, it got a little... um... overelaborated. Additional refinements:
Please allow the pregame thread to be mostly wrapped up before proceeding to the main game.
There are four teams (Red, Green, Blue, Yellow). Four captains are selected randomly (OOC we're picking them, but IC it's random) and they select their teams, one at a time. (The number of players will be a multiple of 4; we'll round out with NPCs)
Sadly, somebody made the mistake of letting Hank program this thing, it got a little... um... overelaborated. Additional refinements:
- There's a fifth "neutral" zone that belongs to nobody.
The field is laid out like a cross, with each player zone at one point and the neutral zone in the center. You have to cross the neutral zone to get from one player zone to another.
The zones are sealed off by automatic doors. You can open them by pressing a button, but they take five seconds to open. Also, each zone is about the size of a football field.
The point of this is to lessen the advantage of really fast students somewhat; it takes time to get into and out of zones. Please RP accordingly, especially fast folks like Toby, Warren, Rogue, etc. - Each zone has holographic traps, enemies, obstacles, etc., like in most Danger Room simulations.
Your team's zone is harmless to your own team.
If you're "killed" or otherwise neutralized by a DR element, you are eliminated from play. (If you're carrying a flag when that happens it falls to the ground at your feet.) You're free to continue RPing your character reacting to that, but your character isn't allowed to do anything in-game. - The team's zones are "themed" as follows:
- Red - Cartoons
- Green - Sci-Fi (Star Wars)
- Blue - Fantasy
- Yellow - Horror
The first post in each zone will include a general setting description, but we're counting on the players to have fun describing their interactions with the environment and to make stuff up as you go along.
In other words, this is not a GM-controlled thread... you have to make up stuff yourself. Make up whatever you like that's in-theme... attacks by blaster-wielding aliens or zombies or orcs, buckets of paint you can paint tunnels through brick walls with, etc. Have fun with this!
If you're stuck for ideas, feel free to post on this OOC board for suggestions. - Red - Cartoons
- The middle zone is full of generic deathtraps.
In addition, it's a "no-power" zone... while you're there, you can't use your powers. (They still work, it's just against the rules.) - It's permitted to act directly against other players, including using your powers on them outside the middle zone. You can't directly take them out of play that way, though . For example, Josh can't "kill" another player with his TK, but he can TK-throw them in the path of an onrushing train.
- Each flag is hidden somewhere in the zone; to find it requires some searching around and interaction with the area. As with threats and such, make these up yourself to a large degree - the flag itself is indicated in each area, but there are a multitude of ways to acquire each one.
Please allow the pregame thread to be mostly wrapped up before proceeding to the main game.