Wednesday, November 15th, 2006

Finger on the Button

So, I was having lunch in the pub with Steph today (I'm 'working' from home today) when I had a bit of a thought for a new game. It's all still very fuzzy and undefined in my head but I wanted to get things down here before I forgot them.

Basically it will be called Finger on the Button. It will be a GM-less game where players take the roles of various characters stuck inside a secure bunker, all contact with the outside world cut off. Prior to losing contact the characters will have received information about potential nuclear strikes incoming from [enemy country] and all hell seeming to break loose in the world at large, against a setting backdrop where things are bad, really bad. Numerous countries have obtained nukes, small wars break out in world hotspots at the drop of a hat, the big powers bicker and argue, a new cold war is well underway between USA/EU/China. The twist? The players are locked inside of the bunker containing THE BUTTON. You know the one, the one which, if pushed (after the correct access codes have been input of course) will lanuch all of [your countires] nukes at their designated targets with no way of stopping them. The players will take on roles both for and against launching based on prejudices, biases and judicious amounts of self-interest, paranoia and righteousness. One player will (secretly at first) have the LAUNCH CODE. The idea is that the players try and convince everyone else of their characters viewpoint, launch or don't launch, forming alliances with their enemies and back-stabbing their friends until the endgame comes when the player with the LAUNCH CODE decides to either hand them over or not, probably triggered by some specific circumstance. I think each character should have some piece of equipment that can change hands through play. The Launch Codes would be one, a gun would be another, not sure what else right now. Anyway, that's what I have in my head right now.
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