The Things!

This post goes under “treatments” and “rehabilitations,” because here’s what I’m thinking for conflict resolution in The Things?: Yahtzee!.

Starting conditions: Every player has 5d6 and a hand of at least five cards. Any red card in your hand means you’re a Thing.

Whenever a player declares a conflict (on herself or other players), and assuming that conflict isn’t vetoed, everybody rolls their 5d6. The player with the highest total gets initiative, and describes the stakes of the conflict from his end–basically, “if I win, x happens.” (Ties are broken by a 1-die reroll, player’s choice of die, and three players together can veto anyone’s stakes.) Other players state their stakes clockwise around the table, then everybody gets to reroll as many dice as they like.

After that reroll, you start looking to put your dice in a box. Is everyone familiar with Yahtzee!? You try to make your dice conform to certain “hands,” many of which resemble poker hands, like a full house, four of a kind, etc. There are also catchalls like “total all your 3s” and “Chance,” which is a total of all your dice if they don’t fit into any other category. You can only use any given category once; if you can’t fit your dice into a category at all, you have to put a 0 somewhere.

The first group reroll is a freebie, but subsequent rerolls have a cost–cards from your hand, which go into a pile in the middle, face down. Each die you reroll costs one card, and you must describe a character action to accompany it. Any other player can grab that card from the middle and reroll up to two dice, describing her character’s reaction; in doing so, she takes the risk of becoming infected by the acting player. The cards grabbed for reactions don’t go directly into your hand, but stay face-down until the conflict is ended. All this happens simultaneously–throw or grab cards as you please, or declare that you’re done by putting your hand face-down on the table (on top of the reaction cards you grabbed, if any).

Whichever player gets the most points out of their category (”total all your 3s” is obvious, but a full house is worth 25, and a five of a kind is worth 50) wins the conflict; her stakes come true. Whichever player has the highest end total of dice–independent from the special scoring categories–wins the conflict in-character, and must describe how her character wins (”I block the door”) and how the winning player’s stakes come to pass (”but you go out the window”). These two players may or may not be the same person.

Finally, every player picks up his hand–now including reaction cards–and draws up to five, if necessary, from a deck of all-black cards. Any red card in your hand means you’re a Thing now. If you are a Thing, you can’t use your last red card for a reroll.

a) Does this make sense?

b) How do Things get more than one red card? Maybe there should be one deck of all black cards and one of half red, half black; when drawing back up to a hand of five, players could grab the necessary number of cards from both piles, look at both, decide which one to keep, and put the other one aside in an out-of-play discard pile.

c) Each (pregen) character will have one or two special abilities related to this process–like “Set Your Jaw: use ‘total of all 4s’ as many times as you like” or “Devil’s Luck: you may reroll up to three dice on any reaction.” Those are lame, though. What are some good special abilities?

I tried to think of a way to use task resolution for this, just out of contrariness, then realized that in a GMless game, task resolution and conflict resolution are meaningless distinctions. I’m starting to wonder if the GM’s role in any RPG can be reduced to “set the stakes for a given roll, and if you don’t tell the players what the stakes really are, that’s fiat.”

I love the idea of using Yahtzee! rules for this. Only two things overlooked so far -

1. What happens if someone ends up with more than 5 cards (i.e. they pick up a reaction card but do not put one down for a reroll) - presumably they either just discard down to five, or carry on with however many cards they have, either way isn’t really a problem.

2. How Thing-transmittion is dealt with outside of these set-pieces, e.g. if just two people are in a room, in which case the interaction couldn’t really be quite so public or overt. A solution would be that, whenever someone enters a room already occupied by another player, every player in that room must draw a card, look at it, then place either it or any other card in a pile in the centre of the table. Each player, subject to an initiative roll, I guess, then looks at the pile and takes one of the cards (not their own)from it; this would allow, say, two humans to block one Thing but two Things to still be able to infect one human. The problem with this is that it allows for Thing immaculate conceptions, unless we borrow the mechanic from Kevan’s card game where immaculate red cards have to be discarded. This way, Things can get and stockpile more than one red card; but perhaps this whole thing is somewhat overcomplicated…?

Still, I’m a big fan of the inclusion of Yahtzee rules for conflict resolution.

I’m glad you like the mechanics! I worry that it’s a bit involved for what I called “a very small roleplaying game,” but most gamers have at least some grasp of Yahtzee!, and I think it accomplishes all the goals I had for the system in a fairly small space. (Obviously, I won’t be able to call it the Yahtzee system or anything, but you can’t copyright a mechanic, so I’ll just call it the roll-and-lock system or something and wink and nod.)

I say if you have more than five cards, more power to you. People are going to notice and stop giving you reroll ammo (or grabbing the reroll ammo before you do) soon enough.

I am okay with Thing immaculate conceptions, but only if they happen in the lab. Maybe we could apply the draw-drop-draw-again mechanic just to that location? There would have to be some important incentive to get people to go in there at all, then… maybe the ability to look at two (new) cards from someone else’s hand each round you stay in there, so after three rounds you would usually know absolutely whether the person was a Thing.

Hmm. How are we going to handle movement between rooms, actually? I suppose clockwise around the table would be acceptable.

Hm, can dice combinations only be used once during the course of the game? Or only once in a cycle, I suppose, that when every box has been filled, everyone’s boxes are emptied for reuse?

Presumably you’re putting the dice-combination boxes on the character sheets? Which makes it quite nice for special-abilities, that characters could simply have different combinations available to them on their sheet. Perhaps tying some of them to types of conflict - that Doc has a couple of “any five dice” slots, but can only use them for conflicts that the group agrees to be “science-related”.

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