Game Specific Rules
Jun 8, 2019 16:50:50 GMT -5
Post by Jeff Probst on Jun 8, 2019 16:50:50 GMT -5
Survivor: Red, Purple, Green
Modded by: Jeff Probst and PrivateI (aka Monty)
Listmod in Charge: XReckonerX
Modded by: Jeff Probst and PrivateI (aka Monty)
Listmod in Charge: XReckonerX
WHERE DIFFERENT RULES POSTED CONFLICT, THIS POST WILL CONTROL
Basic Description:
Survivor: RPG is a 20 player Survivor game where each player takes on a character that has a set of statistics. Challenges are performed based on those statistics rather than the normal puzzle and such methods used to resolve challenges. As a result, while challenge play is important, it won’t take much time from players. In addition, the method by which various actions happen is publicly known; however, players won’t know WHICH action has occurred. To put it another way, you’ll know there’s a chance of certain twists, of a merge happening with X players remaining, a tribe swap occurring on X day, and so forth. But you won’t know which was actually generated.
Statistics
The following are the statistics in the game: Balance, Strength, Endurance, Speed and Athleticism, Swimming Ability, Concentration, Spatial Puzzles, Word Puzzles, and Teamwork. In addition, there is an element called “Effort” which will be described later.
Balance - The ability to both balance one’s body AND the ability to balance other objects
Strength - The ability to lug large objects and otherwise use brawn.
Endurance - The ability to do physical tasks for a long time.
Speed and Athleticism - The ability to run, jump, climb, etc.
Swimming Ability - The ability to swim, dive, etc. in the water
Concentration - The ability to concentrate on a task. Among other activities, used in untying knots and the Firemaking Challenge.
Spatial Puzzles - The ability to solve jigsaw, 3d and other puzzles that involve the manipulation of objects.
Word Puzzles - The ability to solve word puzzles
Teamwork - The ability to work with others to win.
There have been 24 characters rolled up. Each character had 45 points assigned to the 9 statistic categories, 1-10. When selecting which characters appeal to you, you will see stats listed as Poor (1-3), Average (4-6) or Good (7-10). All characters have at least one Poor and one Good rating, but all characters have exactly 45 points distributed.
Each Challenge will be comprised of 1-4 stages. Each stage will use at least one statistic (and usually more) to determine how a tribe or individual performed on each stage (see Challenges section for more details).
Statistics are NOT created equally. Strength, Speed & Athleticism, and Teamwork will tend to come up more in early game challenges while Balance, Concentration, and Endurance will tend to come up more post-merge. All statistics are likely to come up at all stages though. Puzzles are important in any challenge that uses them. Additionally, take note of the Firemaking Challenge section.
Effort
Effort plays a crucial element in this game. Players start with 5 Effort to spend. Before any challenge, a player may spend effort points up to the amount they have saved up. This Effort will be added to all statistics in their challenge. The amount spent will be deducted from their saved Effort. Players may also choose to “spend” -3 effort to regain 1 effort for later.
No more than 7 Effort may be saved and no character may go below 0 Effort.
A player that is sitting out a challenge may not spend Effort.
Some challenges and events will return Effort to a player (e.g. a Reward challenge with food). Additionally, Effort can be used to bid on Characters during the application stage.
Character Selection
Each Player upon applying will have the option to rank their preferred characters. They may spend Effort to increase their chances of getting a character they wish. You may bid 0, 1, 2, 3, 4 or 5 Effort. Those who bid higher than others will get their first picks. Among those who bid the same amount, people will get their choices in random order.
However much Effort you spend will be deducted from your Day 1 Effort (so if you bid 3, you’ll start with 2 Effort available to you).
Consider not just the statistics of the players you’re ranking but also how you feel about playing those characters and with/against other members of their tribe. You’ll notice that the Red Tribe and the Purple Tribe are composed of different “types” of Characters. The Red Tribe avatars were found by searching for their name in google image search and mostly finding law firm staff profiles. The Purple Tribe on the other hand, were searched with Google Image search by their name but more freewheeling choices were available. You’ll notice that some of them are fictional characters (Oren, Quentin, Xanthippe), some are royalty (William), and others died in the 1930s because as it turns out few people name their children Ulysses anymore.
