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THE BUN-BUN LAND DEBATE!!!

The following transcript is from SOCDAISY, a Yahoogroup dedicated to a
fictional
Society promoting humor in gaming.  See how the whole concept of a
"first contact game"
(my original idea) gets spun out of control to the point
where I'm being compared to
the EinsatzKommando in Eastern Europe, and I haven't
run the game yet!


I refrain from using last names, as the language grows colorful in places.

First post

Folks:

I'm looking for alot of roughly 25mm to 28mm rabbits, preferably
engaged in vaguely peaceful anthropomorphic activities (e.g.,
engaging in human like pursuits).

It's that Easter time of year, so if you spot something at a dollar
store, five and dime, etc. I would appreciate the tip. I need about
40-50 of them, so affordability is a must.

Walt

==================

Would it be odd to ask,what you plan to do with 40-50 bunnies? And
instead of 40 25mm bunnies, couldnt you just have a single 7 foot one
that is invisible? Would be cheaper, well except for the drinks.

Doug

================

Giant invisible rabbits.. that's so last year.

I've had "Harvey" show up in several of my past games, including Le
Grand Cirque.

The 40-50 bunnies are for a game I've run before on a smaller scale,
SERGEANT SLAUGHTER IN BUN-BUN LAND.

Since I'm giving Slaughter's team a little more fire power this time,
I'm 'upping' the victim... er... cute little bunnies this time.

Walt

================

To the gentleman looking for rabbits at the Dollar Tree:

Target, various gumball machines at local movie theaters, and maybe the local CD
store all carry small Looney Toon figures, including a Bugs Bunny.
Unless you think an army of Bugs Bunny's isn't Daisyish?

Carl

=================


I now have a small army of the buggers... ten dollars gets an amazing
quanity of dollar store rabbits.

They will stack up like cordwood....

Walt

================

Okay, I've had some inspiration lately. I was in a dollar tree and
found a lovely little Easter bunny village, all ceramic buildings
with resin cutesie accessories. I've found the bunnies that go with
the set-- about 30mm+ tall, but exactly the sort of thing I wanted to
pick up for a game I've run on a smaller scale called "Sergeant
Slaughter in Bun-Bun Land" The premise is that a squad of not-very-
elite bumbling Space Marines led by the cooly professional Murray
Slaughter have stepped through one of those convenient space-time
warps in pursuit of some despicable alien Vilsssh (a creature that
looks like a "Harvey" style rabbit in power armor). Where they end
up, instead, is a green and pleasant land, where the sun is always
shining, the grass never needs mowing, and it never rains. Oh, and
by the way, there's a horde of giant, vaguely Vilsssh-looking
creatures heading your way.

The idea of the game, as I originally conceived it, was not *just* an
activity where cute, iconic and helpless cartoony critters are
relentlessly slaughtered and stacked up like cordwood-- although the
idea has a certain meanspirited appeal for the cynical. No, I wanted
each player (playing a single not-so-elite but tough-as-nails
Galactic Patrol figure) to have his rendevous with destiny, and to
gradually start asking himself some ethical questions. You know,
about why they are piling up rabbit bodies like cordwood when they
are here to "keep the peace".. making the winner (if that's
important) the first guy to figure out that a giant mistake has been
made, and maybe we ought to negotiate, FIRST. Sort of RPG style.

I like the idea, but it might be too 'heavy' for some folks and lack
the kind of blood and guts angst so many people expect. So I was on
the hunt for a slightly more clever mechanic that non-Daisy types
might understand. Enter "Killer Bunnies: the Quest for the Magic
Carrot", a new game by Playtime. It's a humorous (or what passes for
humor) non-collectible, expandle card game about, you guessed it,
Killer Rabbits.

reference: http://www.killerbunnies.com

My wife Audrey picked it up for me on a hunch I might like it, plus a
few expansion modules. She's right; I do like it, but not as
published. The game rules are very finicky indeed; they will not
translate very well to a miniatures medium, in my estimation.
However, it seems such a shame to waste that card art and theme, so
close to the Slaughter game, that I'm thinking of converting the
mechanics to match the cards (or at least some of them). Any ideas?

