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Nudges (#108)
* first iteration * tweaks * semi-hidden nudges * month of thinking * 4example * humour * She nudge my radstorm till I explode into parasites * Web City
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src/design/roundflow/stagehands.md

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Additionally, it creates a situation where, even though stagehands are not part of the physical round, they are still capable of having an impact on things as a group.
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Stagehands can freely talk with each other and coordinate votes to create interesting decisions, which helps lessen the feeling of being "excluded" from the round after death.
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### Blessings & Curses {.es-unimplemented}
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## Stagehand Emotes
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Blessings and curses are types of stagehand-initiated vote that allows them to have a more targeted effect on the round.
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Rather than simply choosing options, a stagehand can create a vote for a specific action (good or bad) to happen targeting another player.
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The other stagehands are then required to vote Yes or No whether the action should be allowed to occur.
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Emotes are actions made available to stagehands which play a matching audio sample to the stagehands and have a chance for living people in the area to hear.
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This essentially functions as a player-oriented version of admemes, where the stagehands as a collective can choose to reward or punish players for their actions, often to great comedic effect.
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While these things obviously shouldn't have as high of a game impact as regular votes, they can be a nice opportunity for the game to karmically respond to the things people are doing during a round.
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Deadchat is often filled with people complaining about someones actions, rightfully or not.
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This allows a way to vent some frustration more effectively than just yelling to other stagehands, as it is actually directed towards the offending player.
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It also allows living players to recieve feedback on their play; a syndie who just completed an objective may get a round of applause, with obvious benefits.
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## Nudges {.es-unimplemented}
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Nudges are used by stagehands to influence specific players in round with status effects or other small boons.
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A nudge can be positive or negative, but opposing nudges nullify eachother, i.e. 4 positive nudges and 6 negative would come out to be 2 negative.
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Once a nudge is applied to a player, it can only be retrieved once they complete an objective or die.
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Each stagehand has a small amount of nudges depending on how many of their objectives they have completed in their time in the spotlight.
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This continues the concept of an organic game director on a lower level; the stagehands compete for their favourite individuals, whereas votes act as an influence over the station as a whole.
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For example, it allows a natural underdog bonus, as a troupe that has killed a large number of people will have many enemies beyond the curtains.
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The passive nature of the effects mean the player can still go up against all odds, or fail dramatically even with the backing of every single audience member.
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The nullifying effect of nudges are the main balancing factor.
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A character that attracts a large amount of nudges in one direction will likely draw in opposing nudges as well.
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Allowing the stagehands to see the total and effective number of nudges on characters naturally invites this behaviour.
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### Radstorm Nudges {.es-unimplemented}
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Stagehands can use nudges to shift the radstorm closer.
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It has no effect unless a proportion of the stagehands nudge for it, to prevent abuse.
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This allows a round that has petered out due to decay and/or all the troupes failing to complete their objectives end at a good pace.
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![](../../assets/design/roundflow/radstorm-humour.png)

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