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Game Logic

Game logic for Midnight Riders

Michael McMahon

  • Roll twelve sided dice (D12s) to settle any ties throughout the game.

Start of the game

  • Decide number of player characters (PCs)
  • For each PC, create two variables to keep track of madness and reputation scores (1M, 1R, 2M, 2R, ..., nM, nR).
  • Set all M and R variables equal to starting score.

Event steps for events 1 through 6 (Loop)

  • PCs roll off to decide player order. (Skip in simulation)
    • Instead, PC turn order starts with player 1.
  • Happening modifier
    • PC rolls a D4 and a D12 to choose a happening.
    • The happening adds a modifier to the round. (Skip in simulation)
  • The number of PCs equals the number of scenes that occur for each event.
  • Save output scores in CSV format.

Scene Steps (Loop)

  • PC decides to play for Reputation or Madness.
  • PC decides to oppose another PC or a non-player character (NPC).
    • If the PC faces an NPC, decide the level of challenge: easy, medium, or hard
  • PCs collaboratively tell a story resulting in conflict. (Skip in simulation)
  • PCs roll on conflict.
  • PCs collaboratively tell the conclusion to the conflict. (Skip in simulation)
  • The winning PC gains Reputation or Madness depending on the choice earlier.
  • If any PCs' score is less than minimum score, change to minimum score.

Win conditions and event 7

  • Roll twelve sided dice (D12s) to settle ties.
  • After event 6, find PC or PCs that have the highest reputation or madness.
  • If a PC has the highest reputation and madness, there is no event 7 and that PC wins. If multiple PCs tie for both highest reputation and madness, there is no event 7 and they each roll a D12 to see who wins.
  • Event 7 (Beta) (Currently in the simulation)
    • The PC with the highest madness defends against the PC with highest rep.
      • D12 + madness vs D12 + reputation
    • When two or more characters have highest madness and/or reputation, roll
  • Event 7 (Bracket) (Not currently in the simulation)
    • The PC with the highest madness has become too powerful. All other PCs fight in a single-elimination bracket system to see who will face off against the strongest PC.
    • The bracket builds up from the players with the lowest reputation to the highest reputation.
    • PCs use the dice tier chart to determine which die they roll.
    • Opposing PCs roll their die and add their reputation. Highest number wins and continues through the bracket.
    • The last two PCs in the bracket may team up.
    • Final Event 7 battle is a best 2 out of 3 with the highest madness player against the winner of the bracket. The madness PC uses the dice tier chart to determine which die they roll.
      • Die tier + madness vs Die tier + reputation
    • See pages 7 and 8 of the first printing for the complete rules.
    • Event 7 edge case: If 2 or more players tie for highest madness, they each roll a D12 to settle the tie. The winner of the D12 roll now has the highest madness and must be stopped by the winner of the bracket.
  • The winner PC tells the tale of how they take control of the land.