Skip to Content
 

Survival/Scavenger game

5 replies [Last post]
StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013

I've been slowly outlining a second game as I run into hurdles with my first game as a means to fight Writer's Block.

Outline
World has been devastated by chaos. Players each play a camp of survivors that must hunt and gather every day in a demolished city. Players have a central camp they must return to before nightfall. Every day, the players must discard a food and water token. Too long without discarding and the players must lose a survivor (they die of hunger/dehydration). Players search the city ruins for canned food, bottled water, fuel, and supplies to make gear. NPC survivors either join your camp, or demand something from you.
If two "search parties" are in one location with an item, a conflict occurs.

Conflict Resolution:
Conversation: Both parties agree to a compromise/trade
Threaten: If conversation breaks down, both parties start preparing to fight; brandish weapons, commit survivors to fight.
Conviction: If no side backs down, a fight breaks out; larger force wins. Possible injuries if deadly force was used (knives, guns). If parties are equal in force, noting happens; contested item remains contested.

During the nighttime hours, any survivors not at camp are lost unless they have a light source.
Any survivors with a light source can attempt to raid another camp for supplies

A player is out of the game when they lose their last survivor. Winner is the last man standing.

That's what I have so far. Survivors can be represented by cubes, but I'm think of having cards made with pictures/drawing of people to make the "loss" more personal. Food and Water is finite, so players will eventually HAVE to raid/fight other camps to survive. I'm looking for building tension in the way people threaten each other.

JackBurton
JackBurton's picture
Offline
Joined: 04/16/2013
Good idea! You could add a

Good idea!
You could add a deck which will bring a new Event each night (or more):

  • A night raid of wolves (food stolen)
  • An earthquake (supplies lost)
  • Drought (water wasted)
  • Thunder storm or internal rebellion (fuel burnt)
ninjaneer
ninjaneer's picture
Offline
Joined: 03/11/2013
What are the motivations for

What are the motivations for resolving conflicts one way or another? Is there a reason a player would decide not to engage in Conversation, and go straight to Threaten or Conviction? I guess the inherent bonus in Conversation is that you don't lose any members of your camp. If players knew there was a bonus to go straight to fighting, then that might increase the threat because they know another player might try to go after them unless they attack first.

On a side note, it sounds like there could be balancing issues where if a player starts to lose survivors, they can be put at a significant disadvantage and be knocked out easier. If I know I have more survivors then you and can defeat you easily, I might go all-out on the offensive to knock you out as early as possible, and you may not have a way to get back in the game. If the game required 3 or more people, then two of them could join forces to take on the stronger third.

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
ninjaneer wrote:What are the

ninjaneer wrote:
What are the motivations for resolving conflicts one way or another? Is there a reason a player would decide not to engage in Conversation, and go straight to Threaten or Conviction? I guess the inherent bonus in Conversation is that you don't lose any members of your camp. If players knew there was a bonus to go straight to fighting, then that might increase the threat because they know another player might try to go after them unless they attack first.

On a side note, it sounds like there could be balancing issues where if a player starts to lose survivors, they can be put at a significant disadvantage and be knocked out easier. If I know I have more survivors then you and can defeat you easily, I might go all-out on the offensive to knock you out as early as possible, and you may not have a way to get back in the game. If the game required 3 or more people, then two of them could join forces to take on the stronger third.

The way I envisioned it was that if the parties were equal, they could negotiate ("Let me have that X and I'll give you Y."). The greater party could negotiate for more items ("I'll let you have that X if you give me Y and Z."). It could even be, "Just walk away." If everyone is just bloodthirsty, then people should act accordingly, skipping this step.
Weapons will be hidden until they're brandished, so having a larger party doesn't necessarily mean victory.

Right now, I'm treating a weapon as equal force to a person, so two people vs one person with a club ends in a draw. Deadly weapons have the added effect of killing someone, even if you're the losing party. I thought about having to discard the weapon first, but I want to see how the threat of losing someone affects player's decisions.

As for balance, until I watch enough plays, I won't know what to balance. I'm keeping search parties to four max, so initially my balance is increasing the number of people in your camp the less players there are.

ninjaneer
ninjaneer's picture
Offline
Joined: 03/11/2013
Asymptotic power curve

What if players need to discard more resources cards with larger camps? If the supplies became increasingly harder to find in larger quantities, then you end up with this asymptotic curve where it is very easy to maintain a small camp but difficult or near impossible to maintain a large one. This means that if a player does fall behind, the gap won't be too large because the other players can't get too far ahead. If it's easy for players to build up their camp, then it's easy for those players to bounce back.

Individual survivors could provide specific bonuses for being in your camp or search party, so players have interesting choices of which survivors to keep and which they want to kick out. Kicking a survivor out of your camp could be an opportunity for other players to take them in.

StagCutlery
StagCutlery's picture
Offline
Joined: 06/02/2013
Thanks for your reply! :-)

ninjaneer wrote:
What if players need to discard more resources cards with larger camps? If the supplies became increasingly harder to find in larger quantities, then you end up with this asymptotic curve where it is very easy to maintain a small camp but difficult or near impossible to maintain a large one. This means that if a player does fall behind, the gap won't be too large because the other players can't get too far ahead. If it's easy for players to build up their camp, then it's easy for those players to bounce back.

I'm using 7 turns w/o food and 3 turns w/o water as my baseline. They're like buffer zones and spending food/water resets the buffer. I'm mulling the idea that you don't have to spend food or water in order to strech out your resources, perhaps at some penalty (2 days w/o food and you have -1 to movement, for example).
I have two ideas right now about what to do when you hit one of those limits, once I can make a prototype I can test each one:

  • 7/3 is just a buffer, once the limit is reached, each turn after without spending food/water costs a survivor
  • 7/3 is just a buffer and once the limit is reached, you lose a survivor and they reset
  • Larger groups will require more from the player, but I haven't decided yet if that means more food/water or a smaller buffer.

    ninjaneer wrote:
    Individual survivors could provide specific bonuses for being in your camp or search party, so players have interesting choices of which survivors to keep and which they want to kick out. Kicking a survivor out of your camp could be an opportunity for other players to take them in.

    I considered having special abilities, even generic ones like Climber/Scavenger/etc. (because I like abilities in games), but my worry is that the game then becomes focused on managing power combinations and less on just surviving. It also puts focus on individuals instead of a group. I'll come back to this if it turns out that abilities add tension to choosing someone to lose.
    Kicking out a survivor is beyond the scope of my game. Essentially, every survivor is a Hit Point; kicking someone out of your camp doesn't make sense in that respect. In order for that to make sense, the person you're kicking out has to be a detriment to you somehow, more so than just sacrificing that person to hunger/thirst.

    Syndicate content


    forum | by Dr. Radut