So I'm working on this game for which I've finally decided on the theme: Dork debates. The players will be Geeky Master Debaters, going around their town to various nerd-hotspots, to debate the virtues of various fictional heroes: ninja vs pirates, vikings vs cowboys, vampires vs mummies, that kind of stuff, sadly not going into any RL IP.
I'm looking for help in brainstorming some of the fluff. I want the game to be very tongue in cheek, a bit over the top. For example, the players can go to a location known as Debate Dojo, and learn new debating techniques. I mean, going to various sites in a campaign to debate ninjas vs pirates should give you an idea of the tone of the game.
I have 5 locations, which so far are:
- Comic Book Store;
- Model train stores.
I have 4 characters, for who I need dorky names. So far:
I need 7 debates, each featuring 2 fictional character-types, and infringing no IP. So far:
- Ninjas vs Pirates;
- Samurais vs Vikings;
- Knights vs Cowboys;
- Vampires vs Mummies;
- Dragons vs Superheroes;
- Mechas vs Dinosaurs;
- Telepath vs Super-Soldier.
There will also be 3 types of "audiences", each impressed by different argument-types. So far:
- Scientific evidence;
- Literature review;
- Rule of Cool.
Finally, the "powers" will be represented by cards. These cards can represent anything from items to arguing techniques. These, so far, have remained title-less. I don't want to go into fallacy-lingo, because that would take away from the theme.
Anyone has idea, or comments, on any of these categories?
Maybe scratch mummies in favor of werewolves? Mechas & Dragons seem like a more natural/balanced matchup ... At least as far as you can apply those two terms in this context! Last thought on categories: dinosaurs seem awkward amongst the other groups; I'd suggest swapping them out for demigods or heroes of legend to face off against superheroes.
As far as debate techniques, I think it'd be fun to incorporate logical fallacies as well - you NEVER see those in this kind of debate, right? Maybe as a higher-risk ploy that can cost you if the opponent is able to call you on it.