Walt

======================

>No, I wanted each player (playing a single not-so-elite but tough-as-
>nails Galactic Patrol figure) to have his rendevous with destiny,
>and to gradually start asking himself some ethical questions. You
>know, about why they are piling up rabbit bodies like cordwood when
>they are here to "keep the peace".. making the winner (if that's
> important) the first guy to figure out that a giant mistake has
been made, and maybe we ought to negotiate, FIRST. Sort of RPG style.

Sounds like something "Bill the Galactic Hero" would stumble into. Of
course Bills answer would be, for every 100 killer bunnies I kill, I
get a year off my enlistment.

>
> I like the idea, but it might be too 'heavy' for some folks and
>lack the kind of blood and guts angst so many people expect
>So I was on the hunt for a slightly more clever mechanic that non-
>Daisy types might understand. Any ideas?

I still like the first idea. There just needs to be a bunch of little
baby rabbits bouncing around too. Players might question their orders
when they have to kill babies. Give victory points of 1 for every
adult and 1/2 a point for babies. Also there needs to be a way for
the bunnies to put up a defense. Nothing real tough though. Say they
can throw rotten eggs,(called biochemical weapons by the GM) that
cause a player to vomit for a turn or they can use garden tools. This
way the players dont realize how defenseless the bunnies really are
against someone in powerarmor and armed with a blaster. Then at the
end of the game you can have some all powerfull being, (as in every
Star Trek episode), show up and ask the players what have they done
to his creations.

You need a way to get the players firing at the begining of the game.
Say they have a firefight with your villian who manages to kill
several non-player characters that the players where suppose to
defend, such as the "President of the Non Voting League of Left
Handed Beings with less than 10 eyes" and the "Vice President of
Marketing for Galactic-Cola". He then pops through the portal to your
bunny world. The players in hot pursuit, after being offered a reward
for every criminal brought to justice died or alive, start taking
fire from the village. Of course they will probably assume that the
villian has returned to his home and everyone in the village is part
of the attack. A few autocannons, warbots and walking spidermines
sprinkled around the village by the villian will help with that.

If you want to be really sinister in your pregame briefing, you can
tell the players that when the villians race is young, they can do
limited mind control on a player that can scramble his brains. So
dont allow any young withen 20 meters of your character. I can just
see these cute little baby bunnies hopping up to a character, who is
screaming at the baby rabbit to stay back or he'll fire. As the baby
bunny gets closer the GM starts rolling the dice and having the
player roll a dice for his mind shield defense. See how quickly the
player starts shooting when he sees a GM rolling dice. If a player
ask what he needs to roll, just tell him it is based on the distance
from the character. You can have waves of little bunnies hoping
toward a player. Then the GM can comment,"Hmmm not good. You realize
that their brain scrambler gets stronger with numbers." Player then
starts melting down every bunny in sight.

You will need to give each player a limited number of disrupter
grenades to take out the buildings in the village. Since if you have
the players properly spooked they wont want to get anywhere near a
building that might be hiding a bunny. So hopefully at the end of the
game you will have piles of dead bunnies and burned out buildings.

Then at the end of the game you can award certificates to each
player. The most bloodthirsty. The biggest killer. The biggest
babykiller. The peacemaker, etc.

Doug

===============================

Doug:

These are fantastic ideas! I LOVE the idea of no ONE clear winner.
Instead, everyone's a winner (or a loser) depending on how you look
at it. I've already got a few ideas for the certificates:

POPULATION CONTROL AWARD (most bunnies wiped out)
QUALITY OF MERCY AWARD (most bunnies spared)
YOUTH CLUB DIRECTOR EXCELLENCE AWARD (most baby bunnies annihilated)
HARE SPLITTER PAR EXCELLENCE AWARD (most bunnies killed by melee
weapons)
MISSION EXCELLENCE AWARD (most actual Vilsssh Bad guys killed)
... and etc.

I actually went through the card game in depth last night, and
there's some interesting one-trick-pony jokes in there, some of which
I would borrow, but the game cards are way too specific-- they
reference the other game's mechanics on the card and really don't
translate well.

Not to say I might not lift the 'theme' from a few of them.

I have another concept. Have the players that aren't currently
moving their guy be responsible for squads of bunnies opposing the
current player. The bunnies are engaged in a bunch of pacifistic
occupations (bakers, musicians, riding a boat, riding a car, etc.).
My idea was that the Galactic Patrol (yes, they are inspired by Doc
Smith's Lensmen and Bill the Galactic Hero) 'sees' these occupations
very differently than what they are-- the little rabbitmobile is an
APC, the bunny with the egg basket has grenades, the Bunny playing
the alpenhorn is really firing a mortar, etc. etc. It's all part of
ruthless mission indoctrination and battle-madness. And, well, these
guys aren't that smart. Anyway, the opposing player maneuvers the
bunny squads against their Galactic Patrol teammates when they aren't
maneuvering their guy, just to give them something to do.

