The Role Playing Public Radio Forums
General Category => RPGs => : Snake-Eyes June 07, 2011, 10:21:18 PM
-
I had an idea for this while being bored at work. So far I got only take a shot/drink/swig (depending on what your drinking) when you fail a SAN check. I could go worse and make a shot per each point of lost sanity. What other rules should there be?
-
1 shot per point of sanity is way too much.
find a tome - take a drink
read the book - take 2 drinks
the book is evil - take a drink
the book wasn't evil but was useless - take a drink
the book wasn't evil, wasn't cursed, didn't cause you to lose sanity but was extremely useful - finish the bottle
-
I support this whole-heartedly. Ross, I think I know what the April's Fool game should be. Tom will have to GM, of course.
-
Players attack other players because of "sanity loss" - drink
Guns don't do shit against the scary - drink
-
seemingly normal person is a cultist - take a drink
cultist casts a spell - takes a drink
cultists summons a monster - take 2 drinks
cultist summons azathoth - finish the bottle
-
Awesome ideas guys. Lot of this reminds me of the GI Joe drinking game. I think we should add in some rules to get the GM taking shots too. I've learned that having a drunk GM is hilarious and you can get away with a lot. Every 5 SAN checks the players don't fail, take a shot.
-
Every time players fail necessary Spot-Hidden checks: Take a drink.
-
player uses explosives inappropriately - take a drink
player player rolls an impale with a shotgun - take a drink
player rolls an impale with a shotgun on a monster that is immune or extremely resistant to firearms - take 2 drinks
-
I would've loved to have these rules for masks.
Any time a weapon is fired on full automatic- Waterfall!
Recruit an NPC, picka drinking buddy, any time you drink, they drink!
Use of an improvised weapon, or a weapon in which your skill is starting % or lower= 2 Drinks!
-
You enter a location that could be described using the word "catacomb": drink
Every fifteen real world minutes you wander around trying to find the clue you missed: drink
-
Anytime "longpig" and "ghouls" are mentioned in the same sentence, take a drink.
Discover you're trapped in Carcosa, take a drink.
Hastur hastur hastur, finish the bottle.
-
Add a dash of trail:
Every time an investigative point is spent drink twice
Every time a General ability point is spent drink once.
-
Anytime "longpig" and "ghouls" are mentioned in the same sentence, take a drink.
To my knowledge, that only happened to us once. And the ghoul is the one that said it.
-
Phenomen-X film crew harresses your team - take a shot
Phenomen-X gets a anonymous call from Delta Green and/or Majestic-12 - take a shot
-
dynamite solves a problem - take a drink
dynamite causes a problem - take a drink
dynamite solves problem originally caused by dynamite - finish the bottle
-
The Keeper describes something as "crinoid"- Drink.
Anyone uses the phrase "bug hunt", particularly in relation to the nature of your current investigations- Drink.
An investigator forgets his cover ID during NPC interaction and accidentally gives out his character's real name- Drink.
A Delta Green agent forgets about his cover ID and gives an NPC his character's actual agency information- Drink twice.
The local Delta Green friendly is shifty and nervous- Drink.
The local friendly turns out to be a cultist- Drink.
The friendly who turned out to be a cultist somehow convinces your companions he's not really a cultist but under deep cover- Drink twice.
You and your friends get a hunting horror in your hotel room as a result of the above- Finish the bottle.
You ask for information and A-Cell doesn't give a shit- Drink.
The stuff you find in the nearby Green Box seems more dangerous than the actual investigation- Drink.
-
The investigators attempt to smash all of the evidence - take a drink.
The phrase "burn everything" gets uttered - take two drinks.
The investigators burn down a cultist mansion/base/lair - finish the bottle.
-
I think we've ran out of ideas for this.
GM doesn't know what he's doing - finish bottle to help you though the pain
Player asks Cody like questions (Whats this NPC name?, Can I fuck it?, etc) - finish bottle to help you though the pain and/or think of ideas
-
player finds a clue - take a drink
player does not understand the significance of the clue - take a drink
players come up with a completely wrong and wild theory - take 2 drinks
the wrong theory is incorporated into the game by the GM - finish the bottle
-
You start the game with an attribute of 5 or lower- Take a drink.
You fail a SAN check by less than the amount you lost in your last SAN check- Take a drink.
You have to write a new skill onto your character sheet to put a check mark by it- Take a drink (in victory).
-
Party leaves you behind - drink
Player intentionally fucks with GM - drink
SHIELD Battlecruiser fights Cthulhu - finish the bottle, grab another, finish that too, then drive
Tom refuses alcohol, saying "I don't drink that stuff" - make him drink
-
I overlooked this on the DG site, but now we got more rules.
http://www.delta-green.com/humor/s8_game.html