thecrook: (Default)
2017-07-15 08:32 pm

GAME 1: THE OUSTED


GAME ONE the ousted

The Director has guided you behind the bar, her small hand pressing lightly against the small of your back. "In here," she intones, and with a wave of her hand, the liqour cabinets slide back to reveal a hidden room. One-way mirrors line the wall the room shares with the main room -- it seems you will be able to watch the game continue to unfold.

[ You have lost the game... but the Director has arranged a special consolation prize for anyone eliminated within the first week of play: a chance to win six months of paid journal time. Yes, really. Just comment below with whichever journal you would like to receive paid time. On July 22nd, I'll pull a name from a hat and message the winner! ]
thecrook: (Default)
2017-07-14 03:36 am

GAME 1: SCREENED COMMENTS.

You may leave a screened comment below.
thecrook: (Default)
2017-07-14 03:36 am
Entry tags:

GAME 1: WOLVES

Beneath the floorboards of the bar, the Director will great you with a smile and a cold drink.

"So. Whom shall we slaughter tonight? Please discuss your plans with each other."
thecrook: (Default)
2017-07-10 04:13 pm

PLAYER RULES


PLAYER RULES

Participation and voting are essential parts of the game. If you have missed two consecutive voting periods or have not commented for the entirety of an IC day, you may find yourself slaughtered and made into shepherd's pie, ie booted from the game. If there are extenuating circumstances, please let your shepherd know.

Secrecy is the backbone of the game. Don't OOCly tell someone your role! You risk ruining the fun and mystery for the other players.

Drama doesn't have a place here. If you have an issue with another player, please take your discussion to a private venue and resolve it. I'm too old for this bullshit.
thecrook: (Default)
2017-07-10 04:13 pm

HOW IT WORKS

HOW IT WORKS

The Basics
Cry Wolf (or Mafia, or Werewolves) is a party game of slow elimination. At the start of the game, each player is secretly assigned a role affiliated with one of two teams: the wolves or the sheep. Sheep are innocent beings, but are the powerful (and tasty) majority for most of the game. The wolves (hidden in sheep's clothing, naturally) will work to slowly eliminate the sheep and turn them against each other.

The game has two alternating phases. During the day, the sheep and disguised wolves debate the identities of the wolves and vote to eliminate (or "slaughter," either literally or metaphorically) a suspected wolf. At night night, the wolves privately vote to slaughter a sheep. Play continues until all of the wolves have been eliminated or until the wolves outnumber the sheep.

Participants
Characters from established series and original characters are both free to sign up and play. Characters with previous CR are allowed to continue those relationships in games (with the blessing of all parties).

Warnings
Some games will be simple and carry all the consequences of any real-world party game. Some games will be especially gruesome, with literal slaughter and other unsavory actions being performed ICly. Every sign-up sheet will mention the warnings for the game.



SPECIAL ROLES

Depending on the individual game rules, special roles may exist to further diversify the strategy of both the sheep and the wolves. All special roles will know their own identity, but others will not know unless they are ICly told or extrapolate the identity from existing information. Games may include the following roles:

VETERINARIAN: a special sheep. each day, they leave a message for the shepherd via screened comment and select a player or themselves to protect for one night.

DETECTIVE: a sheep that can learn the team of one player each night via screened comment to the shepherd.

VIGILANTE: a vengeful sheep. allowed to choose an individual to slaughter every other night.

SHIELD: a sheep that protects its fellows. can save one person from being slaughtered if they comment via screened message to the shepherd.

LOVERS: two players inextricably entwined. if one is slaughtered, the other soon follows, dying of a broken heart.

BLACK SHEEP: a traitor to the sheep. actively works to aid the mafia, but does not know their identities.

SHEEP DOG: a sheep with a badge. can choose someone to defend. that person will be immune to slaughter by the sheep for one day.

BABE: can blindly change two player's roles.



FLOW OF THE GAME

SET UP The night before the start of the game, the shepherd will email all players their roles and provide access to [personal profile] thecrook's journal. All "official" sheep and wolf activity will be hosted by the shepherd's journal.

Day ONE
The players gather in a post hosted on [personal profile] thecrook's journal. Introductions are made, behaviors are monitored. The shepherd most likely have posted several ice-breaking questions to help foster CR. Players will have at least twenty-four hours to select two suspicious individuals. Voting is due at the time the shepherd set for the game. After that point, the voting poll for that post will be closed.

VOTING
A new poll will go up wherein the two most suspicious individuals, as voted by the players, are pitted against each other. A minimum of one hour will be spent making a final decision about whom to literally or metaphorically slaughter.

Night ONE
After voting is completed, the remaining wolves meet to discuss their victim. Any special roles will take this time to comment to a screened post on [personal profile] thecrook's journal to perform their actions. Unless otherwise stated, each night lasts only an hour in real time.

Day TWO
The remaining players meet to discuss their options. The days, nights, and voting periods continue until the wolves have been eliminated or outnumber the sheep.
thecrook: (Default)
2017-07-10 04:10 pm

PREMISE


PREMISE


at the end of the street
in the middle of the woods
on the bottom of the ocean
between your heart and mind
wherever and however you find it



you have followed a path that leads to secret building. eye-searing light is the last memory that you can recollect, and now you have awoken in a cold, dark place with a merciless pain thrumming in your head. the ache drowns all other senses and embeds itself like broken glass into the base of your skull. you struggle to open your eyes, your vision swimming. an implacable sense of vertigo - could this be a concussion?

after a tense few moments, the throb of pain slowly ebbs into a distant ring. your vision sharpens and acclimates to the darkness, the blurred shapes and outlines resolving themselves into a recognizable surrounding. you realize that you are sitting inside a working, moving elevator. a thin film of condensation shines slickly across the lift's walls, and impulsively, you drag your fingers across the pinpricks of water that speckle the closed doors in front of you. pulling your hand back, a gentle luminescence now stains your fingertips. the plush carpet under your feet is immaculate, the steel walls free of grease and fingerprints.

a lit panel above your head slowly counts upwards, but the pull at the bottom of your stomach leads you to believe that you are actually going down. something in your breathing hitches. your eyes widen in worry. or anger. understanding. humor. perhaps this is not the first time you have awoken in this exact elevator, feeling this exact way.

the elevator comes to a gentle stop. with a high-pitch ping, the doors slowly slide open.

you are just in time to join the game.