Over the eons, empires have risen and fallen. These empires are made from nations, from people, and from ideas. Although the first two die with the passage of time, the ideas are notorious for their longevity. Ideas dethroned at the ballot box or by popular revolt live on in the memories and thoughts of their adherents. Ideas got their greatest boon through the age of the Internet, where mass communication made the propagation and espousing of ideas easy.
For several decades, ideas have competed and squared off on the Internet, and yet the ideas refused to die. Instead, people retreated into their own communities for a sense of belonging, leading to ideological stagnation the world over. Seeking to break the cycle, eleven people, prodigy's and masters of their craft, have begun their baptism by fire. Here, ideas will live and die based on the young men and women that champion. Their deaths means the failure of their ideology the world over, a final spasm to conclude their idea once and for all.
The righteous will succeed, and those who are unworthy will be forgotten. Such is the arena of ideas, and such is the fate of the eleven. The only question is who's ideas will be left standing when the dust settles.
Rules:
1: PMs must start with DR.
2: No talking about the games current events outside of the game thread. Anyone caught discussing clues, evidence, or anything revolving trials or anything you should know not to talk about via common sense, will be immediately replaced.
3: Don’t cause any toxicity.
4: Suicides are forbidden.
5: You must post once per phase. If you fail to do so, you will be prodded. If you are prodded twice you will be kicked out and replaced.
6: If no replacement can be found within 2 IRL days, the slot will be executed.
Standard Mechanics:
1: You win by impressing your host, this can be done by being one of the last two survivors or successfully committing murder and getting away with it.
2: There will be 4 phases. Day Phase, Night Phase, Investigation Phase and Trial Phase. Each of these passes is one cycle.
3: Day, Investigation, and Trial Phases last 24 hours.
3a: Nights are handled in turns. A turn ends when all players have submitted a action, have implicitly or explicitly chosen to wait, or 24 hours have passed. A night ends after 10 turns have passed.
4: Your connection to this world relies on a lifeline. Everyone has 2 cycles of lifeline to start with. Every kill that is committed extends everyone’s lifeline by one cycle.
5: During the Day phase, players may roleplay as they see fit. These posts are made publicly in the thread.
6: During the night Phase, all actions are communicated to the Game Master via PM. Roleplaying can happen here, but keep in mind this is also where people will commit murders.
7: During the Investigation Phase, everyone investigates the elimination within the thread.
8: Investigation and Trial phases will only happen once a murder has taken place and a body has been discovered by at least 2 people. They Blackened , AKA the murderer, may PM me or the co-host to exclude themselves from this. During the Trial phase, all players must work together to find who committed the murder with the evidence they found in the Investigation Phase.
9: If the Blackened is voted as the guilty party during the trial phase, they will be executed.
10: If the Blackened successfully avoids getting executed during the the trial phase, they will win and their dream will be implemented.
11: You may have 1 and only 1 accomplice when you murder someone. They will inherit the Blackened's rations if they successfully get away with the crime, as well as receive an additional 2 rations.
12: You can only kill 2 people per night.
13: Night lasts from 8 PM to 8 AM.
Special Mechanics:
1: Your Ultimate works as normal. However, you must also message the GM what nation you come from and what you want to happen to it. This can be any nation from the past or present, but must be approved by the GM.
2: You will get two starting assets provided by the GM, one based on your Ultimate, and one based on the ideal form of your nation. These will be roughly equal in usefulness regardless of your choice.
3: You can take steps to make it harder for you to be killed. However, aggressive players are generally favored. If the game is stagnating because of a lack of murders, the host will take steps to ensure things ramp up.
4: Everyone has an amount of rations they can take out of the kitchen equal to 3. You can gain one ration if the players execute the murderer. You can get 2 rations by being an accomplice. Stealing rations will result in execution.
5: If you go 3 days without rations, you die.
6: Each ration will last you a day.
Map:
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Player List:
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Dead Players:
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Begining:
The young men and women are in place. The struggle for survival, and the fight for their ideas, is set.
You have awoken in your dorms. After a few minutes, a voice comes on the intercome.
"Well, looks like you're all awake now. Go ahead and meet all your new assosiates. May as well remember them, right? When you're all well aquainted i'll open up access to the basement and the second floor. I wouldn't want to overwhealm you all at once, now would I?"