For those topics one could describe as the forum equivalent of a twinkie. Word games, forum contests and giveaways are all the rage here.
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XXVI: Tower DAY FOUR. Night scene coming... Thursday, probab

Tue Jun 19, 2007 8:03 pm

RULES

No thread-talking during the night.
DO NOT EDIT OR DELETE ANY OF YOUR POSTS. AT ALL. EVER. YOU WILL MOST CERTAINLYBE MODKILLED IF I CATCH YOU DOING THIS.
No talking out of thread during the day, and no out of thread talking at all for innocent players.
Votes should be in the form Vote: Xzzyz; if you decide to stop voting for someone, say Unvote. You may only have a vote on one person at a time.
Choose a room to stay in by saying Room: X where X is the room number. The killers must have at least one of their members in a room to kill someone in that room. You may change your room as often as you want.
Discussion is mandatory. If you find something even slightly suspicious, or even a bit out of the ordinary, say it. There are no power roles, so you'll need to look at everything in-depth.
Any mistakes in votecounts, etc. is your fault. Please point out your mistakes so I can correct them.
Don't quote role PMs. AT ALL. (They're below, so you shouldn't even need to.)
Don't even talk about anything I send you.
This is a game about killers, not ghosts; don't talk once you're dead!
If you feel a player isn't talking enough, request a prod in the thread.
Make all text readable. If you make a huge post by post analysis, consider putting it in as a spoiler, but don't try to make text unreadable.
Day will start the moment one of the killers sends me a target, so make sure you've thoroughly discussed it with your team.
Try to bold anything directed at me.
It's only a game. Don't get mad at people over it.
Have fun!

Antikiller role:

You were invited here, and you really have no idea what's going on. Your only way to eliminate the killers is with your vote, so don't be stupid with it.


Killer role:

The killers are [...]. At night you may discuss who to kill, and you need to pick a target. Take your time with it, but don't take a month. Try to blend in and don't mess up the game for your partners.
Last edited by Uncle Xyzzy on Mon Jul 16, 2007 1:47 pm, edited 9 times in total.

Re: XXVI: Tower

Tue Jun 19, 2007 8:04 pm

THE LIVING:

1. Pickles
2. Keakealani
3. Jellyfish72
4. Chipper
5. Twizzler0171
6. Typhoon
7. Laryxle
10. Ric
12.Penguin
13. ckillor
14. Wind
15. Susannahmio
16. DM was on fire!
18. Matterbug
19. jooola
20. Apex
21. Missy!
22. Simio
23. mjirinella
24. Kidwaiy
25. Steev
26. Palindrome
27. thelilbear
28. LovioNeko
30. Theonlysaneone

THE DEAD:

13 unnamed individuals. Killed pregame.
17. Princess Miyu. Hung.
9. Dyl. Stabbed.
8. Christopher. Shot and quartered.
29. WIS. Stabbed.
11. Roxas_x. Awaiting death.
Last edited by Uncle Xyzzy on Sun Jul 08, 2007 3:11 am, edited 5 times in total.

Re: XXVI: Tower

Tue Jun 19, 2007 8:04 pm

44 people arrived at the base of the mountain. It was raining.

“I see you've all arrived,” said the tallest of the men, laughing. “I was hoping you'd come. I have a special surprise for you, and I wouldn't want any of you to miss out on it...”

One of the others looked up at him. “I... I recognize you.”

The tall man looked at him. “Yes... you're right, we have met before, haven't we? ...But forget about that. Let's get to the tower. Wouldn't want to leave you in the cold, of course...”

The one who had claimed to know him looked up. “I know why you've brought us here! You want us-”

He didn't finish his sentence because I shot him. Now that we're here, in the tower, I'm narrating the story for you since you're all too stupid to remember.

Although I could certainly expect that. You just watched the murders of 13 people; most people tend to forget details like that.

What matters, though, is that more of you are going to die, very, very soon. And don't even think about trying to escape.

Let's look around this tower, shall we? And by look, I mean, I'm going to tell you and you're going to stay put. There are 13 floors. The top floor has 13 rooms, the 12th has 12, and so on, the whole way down.

Right now we're on the first floor, because we haven't gone up a floor yet. Every day we'll move up one floor; or, more accurately, most of us will. During the day, we'll have a nice bit of discussion, and you'll pick someone who you think isn't worthy of going to the top. We'll leave that person behind, because, frankly, anyone who you think shouldn't see the world again doesn't deserve to live.