Lastly, I like your comments on mind control and having the rabbits
fight back. Rabbits come in stands of 1, 2, or 3. I'm going to give
each stand a label depicting them as the GALACTIC PATROL sees them--
fire team, bazooka squad, mortar team, sniper, etc. To us, the
rabbits will look like they really are.

Mechanics-wise, I'm adapting the random number/card draw concept I
created for BALLOONACY. Each card has a dice on each corner of the
card. In a fight/fight situation both players draw from the deck,
place cards face down without looking at them, and point to one or
two corners, depending on what they are doing. The cards are
revealed, and voila, instant combat results. Dice-free, too.

Walt

========================

> MISSION EXCELLENCE AWARD (most actual Vilsssh Bad guys killed)
> ... and etc.

I see you left out Most Rabbits Stomped to Death with Powerboots.
Surely you must award extra points for most imaginative
extermination techniques. Also players should have interesting
weapons. The flamethrower that shoots a jet of flame the thickness
of a pencil for 2 feet. The rocket launcher that has the rockets
alternate coming out from the front and back of the launcher. The
blaster that has a big red button on the side that says "Dont push
me". The self guided AI missile that doesnt want to die, so it
slowly flys around the battlefield avoiding everything and saying "I
zee nothing, I zee nothing, I dont vant to die for the Fatherland".


>
> I have another concept. Have the players that aren't currently
> moving their guy be responsible for squads of bunnies opposing the
> current player. The bunnies are engaged in a bunch of pacifistic
> occupations (bakers, musicians, riding a boat, riding a car,
etc.).
> My idea was that the Galactic Patrol (yes, they are inspired by
Doc Smith's Lensmen and Bill the Galactic Hero) 'sees' these
occupations very differently than what they are-- the little
rabbitmobile is an APC, the bunny with the egg basket has grenades,
the Bunny playing the alpenhorn is really firing a mortar, etc.
etc. It's all part of ruthless mission indoctrination and battle-
madness. And, well, these guys aren't that smart. Anyway, the
opposing player maneuvers the bunny squads against their Galactic
>Patrol teammates when they aren't maneuvering their guy, just to
>give them something to do.

That would take all your fun away Walt. You need to run those
fiendish killer bunnies. Because sooner or later one the players
will ask how do I shot the mortar. Ignorance is bliss and fun too.
You have to get the players in that Galactic Patrol mindset. All
aliens are evil, unless they are blond, blueeyed and 36DD. Aliens
want to suck your brain out. Aliens want to impregnant our women.
Aliens smell bad and lower property values. Never trust an alien.


>
> Lastly, I like your comments on mind control and having the
>rabbits fight back. Rabbits come in stands of 1, 2, or 3. I'm
>going to give each stand a label depicting them as the GALACTIC
>PATROL sees them-- fire team, bazooka squad, mortar team, sniper,
>etc. To us, the rabbits will look like they really are.

Thats the key. If the pregame briefing has the players fearing
anything that isnt human, it doesnt matter how cute the bunnies are.
Describe how terrible the Vilsssh really are. Give them terrible
powers and the players will shoot first and ask questions later.
Plus if you impress on the players that promotion in the GAlactic
Patrol is totally dependent on the number of villians captured or
killed, they might be even more trigger happy. To make corporal you
need 10 villians, sergeant is 20 villians, etc. To make Lensmen you
need at least a 100. For died rabbits you could use flatten cotten
balls covered in red, to show what is left after a blaster blows one
apart. I can see it now, a table covered with red cottonballs. The
Great Bunny Slaughter of 2499.

Of course there must be a flagpole in the center of town flying the
Galactic Union flag with an old rabbit under it pleading for the
patrol to stop shooting his people. Want to bet he gets plugged by
one of the players.

Is this going to be at Historicon?


Doug
===================

Yep. Probably Thursday night, since that's a slim night for games.

I was thinking of casting casualty figs with sculpy, using the sculpy
cast method that was mentioned a long time ago in Colonial Wars. Of
course, that could get very expensive when you have 90+ bunnies to
kill and I kind of wanted to recycle the Bunnies anyhow.

