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Dr.Bedlam

Green Death, Hidden Moron

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I remember playing Killer when I was at Uni,

 

Sadly the game remained unfinished as the (student union) authorities decided it was unsafe and in appropriate (and objected to loonies running about with toy guns)

 

fun though

 

Friends went on to LARP in serious fashion but I felt travelling out to far away muddy fields was not really fun (If it could have been done in the local park it would have been OK, but even then the police would not have appreciated rubber swords (and some of the locals were infamous for carrying real knives)

Edited by Orlando_the_Technicoloured

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I met my wife while I was in my wearing-black phase, and carrying around a 3' PVC-pipe blowgun with plastic-knife bayonet...

 

I prefer fiberglass tubes for blowguns, myself.

 

At one point, I could hit a standard bullseye target 10/10 shots, with 3 in the bullseye at 20 yards, with a 4 second reload time. (This was important to know for the fantasy LARP I was playing at the time. It made me the next thing to a master archer.

 

^_^

 

Oh, and using a straightened paperclip for a dart, I could punch the dart entirely through a hollow-core door. It was kind of a scary weapon, really. Oddly enough, an unsharpened paperclip worked better at that than a sharpened paperclip.

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Great story. That was a fun game. It is kind of a shame my kids won't get to enjoy it, because your right, it would likley get you arrested if not shot.

Also nice to know someone here is older than me. I was still in high school in '83.

There are a number of posters who graduated in the 70s, and at least one active forum member who is in his 70s. :blues:
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 We were on an extension campus with no dorms, so our game was limited to general school hours. The version we were playing, you couldn't do a public kill unless you did it remotely or anonymously - you had to wear a mask or bandana over your face if there were any witnesses who could see you. My buddy Paul always wore a black fedora, and had a bandana pinned to the inside so he could pull it down out of the hat at a moment's notice. He also sewed metal weights into the hem of his trench coat to keep it from fluttering open and revealing the supersoaker hanging from a shoulderstrap. And for the psychological effect of his coat not fluttering in the strong winds that continually buffeted our shoreline campus as he stalked his kills.

 

   My preferred ranged weapon was one of those Zebra guns that fired the yellow rubber pellets... With a few...modifications, lol.

I completely disassembled it and refit all the parts together better, and replaced the cheap-crap spring inside with one about three times as powerful that I pulled off an old lawnmower or something. I once popped somebody in public by putting a round through their newspaper they were using for camouflage while they were waiting for their mark to show up in the cafeteria, from behind a post almost 40 feet away. :B):

 

 The best weapon I had, though, were a pair of those fake plastic "switchblades" where the blade is spring-loaded to disappear into the handle when you stab somebody. They were easily concealed in the hand with my fingertip holding the blade inside, made for great psychological warfare when I raised my supposedly empty hands and slowly let the blades slide out (apparently out of my fingertips), and they could be tossed as well. I killed a couple of people standing face to face with them when they thought I was unarmed.

 

 One of the guys gunning for me caught me out in the open and told me to put my hands up while he just kind of stood there twenty feet away smiling at me, savoring the moment. I did my little magic trick and one of my blades appeared in my hand. The guy just laughed because I'd brought a knife to a gun fight.

He was still laughing when I raised the blade in the other hand and shot him with it.

  I'd modified half of my eight knives so that the blades weren't attached to the spring inside, effectively turning them into those Russian-style ballistic knives. You had to hold them inside the handle with your finger over the opening but, modified with heavier springs and with the point rounded off, they got some pretty good range.

 

 I also used a balloon bomb, stole somebody's backpack and filled it with plastic snakes, put a paper "bomb" in someone else's binder, and garrotted somebody from up in a tree using a rope made from old silly string ... ::D:

Edited by Mad Jack
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Oh man, a bunch of friends of mine have been talking about setting up a game like this, though we know it as Assassins. My school already has a Humans vs Zombies game organized by the Nerf club. (Which is great on its own, actually: every Friday at midnight, security turns over the entire science building to us as we promise not to break anything, and we have a variety of different battles and games and such.) I'm a shockingly bad human, mostly because I can't be bothered to be as paranoid as humans need to be, but I'm a pretty great zombie.

 

Anyway, this is pretty inspirational. Maybe I'll start gaguing interest more seriously when I get back to school in a week...

 

EDIT: Okay, here's a question though. What's the incentive to go after your actual target? Wouldn't taking out any of the other players be just as beneficial? (Maybe only kills against your target are permanent? So if you get attacked by someone, and you shoot them before they get you, they're "stunned" for half an hour, but aren't removed from the game?) Similarly, what's the incentive to try to kill anyone? Wouldn't hiding out in your room until almost everyone else was dead be just as sound a strategy? I mean, ideally everyone would play the game in the spirit it was intended, but I feel like there ought to be some sort of in-game incentive to do so. (Require at least X kills by Y day, maybe?)

