![]() For the duration of the Stress Explosion you cannot perform any action unless it somehow falls into the category of your Stress Explosion. Instead of being killed and knocked out of the game when you accumulate too much damage, you suffer a “Stress Explosion”, a coping mechanism like “crying”, “alcohol” or “violence” which is randomly determined at character generation. This brings me to one of Maid’s most excellent game mechanics. At one point a PC literally decapitated another. ![]() By the second session, my players were hiding their attributes and powers from each other, secretly poisoning food other characters made for the Master, and setting each other’s rooms on fire. While nominally the maids are on the same side and must work together to fulfil the Master’s orders, in practice they’re rewarded individually and often arbitrarily, and sabotaging each other’s efforts is absolutely fair play. Like Paranoia, the player characters are subject to the demands of a central NPC (the Computer in Paranoia, the Master in Maid RPG), and they compete with each other for his favour. The gameplay could be described as Paranoia meets Hayate the Combat Butler. "The maids must manage assault from two fronts: unbelievable threats to the mansion like tentacle monsters attacks, and the impossible whims of the mansion’s spoiled master.
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