Shinri Trial (Blades of Despair) [Celestia Ludenberg]
TheDepressedEeyore
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Shinri Trial (Blades of Despair) [Celestia Ludenberg]
279 просмотров · 6 дн. назад
TheDepressedEeyore
2,72 тыс. подписчиков
279 просмотров · 6 дн. назад
"Even when I'm put in check, it's just my nature not to give up!"
--Celestia Ludenberg
Fuyuhiko's POV - • Shinri Trial l Blades Of Despair - Fuyuhik...
Makoto's POV - • Shinri Trial [Blades Of Despair] [Makoto POV]
My very first Autogame. Autogames are made when you start a quick game with a premade group of 16. The leader/host is given additional privileges and is effectively the gamemaster for that game. In most cases, this means the host is going to be playing as Monokuma.
Here are some of the house rules that were added to this game...
--No looting until everyone meets at the gym in the beginning
--Only complete one objective per chapter for the most part (ie Breaker in Ch1, Super Computer in Ch2, etc.)
--Poisons must either be force fed or traded directly to the victim. No just putting a poisoned item in a random container
--No explosive traps or poison gas traps (Yay, don't need to plug the crates!)
--Notify Monokuma ahead of time if you plan to murder
--Avoid groups of four or more else a teleport will be activated
--There is one traitor chosen at random who will start with a special item
--No littering, items must be in a container. (I accidentally broke this rule once. Sorry!)
This was the host's first time running an Autogame but it was a lot of fun despite it devolving into chaotic nonsense halfway through. Further down this description, I will give some light spoilers as I give my thoughts/critique about this game.
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---Review and Spoilers Beyond Here
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--House Rules
The only one that I found awkward was the avoid groups of four or more. I know being grouped makes it harder for murders to happen. But, three is way too small especially when there is only one floor in the beginning. I found myself in many situations where people were having conversations but I could not approach since it would hit that magic number of four and lead to a teleport.
I think raising the limit to five or more will make a difference. It would also fall in line with the four person requirement for the Sauna minigame. The motives in this game definitely provided reason to split up so the resources could be taken before others did.
--The Traitor
I did not even notice the traitor's efforts. I think it was a mix of few things. The Traitor that was selected was a character that could easily be antagonist and abrasive so nothing stood out. The other reason was the motives took most of the focus especially ones with a timer. I did not even know people were working on the objectives or that the traitor was stealing from them.
Will say the random traitor did not make much sense due to their relations with another character.
--First Motive - Starvation
This was absolutely fantastic. Not just in an RP sense but a design sense. It forced everyone to figure out how to stretch every last bit of food and strength available.
I know Danganronpa has multiple motives over the course of the game but, this motive alone could have been the overarching crisis for the entire game. Forcing the players to make the tough choices just to get a bit more food only to have to make it again and again until either there is nothing left or escape happens.
If this was the only motive of the game, I feel the traitor would have been more effective as well. The traitor could have kept stealing from the objectives and prolonging the starving agony.
The only disadvantage may be the lack of fancier murders so the Trials may be less important. But even a slop kill would give time for everyone to discuss how to handle the next round of resources.
I think if one were to make this motive the entire plot, you should consider disabling keycards (minus the Traitor's) to ensure no one gets the MRE's or extra healing items. You will need to account for the data drives needed for objectives though. The Mop minigame might be good to leave up as people fight over it or you can disable it entirely if you want more control over the Rubycoins (assuming that is even possible).
--Second Motive - Coin Rush
This one also has potential as a standalone. If you want to make this a primary plot, consider removing all coins after each 'round' so it forces everyone to continue grabbing and fighting over coins. Again, probably should consider limiting card access since Staff and Abandoned Dorms can really unbalance the amount of coins in play.
The traitor can have similar influence here in prolonging the game with stealing objective resources.
--Third Motive - Hunt the Traitor
Maybe it was because Motive 1 was nearly an hour (counting the introduction since hunger is always ticking) and Motive 2 was only half an hour but this Motive felt out of nowhere. This was from what I said about the Traitor before. I was like, 'Oh, the traitor did bad things? Didn't notice'. Also the frantic nature of the previous two motives really makes one focus more on looting rather than looking at others.