Hello, lovely people of modcooperative . I'm here today to ask for feedback, ideas and suggestions.
A friend and I are making a game. It is an AU Batman Nolan-verse inspired game but with a completely different twist. We will be taking elements of video games, board games and table-top roleplaying games into our game's mechanics and I hope that you will take a look and tell us your thoughts. Is it too complicated? Is there something wrong? Have you done something similar and want to offer a suggestion? Please feel free to do so below.
So a brief intro to how our game works. We, the mods, will be acting as cheoreographers to the plots in the game, big and small. This means that at any point of a plot, you may suddenly get a message like 'your mole in the GCPD has been found out' or 'your communication system stops working when you enter the building'. We will also be rolling dices for fights, injuries, gang turf wars etc.
So far, we have a points system to help with activity checks, second/third/whatever character slots, and the overall running. Points will also be a way to reward players who are active by giving them options to buy 'character upgrades' and plot 'props' for their personal plots. I know this isn't for everyone so the store will be optionable and players can opt to not buy anything but they will be more vulnerable to hacks, invasions etc.
Like a video game, every character starts with different tech and gadgets and have homebases that they can upgrade with points. They may unlock special clues and maps to help them with mod-run plots and buy special gadgets or henchmen that they would require for plot purposes. Even a 'get out of jail free card' for villains with enough points. They can even hire NPCs.
Like monopoly, you can build different houses and lairs for each character on their own turf and if a villain get's captured, you roll for thee possible outcomes (your attorney wins your case, you manage to escape in the process, you go to jail) and of course, the 'get out of jail free card' as seen above.
Like Battleship and Risk, villains and heroes alike start out with their own territories. Villains can try to buy more 'gang land' with points or target other player's turf with dice rolls and risk points (like gambling). Whether they win or lose, the other player can of course attack back and start turf wars or vendettas. Likewise heroes start with patrol zones and try to eradicate the villains from the city. Likewise they can buy them with points or roll and risk points and a potential arch enemy scenario can be forged.
And finally since this is essentailly a rpg, we still focus on the actual writing side of the game. We plan to give out bi-weekly prompts that players can volunteer for more points to help move things along and encourage interaction between characters. There could be straight forward prompts like 'CHARACTER A starts a fight with CHARACTER B in a bar' or more mysterious ones like 'CHARACTER A find a package on a roof' whereby we reveal the surprise after someone volunteers.
...I think that's all for now. TL;DR eh? Thank you in advance.