Finger on the Button

Geoff Hall's picture

Okay, I posted my initialy thoughts for a game called Finger on the Button over on my Live Journal mid-way through November and got some good stuff back from a couple of friends there. I haven't done anything with it since as I've been too busy with other things and have been focusing by games design hat on Anarchy. Still, I thought that I'd cross post here seeing as these forums have some cool people posting on them and, well, I'm all for increasing the volume of dicsussion on these boards!

Basically it (the game) will be called 'Finger on the Button.' It will be a GM-less game where players take the roles of various characters stuck inside a secure bunker, all contact with the outside world cut off. Prior to losing contact the characters will have received information about potential nuclear strikes incoming from [enemy country] and all hell seeming to break loose in the world at large, against a setting backdrop where things are bad, really bad. Numerous countries have obtained nukes, small wars break out in world hotspots at the drop of a hat, the big powers bicker and argue, a new cold war is well underway between USA/EU/China. The twist? The players are locked inside of the bunker containing THE BUTTON. You know the one, the big red button which, if pushed (after the correct access codes have been input of course), will launch all of [your countires] nukes at their designated targets with no way of stopping them. The players will take on roles both for and against launching based on prejudices, biases and judicious amounts of self-interest, paranoia and righteousness. One player will (secretly at first) have the LAUNCH CODE. The idea is that the players try and convince everyone else of their characters viewpoint, launch or don't launch, forming alliances with their enemies and back-stabbing their friends until the endgame comes when the player with the LAUNCH CODE decides to either hand them over or not, probably triggered by some specific circumstance. I think each character should have some piece of equipment that can change hands through play. The Launch Codes would be one, a gun would be another, not sure what else right now. Anyway, that's what I had in my head back then and, like I say, I've not actually paid it any mind since I originally posted it.

Reminds me of some of those

Matt's picture

Reminds me of some of those old freeforms from Uni...

So, what is play about, moment to moment? Who controls the button? What resources I need to do that?

I can see making the pro-boom camp sympathetic being difficult. I can also see giving the anti-boom camp good reasons to work with pro-boomers a problematic issue. I think finding good answers to the why of those will help make the game engaging.

-Matt

Realms Publishing

Two guys, one silo

Malcolm Craig's picture

How about this for a little idea: Instead of having teams of individuals, how about having teams of players taking on the role of one character, with only two characters in the game, a la 'It Was a Mutual Decision'.

Two guys, locked in a silo, cut of from communications, prey to fear, paranoia and self-doubt. One wants to fire the nukes, the other doesn't. Does the baloon go up or not?

There could be pre-game discussion of opinions on such things as war, nuclear power and so forth. then they have to play the side that is the most opposed to his or her viewpoint.

Possibly a mite contentious. Could lead to arguments. Could be fun.

Cheers
Malcolm

Contested Ground Studios

Yeah, it does have something

Geoff Hall's picture

Yeah, it does have something of the feel of one of the old free forms about it. I've been thinking that it might work better (in many ways) as a board/card game but want to keep the roleplaying elements. As such I've been leaning a bit more towards a freeform/LARP model but, to be honest, I've not really thought about FotB much since my initial jotting down of an idea. I dunno, maybe making it a scenario/setting for another system would be the best way forward?

Re: Malcolm

Geoff Hall's picture

Interesting idea actually. I've not read IWaMD but I might have to see if I can snag a copy to check out the concept. Certainly it could be a lot of fun done that way, team games are always highly competative, both within the teams and between the teams. That's certainly given me something to consider.