Walt

==================

I had a thunk and have come up with a bunny casualty marker which can
be mass produced and glued on cardboard.

Have a look: (Yahoo files reference url)

Walt

=====================
You realize with that much blood, the censors will up your rating to
PG-13 now ; ). I will have to look for the game while at Historicon.
Would love to see the reaction of the players.

Doug

==================

Walt, Do you feel that many holes are necessary. After all, it's
just a small bunny, and it will add too much lead to the stew.
Cleo

====================

Those are smoking energy bolt holes, not bullet holes. The rabbit is
effectively parboiled on the inside, relatively lead-free, thus
greatly speeding up cooking time.

Walt
===================

So Walt what is this game to be named?
Assault on the Bunny Ranch?
A hard time at the Bunny Ranch?
Into the Warren of Death?
Bunnies to the right of me, Bunnies to the left of me.
Valley of the Buns
A Hare(y) Battle?
Hare Cut!
Semper Moo
Mike

====================

I have been watching this back and forth on bunnies. I am sure it
will be a good game and Walt will do his usual superb job.

I however have been inspired by the category to move in a different
direction by my, of late, hankering after more peaceful games, but
still within the bunny venue.

I will be working on a bunny game also. But-- you see-- in my game
the bunnies will be wearing 5" heeled Dorsey pumps, little bunny
ears, and of course the cutest little puff of a cotton-tail on the
skimpy cut-away swimsuit style uniform--...


There will of course be no poking holes in thses bunnies, but lots of
poking of holes....


And of course-- they will all be WWVLB's.

Otto
=======================
Two thoughts on the Bunny game.

First, don't forget the lovely rabbits from the critter commando line
of miniatures - there's even a mega rabbit in power armor. They
could come into the game when two many bunnies get fried to take
revenge on the evil humans.

Second, we really really liked the casulaty markers used by the Hawks
in their Buck Rogers game - basically ankles and feet with smoke
rising from them. Doing bunny feet might be just the ticket...
You could even scatter a few cooked carrots on the base....

Andrew

=========================

Remember the evil, nasty Vilsssh alien squad? They are represented
by the Rabbit squad of Critter Commandos in this game. The Galactic
Patrol are in pursuit of a squad of Vilsssh Commandos that used a
short-range "No Space Ring" to pop into a Galactic Cruiser and wreak
havoc among the unarmed and unready sailors. Needless to say, Sgt.
Slaughter's squad is in the mood to kick butt first and ask questions
later.

(I later did away with the idea of SPECIFICALLY STATING that any figure was a Vilssh)

> Second, we really really liked the casulaty markers used by the
Hawks
> in their Buck Rogers game - basically ankles and feet with smoke
> rising from them. Doing bunny feet might be just the ticket...
> You could even scatter a few cooked carrots on the base....

Has a nice, demented feel to it. I'd have to make up about 80 of
them, however.

Walt
====================

On the subject of killer rabbits, has anyone mentioned the scene in ROTK where
the Witch King says to Arwen "Fool, don't you know I can't be killed by man".

But the figure standing before the WK is actually Bugs Bunny in armour, who rips
off his helmet and retorts "Well, hows about a rascally rabbit?" and stabs the
Witch King.

WK dies, with a "oooooooh, I hate that darn rabbit"

or the scene

where the mumakils charge the Riders of Rohan .....
Bugs of Rohan whips out his bag of white mice and mumakils flee on two hind legs
shrieking in terror.
=====================
(this is where we start getting weird)

I've come up with a revised set of mechanics for BUN-BUN LAND which
will utilize Special Events cards (My favorite!!).

If anybody has (comedic) suggestions for "things that could go wrong"
for the Galactic Patrol, fire away. I'm all ears... bunny ears that
is.

Walt
========================
I shall give the matter some thought and come up with something in a
few days.

My own thought is that it should involve some sort of self-
humiliation on the part of the gamers. That is, having to stand on a
chair and recite some poetry, or sing a song, or a nursery rhyme.

Otto
=========================

To Otto from Walt

You're reading my mind, stop that.

These are action cards-- basic random events, surely, but they tie in
strongly with the game's underlying theme about responsibility versus
the killing urge.

