Because I'm a dumbass who can't keep his ideas to himself....
Also... not official title of game...
I am responsible for making several games here called Playground of the Gods, essentially large open games where players play as Gods and try their best to fuck up the mortals in it. I genuinely can't recall how many iterations of this damn game that I've run myself, much less recall what others have done with the 'formula'.
So I've been thinking... premise as follows:
Carnivale meets Lovecraft... players play as titanic, more-or-less malevolent Gods. Instead of trying to guide humanity to civilization via shenanigans, players must work [loosely] together to stop a singular event that will rip the vestiges of immortality and culminate in the collective death of the Gods - humanity's full, and unrestricted ability to travel space.
Game is separated into sections called Acts, where you will be given a set of characters and a series of actions open to you based on your powers and background as Gods. You are to guide these humans to an endgame - for example, claim the Necrotelecomnicon, burn it, or whatever, which would trigger an event that hinders human progress to full interstellar travel... maybe the Telecomnicon unleashes a continent-wide wave of madness, killing a future scientific genius while still in the womb, or something.
Needless to say how and whom claims the Telecomnicon is important, and affects the outcome of the story. Thus striking out to back a single mortal or banding together to help him... or invest in an entire group of mortals, is a consideration the players must take into account.
The game is very dark and cynical, with that general feel of science horror and despair, as opposed to the fun chaos of previous PotG games. As you progress through the game you gain more power to better manipulate characters through the Acts. You can even be a dick and actively work against the other players, or secure an outcome that gives you more power than the other Gods.
While scheming about, your influence on characters in these Acts have a profound effect on their sanity. The more disturbing, intrusive, or blatant your actions, prompts, visions, triggers, etc are, the more it will wear on their mind. Should players overload their mortal puppets, they will break, effectively ending the Act, so there is some kind of balancing to be done as to who should do what, and how vigorously.
This is primarily an ideas thread, to see what people think, and to garner suggestions, feedback and interest.
To Do List
1. Introduce different win objectives to force players to compete with each other.
2. Solve the Stress problem.
3. Work in Dominions to make each player actions unique.
Work in Progress
Sign up Form:
Power: 10 (Base, add or subtract this according to traits taken)
Divinity: 3 (The amount of Power you recover per turn.)
Influence: 1 (The weight of your actions. The higher the Influence, the more likely a Character is to carry it out. 1 Power Point = 1 Influence)
Nature - Defines who you are. Choose 1 of the Following
Shadow of Divinity: None know you exist, but unwittingly worship you through their actions. (+1 Power)
Malevolent Will: You have consumed the souls of the damned, and found its taste to your liking. (+1 Divinity, +1 Influence)
Guardian of Knowledge: You keep secrets and knowledge no mortal should know, giving you immense power. (+3 Divinity)
Sacred Number: The number 8 is sacred to you. (+1 Power, Stress, and Divinity for every turn during an Act containing 8 Characters)
Warrior: You are the Patron of Warriors. (+1 Power for every Character that is a soldier)
Great Old One: Being a dark deity bound to the borders of Earth gives you distinct advantages. (+2 Power, -1 Divinity)
Twins: You are the twin sibling (requires another player to take this trait) of another great deity. Spends half power if both invest in same character.
Motivation - Defines what you want. Choose 1 of the Following
I love you Guys: You're a malevolent mass of insanity, but you do love those little guys. (+1 Power for each living Character)
Originally Posted by MUTUALLY EXCLUSIVE
You Live, They Sleep: You actively weaken the minds of mortals for the day of your coming. (-2 Max Sanity on every Character)
Compelling: For every Power point invested in an action, it buys you twice the Influence. Actions with higher Influence has a higher chance of being chosen by the Character.
False sun Over Trinity: The Age of Reason (explained more in game) has wounded you the most. You are most determined to stop the Age of Destruction. (1 Player only, first come first served. +4 Power)
Into the Heart of Madness: You are able to interact with Insane Characters in the Act as if they were sane. Act remains a failure if all Characters are rendered Insane.
Will - Defines your interests. Choose 1 of the Following
Abyss: You are the thing that stares back when one stares into the abyss. (+1 Divinity for every Insane Character)
The Fall: It's far too easy to damn these mortals. (+1 Influence)
Originally Posted by MUTUALLY EXCLUSIVE
Anger: During every Act with more than 3 Characters, you may choose one of them. He will become violently berserk in a random turn. Character counts as Insane.
Further defines your divine remits and domains, which are the source of actions unique to you. Your Dominion gives you a special action which requires no cost, but can only be used once. You may only play 1 Dominion per Act, regardless of how many Dominions you have. Dominions usually last for one turn. Players start with 1 Dominion, which also supplies you your victory condition for the coming Act. In the event that a Player has more than 1 Dominion, their starting Dominion's win condition takes precedence. If you fulfill that victory condition, you will be rewarded with another Dominion of your choice.
Ancient Rome - Gives target Character ancient knowledge relevant to the Act. General victory conditions involve preserving or protecting artifacts.
Power of Prayer - Compels target character to take shelter in one of your holy places, where they are protected from other Gods. General victory conditions revolve around defeating Characters of other faiths.
Liberty - Free target character bound, captured, or otherwise incapacitated. I.e, a character in a coma wakes up, etc. general victory conditions revolve in the defeat of broadly oppressive forces.
The Hammer of the Gods - Target character is imbued with your mighty power - grants him Godlike strength for 1 turn. General victory conditions involve defeating or overcoming challenges through strength.
NEET - Target character loses all motivation to do anything useful. General victory conditions involve non-victories and stalemates. And memes.
Fucking Ghull - Target dead character is resurrected as a zombie. Counts as insane. General victory conditions involve utter destruction and chaos.