Season 5: Faith
Jan 20, 2015 22:39:11 GMT -8
Post by Amatsukaze on Jan 20, 2015 22:39:11 GMT -8
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"Faith was the planned Season 5 that was shelved due to it relying heavily on role playing and the complete trust of all those who participate. However, after seeing how much this community has grown and the games you have played with my absence, you guys have my faith."
Date: TBD
By taking part in this season you must agree to three simple rules:
1. No cheating.
2. Remain IC (In Character) at all times when posting.
3. Do not forget any of these rules.
Story:
As a lover of murder mystery games, you dedicated much of your time playing a game called "Faith". In the game "Faith" you are a player among many other players and NPCs in a locked setting. Once in awhile a murder is committed by an NPC and it is the job of the players to figure out which NPC did it.
You recall finding a fansite called "Project: Faith" by Zui, the greatest "Faith" player of all time and the website stated that Zui and many other "Faith" players planned on playing their beloved game in a much more real setting. You decided to participate in what would be known as "Project: Faith"
As a lover of murder mystery games, you dedicated much of your time playing a game called "Faith". In the game "Faith" you are a player among many other players and NPCs in a locked setting. Once in awhile a murder is committed by an NPC and it is the job of the players to figure out which NPC did it.
You recall finding a fansite called "Project: Faith" by Zui, the greatest "Faith" player of all time and the website stated that Zui and many other "Faith" players planned on playing their beloved game in a much more real setting. You decided to participate in what would be known as "Project: Faith"
The Game:
What you know:
It's the year 2056 and you remember being a volunteer for "Project: Faith"
What you remember:
Everything about yourself and how to play "Faith"
Faith is a game where players are in a setting with NPCs. The NPCs murder players and players have to solve which NPC did it.
("Project: Faith" has additions and consequences never seen before in the game "Faith" in which you are familiar with IC. These differences must NOT be known by you IC, only as OOC to understand what is going on)
What you see:
You wake up to find only a board game set up on a single table in the middle of a room with a window from what appears to be the second floor and a closed door.
12 pieces stand upright at random on a pitch black board, next to the board you see a single die and a flash card with your name written on it.
How to play the game
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Objective
Husks: Players with the goal to kill the real players. If killed by a Husk you will 'forget' a piece of who you are. Once a player has no memories left, they will become a husk.
Players: Players of the game with the goal to kill Husks. If killed by a fellow Player, you will die.
How to Apply:
Start the game by applying as any character then flesh out your backstory.
How detailed your backstory is depends on you as the player, you can be as simple or as refined as you want.
Once done, PM me your backstory and once I've approved it, you're all set to go on a witch hunt.
It is completely up to the player if they want to start the game as either a husk or a player.
To apply as a husk, simply add this to the end of your backstory:
"Everything is a lie"
As a husk, you cannot keep a copy of your backstory and you must DELETE everything you wrote.
Only I will have a copy of your backstory.
Players will be allowed to keep a copy of their backstory should they need a reference.
The purpose of this is to reinforce the idea that a real person knows everything about themselves while a person who made up a story about who they are may forget certain details.
This is where trust comes in, if you plan to start the game as a husk, I have my full faith and trust placed in you that you will follow this rule. Please play fair!
Murders by Husks:
When killed by a Husk, you will receive a PM from me which will contain the memory that you've lost.
The time of memory loss will not correspond to the time the PM is received by me.
This means that a Husk may have killed you an hour ago and you would not have known, this is to reinforce the idea that you lost your memory and the memory of being killed.
This also does not affect the game in away way because the memory loss is not instant, it's gradual and your body is replaced with a mannequin set up exactly how you were murdered.
This means players have to solve who died and who may have been the killer.
While the player who received my PM may believe it's them, they will not know for sure because another player may have also received a PM from me.
As always, there will be a murder report available despite it just being a mannequin.
Blood will still be present and whatever evidence that may have been left behind.