Character Removal
One male and one female from each tribe will be removed and not played. This will be based on player demand for characters.
Challenges
There will be immunity challenges before every elimination. There will sometimes be reward challenges. Sometimes immunity challenges will also offer rewards.
Many challenges are in multiple stages and/or require multiple skills. Here’s how it works:
Each stage has skills assigned to it. Each skill within that stage has a relative weight. Challenges that use multiple people in the same stage will have the average of those individual’s stats.
Each stage has a relative importance, weighted. So if stage 1 requires crawling under a net and going over a balance beam before unknotting a key and handing it off to stage 2 where a massive puzzle is solved, Stage 1 might be weighted 30% and Stage 2 might be weighted 70%.
Each stage is resolved by taking the average of participants’ skills multiplied by the weighting factor for that stage to give X (rounded). Then a random number 1-X is generated and rolled twice, the sum of which is used as the stage’s final result.
Sometimes a player or team will have an advantage. In this case, the number is rolled twice again and the higher of the two sums is used. Sometimes a player or team will have a disadvantage and the number is rolled twice using the lower of the two sums.
Note that sometimes a stage will have a random skill. It will be listed and included the same way a skill is, but the number will be set at 5 for all tribes.
Example
Survivors! In this challenge two of your tribe will (Stage 1) row a boat out to a buoy, untie puzzle pieces, row back and hand off the puzzle pieces to (Stage 2) one of your tribe will crawl under and over a series of nets and walls, handing the pieces to (Stage 3) the final two tribe members who will use the pieces to solve a puzzle of the logo.
Stage 1 with 2 participants (30%): Strength (.3), Endurance (.3), Concentration (.2), Teamwork (.2)
Stage 2 with 1 participant (15%): Swimming Ability (.7), Endurance (.3)
Stage 3 with 2 participants (55%): Spatial Puzzles (.7), Teamwork (.3)
Assume 0 Effort added or that effort is already added to the following example:
Ex. Tribe A: Stage 1 participants’ average Strength = 6, Endurance = 3, Concentration = 5, Teamwork = 3
Ex. Tribe B Stage 1 participants’ average Strength = 5, Endurance = 7, Concentration = 4, Teamwork = 6
Ex. Tribe A: Stage 2 participant Swimming Ability= 8, Endurance = 4
Ex. Tribe B: Stage 2 participant: Swimming Ability = 5, Endurance = 8
Ex. Tribe A: Stage 3 participants’ average Spatial Puzzle = 7, Teamwork = 6
Ex. Tribe B: Stage 3 participants’ average Spatial Puzzle = 4, Teamwork = 3
Generation: A1: 6*.3+3*.3+5*.2+3*.2 = 4.3 rounded to 4. Rand. # 1-4 generated: 1+2=3
B1: 5*.3+7*.3+4*.2+6*.2=5.6 rounded to 6. Rand # 1-6 generated: 6+3=9
A2: 8*.7+4*.3=6.8 rounded to 7. Rand # 1-7 generated: 6+6=12
B2: 5*.7+8*.3=5.9 rounded to 6. Rand # 1-6 generated: 3+2=5
A3: 7*.7+6*.3=6.7 rounded to 7. Rand # 1-7 generated: 7+1=8
B3: 4*.7+3*.3=3.7 rounded to 4. Rand # 1-4 generated: 1+3=4
Then adjust for weights of each stage
Stage 1: A: 3*.3=.9, B: 9*.3=2.7
Stage 2: A: 12*.15=1.8, B: 5*.15=.75
Stage 3: A: 8*.55=4.4, B: 4*.55=2.2
Total A: .9+1.8+4.4=7.1
Total B: 2.7+.75+2.2=5.65
Ex. Tribe A Wins!
