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DREAMLAND FUN PARK ([personal profile] guestcontrol) wrote2014-09-16 10:12 pm
Entry tags:

information

rules | dreamland park


the introduction
about the setting
about the game
about roles
about voting
about your guest identification bracelet
about the buddy system
faq
activity requirements
rules

INTRODUCTION


You wake up in a temporary barracks set up behind an amusement park. The weather is chilly but pleasant, and there aren't any lines for the rides - in fact, it seems you have this place to yourself. The entire park appears to have been abandoned some years ago, and though everything is in working order, it is overgrown with plants and seems rusted and unsafe.

As for you, something has happened, though you aren't sure what. There's a throbbing pain in your head, and you can't focus, as though you're coming off heavy pain medications. Under the bandages wrapped around your temple, old and smelling like blood, you'll find a recently stitched up scar wound and the inability to focus on your memories. You have no knowledge of how you came to be here; you may even have forgotten certain aspects of your life, or feel confused about them. The fact of your missing memories is obvious, a dark blank spot. Under the bandages around your wrist, you'll find a brightly colored bracelet, decorated with the face of a smiling cartoon animal, embedded into your flesh. It beeps a merry tune and welcomes you to DreamLand Fun Park.

Outside, the entire park is surrounded by a twenty foot barbed wire fence, covered in caution signs in a language you may or may not understand. Above the fence are guard towers, with conspicuous automatic weapons mounted in the window. You can't see if anyone is up there, and no one will respond if you call, but take one step too close to the barbed wire fence and they slowly turn to face you. Outside, there's no sign of help; the countryside looks as abandoned as the park, besides the tall concrete structure you can just make out in the distance.

At least you aren't alone here? But this doesn't exactly seem like the happiest place on earth.

SETTING


Your character has been kidnapped and brought to DreamLand, an abandoned amusement park sitting in the middle of a deserted countryside. The park looks as though it was once a pleasant place to visit, but has stood empty for long enough for weeds and rust to have partially reclaimed it. There are no signs that anyone else has been here recently, yet the rides work, there's plumbing and electricity, and the park is stocked with enough provisions for you to get by.

It's also unclear exactly how you were kidnapped, or where you've been taken. All of the signs are written in multiple languages, and all of them come off a little awkwardly translated. As for you, you wake up with your head bandaged and a recently healed surgical scar on your temple, as well as a bracelet embedded into your wrist. Clearly someone has done something to you, and whatever that was, it removed all memory you had of coming here.

Unfortunately, that's not all that's happened. This amusement park seems to be for someone's amusement besides your own. At night, a group of you meet and discuss who to kill, who to spare, and who to recruit. Your only hope is to stop the traitors among you before you're all killed in the struggle.

THE GAME


This game is based loosely on the party game Mafia, as well as elements borrowed from the online game Epic Mafia. Familiarity with either is not necessary to participate.

At its most basic, mafia is a game where a group of people are targeted by a smaller, secret group of killers. In some games, the killers are mafia or wolves, and the innocents are villagers or sheep. In this game, the killers will be called special guests, whereas everyone else are merely guests.

At night, the killers meet in secret and kill guests, while during they day they pretend to be ordinary guests. During the day, the guests all meet together and try to determine which players among them are killers. The guests may be aided by the presence of characters with roles that may help them prevent kills or conversion or find the killers. However, the killers may have advantages as well. In this game, the killers will also recruit guests to join their ranks, so while the group will start small, they have the potential to grow into a serious threat. See the section on roles for more information.

The guests will win the game when all killers have been found and killed. The killers will win the game when they have successfully killed all guests or outnumber the remaining characters. If neither side manages to overcome the other in time, the game may enter a final round to determine victory.

Don't worry if you've never played it before, or still don't get it; the setting posts will direct your character on where to go and what to do, and you'll be able to get into the swing of things within just a few nights.

ROLES


More information on roles will be provided when we have a final count of participants in the game. In this game, many different special abilities may be given out. We will reveal the types of roles in the game at the beginning, but these roles may change as the game goes on.

Investigative Roles These roles are players who are given an ability that helps the innocents find killers. A player given an investigative role will meet at night, and will be able to vote on a player in the game. That night, they will be given information about that player. They may be told whether that individual is innocent or guilty, or they may be told whether that player did anything during the night, or they may be given clues about that player's identity that will take some additional work to make sense of.

