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Old 03-04-2013, 07:06 PM   #1
another_nonsense
 
Join Date: Apr 2009
Location: Nottingham, UK
Default Island Deathmatch

Hi, me and some friends are looking to do some PvP sessions using GURPS, while we have had great success in the past with a reasonably size "ghost town" style arena it makes allot of character customisation moot and heavily supports certain builds.

My idea...
Spoiler:  


What I am looking for specifically is advice on software etc to make/gather these maps. I'm also open to people's ideas as to events and such. the end result should be reasonably system neutral so anyone can use it with their system of choice.

Initially it will be a deathmatch scenario but I'd also like to develop other modes such as capture the flag or king of the hill or a point based scoring system.
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Old 03-05-2013, 11:23 AM   #2
Nymdok
 
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Join Date: Dec 2006
Location: Houston
Default Re: Island Deathmatch

First, How are you defining 'win'. Must one player vanquish the other or is it 'last man standing is winner' or some other definition of win.

The ghost town scenario is nice for pvp one on one or even team on team, but once they have the time to suss and warscape the area, things change fast. Traps get bult, ambushes get planned, areas get camped. In longer timeframes, fortifications get built, animals get trained etc.....

'You fall into a pittrap that you didnt see and die. The other Guy wins.' might not be what yall are looking for, then again, it might be.

Eitherway, know what win means and get everyone to agree on that. Once the goal is stablished, its easier to put boundary conditions and challenges in.

One of the ideas that might be fun is 'speed' dungeoneering. Who can retrieve the MacGuffin first?

Nymdok
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Old 03-05-2013, 12:15 PM   #3
another_nonsense
 
Join Date: Apr 2009
Location: Nottingham, UK
Default Re: Island Deathmatch

Initially it will be a simple last man standing scenario with players tracking each other across the world map, probably with overland movement and actions being by the hour or half allowing free movement, tracking, setting of traps, hunting, scavenging supplies and more.

This makes other character types that may not be very effective in combat feasible. Of course depending on weapons other options such as long range snipers might actually be able to initiate combat on the world map shooting into adjacent zones.

Once the basics are sorted out new modes of play can be developed, such as retrieve the mcguffin or hold the fort, team play (multiple players on one team) or squad play (multiple characters per player) and non lethal victory options.

I also have ideas for characters with social abilities where in between matches characters can garner support from various factions (Similar to hunger games but an emphasis on fairness and a grittier feel with factions including the mafia etc.) that may give them an advantage in the field, everything from extra kit to the ability to have an area bombed.
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Old 03-05-2013, 12:50 PM   #4
johndallman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Island Deathmatch

How many players are you planing to have? It sounds as if many of the fights will be 1-v-1, and those aren't thrilling for players who aren't involved. Also, what do players who have lost fights do during the rest of the session?
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