Please note that players will not see all the details of this calculation, which will occur on a spreadsheet. Players will see a short narrative interpretation of the numbers. It’s possible this will be very short if the mods are short on time or more detailed if we have a better chance to write it up.
Players will know the stats and weights for each challenge.
Survivors! In this challenge two of your tribe will (Stage 1) row a boat out to a buoy, untie puzzle pieces, row back and hand off the puzzle pieces to (Stage 2) one of your tribe will crawl under and over a series of nets and walls, handing the pieces to (Stage 3) the final two tribe members who will use the pieces to solve a puzzle of the logo.
Stage 1 with 2 participants (30%): Strength (.3), Endurance (.3), Concentration (.2), Teamwork (.2)
Stage 2 with 1 participant (15%): Swimming Ability (.7), Endurance (.3)
Stage 3 with 2 participants (55%): Spatial Puzzles (.7), Teamwork (.3)
Assume 0 Effort added or that effort is already added to the following example:
Ex. Tribe A: Stage 1 participants’ average Strength = 6, Endurance = 3, Concentration = 5, Teamwork = 3
Ex. Tribe B Stage 1 participants’ average Strength = 5, Endurance = 7, Concentration = 4, Teamwork = 6
Ex. Tribe A: Stage 2 participant Swimming Ability= 8, Endurance = 4
Ex. Tribe B: Stage 2 participant: Swimming Ability = 5, Endurance = 8
Ex. Tribe A: Stage 3 participants’ average Spatial Puzzle = 7, Teamwork = 6
Ex. Tribe B: Stage 3 participants’ average Spatial Puzzle = 4, Teamwork = 3
Generation: A1: 6*.3+3*.3+5*.2+3*.2 = 4.3 rounded to 4. Rand. # 1-4 generated: 1+2=3
B1: 5*.3+7*.3+4*.2+6*.2=5.6 rounded to 6. Rand # 1-6 generated: 6+3=9
A2: 8*.7+4*.3=6.8 rounded to 7. Rand # 1-7 generated: 6+6=12
B2: 5*.7+8*.3=5.9 rounded to 6. Rand # 1-6 generated: 3+2=5
A3: 7*.7+6*.3=6.7 rounded to 7. Rand # 1-7 generated: 7+1=8
B3: 4*.7+3*.3=3.7 rounded to 4. Rand # 1-4 generated: 1+3=4
Then adjust for weights of each stage
Stage 1: A: 3*.3=.9, B: 9*.3=2.7
Stage 2: A: 12*.15=1.8, B: 5*.15=.75
Stage 3: A: 8*.55=4.4, B: 4*.55=2.2
Total A: .9+1.8+4.4=7.1
Total B: 2.7+.75+2.2=5.65
Ex. Tribe A Wins!
Please note that players will not see all the details of this calculation, which will occur on a spreadsheet. Players will see a short narrative interpretation of the numbers. It’s possible this will be very short if the mods are short on time or more detailed if we have a better chance to write it up.
Players will know the stats and weights for each challenge.
Challenge Creation
Challenges will be created AFTER procedural generation has occurred (so that we know how many tribes there are at each point).
Procedural Generation
All procedural generation in this section will occur before the game begins. The method of generation will be known to the players, but the results will not be. All procedural generation will occur on a mafiascum PT with dice and be revealed post-game.
Merge Chance
When the merge occurs is selected on the basis of the following percentages:
12 players remaining: 20%
11 players remaining: 30%
10 players remaining: 40%
9 players remaining: 10%
First Jury Member
After establishing when the merge will occur, use the following to determine the first jury member:
If 12 or 11 at merge
Merge + 1 (person before merge) 0%
Merge + 0 (first player eliminated after merge): 40%
Merge - 1: 40%
Merge - 2: 20%
Merge - 3: 0%
If 10 at merge
Merge + 1 (person before merge) 2%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 40%
Merge - 2: 8%
Merge - 3: 0%
If 9 at merge
Merge + 1 (person before merge) 50%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 0%
Merge - 2: 0%
Merge - 3: 0%
Merge + 1 (person before merge) 0%
Merge + 0 (first player eliminated after merge): 40%
Merge - 1: 40%
Merge - 2: 20%
Merge - 3: 0%
If 10 at merge
Merge + 1 (person before merge) 2%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 40%
Merge - 2: 8%
Merge - 3: 0%
If 9 at merge
Merge + 1 (person before merge) 50%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 0%
Merge - 2: 0%
Merge - 3: 0%
Tribal Mixups
After each elimination, there is a X% chance of having a tribal mixup if the merge has not occurred yet.