(Husks will receive further instructions on how they commit murders through PM)
Murders by Players:
When killed by a Player, you will most likely be aware of it.
To commit murder as a Player, you have two methods.
Method 1: Convince other players that X is a Husk and to kill them.
Method 2: Act on your own and try to get the player secluded and PM me your course of action for murder.
How to prevent being murdered (This applies to both Players and Husks)
Method 1: Be either a good liar or plead that you're telling the truth.
Method 2: PM me your course of defense. If they submit a course of murder within the 5 minutes you sent me a course of defense, I'll determine if you were successful or not. You can also send me a preemptive course of defense, but it will only last 5 minutes. (Cooldown is 30 minutes)
Trials:
Trials will be conducted by players with the information I will present.
I will make all edits to appropriate areas so there is very little reason to ask me for info.
Trials have no time limit and do not need to be solved.
While the trials don't have a time limit, the game does.
Developing and Interacting In Character
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Guideline on asking Questions:
This may sound silly, but what's even more silly is a person coming up to you in real life and asking you things like "What's your favorite color?" "What's your favorite food?"
This section is to go over common sense, veteran RPers can skip this section.
There are ways to ask questions about another person without sounding/being total inhuman.
For example, say you're solving a murder and the person next to you says they know how it all happened and proceeds to give their insight.
From here you say things along the lines of:
"Why should I believe that? What are even your credentials?"
"Wow! You're really smart! Were you a detective or something?"
These are just a few examples.
To put it simple, imagine you're in a murder/mystery setting in real life with real strangers and you aren't aware of the fact that the more you know about the others around you, the more it will help you.
Of course, this may change later in the game once someone figures it out while maintaining IC.
Guideline on your Back story:
A few things to mention for when you get started on your character's back story.
Make it as detailed as you want, this can be from your hobbies/interests, occupation, secrets, talents, relationships to simple things like favorite color etc.
Note that your character is not set in stone at the start of the game.
Things such as favorite whatever can be said any time during the game.
Like a normal person, you may even find undiscovered talents or a knack for doing something while playing. So yes, there is character development while you are playing if you choose to do so.
Talent/Weakness:
Among your back story, be sure to highlight your talent.
Talents will affect what you are capable of in the game.
For example, if your talent is athletic, you should be able to climb to places or move heavy objects on your own.
Next you must also have a weakness.
Your weakness should be something that can negatively affect your character while IC.
Whether it's prone to illness, bad hand to eye coordination, far sighted or near sighted, your weakness is up to you.
Personality:
Are you apathetic? Easily spooked? Kind? Treacherous? Whatever it is, specify it in your back story you send me and really aim to be that sort of character when playing.
"Please make everything make sense. If you're an apathetic person, your back story has to point as to why that may be the case. I don't want to read the back story of a treacherous person with the occupation of a Kindergarten school teacher and a love for everything cute."
Setting, Movement and Actions
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Setting:
The story takes place in the year 2056 where all acts of violence have been banned for nearly 10 years due to World War 4.
All fire arms, explosives, biological weapons were relinquished in an attempt to create world peace. Technological advancements were put to a halt and the whole world still lives in ruins of what it used to be.
Project: Faith takes place in an abandoned orphanage which dates back to the time of World War 4 which stands alone in a vast forest neighboring a large crater where a city was once built.
Movement:
Players can move on their own free will around the orphanage. Each room will have its own thread with the contents of the room listed (and maybe illustrated)
Each room will also have its own individual link to a live chat that will be running 24/7
Whenever you enter a room, you must click the link to enter the chat corresponding to the room.
The reason for this is so anyone else in the room will be aware of your presence.
Another reason for this is to record your temporary actions, we'll go over temporary actions in the actions section.
YOU CANNOT SKIP ROOMS. A map of the layout will be posted in each room with a "you are here" marked on the map. Rooms will be connected exactly how it is shown on the layout.
Example, if you want to go from the Lounge to the Kitchen, you must first enter all the rooms in between. This means entering the chat, then leaving the chat for the hallway and dining room.