If you are given an investigative role, your specific ability will be revealed to you on your first night playing.

Protective Roles These roles are players who are given an ability to protect other players. A player with a protective role will meet at night. They will be able to choose another player (or possibly themselves) to protect, and if the killers target that player on that night, their ability will prevent that player from being killed or from being converted. This may mean the other player will simply be protected from harm, or it may mean that the protective role must risk sacrificing themselves in the other's place.

If you are playing a protective role, the specific way your role protects others will be revealed to you on your first night playing.

Special Item Roles These roles are for players who will be able to use special items that may help themselves or others. The special item may be access to a weapon they can use to kill outside of voting, or the ability to give such a weapon to others. The item could also be something that grants them protection from being killed on one occasion, or they may be able to give a protective item to someone else. The player may have an item that will help them reveal someone else's role in the game upon their death.

If you are playing a role involving special items, the specific abilities of your role will be revealed to you on your first night playing.

Killers Killers meet at night and decide who to kill and who to convert. Killers can only convert on a night after there was no execution. It's important to think strategically; not just who represents a threat and who might be a good ally, but who is likely to be protected and who would be an obvious suspect if you converted them. Killers will be given a specific IC reason to participate in the game, but the reason won't be made known to ordinary players.

On nights where there is no execution, killers may also convert a member of the guests to become a killer themselves.

Everyone Else Even if you aren't given a special role, you still have an important job to do. You have to find the killers as best you can! It might be dangerous for the special roles to draw too much attention to themselves, so you can help by being very involved. Talk to others you trust, try to figure out whatever you can and pinpoint who seems to be hiding something. The more you converse with other players, in private and in public, the better you'll do.

VOTING


After a body is discovered in the morning, guests will have the rest of the day ICly to talk amongst each other and determine who to vote (or whether to vote) for execution. Votes will most likely be due by 10 PM EST on the evening following the day a body is discovered. You may discuss voting all day long, and are also encouraged to speak to one another privately.

Before votes are due, all players will be summoned to the House of Horrors to submit their votes. Players may have a final discussion before submitting. Whoever receives the most votes will be killed; all other players may leave the House of Horrors.

Players are always permitted to vote for no one. Failure to vote will not be counted as a vote for 'no one'. Players are discouraged from voting for no one, as the killers will then be permitted to recruit a new killer to their side. It is most likely to the guests' advantage to kill one of their fellow guests rather than to kill no one and allow a conversion for this reason.

Timing

See the section on activity below for more details. The typical voting schedule in this game will be: the evening after an execution or no vote, killers and guests with night roles will have from 10 PM Ea to 6 PM Ea the next day to vote. After this, killers will be permitted to thread with their victim before that victim's death. The body will be discovered around 11 AM Ea the next morning. Players will then have the rest of that day and the following day to discuss the vote.

The evening after the body discovery, from 4 PM Ea to 10 PM Ea, a House of Horrors subcomment will go up. While you can submit your vote and discuss with others who to vote for before this, this time period will be the main voting discussion period, so it is advisable that you try to make at least part of this window. Votes will be due by 10 PM Ea, and the execution and night posts will go up immediately after.

GUEST IDENTIFICATION BRACELET


Upon awaking, all players will find, in addition to the surgical scars on their head, they are wearing a bracelet on their wrist. The bracelet comes in bright colors, lights up, and has a mini watch face-sized screen displaying a picture of a smiling cartoon animal. This is your exciting guest identification bracelet, which has a variety of important functions!

First of all, you may tap the screen to cycle through the various profiles of your fellow players. This provides important information to help you get to know one another and develop stronger alliances!

The bracelet also allows the park to track you as you move throughout the park. You will notice that, while most areas of the park are dark and depowered when no one is in them, the lights, electricity, and rides come to life as you approach, as do the security cameras overhead. And if you step too close to an out of bounds area or the barbed wire fence, your bracelet will begin to beep.

The bracelet has a handy translation function that automatically translates other people's words so that you understand them and can handwave all language barrier problems!

Finally, the bracelet is important for following rules. Characters who break or ignore the rules may notice their bracelet beginning to beep with increasing urgency as time passes. Better get back in line before time runs out! A guest can always be remotely killed through their guest identification bracelet, so it is important for guests to be on time to mandatory functions like voting.

