Megaversal Arena Suggestion Box
Moderators: Game Masters, AGMs
- Sum of All Fears
- Dimension Master
- Posts: 376
- Joined: Mon Apr 27, 2020 2:24 pm
Megaversal Arena Suggestion Box
Got an idea for the Arena. Throw it here! We might read it. Who knows maybe you will be able to experience the pain of your idea in all it's glory!
BattleTech DM / Chaos Earth DM / Megaversal Arena Coordinator
"Any problem can be solved with the judicious application of high explosives."
Other Accounts: Wolf Whitaker (Roughnecks); Keiko (H4H); Talon (PW: GA); Lynch (Spooks)
"Any problem can be solved with the judicious application of high explosives."
Other Accounts: Wolf Whitaker (Roughnecks); Keiko (H4H); Talon (PW: GA); Lynch (Spooks)
- Dawn Breaker
- Posts: 75
- Joined: Tue Dec 06, 2022 3:13 pm
Re: Megaversal Arena Suggestion Box
Had a thought for the Megaversal arena. would it be allowed for players to use monsters/Creatures from the various books and duke it out with them?
Say Player 1 takes a Balrog and Player 2 a Gargoyle of some sort..
Say Player 1 takes a Balrog and Player 2 a Gargoyle of some sort..
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Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)
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Re: Megaversal Arena Suggestion Box
Have each character who wants to participate do a separate post for their arena equipment.
Why kill a PC when you can torture their player?
- Calvin_Wallace
- Posts: 137
- Joined: Thu May 18, 2023 6:54 pm
Re: Megaversal Arena Suggestion Box
Here's a few crazy suggestions:
1) Instead of a 1v1 death match, which is terribly discouraging to lower power players, let's do a modified form of capture the flag instead.
2) Each player starts off next to his flag. He takes his flag from the pole position. He has to get his enemy flag position, plant the flag in his foes base.
3) If at any point the player's flag gets destroyed, it is an automatic win for the other player.
4) The Arena Master is free to spawn random low to mid level baddies to obstruct the players from getting to where they need to go. They can die.
5) The players can run interference on one another, they can cast spells, use psionics etc. But attacks that cause bodily harm on other players are not allowed (i.e. if the target takes direct damage to armor or body).
6) The players can however, shoot at or otherwise hope to destroy each other's flag.
7) Any time a player drops a flag and it lands on the ground, it is teleported back to the original base. Players have to their trip all over again.
7) Each player has a general idea of what the arena terrain looks like. They are supplied with a map that updates itself every round with an approximate location of where both players are at. There is fog of war, so while the players locations are reviewed, whatever else is living in the map are not.
8) Arena Master can deter tactics that can ignore terrain such as flying into the oppositions base, such as dropping foes that are in hovercycles or power armor. Any kind of teleportation will lead to accidents, catastrophic results such as death are a possibility. The only consistent outcome, however, ought to be is schadenfreude.
In this setting, differences in things like hitting and staying power are no longer nearly as important as it would be in a death match. Players can showcase what their players are good , and more importantly, how they like to play. It invites more players, it is open to a wider variety of characters and it allows the Arena Master something more interesting than adjudicating a fight between power classes that strongly benefited players who found favor in the prior administration.
1) Instead of a 1v1 death match, which is terribly discouraging to lower power players, let's do a modified form of capture the flag instead.
2) Each player starts off next to his flag. He takes his flag from the pole position. He has to get his enemy flag position, plant the flag in his foes base.
3) If at any point the player's flag gets destroyed, it is an automatic win for the other player.
4) The Arena Master is free to spawn random low to mid level baddies to obstruct the players from getting to where they need to go. They can die.
5) The players can run interference on one another, they can cast spells, use psionics etc. But attacks that cause bodily harm on other players are not allowed (i.e. if the target takes direct damage to armor or body).
6) The players can however, shoot at or otherwise hope to destroy each other's flag.
7) Any time a player drops a flag and it lands on the ground, it is teleported back to the original base. Players have to their trip all over again.
7) Each player has a general idea of what the arena terrain looks like. They are supplied with a map that updates itself every round with an approximate location of where both players are at. There is fog of war, so while the players locations are reviewed, whatever else is living in the map are not.
8) Arena Master can deter tactics that can ignore terrain such as flying into the oppositions base, such as dropping foes that are in hovercycles or power armor. Any kind of teleportation will lead to accidents, catastrophic results such as death are a possibility. The only consistent outcome, however, ought to be is schadenfreude.
In this setting, differences in things like hitting and staying power are no longer nearly as important as it would be in a death match. Players can showcase what their players are good , and more importantly, how they like to play. It invites more players, it is open to a wider variety of characters and it allows the Arena Master something more interesting than adjudicating a fight between power classes that strongly benefited players who found favor in the prior administration.