Talk:IRPS
Add topicCooperative vs Competitive[edit source]
Perhaps this game can be split by the goal. For a competitive game, I would recommend removing the GM.
For a cooperative game, I would set some kind of shared victory/failure condition and a system where other players can assist each other.
For instance, if you complete a task square, turn the tile sideways and any player who later attempts to accomplish that or an adjacent task gets a +1 bonus.
Failure condition for cooperative game: Set aside two decks of cards, shuffled together. After every player's turn, flip the top card of the deck and find the corresponding card on the board. If the card was accomplished (sideways), restore it to the previous position, if the card was not accomplished, remove it from the board. The players fail when one player is on a card to be removed from the board, or when the goal becomes unreachable. If a non-accomplished square it to be removed, any player on that square may un-accomplish an adjacent square in it's place. (Adjacent should mean either "any cardinal direction" or "next to player on adjacent path". I don't know which would be better, but the definition should be consistent)
A single deck can be used if you regard aces as a "reshuffle deck" command.
--Thelonegoldfish 18:25, 6 December 2008 (UTC)
I think it comes down to user preference on the GM or no GM issue. Sometimes GMs can run fun pvp combats using standard RPG systems, I don't see why it should be any different here (as long as they are impartial). The simplicity of the mechanic allows for anyone to play without one if they prefer or with one if they do. I do however really like the idea of a co-op "mode" that makes more full use of a GM. I feel like a creeping doom or turn limit mechanic would work better for this though. It was mentioned in the email thread for the back row of cards to drop off every X turns which I like (or perhaps everytime the GM rolls a 6 or something like that). I'm thining, each player must start on a different path (they must pick in a mutually beneficial manner for the group) but can move horizontally after that. If any player beats a challenge, all players on that card can move forward but if any player is on a card that is dropped off the end then everyone loses.
--User:Sammyz 9 December 2008