But don't worry; whoever we abandon won't be alone; some of you, as your dead comrades nearly guessed before I killed them. You see, some of you here are playing for a different team... some of you form a very small but dedicated group of killers. Each night, that group will kill one of you. In the morning, one of us won't wake up.

Before you ask, yes, there is a way for you to stop them. You each have a vote, every day. You can cast that vote at anyone you want, and onanyone you want. When the total number of killers plus one is voting for someone, their fate is sealed. You'll have to use your own ingenuity to figure out who to kill, though; none of you have any... special powers to assisst you.

Don't talk to each other, either: during the night, the killers can have some discussion, but other than that, everything you say must be in one room.

Speaking of rooms, by the way, you'll remember that I said that the number of rooms goes up; you may choose a room to stay in. There must be at least three of you in each room; if a room ends up not having enough people, I'll rearrange those who failed to count so that there are.

Begin your killing game. There are 7 killers among us right now, so it'll take 8 of you to kill someone.

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 9:47 pm

2 people haven't received their PMs, for some reason, and it won't tell me who.

PM me if you didn't get one.

All WW related PMs need to contain the phrase WW; I've set up a folder for them to go into, and it categorizes them by the phrase WW.

You may begin.

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 10:56 pm

here. This game should be...interesting to say the least :P

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 11:06 pm

Indeed.

By the way, in case any of you are confused about how to start discussion from nothing, PM me. I can give you plenty of examples of games similar to this; don't worry, it's not that bad. :D

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 11:08 pm

I only got the BCC message you sent to everybody...

I don't know what I am.

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 11:16 pm

Basically, unless you received the killer PM, you're a plain townie.

Re: XXVI: Tower DAY ONE IS GO

Tue Jun 19, 2007 11:53 pm

I am here!

This game sounds complicated.
And bound to last more than a week. :D

Question: What are the rooms? Are they supposed to be found out or is it only for the killers? And when we choose a room, do we post it on the thread or send it to you in a PM?

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 12:00 am

We are on the first floor? So no choosing a room right?

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 12:41 am

Whee. This should be interesting! (:

And murr, no editing. I'm bound to make typos and not realize them.

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 12:57 am

So, is the bottom room really big while the top really small or are we in a dislocated pyramid?

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 1:34 am

The rooms are a way for you to find your enemies, and another way that the enemies have to be trickier.

Since one of the killers has to be in a room with someone for that person to be killed, a much greater level of ingenuity will be necessary among them.

Pick a room in the thread. This can be part of your strategy, or you can use it against others...

And indeed, since we're on the first floor, there's only one choice, so you really don't have to do anything about it.

Oh, and Christopher, the dynamics of this storyline pretty much force me to keep hushed about the details of the Tower, but it'll make more sense if you look at it as sort of a metaphorical tower; the story/exposition bit below might lead you somewhere in the right direction...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You look up around the first floor; it seems to be decorated with sort of a midieval cathedral look; towering heights all around, and lots of stained glass. It seems whoever designed this was around a long time ago...

For you see, this is not a story of Earth; Earth was destroyed long ago, in sort of an apocalyptic manner. This is a story of the New Earth, a second Earth, to replace the one destroyed long ago.

As Earth approached its demise, the universe trembled around it; the Earth wasn't the center; but it was the hub of all the activity; the universe existed for it.

Near the beginning of the Earth's existence, a few very powerful entities left the planet, using powers never intended for humans to create new worlds. They created planets, and balanced it as they went, creating new worlds, with new races.

Eventually, the universe became unbalanced, and destroyed itself. Those who survived began to recreate it using the same power of their human ancestors, and Earth started over, alone in the universe.

Eventually, it was decided that those who would harm the Earth more than they could help it would be killed in the most humane way possible. They created a Guardian in charge of destroying the weakest members.

They called him "XYZZY".

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 2:58 am

I get it.

Persons A, B, C, and D go into Room 1. Later, Person D is discovered dead. Therefore, of Persons A, B, and C, at least one is a killer.

Kind of like Barrowdowns.... only with no innocent-helping roles at all, apparently.

Re: XXVI: Tower DAY ONE IS GO

Wed Jun 20, 2007 3:17 am

This sounds fun. I really like the new set up on the forum.
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