 

Also, what happens if two players have each other as targets? For example, in a five player game, where "Player X's is targetting Player Y" is represented "X -> Y": A -> B, B -> C, C -> A, D -> E, E -> D. If D kills E, he'll get the paper with his own name on it. Drawing names from a hat makes this outcome seem pretty likely, at some point, in reasonably large games. How could a game be set up to avoid this possibility, without requiring someone to set it up in advance, thereby invalidating them from playing?

Edited by Slendertroll
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When I was in college, most freshmen played a watered down version of assassin, wherein you mostly had to track down your victim outside of a handful of safe zones, verify that they did not have their safety implement, and inform them of their death. I didn't last too long.

 

Later, my roommates and I made a trip to a local Toys'R'Us to pick up a set of "Laser Challenge" guns and targets and started chasing each other all over the quad, and, later, the CS department. Good times. (pro-tip: those cheap IR beams bounce off of glass windows just fine at close range. ::):)

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Oh man, a bunch of friends of mine have been talking about setting up a game like this, though we know it as Assassins. My school already has a Humans vs Zombies game organized by the Nerf club. (Which is great on its own, actually: every Friday at midnight, security turns over the entire science building to us as we promise not to break anything, and we have a variety of different battles and games and such.) I'm a shockingly bad human, mostly because I can't be bothered to be as paranoid as humans need to be, but I'm a pretty great zombie.

 

Anyway, this is pretty inspirational. Maybe I'll start gaguing interest more seriously when I get back to school in a week...

 

EDIT: Okay, here's a question though. What's the incentive to go after your actual target? Wouldn't taking out any of the other players be just as beneficial? (Maybe only kills against your target are permanent? So if you get attacked by someone, and you shoot them before they get you, they're "stunned" for half an hour, but aren't removed from the game?) Similarly, what's the incentive to try to kill anyone? Wouldn't hiding out in your room until almost everyone else was dead be just as sound a strategy? I mean, ideally everyone would play the game in the spirit it was intended, but I feel like there ought to be some sort of in-game incentive to do so. (Require at least X kills by Y day, maybe?)

 

Also, what happens if two players have each other as targets? For example, in a five player game, where "Player X's is targetting Player Y" is represented "X -> Y": A -> B, B -> C, C -> A, D -> E, E -> D. If D kills E, he'll get the paper with his own name on it. Drawing names from a hat makes this outcome seem pretty likely, at some point, in reasonably large games. How could a game be set up to avoid this possibility, without requiring someone to set it up in advance, thereby invalidating them from playing?

I have a solution for you: when a friend of mine played this, they had DM who created a fake dossier on each player then assigned each player a target (giving them a copy of the dossier). When they killed their target, they got a new one from the DM.

 

Edit: if you want a more subtle way to play that won't cause the police to come down on you, make it so people can only use post-its. You can kill someone by putting the post-it on them or by writing something on the post-it, like the afroementioned "acid shower." Hmm... I might have to work on doing something like this with some friends...

Edited by CaptainPete
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This is one of the few reasons I regret not having gone to college after high school, no college stories.

Ah but I'm sure you have other stories.  I have sea stories, not sure what the army calls em.

 

lies, from what I've heard, the Army calls them lies

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EDIT: Okay, here's a question though. What's the incentive to go after your actual target?

 

Also, what happens if two players have each other as targets?

 

 For most versions of the game the rules only allow you to go after your target, or the person coming after you if they make a play for you and you manage to get them first (or possibly if you can figure out who they are ahead of time somehow)...

 

 When two people end up with each other as targets, most of the time the person running the game (there's often a Control who assigns the original targets and keeps track of who's chasing who) assigns whichever one survives a new target - and depending on the rules that could mean that somebody in the game ends up having two people gunning for them. Or, possibly reassigns the targets of the two people if there's enough time to contact them before one of them gets hit.

 

 Technically, you can just do a last-man-standing and win by sheer cowardice and a good hiding spot, lol, but a larger game usually takes a couple weeks or even a month or two and that would seriously impact the other areas of your life.

And honestly...

If you signed up for a game like this, you're in it for the chance to slaughter your friends and acquaintances in creative ways.

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The Circle Of Death allows ONLY for assassination of your intended victim. You are assigned a victim, and when you get HIM, you also get the slip of paper that has HIS current victim that he's hunting.

Free for alls never end well.

Edited by Dr.Bedlam
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