Resolve player confrontation without dice or stats

game-designonline-roleplayingplayer-vs-player

I will be running a homebrew RPG.

It is going to be a mystery game played over Signal. One day in game will be played over three days in real life. Players are characters in a hotel, they find a corpse and they are to find out who's the killer (it's one of the players).

Different rooms in Signal will be used as locations and if characters want to discuss anything, they have to be in the same location. When characters are in the same location, they also can try to kill each other.

My current idea is that people write to me when they try to kill another character. That got me thinking: what happens if they both try to kill each other? Can killing fail?

I'm looking for experience or ideas how to resolve this. I am happy to borrow mechanics from an existing game system if your experience shows that it will work. The desire is that players play asynchronously and can harm each other that would be perfect.

I can only think of using attributes and rolling dice to see what happens. However, that is unsatisfactory since I'm not planning on having attributes. I would rather narrate how events unfold.

Edit: thank you everyone, I did not expect so much attention. Will try to formulate it better next time. And thank you for some good tips and insights!

Best Answer

Rules I would implement :

  • Not everyone can kill. Only a few characters have the skills to kill someone in the middle of a social event without anyone noticing.
  • Limit number of kill, you don't want someone going full murder hobo
  • In the case of two people planning to kill each other, favor the first one that wrote to you.

Context

What you're planning looks a lot like a murder party.

A friend of mine has been running this kind of games IRL for a while.

We had kinda the same system as you but in someone's house. We could go in any room(doors always opened) to discuss with anyone. And some people/roles could kill 1 or 2 people during the game.

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