So I played Classroom Deathmatch last night. It was good fun, though I dare say it dragged a little toward the conclusion (that, though, may have had as much to do with the constrained amount of time we had to play as anything else).
The basic concept is fairly dark (only one student gets out of the deathmatch–or, in our case, no student) and the mechanics very simple. It’s a round-robin format, with a GM-lite figure called the ‘Superintendant.’ Narration rules are clever. You never get to narrate the results of your actions, they are narrated for you by other players depending on whether you succeed or not.
Perhaps the most brilliant mechanic, though, is that every character comes into play with a random item, some terribly obvious in their use (throwing stars, guns), others a little less so (spray paint, morphine). It’s playful and inspires creativity.
As an aside, it did seems like it was a little too easy to succeed and failure was an aberration. That may have had to do with luck, but I suspect it also had to do with the low attachment you have to a character. It’s pretty easy to burn their resources quickly because, well, it’s pretty unlikely they are going to make it through too many rounds of play.
Narration is a little amorphous in terms of how much to narrate at any one point, so it became pretty easy to end almost every narration with a character’s death. Since there are 50 characters to go through, that’s not such a bad thing, but still, there is something not quite satisfactory about that pacing.
Which leads me to think about tweak play next time we try the game. Most of these are aimed at making it a little easier to sustain small stories around the characters. Ideas:
Targeting: make it harder to kill a character in one narration. Require a player to be targeted before they can be removed from play. It would be a simple mechanic. When a player has been successfullt targeted, set a coin, tails up, in front of them. The next time the player gets a turn, they turn it heads up. At the conclusion of their turn after that, they remove the coin.
So long as there is a coin on their character, they may be removed from play by a single success. It would be interesting, too, if the targeting player then gets to narrate say, any two elements of the targeted player’s scene, thus driving them a little, almost as if chasing them.
Deferral: Give each player (not character!) three tokens. At any time, after someone has narrated their character’s death, they may play a token and renarrate the scene so that their character survives. Every other result must remain the same, though the details may vary. Begin narration, “so, you see it going down clearly in your head like this, but…”
Variable Population: I’m not sure what the right mix would be, but for the evening of play we were looking for, 50 was a little too many people. I would think abot shaving the population down to 20 or 30, esp. with the hacks in place.