The bracelets have been surgically embedded into your arm; it would not be possible to remove them without serious permanent damage, and if you appear to try, it will start beeping...

BUDDY SYSTEM


Depending on how many players we have, some characters may be paired as buddies. Buddies will have their guest identification bracelets link together so that if one buddy dies, the other buddy will die as well. Buddies only have to vote once, as they share a vote, and may share a role at night. However, the protection of another role can't protect two buddies at once.

It is a very good idea to keep anyone from finding out you have a buddy, but the two of you should make sure to work together, as your lives depend on it.

It is possible for Buddies to become de-linked, but it is unknown why this would happen (it will probably happen if there is idling we need to correct for). No one will have their character killed off because their buddy dropped or idled.

FAQ/HOW TO PLAY


How will I know when/where to vote?

Within the game, you will be directed to posts in [personal profile] guestcontrol filtered to your character's specific group to place your vote when the time comes to do so.

What is the pacing of the game?

For now, players will have slightly less than 24 hours for "night" decisions and slightly more than 24 hours for "day." In total, one IC day will take 3 days OOC. There will always be things to tag and reply to every day (even for people without night roles; you may tag in the aftermath post or have private conversations in the evening).

Most days will have pretty light activity requirements, but every third day, when day voting wraps up and night voting begins, players should plan to have at least few hours to devote to the game.

How long will the game last?

It could potentially last between two and three weeks. It shouldn't last later than around October 15th.

What if I need to drop halfway through?

Please let us know as soon as possible, so we can deal with it in a way that won't affect the game. We really discourage this, because it requires us to make changes to the game to rebalance it, and this can add a lot of extra work for the mods. If you can try to participate as much as you can, that would help us a lot.

ACTIVITY REQUIREMENTS


This game is only going to be fun if there's enough participation, and we hope everyone will join in. There will be no specific activity requirements in this game, but the mods will speak to any players who don't appear to be participating in the game.

The mods suggest players be able to tag throughout the week, to try not to miss voting (especially if you have a night role), and to actively participate in discussions. However, we know work/school/family/health situations can complicate that in a game like this. We understand absences for those reasons, but otherwise you do need to be present at and before voting.

In the previous mafia game we did, the time of most activity was the period a few hours before day voting closes, and the first hours of night voting. In this game, that will happen on different days of the week from a period of 4 PM to 10 PM, give or take. The dates we predict this occurring on are:

MON, SEPT 22 4 PM - 10 PM (anyone with a night role is required to make this time)
WED, SEPT 24 4 PM - 10 PM
SAT, SEPT 27 4 PM - 10 PM
TUES, SEPT 30 4 PM - 10 PM
FRI, OCT 3 4 PM - 10 PM
MON, OCT 6 4 PM - 10 PM
THURS OCT 9 4 PM - 10 PM

It is not necessary to be present for all of these or for the entire 4 PM - 10 PM block, but if these times don't work with you, please be aware you will probably miss a very significant part of the discussion on those days, though you would still have time beforehand to participate. Additionally, night roles voting will go up at 10 PM on these days.

As for voting requirements, if you miss more than two votes the mods will probably check in on you, but as long as there is a good reason no one will be idled. This rule might be changed if there is a huge problem with no-voting.

RULES


1) Your character can, and likely will, die. This is something you must agree on as a possibility by playing this game. But not to worry- there will be things for the dead to do. Please also be aware that if you do app two characters, there is a likelihood we'll pick you to be among the first to die.

2) All characters have been depowered for the duration of the game. Characters who look non-human will have their appearance changed to appear as though they could realistically be an ordinary human or animal.

3) Please keep your role a secret from other players! If you are playing two characters, you especially need to be conscientious of the IC/OOC knowledge gap and not abuse any knowledge you may have gotten from another role.

4) We expect you to be active; inactivity can make the game a lot less fun for the other players. Although there's a system for idling, we really prefer that doesn't happen. It will be better if everyone participates. If something unanticipated comes up that affects your ability to be present, please let us know. We're happy to try and help.

6) If any issues arise, please contact us through PM - other than that, please just have fun!

If you have any questions, please ask them right here!

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