For instance, at the beginning of the game I will recite the Galactic
Patrol's 3 basic rules: Obey Orders, Protect Humanity, and Obey
Orders. I will also (maybe) come up with a GP anthem.

I will naturally only say it once and then require the players to
recite this on a chair as their special cards come up.

Other ideas:

Trooper is overwhelmed with the spirit of Galactic Brotherhood, sobs,
and throws down his arms to give Bunny a big hug (that's when he'll
meet up with a REAL Vilssh of course)..

Trooper remembers indoctrination films at Boot Camp, goes berserk and
fires off weapon in random direction, dodging for nearest cover...

Trooper sees the futility of the slaughter, wanders in random
directions for rest of turn, not firing at anyone...

& etc.

Walt
=============================

To Walt from Otto.

I downloaded the bunny rules.

I shall look over them on the weekend and make suggestions.

EVEN WORSE! Tomorrow is the NJMGS month club meeting and they shall
become the topic of discussion of our group.

I see several good points.


I was dissappointed to see no taking into consideration of bra-size,
size of nipples, their perkyness or lack thereof, and the dynamics of
the cotton-tail.

===========================

First off, in your HTH rules, I hope the GP troopers are armed with
neat and really bloody weapons. Such as chainsaws, chainswords,
force blades, disrupter batons, and of course shovels. No self
respecting trooper should be without his entrenching tool, and of
course it should be sharpened to have a razor edge.

I think any player that can go the entire game killing bunnies with
just his shovel, should get a special certificate. It should read
something like, for saving over 2 million credits by not using any
ammo,we the command staff would like to give you this gift coupon of
10 credits to be used at your local McRabbits Resturants, over 1
Billion stores Galaxy wide.

In 1.2 Galactic Patrol history and heros, I hope you include such
stellar members as Commodore Bombaster. The man who wiped out the
Bengashi scourge on Alpha Pinto IV. With a single "very small"
planetbuster, he stopped the Bengashi from opening a new coffee
house and spreading their vile believes and their blend of a very
good Columbian coffee. The lose of 2.7 billion members of the
Confederation when Alpha Pinto IV broke up after being hit by
a "very small" planetbuster, while regretable, was the only way to
reduce the threat to our freedom, our believes, and our right to a
good cup of Starbucks best.

Or how about Sargeant Major Flint. The steely eyed individual who
took over his company after the officer in charge, suddenly became
confused and ran screaming around the command bunker, (we are still
trying to find out what weapon was used on him to get this result).
SM Flint, after shooting the officer to stop the spread of the
confusion, with his steely gaze stopped the panic in the company and
encouraged the men to fight with the famous lines, "The next ******
coward who runs like the ******* Major, will get a blaster bolt in
the head. So you better hope the ****** ******* alien scum gets you
and not me. If you run from your positions, I'll kill your whole
****** family by tearing their arms off and beating them to death
with em." With these inspiring words the company held their
positions, even though they were outnumbered 10 to 1. All 4
survivers were in total agreement that without SM Flint standing
behind them, they never would have been able to hold the position.

With men like this, is it any wonder that the GP is loved throughout
the Galaxy as a force for peace and goodness.

Doug
============================

And now... we spiral out of control...

To Walt from Victor

You know you and I keep making a habit of this. Somehow we have to
work on our phraseaology.

I assumed from your post that you were wanting the force the gamers
to "play-act." If you want them to be above the campaing and simply
have to work with cardboard characters that are idiots that's a
different story.

The key is if the gamers can shift blame for their failures to an
inanimate character.

Now... On to your Bunny Wars.

I read the rules and I have the following reccommendations.

1. It looks good, but I think it's going to have a limited run. After
all, there IS a practical joke to it all and you usually get only one
run through on practical jokes.

2. I think that if you really want to challenge players you should do
something like this.

A. The Bunnies have NO weapons. They are completely non-violent. In
fact, the bunnies on the planet are not a military unit at all. (The
bunnies have no military units, in fact, they do not even have a
concept of "military." What Sgt Skuds troopers meet on the planet is
a contact team. That is, a team the bunnies send out to contact
alien races. See– the bunnies are a peaceful, curious, inquisitve and
gregarious race, and they are in fact telepaths. The problem is that
we are not! The Bunnies can therefore read our minds, but we cannot
intercept communications with them. The Bunnies have developed this
telepathy as a survival skill because obviously having no real
defenses, their species survival depends on speed, stealth, and now
the ability to know what the enemy is thinking, giving them the
opportunity to zig when they should zig and zag when they should zag.

