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Event and Hindrance Suggestions

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Toa Lewa
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Joined: 10/31/2013

Hello everyone,

Could you give me some suggestions for some Hindrances and Events I could include in my RPGish Cooperative game?

In the game, players are trying to escape this underground facility and find a time machine that has been stolen from them. During a player's turn, they must first do an "Evil action" (like Shadows over Camelot). Two possible choices are drawing from the event deck and drawing from the hindrance deck.

Ideas for the hindrance deck include: broken leg, locked door, panic attack, debris blocking exit, and concussion. Ideas for the event deck include: cave in, power failure, flooding, floor chasm opens, and fire.

What ideas do you have? I need a lot more.

Thank you,

Toa Lewa

Tbone
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Joined: 02/18/2013
Question.

Is there a reason the event and hinderance deck aren't just condensed into one deck? Seems to me they are quite similar.

Is the difference the event deck affects the player's surroundings where the hinderance deck affects individual players? There should be some distinction.

Hinderances: deja vu, memory lapse, miss fire, traitor, trepidation(panic attack), stab wound, dehydration, nausea, hallucination, lost, etc.

Events: locked door, power outage, blockage, gas leak, argument, darkness, calapsed floor, dead end, weakened wall, encounter(if there are other enemies), exposed electrical equipment, etc.

Zag24
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Joined: 03/02/2014
I'm with tbone. It sounds as

I'm with tbone. It sounds as if this should be a single deck. Perhaps there's the event, and then some hindrance that comes along with it (perhaps mitigated or avoided by a skill roll). i.e.

Poison Dart Trap Triggered (the Event): Each player make an agility roll above 6 or reduce speed by 1 (the hindrance).

The events you've suggested need an effect, so the players know how it's supposed to affect the game. It's awkward to say that a cave-in just blocks a passage, if it happens in a section that can't be avoided. It's better to say that it would take so many rounds to clear enough to crawl through.

Some events/hindrances:
Traps of all sorts, left by an enemy or by someone protecting the area
Dangerous Animals, possibly chained up so easily avoidable, but blocking key areas.
Biting, stinging insects
One-way doors
Dead ends
One-way doors to dead ends.
Rockslide/mudslide

Soulfinger
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Well, seeing as how it

Well, seeing as how it involves time travel:

Timespace anomaly, temporal echo, time loop, geodesic confusion, time dilation, gravitational wave, eerie perturbation, ontological paradox, erectile dysfunction, causality loop, history's greatest villains attack, clones, unspeakable discovery, irresistible enigma, obligatory bear trap, inexplicable mechanism, green slime, treachery, perfidious AI, spatio-temporal phantoms, dimensional transcendence, dimensionally recursive loop, spilled beverage, lost item, jealousy, incontinence (combined with causality loop), backtrack, breakdance fight, spores . . .

or just blame it all on AM the Supercomputer.

Toa Lewa
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Joined: 10/31/2013
Hindrance vs Event

Quote:
I'm with tbone. It sounds as if this should be a single deck. Perhaps there's the event, and then some hindrance that comes along with it (perhaps mitigated or avoided by a skill roll). i.e.

Poison Dart Trap Triggered (the Event): Each player make an agility roll above 6 or reduce speed by 1 (the hindrance).

The events you've suggested need an effect, so the players know how it's supposed to affect the game. It's awkward to say that a cave-in just blocks a passage, if it happens in a section that can't be avoided. It's better to say that it would take so many rounds to clear enough to crawl through.

Some events/hindrances:
Traps of all sorts, left by an enemy or by someone protecting the area
Dangerous Animals, possibly chained up so easily avoidable, but blocking key areas.
Biting, stinging insects
One-way doors
Dead ends
One-way doors to dead ends.
Rockslide/mudslide

There is a reason I have the hindrances and events separated into two decks. In addition to some normal stats, there is a stat called luck. Some characters are luckier and some are really unlucky. If you fail a luck check, you get a hindrance.

Also, thanks for asking what the difference between an event and a hindrance is. I didn't have it clearly defined before. The main difference between an event and a hindrance is that hindrances negatively modify stats while events mainly have to be removed from play with skill checks.

Oh, and I am going to add an affect to each of the events. For example, dehydration was mentioned. This is going to be kind of what it looks like in my game.

Dehydration:
Reduce movement to 1
To remove, make a successful scrounge check. Do not draw a card after this successful scrounge.
(scrounge is a skill that helps you find items)

You guys have had good suggestions. Please keep them coming.

Darwins_Dog
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Joined: 05/23/2015
You could use animals as

You could use animals as events. A swarm of bats, or flesh eating beetles maybe? If this is a sci-fi/fantasy theme, then you have the potential for some sort of cave beast.

Bats and bugs could also be a hindrance if you want to do them as a phobia.

Toa Lewa
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Joined: 10/31/2013
Phobias

Quote:
You could use animals as events. A swarm of bats, or flesh eating beetles maybe? If this is a sci-fi/fantasy theme, then you have the potential for some sort of cave beast.

Bats and bugs could also be a hindrance if you want to do them as a phobia.

I love the idea of phobias. I didn't even think of that. Location cards (which will include thematic text anyways) could have bold keywords on them that trigger hindrances. I like it!

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