by Mike Young
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This game was written at the Intercon XVI dead dog party. Drew was showing off his pants and having had a severe lack of sleep that weekend, I decided to write a game about it. The character parts in the game are all famous, or infamous, items of the core LARPA community. | ||||||||||||||||||||||||||||||
This is a trading game where the objects traded actually form the characters. Players get three items and then use those three items to form a character. However, if a player can guess what items another player has, he can steal an item from that player, trading him an item in return. The new items now comprise the character’s personality. Each item is worth a number of Pants Points. The object of the game is to end up with the most Pants Points. Pants Points are determined by a number of factors including, size of object, niftyness of object, and closeness to Drew’s Pants. They range from 5 (Drew’s Pants) to –1 (Mike’s Foam Armor). Wardrobe Points are bonus Pants Points based on matching clothes. Clothes match if the names of the owners match, even if they are different people. Eric’s Loincloth goes with Eric’s Cloak event though they technically belong to two different Erics. You get two Wardrobe Points if two of your items match, and five Wardrobe Points if three or more of your items match. Once you have the hand of the game, forget these items and replace them with items from your own gaming group. |
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PlayThe game lasts for seven minutes. You will be given a hand of cards. They are your character. Your personality and disposition are based on the cards in your hand. You must portray your character to the hilt. Don't think too hard. Each card is worth a number of points based on size of item and closeness to Drew's Pants. If you don't like your cards, you can try to steal. How to steal: If you think you know a specific item a player has or is being, you can announce that to your target. If you are correct, you get to choose a random card from your target then your target gets to choose a random card from your hand (not including the one you just stole). Remember, the steal is really a trade. Everyone should end up with as many cards as they started with. If you guess wrong, there is no effect. Afterwards, you cannot attempt to trade cards (steal an item or have an item be stolen from you) with a particular player until both of you have traded with someone else. For example, if Marc steals Suzanne’s "Drew’s Pants," giving her "Mike’s Armor," in return, Suzanne cannot attempt to get "Drew’s Pants" back until both of them have traded with someone else. If Marc had guessed incorrectly, he cannot try again until both of them have traded with someone else. If you are "locked out," and cannot trade with anyone because of failed guesses, then you completely reset and can try again with all the players. The game should last for about five to ten minutes of utter chaos, and then
players should stop and calculate their points, including wardrobe points. Whoever has
the most points wins. |
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Print these, cut them out, and give them to the players. |
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