Rules for The Flight of the Hindenburg
The Flight of the Hindenburg uses a simple symbolic system. It worked very well in the run in Wellington, so the only change I’m making is a superficial one, encouraging players to play-act their actions so that everyone can see what is happening.
All players wear name badges. It shows your name and some special symbols. Players who need to know what these symbols mean will be informed. Name badges with a red border indicate the character is “Kick Ass” - more on that below.
If you get into a conflict, or are trying to succeed at something challenging, you play rock-paper-scissors against your target (or a GM if no other player is involved). You reveal on the count of three, not after. Keep playing until there’s a winner.
In combat, which would usually be hand-to-hand as weapons are rare, the winner can chose one of three outcomes:
- The loser is hurt and must retire to the infirmary for five minutes.
- The winner can force a truthful answer to a question from the loser.
- The winner can take one item from the loser.
Some characters are Kick Ass. A Kick Ass character will always beat someone who is not, there is no need for rock-paper-scissors.
Some characters have special ability cards, or special item cards. The cards explain how to use them. They sometimes need to be shown to other players when used on them. Where possible the item cards will be attached to props.
If you get into a conflict, first compare rock-paper-scissors or special cards, decide the result, then play-act it out. Be gentle, don’t use any force.
It’s a social scenario, so talking is as likely to get results as fighting or using abiilties. It would be strange if mass combat broke out.
I think that’s everything. There will be three GMs (myself, Stephanie, and Fraser) playing servant characters, and if you have questions or want to attempt something unusual during the event you can contact us. We can also be interacted with in character, so let us know quietly if you’re asking an OOC question.
