Post by mao on Jul 28, 2020 16:06:40 GMT -6
These are the rules of the game. There is no mastermind or proper killing game, so there are no in-character rules, only guidelines for the players participating in the game.
--- Core Rules & Mechanics ---
Role & Background: Your role in the crew and your personal background affects the game in quite a few ways. You will all receive a description of your chosen role at the start of the game, special abilities and their starting equipment. Through the game, your role might give you an unique investigative edge and limit your movements in the station depending on their security clearance. You will also be given personal objectives as the game progresses, that the host will set for your character to give you some direction what to do.
Revealing your role and its specifics to others is up to you. This may work for or against you depending on the situation. The host will not confirm or deny anything.
Chain of Command: As for any spacefaring crew, chain of command is important in this game. The Captain is by default, the leader of the crew, followed by Lieutenant, who steps in if anything were to happen to the former: Captain Qwark and Lieutenant Link, in your case. Captain’s special ability will be the only one confirmed by the host: it will allow them to issue orders to crew members and choose the fate of the person voted for at the end of the trial. Their role is transferable. If they die, Lieutenant will acquire their role as Captain and must name a second-in-command in case anything happens to them.
In the name of legitimate leadership, the Captain can also be challenged. Anyone may initiate a vote during Daily Life and forcibly remove the role from the person who has it by majority. If both Captain and their successor die during the night, the next captain is also chosen by a vote and must appoint their successor. It’s also possible for the Blackened to become the Captain via vote and considering the sway they have, this would be a highly undesirable scenario for the Whitened as you can surely imagine.
Security Clearance: At the start of the game, you will all be given a Security Pass, that is marked as one of the items in your character profile. Each Security Pass has one of the four possible security clearances: A, S, M and R. All doors in the facility will have card readers next to them and you must swipe them with your Security Pass before you can enter. The door will be unlocked for 10 seconds, allowing anyone to pass through.
Each clearance will have specific doors, that you can and can’t open using your own Security Pass. It’s up to your own searches to find out which doors can be opened with a certain clearance. You can’t enter or investigate an area you are not cleared to enter, unless you have the right Security Pass. However, swapping, losing, destroying or stealing another person’s Security Pass is possible. Take this knowledge as you will.
Facility Administrator: You all will also receive a Monopad, which looks awfully a lot like an all-black smartphone. This is your means with staying in contact with the Facility Administrator, who runs the station all alone. You will be able to pass messages to others through them, scan QR-codes to receive Monocoins - which is a cryptocurrency, it’s the 38th century, after all! - and store them within the Monopad, and view the Map and the Truth Bullets on it. The Facility Administrator is working tirelessly so that you could have a pleasant stay in here, so you should do as they say or face the repercussions of defying them.
Character Profiles: This is an out-of-character aspect of the game, that should be explained sooner rather than later. Instead of sending your actions or investigations through PMs, you will all be given a link to a Google Document at the start of the game. This document will include all relevant information about your character, their objectives, their inventory, their special ability, their actions, their investigation and so on.
This way, you’ll have everything you need neatly in one place and won’t have to keep multiple tabs open, scroll through your private messages or memorize large amounts of information during the trial. This only affects you in the sense of how you receive your actions and investigations; you will still be sending me, the host, the actions from your end as well as your investigations via site PMs or Discord DMs, whichever you prefer.
If you are absolutely opposed to using Google Documents for whatever reason, please let me know so I’ll know to send you everything the old-fashioned way.
--- Core Rules & Mechanics ---
Role & Background: Your role in the crew and your personal background affects the game in quite a few ways. You will all receive a description of your chosen role at the start of the game, special abilities and their starting equipment. Through the game, your role might give you an unique investigative edge and limit your movements in the station depending on their security clearance. You will also be given personal objectives as the game progresses, that the host will set for your character to give you some direction what to do.
Revealing your role and its specifics to others is up to you. This may work for or against you depending on the situation. The host will not confirm or deny anything.
Chain of Command: As for any spacefaring crew, chain of command is important in this game. The Captain is by default, the leader of the crew, followed by Lieutenant, who steps in if anything were to happen to the former: Captain Qwark and Lieutenant Link, in your case. Captain’s special ability will be the only one confirmed by the host: it will allow them to issue orders to crew members and choose the fate of the person voted for at the end of the trial. Their role is transferable. If they die, Lieutenant will acquire their role as Captain and must name a second-in-command in case anything happens to them.
In the name of legitimate leadership, the Captain can also be challenged. Anyone may initiate a vote during Daily Life and forcibly remove the role from the person who has it by majority. If both Captain and their successor die during the night, the next captain is also chosen by a vote and must appoint their successor. It’s also possible for the Blackened to become the Captain via vote and considering the sway they have, this would be a highly undesirable scenario for the Whitened as you can surely imagine.
Security Clearance: At the start of the game, you will all be given a Security Pass, that is marked as one of the items in your character profile. Each Security Pass has one of the four possible security clearances: A, S, M and R. All doors in the facility will have card readers next to them and you must swipe them with your Security Pass before you can enter. The door will be unlocked for 10 seconds, allowing anyone to pass through.
Each clearance will have specific doors, that you can and can’t open using your own Security Pass. It’s up to your own searches to find out which doors can be opened with a certain clearance. You can’t enter or investigate an area you are not cleared to enter, unless you have the right Security Pass. However, swapping, losing, destroying or stealing another person’s Security Pass is possible. Take this knowledge as you will.
Facility Administrator: You all will also receive a Monopad, which looks awfully a lot like an all-black smartphone. This is your means with staying in contact with the Facility Administrator, who runs the station all alone. You will be able to pass messages to others through them, scan QR-codes to receive Monocoins - which is a cryptocurrency, it’s the 38th century, after all! - and store them within the Monopad, and view the Map and the Truth Bullets on it. The Facility Administrator is working tirelessly so that you could have a pleasant stay in here, so you should do as they say or face the repercussions of defying them.
Character Profiles: This is an out-of-character aspect of the game, that should be explained sooner rather than later. Instead of sending your actions or investigations through PMs, you will all be given a link to a Google Document at the start of the game. This document will include all relevant information about your character, their objectives, their inventory, their special ability, their actions, their investigation and so on.
This way, you’ll have everything you need neatly in one place and won’t have to keep multiple tabs open, scroll through your private messages or memorize large amounts of information during the trial. This only affects you in the sense of how you receive your actions and investigations; you will still be sending me, the host, the actions from your end as well as your investigations via site PMs or Discord DMs, whichever you prefer.
If you are absolutely opposed to using Google Documents for whatever reason, please let me know so I’ll know to send you everything the old-fashioned way.