Season Meta: Rules and Setting
Aug 12, 2014 17:10:58 GMT -8
Post by King V on Aug 12, 2014 17:10:58 GMT -8
Rules
Season Meta is a game where every player is in a space called the “Metagame”. The Metagame is a place where players can observe the events occurring on the Gameboard. Every player controls a piece on the Gameboard, and can instruct their piece to move however they like. When a player’s piece is not moving as instructed, they may perform idle actions, or even move around. i.e. If you leave your piece in a room without food for a long time, they may go to the kitchen to get something to eat. If your piece moves without your knowledge, a new indicator will be posted by the mastermind. Using the Metagame’s omnipresent viewing device, players can observe any room on the Gameboard without having to move their piece. This means you may examine a painting in one room while your piece is lying in a bed in another room. If your piece dies, nothing happens to you in the Metagame, but you will no longer have any influence over the Gameboard.
Murders will be conducted normally. However, if the player controlling their piece is idle, or not observing their piece, they will not be informed of anything that happens related to the murder. Likewise, if a player is observing the piece who is murdered at the same time, they might receive information on the murder. Pieces may have certain reactions to deaths, and might change psychologically. This might mean the pieces take different actions than before, i.e. A formerly peaceful piece may start looking for weapons to defend themselves with after seeing someone die. Moving pieces will also take into account the piece’s psychology.
After at least 3 pieces discover the body, there will be a fixed time interval for players to discuss in the Metagame. In that time interval, the Gameboard will be paused. Further discussion is allowed after that time interval, but the Gameboard will be unpaused. During each time interval, a player may attempt to make a Conviction. If this occurs, another player may volunteer to oppose the Conviction, and the two will moved to a separate section of the Metagame to debate (I will make a new board and set a password). If there are no volunteers, a player will be selected at random. The selected player must argue against the other player’s Conviction.
Each participating player may request 1 other player to support them (that player has to agree), and can call pieces from the Gameboard as witnesses to present testimonies. Testimonies will reflect the guilt of the piece and their psychological state. i.e. The culprit piece will probably lie in their testimony, and a traumatized piece might not give any testimony. The player controlling the piece will have a degree of control over what is said in the testimony, but the testimony will ultimately be decided by the mastermind. The pieces of players participating in the Conviction, and dead pieces cannot be called as witnesses. During Convictions, the Red/Blue Truth system can be used. When the mastermind feels a conclusion has been reached, the Conviction will end.
Objectives will vary between the players. Some objectives may overlap, and some might be completely different. An example of an objective might be “Prove that 3 murders are impossible to accomplish without the use of magic by Conviction”. To complete this objective, you must make the Conviction along the lines of “This murder was impossible for a human” three times and emerge victorious in all three, or you must oppose a player who makes a different Conviction and prove them wrong with your own idea (opposing a player who thinks the murderer is X and proving the murderer is Y doesn’t count).
Players in the Metagame will be given various special abilities to assist them. These abilities may influence the Gameboard, give the player an edge in Convictions, etc. Abilities will be given based on the player’s objective. i.e. A player with the objective of murdering might be given the ability to materialize guns on the Gameboard.
Psychology will be a key part of the game and will influence to what extent your piece can perform actions. Pieces suffering from heavy psychological damage may not be willing to move, or may perform random acts of violence depending on their personalities. Every piece will begin with 20 psychology points. Each time the piece witnesses something horrible, deaths, blood, etc, they will suffer some psychological damage. Damage may vary depending on the piece. 20pp = healthy mind, 15pp = under stress, 10pp = edging on insane, 5pp = permanent damage, 1pp = catatonic. Should a piece ever reach 0 points, they will automatically commit suicide.
Some areas will experience weather effects. For weather I will randomly pick a new weather condition every 12 hours, and roll a die to decide its intensity. i.e. Intense Snow = complete whiteout, high chance of freezing to death if in an affected area, Mild Rain = a thin drizzle, not much water, or loss of vision.
A new rule will be added each day the game continues, until the seventh day. Rules and their durations may vary.
Setting
You have arrived on a remote island for a meeting hosted by the famous entrepreneur Byakuya Togami. When you arrive you are escorted into the mansion by a retinue of servants. Other than the mansion the island seems relatively deserted. You also don’t see Togami anywhere on the island or in the mansion. On the dinner of the first day, the lights suddenly go out, and when they come back on, a package has been set in the middle of the table. You open up the package and find its contents: a pile of golden shards and a note. The note reads:
“I have been held up by urgent business, so I am not yet able to attend the meeting. However, since all of you will be waiting awhile, you can play a game while I finish. On this island there is a hidden treasure, one that requires all of the gold pieces I have placed in this package as a key. Each of the gold pieces is worth several million by themselves, but the treasure itself is valuable beyond measure. Whoever can find the location of the treasure and open the chamber shall obtain it as a reward. In addition, I shall grant persons in possession of the gold pieces money equivalent to the value of the keys when I arrive. Furthermore, whoever collects 5 or more gold shards during this time will have their records cleared and slate wiped clean. I will return in exactly 7 days. Best of luck in this game.
- Byakuya Togami”
Unsure of what to make of the note, your group decides to split up the pieces among yourselves. Each person is given a single gold shard. Strangely enough, there are just enough gold shards for every person to possess one. And so, the first day ends with you moving to the guest rooms, having a single gold shard in your possession.