If there have not been any Tribal Mixups
1 elimination after previous elimination/start of game: 5%
2 eliminations after: 20%
3 eliminations: 40%
4 eliminations: 60%
5 eliminations: 80%
6+ eliminations: 95%
If there has already been a tribal Mixups
1 elimination after previous elimination/start of game: 0%
2 eliminations after: 5%
3 eliminations: 20%
4 eliminations: 40%
5 eliminations: 60%
6+ eliminations: 80%
If there hav been two+ tribal Mixups
1 elimination after previous elimination/start of game: 0%
2 eliminations after: 0%
3 eliminations: 10%
4 eliminations: 20%
5+ eliminations: 30%
Skunk Rule
If one tribe has over twice (so 7 and 3 but not 8 and 4) as many members as the smallest tribe, a remix will occur with 2 tribes.This is not procedurally generated and it will count as the LAST tribal mixup. This will likely require the mods to take a more hands on approach with designing the rewards, challenges, twists, etc.
Type of Mixup Generation
When there is a mixup it can take multiple forms and there are several potential ways it can occur. When a mixup occurs, as many camps as there are already will remain the same and retain their potential advantages:
4 Tribe Mixup: If # left is 16 remaining: 40%, if # left is 12: 20%. Otherwise, 5% if 15 or over and 0% if 14 or under.
3 Tribe Mixup: If # left is 18 or 15: 50%, if # left is 12, 30%, otherwise 10% if over 12.
1 tribe mixup: 10% if 16 or over players, 5% if 15 players left, 0% if 14 or fewer players left. (special: 1 elimination after mixup giving 1 tribe, the possibility of a new mixup is 50%, 2 eliminations after is 75% 3+ eliminations is 95%)
2 tribe mixup: Whatever is remaining between 4, 3 and 1 tribe possibilities (e.g. 15 players remain, 100-5-50-10 for 35% chance).
Twist Generation
Players know the method of selecting twists and the twists possible but not which twists are added. First, two six sided dice are rolled. The sum of those two is the total number of “twist points” in the game, minus 2 (so a total of 0-10 twist points). Then all possible twists are given an ID number 1-X, where X is number of twists available. A 1-X dice is rolled and that ID number is added if that twist’s “twist points” are equal to or less than the number of twists left in the game, then that number is subtracted from the twist points available. If there are still twist points remaining, a 1-X dice is rolled again and the process repeats with the used twist removed from the list as well as any twists that cannot be chosen (because their cost is higher than X). This is done until either 4 twists have been added or it is not possible to add a twist with the number of twist points left/twists selected. Note: No more than 1 “Island” twist can be selected.
Players will not know the exact twists or the total twist points, but they will know whether the game is a Low, Medium or High Twist game. Low Twist = 0, 1, 2 or 3 (28% chance), Medium Twist = 4, 5 or 6 (44%), High Twist = 7, 8, 9 or 10 (28% chance). Note this applies to the number rolled, not the number actually used.
Quick disclaimer: It is possible that certain elements in this game will be a surprise to players outside of the following twists. While some of these things may be meaningful, they are not designed to be deceptive. Be on your toes!
One Twist Point
Two Twist Points
Three Twist Points
Four Twist Points
Five Twist Points
Six Twist Points
Seven Twist Points
Ten Twist Points
Eleven Twist Points
Firemaking Challenge
When there are four players left, the winner of the immunity challenge will pick a player to join them in FTC. The remaining two players will make fire to be the third player. This firemaking challenge is based 100% on Concentration (and any effort you wish to spend).