This is to reinforce the idea that no one is a ghost. People should be aware who walked into the room they're in
(Of course there will be some circumstances where you can bypass this rule such as hiding or sneaking)
Actions:
Inspecting: You can take a closer look at the item with this action. (Only items labeled "Strange, Unusual or Odd can be inspected)
Taking: You can hold onto an item or move it to another location with this action. You are limited to your two hands and your character's strength. Use your common sense when it comes to determining what you can hold, take or move. Note that if you are holding a very noticeable item, you must make it known to people in the same room as you as to what you have. Example: "Zui enters the Foyer holding a shovel"
Backpacks or any sort of pack can be used to hold additional items. However, if the pack is noticeable, it must be alerted to everyone you run into as well.
Shouting: The DRMMO website has a shout box at the bottom of the page in every page. Use this chat box to shout and perhaps be heard by people if you run into trouble.
Hiding: You can go into hiding if you are in a room for over 10 minutes. When in hiding, you are free to leave the room's chat entirely. You must let me know that you are in hiding and you must specify how you are hiding in the said room. Example, "Zui hides under the bed"
Hiding isn't completely fool proof. In my example I would edit the room to say something like "The rug next to the bed looks messed up" these subtle hints may give away a person hiding.
Sneaking: Sneaking is when you go through a room undetected. This action requires the user to:
1. Know who exactly is in the room ahead of them.
2. Have no one in the room you're currently in or walk in on you for 3 minutes unless they are aware of your plan.
The more people in the room you're trying to sneak by, the greater the chance of you being found.
Here is the chart below for success on sneaking.
Sneaking past:
1 Person: 80%
2 People: 60%
3 People: 40%
4 People: 20%
5 People: 1%
Temporary actions:
Temporary actions are actions that change the room you're in. However, these actions cannot be traced back to the origins. Temp actions must be done in the live chat of the room so that players who walk in on you can see what you've done or players in the room with you can see what you are doing without players who aren't there knowing as well.
Temporary actions consist of:
-Murdering
-Taking an item
-Breaking something
-Leaving an item
Permanent Actions:
Perm actions are actions that you want other players to know that you caused.
These would be done in the form of a post on the room.
Perm actions consist of:
-Shouting
-Leaving a note
-Causing a loud ruckus
-Conversing in rooms with all players present
Summary
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This season is focused on a few things.
Finding the killer as well as who died can be figured out with your ability as a person to part lies from the truth.
This season emphasis role playing to gain information to aid you in solving murders, victims and those who are on the verge of becoming a husk.
Tips:
As a Husk, you can lie about "losing your memory"
As a player, you can refuse to talk to others and be more careful about what information you reveal.
The only downside is you look suspicious as heck.
They say the more you lie, the easier it is for them to find the truth.
You can only play the victim for so long until people suspect you have no memories left.
THINGS THAT WILL GET ON MY NERVE
1. NEVER SAY "Hey guys I lost my memory!" NORMAL PEOPLE DON'T DO THAT. You shouldn't even be aware you lost a memory until someone asks you a question that specifically relates to the memory you lost. That's when you can either say you don't remember/recall or lie.
2. DON'T INTERROGATE PEOPLE RANDOMLY THROUGHOUT THE GAME, NORMAL PEOPLE DON'T DO THAT. There is a time and place for every question, you're not going to go up to someone at the most random hour of the day and ask "what's the last thing you remember?" when you already asked them that on day 1. The effects that happen when killed by a Husk are UNKNOWN to you while you are in character. Once the effects are known, that is when you can "test" people. You cannot "magically know" either, you have to prove it through logical reasoning and it best be good.
In Conclusion!
Asking questions is a good thing, but you shouldn't rely on me too much. This season is a very open sandbox with absolutely ZERO influence from me other than pushing for RP or initiating conversations should it be necessary. I hope to see you guys soon for Season 5: Faith