Season Meta is a game where every player is in a space called the “Metagame”. The Metagame is a place where players can observe the events occurring on the Gameboard. Every player controls a piece on the Gameboard, and can instruct their piece to move however they like. When a player’s piece is not moving as instructed, they may perform idle actions, or even move around. i.e. If you leave your piece in a room without food for a long time, they may go to the kitchen to get something to eat. If your piece moves without your knowledge, a new indicator will be posted by the mastermind. Using the Metagame’s omnipresent viewing device, players can observe any room on the Gameboard without having to move their piece. This means you may examine a painting in one room while your piece is lying in a bed in another room. If your piece dies, nothing happens to you in the Metagame, but you will no longer have any influence over the Gameboard.
Murders will be conducted normally. However, if the player controlling their piece is idle, or not observing their piece, they will not be informed of anything that happens related to the murder. Likewise, if a player is observing the piece who is murdered at the same time, they might receive information on the murder. Pieces may have certain reactions to deaths, and might change psychologically. This might mean the pieces take different actions than before, i.e. A formerly peaceful piece may start looking for weapons to defend themselves with after seeing someone die. Moving pieces will also take into account the piece’s psychology.
After at least 3 pieces discover the body, there will be a fixed time interval for players to discuss in the Metagame. In that time interval, the Gameboard will be paused. Further discussion is allowed after that time interval, but the Gameboard will be unpaused. During each time interval, a player may attempt to make a Conviction. If this occurs, another player may volunteer to oppose the Conviction, and the two will moved to a separate section of the Metagame to debate (I will make a new board and set a password). If there are no volunteers, a player will be selected at random. The selected player must argue against the other player’s Conviction.
Each participating player may request 1 other player to support them (that player has to agree), and can call pieces from the Gameboard as witnesses to present testimonies. Testimonies will reflect the guilt of the piece and their psychological state. i.e. The culprit piece will probably lie in their testimony, and a traumatized piece might not give any testimony. The player controlling the piece will have a degree of control over what is said in the testimony, but the testimony will ultimately be decided by the mastermind. The pieces of players participating in the Conviction, and dead pieces cannot be called as witnesses. During Convictions, the Red/Blue Truth system can be used. When the mastermind feels a conclusion has been reached, the Conviction will end.
Objectives will vary between the players. Some objectives may overlap, and some might be completely different. An example of an objective might be “Prove that 3 murders are impossible to accomplish without the use of magic by Conviction”. To complete this objective, you must make the Conviction along the lines of “This murder was impossible for a human” three times and emerge victorious in all three, or you must oppose a player who makes a different Conviction and prove them wrong with your own idea (opposing a player who thinks the murderer is X and proving the murderer is Y doesn’t count).
Players in the Metagame will be given various special abilities to assist them. These abilities may influence the Gameboard, give the player an edge in Convictions, etc. Abilities will be given based on the player’s objective. i.e. A player with the objective of murdering might be given the ability to materialize guns on the Gameboard.
Psychology will be a key part of the game and will influence to what extent your piece can perform actions. Pieces suffering from heavy psychological damage may not be willing to move, or may perform random acts of violence depending on their personalities. Every piece will begin with 20 psychology points. Each time the piece witnesses something horrible, deaths, blood, etc, they will suffer some psychological damage. Damage may vary depending on the piece. 20pp = healthy mind, 15pp = under stress, 10pp = edging on insane, 5pp = permanent damage, 1pp = catatonic. Should a piece ever reach 0 points, they will automatically commit suicide.
Some areas will experience weather effects. For weather I will randomly pick a new weather condition every 12 hours, and roll a die to decide its intensity. i.e. Intense Snow = complete whiteout, high chance of freezing to death if in an affected area, Mild Rain = a thin drizzle, not much water, or loss of vision.
A new rule will be added each day the game continues, until the seventh day. Rules and their durations may vary.
Setting
You have arrived on a remote island for a meeting hosted by the famous entrepreneur Byakuya Togami. When you arrive you are escorted into the mansion by a retinue of servants. Other than the mansion the island seems relatively deserted. You also don’t see Togami anywhere on the island or in the mansion. On the dinner of the first day, the lights suddenly go out, and when they come back on, a package has been set in the middle of the table. You open up the package and find its contents: a pile of golden shards and a note. The note reads:
“I have been held up by urgent business, so I am not yet able to attend the meeting. However, since all of you will be waiting awhile, you can play a game while I finish. On this island there is a hidden treasure, one that requires all of the gold pieces I have placed in this package as a key. Each of the gold pieces is worth several million by themselves, but the treasure itself is valuable beyond measure. Whoever can find the location of the treasure and open the chamber shall obtain it as a reward. In addition, I shall grant persons in possession of the gold pieces money equivalent to the value of the keys when I arrive. Furthermore, whoever collects 5 or more gold shards during this time will have their records cleared and slate wiped clean. I will return in exactly 7 days. Best of luck in this game.
- Byakuya Togami”
Unsure of what to make of the note, your group decides to split up the pieces among yourselves. Each person is given a single gold shard. Strangely enough, there are just enough gold shards for every person to possess one. And so, the first day ends with you moving to the guest rooms, having a single gold shard in your possession.