You see the Bunnies are as curious as we are, and have evolved
another survival skill which is affability and the ability to work
through their problems. The Bunnies are no strangers to vicious
belligerant predators like us, but their societal structures, their
way of life, their ethos holds that discovery, contact, cooperation–
even in an unfair way, is beter the confrontation. They in fact get
plain joy from helping others and are known to be tremendously self-
sacraficial to achieve these ends. Their extreme prolificness
supplies the losses.

B. So the Bunnies are on this planet, willing to suffer massive
casualties if only they can get us to realize they do not want to
kill us, destroy us, and harm us, but simply contact us. On the
other side is the vicious, evil, military industrial complex which
for reasons of pure power cannot accept the "Bunny mentality" because
it so alien to their own spirit of cruelty and mindless
acquisitiveness, and so forth. They have told the troopers (with
faked photos and movies, evidence etc.) that the Bunnies are vicious
savage rodents, stripping the worlds they take of all resources, like
locusts swarming over the lands and creating deserts were there were
once lush paradises, drinking rivers dry etc... The troopers are also
told that the Bunnies capture whole populations and hang them up
living from meat-hooks in their breeding factories and the throats
are slit so the blood drips down into bowls that the young bunnies
feed from. Also shown are pictures of bunnies feasting on humans,
raping virgins etc., blah blah blah. Remember a good bunny is a dead
bunny." "Have you slagged your Bunny today.."

C. They are also told that the bunnies have powerful and insidious
weapons. One like a huge flat antenna array which can broadcast
disorienting waves and detect troopers behind cover etc. This must be
destroyed before it can be set up and as it takes a time to set up
troopers should destroy these as soon as they find them. They are
actually holographic projections screens which show scenes of bunny
live, bunny plays and drama etc., as a prelude to contact. Another
large Satellite dish or radar-dish like object the troopers are told
is a disintigration ray gun which even a near miss can make a trooper
impotent, and these must be destroyed to (actually a large audio
device to broadcast bunny music. Large cashes of brilliant decorated
Faberge style Eggs are merely Bunny crates holding copies of art and
dioramas of bunny life etc... The Bunnies store their books and
records on cylindrical metal rods and these are told by the troopers
to be bullets for their projectile weapons.

D. Now the whole key is to create situations (the rules are
unimportant) where actions are misinterpreted. That is, setting up
one of these pieces of equipment. The only hostile thing the bunnies
can do is to attempt to snatch a team member and drag him away to
some spot where they can tie him down and try and get their message
across. Obviously this would be interpreted as the start of a bunny
feeding frenzy. Other times, time and again the troopers will kill
dozens of bunnies, but at no time will a bunny ever kill a trooper.
See how long it takes them to find out theyre not being shot at. In
fact, the ONLY troopers dying are from friendly fire (which the
leader will explain as the bunnies getting mind control of the crews
of their gunships or controlling the minds of fellow troopers. The
key will come if a trooper is isolated –say– and is wounded by
friendly fire. You roll a die secretly (it doesn't matter what the
roll) and you say "Oh too bad, you have a serious injury, mark down
20 points of your 24 point damage. And (rolling agin) Damn... there
is a bunny peering out of a cellar window at you, just a few feet
away... he springs out and leaps on you... and you lose
conscience. " "Wait, Wait... I'll try and take him with me with my
grenade!" Win or lose you say he goes unconcious before the grenade
goes off, but roll a die.(again the actuall roll is immaterial and
say.."Hmmm you are lucky! You survive! Let me have your card, I have
to see some of your special codes for this (Special codes are mere
gibberish of numbers and letters that you have made a big deal of
before and not explained. They are meaningless.) You take the guys
card, hemm and haw, roll some dice, make some calculations and hand
back his card with 9 of the 20 points erased! The Bunny was part of
a medic team which sacraficed itself to heal him.

E. The plots and invidents can be elaborated. The key here is to see
how long it takes before someone notices, and even more, before those
who notice STOP killing the bunnies and start to question.

F. To make it interesting I'll tell you what I'll do. Society of
Daisy will put up a $25.00 prize for the winner of the game. Now the
REAL winner of the game will be the person who stops killing bunnies,
but when you are speaking as "the team leader or the political
officer for the troopers, and it would be best to have someone else
do this, HE says that the player who kills the most bunnies gets the
prize. You have to be carefull about working this in.

