seems cool, minimum system requirements would be appreciated bc it ran at about 1 frame a second on my low-specced device, a lenovo W530 with a intel i7 core, 8 GB of DDR3, running MX linux
haplessHagfish
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Wonderful Traveling Failures
A short 2-person co-op/contest RPG. You play as 2 siblings trying to drive to an event, and the goal is to reach the event in time, or at least NOT be the reason that you have to call your mom to pick you up. This game is intended to recreate the emotions I experience when driving my younger sibling to places, who tries to navigate while getting their left and rights confused.
Required Equipment:
- 2 sheets of graph paper
- 2 writing utensils
- 2 d6
- The instructions printed out on a sheet of paper, or another coversheet.
- A stopwatch or timer that can be set to automatically restart after it runs out.
There are 2 roles, driver and navigator.
Pre-Trip Preparations:
Mapmaking:
You need to have a route to drive, so fold a piece of graph paper in half (either way is fine, but the longer the route the longer the game). On one half, one player draws a continuous line that does not double back in on itself, through the middle of graph paper squares. The line has to lead to the other side of the paper, and has to start the line with an X drawn in the middle of a square. Then the other player does the same, but starts from the end of the line the other player drew. At the end of the route, they draw an X.
Roll a d6, and for 1-3 rotate the paper 180 degrees, for 3 roll again, and for 4-6 do not rotate.
Either choose an event, or roll a d6 to find out where you are trying to go. Write it down next to the farthest X on the map. That is your planned destination.
Possible Destinations:
1. Graduation Party
2. Birthday Party
3. Sports Practice
4. Concert
5. Medical Appointment
6. Gas Station
Navigator Preparation:
Before the game starts, the Navigator rolls a d6 twice to see what quirks they will have for the game.
Note: adapt quirks as needed to player's abilities.
Navigator Quirk Roll 1:
1. Directionless: Roll a d6 every time you call out a direction, 1-2 means you call out the opposite direction of what you should do.
2. Alliterative: Any word you speak must start with the same letter as the word behind or ahead of it.
3. Caveman: Can only say 1-syllable words.
4. Theater Kid: Must sing instead of talk.
5-6. Nothing.
Navigator Quirk Roll 2:
1. Spacy: Roll a d6 every time you call out a direction. 1-2 means you don't call out anything.
2. Wannabe Pirate: Can only say directions nautically. Cannot explain what the directions mean, either. That's on the driver for not paying more attention to Pirates of the Carribean. Port (Left) Starboard (Right), or Dead Ahead (straight).
3. Unsure: You must state anything like you are asking a question.
4-6. Nothing
Write your Navigator quirks down on the bottom line of the route paper. Then cover the paper up with a coversheet or the instructions, but keep the square where the route starts visible.
Driver Preparation:
Before the game starts, the Driver rolls a d6 twice to see what quirks they will have for the game.
Driver Quirks Roll 1:
1. Ambidextrous: switch hands every turn
2. 1 Direction Fan: Only fill in the squares in 1 direction
3. I'm Not missing my Workout: Either raise both hands in the air, stand up, or use your arms to support your body weight every turn.
4-6. No quirks you're normal.
Driver Quirks Roll 2:
1. Pirate Fan: must say Aye/Nay instead of Yes/No, and must otherwise speak using at least one instance of pirate flair per sentence.
2. I'm Not Talking to You: Do not speak.
3. Chatty: Must answer the Navigator using one more word than they spoke.
4. Musical: Can only hum, and must hum for 50+% of the time.
5-6. Nothing.
Driver: Write down your 2 quirks at the bottom of an empty sheet of graph paper. On that same piece of graph paper, mark an X in the same spot as the map's. That is where you will start.
How to Play the Game:
Set up the timer for anything between 10-45 secs, 30 seconds is a good time to start out with. The timer defines your turns. Set it to automatically restart, if possible, or else restart it as quickly as possible.
During each interval of time, the driver has to fill in a graph paper square within the time limit and honor their quirks. The navigator tells them which square to fill in relative to the last-filled-in square, but can only say the direction once, and must also fulfill their quirks requirement. The navigator is trying to make sure that the last-filled-in square, representing the car, is at maximum 2 squares away from the route.
The driver is trying to fill in the squares at least 90% full in the allotted time, and CANNOT view the map.
If either player does not fulfill their quirk's or roles' requirements, the other player can call them out on that. the timer does NOT stop, but if a player has a quirk that forces them to be silent, they can make their case. If they do, and an agreement has been made, the offending player must mark an X at the bottom left of their sheet. If they get three X's, the game ends and they are declared the reason why.
If the car is more than 2 spaces off the map route, both players gain an X.
repeat until you reach your destination or until someone gets three strikes.
Notes: You may be thinking that this will cause a lot of conflict with the other player given that you only get a penalty if you both agree that you made a mistake, and also because the clock doesn't stop just because you're arguing. This is the point.
Notes: This is the first TTRPG I have ever made, so constructive criticism is appreciated.