G. Now the real test will be to see who keeps on killing bunnies
after they know it's wrong, and simply because they think they are
getting the $25.00. The winner of course is the trooper who first
turns his weapons on these people.

H. THERE IS A PROBLEM. You are likely to get lynched. Arthur said
this right off– "People are going to get real mad because you have
deceived them, and you HAVE forced them to think. What you are doing
is in reality a "small scale Milgram or Zimbardo experiments on human
morality.
================

In retrospect, I shouldn't have posted this:

Wow, I just read up on Milgram and the Stanford Prison Experiment.
THAT'S IT!!!! That's *exactly* the approach. This whole concept
was always about 'good' people following a duty they couldn't
understand and might find repulsive in real life. The fact that
it's "only a game" might just cause some interesting results from
callous players that think it's funny to slay innocent inanimate
cute things. This is exactly the direction i wanted to take it but
have been pondering how to get there.

I think the success of this concept will rely on three elements.

1) The Pre-Briefing: I have to work on a suitably bellicose briefing
demonstrating how visciousness of the Vilssh (Bunnies). Throw in
all the great buzz words and emotional phrasology that will appeal
to the players

2) Events that happen offscreen: Communications keep coming in (in
the form of random event cards) about how evil the Bunnies are being
elsewhere ("space station acipter has been overun!! There are no
survivors!")

3) Hiding the game table in advance: The battlefield will be sugary
sweet and saccharine... bright green felt, Ceramic Egg villages..
that sort of thing. I give the briefing BEFORE they see what they
are fighting.

Otto, i accept your challenge and I love the embellishments. You've
given some very good ideas and believe you me, I do appreciate the
work put in by the good lads up in NJ.

Walt
======================

To Walt from Otto.

I'll bring a knife to cut you down when they string you up!

=========================

Hi Walt do you need a ringer as political officer/commissar?

Doug

=======================

To Walt from Otto.

I disagree on your hiding the board. I don't think you should make it
ANY different from any normal ciber-punk-grunge-modern combat game. I
think you should make it a human world that the Bunnies have landed
on to try and contact us. By doing it this way your eyes will confirm
what their ears have heard, that this is another just kill-the
vicious aliens game. Then-- bit by bit you introduce the sweet
saccharine elements as the bunnies show themselves. Remember you want
to preserve their prejudices and illusions as long as possible.

Remember that they set the milgram experiments in a lab, and used
college dorms as prisons-- which-- they kind of look like anyway.

Remember the test is to see how long people will actively cling to
their prejudices before the overwhelming evidence forces them to give
it up-- if at all.

I also think that you should consider doing away with any real
formal game mechanics. You will stumble over these and give them time
to think. Remember you want to test them, and if you give them time
to think.

Now...

Personall I think what you're doing is reprehensible. As
reprehensible in fact as my game of Morning Noon and Night in Vienna
was. You are placing these poor creatures in a situation that their
mental equipment is woefully inadequate to handle and which they are
completely unsuspecting. (I mean the gamers, not the bunnies).
Further, the game is very subversive because you are "promising" them
enjoyment "on their terms" -- another kill the Alien Game (though
here I guess you could make the Battle-Cry of the Marines -- KILL DA
WABBIT!! KILL DA WABBIT!! KILL DA WABBIT!! sung to Wagners Ride of
the Valkyries, but that's another matter), but it's not that type of
game, and in fact is a game where you intend to discomfit them.

Rather dicey stuff.

============================
Walt and Otto, I always wanted to do a game like Sandcreek, where you
have a US army attack on a friendly Indian village. I wanted to see
if any of the players would actually stop attacking when they realize
90% of the people they are killing are women and children. But always
considered it too diffucult for people to swallow. Plus some sick
bastard out there might actually enjoy it. I think going with aliens
is a much more palatable,(if genocide is ever palatable), way to do
it. What a neat idea for a game, that it actually makes you stop and
think.

The only problem is that you are letting 12 and younger play with an
adult. The adult may see what is going on, but I doubt if a 10 year
old will see anything wrong with killing 50 bunnies or a 100 bunnies.
To them it is just a game. Unless of course you also conducting an
experiment on whether 10 years olds know the difference between right
and wrong and should be tried as adults. ; )

Doug
================<