Objectives:
The objective of this game is to keep as much "Hope" as you possibly can. If you all fall into "Despair," then you lose.
You'll all start the game together, and as things progress, it is likely you'll be fractured into smaller and smaller groups. The rules do not change; preserve as much Hope as possible.
The goal is to exit the facility in which you find yourself locked in. Each area will be unique, and to progress you must either discover and complete the challenge(s) within, or sacrifice Hope. This will be explained later in the game mechanics.
Rules:
1. You can not attack "The Host." In the game, you will be contacted and met by one who calls themselves "The Host." This character may do as they like, when they like. Any aggressive actions towards them will instantly plunge your Hope to Despair.
2. No breaking things without permission. Anything broken in the game without permission will be met with punishment.
3. There are time limits to discover and complete challenges. If they are not completed within the time limit, all Hope in the challenge will be given a strike and have their time reset. Three strikes, and they meet Despair
4. The Host's challenges are optional, but beneficial. Completing a challenge provided by the host can provide helpful hints and/or items. Accepting them and failing, however, results in a punishment.
5. This game has a roleplaying element. You are yourself (username), with amnesia. You can ask for information, perform actions, the whole shibang. However, large amounts of useless RP'ing (pointless character relationship development, conversations for no reason, boring things, spam, etc.) is not allowed nor encouraged. You will receive ONE (1) public warning before your Hope falls to Despair. Keep that in mind, learn from others.
6. I encourage plotting. While it is indeed important to preserve as much Hope as possible, you don't win if you fall to Despair. Be ready to sabotage and be sabotaged. Sometimes it isn't necessary, and sometimes it just might be.
7. Inactivity for more than two days without an alert to me via PM means your Hope is forfeit. Inactivity is purged, see?
8. Rules can be adapted at any time. Don't get too cozy.
Game Mechanics:
In this game, each player is "Hope." Their deaths are known as "falling to Despair." To win, at least one Hope must make it out of the facility without falling to Despair, though the more Hope, the better. There are a number of rooms, areas, paths, traps, beings, creatures, dead ends, and other elements with which the Hope must deal with to survive.
To progress, the Hope must find and complete the challenges of their location in order to move on. From the time of entering a location, their time limit begins. Upon discovering the challenge (which is always written in some form), the Hope learns of the time limit and conditions of completion. Time limits START upon entry and END upon completion. This should be remembered closely.
The Host is controlled by myself exclusively, and will at times interact with Hope in conversation (or taunts), offer challenges, or other things. The Host's words aren't always useful, nor always useless. It is entirely up to the Hope to decide how to interpret things.
Once per challenge, the Hope can call out to The Host in order to offer a sacrifice; one Hope can be voted on by the majority of the group (or in cases of two player groups, a body if you choose to fight) in order to instantly complete the challenge. It should be noted, doing this lowers your overall chances of winning, as the number of challenges and difficulties are unknown to any aside from The Host.
Amongst the Hope, there may (or may not) be Agents of Despair. These players work individually and will be unaware of each others' existence. Their job is to eliminate the Hope by any means necessary. This may include sabotaging challenges, tricking others into dangerous territory, or even straight up murder. The possibilities are endless. However, their information will be limited, and while immune to getting strikes, they can still be punished. Removing them can only benefit you, but you never know who they are....
Each Hope will also have what is known as their "Sanity Meter." The human psyche can only handle but so much stress before snapping. The sanity meter will be carefully maintained by myself, and will be viewable on the first page. The more it drops, the less stable the character. If a character's sanity drops to 0, that Hope temporarily loses control of their character until 10℅ of their sanity is restored. Other players can attempt to help speed up this process, or keep the sanity from dropping, but only if in their general proximity. Of course, an insane character could be an AoD, and it would help if they revealed themselves while in a break....
Follow both the rules of the game and the rules of each challenge. Breaking the rules is bad, and will only harm you overall.
I will be accepting up to twenty (20) players per game, with a minimum of eight (8). All games MUST have an even number of players, so if an account even number cannot be acquired once the minimum is acquired, the last sign up will be dropped, and have a reserved spot in the next round.[/B]
The objective of this game is to keep as much "Hope" as you possibly can. If you all fall into "Despair," then you lose.
You'll all start the game together, and as things progress, it is likely you'll be fractured into smaller and smaller groups. The rules do not change; preserve as much Hope as possible.
The goal is to exit the facility in which you find yourself locked in. Each area will be unique, and to progress you must either discover and complete the challenge(s) within, or sacrifice Hope. This will be explained later in the game mechanics.
Rules:
1. You can not attack "The Host." In the game, you will be contacted and met by one who calls themselves "The Host." This character may do as they like, when they like. Any aggressive actions towards them will instantly plunge your Hope to Despair.
2. No breaking things without permission. Anything broken in the game without permission will be met with punishment.
3. There are time limits to discover and complete challenges. If they are not completed within the time limit, all Hope in the challenge will be given a strike and have their time reset. Three strikes, and they meet Despair
4. The Host's challenges are optional, but beneficial. Completing a challenge provided by the host can provide helpful hints and/or items. Accepting them and failing, however, results in a punishment.
5. This game has a roleplaying element. You are yourself (username), with amnesia. You can ask for information, perform actions, the whole shibang. However, large amounts of useless RP'ing (pointless character relationship development, conversations for no reason, boring things, spam, etc.) is not allowed nor encouraged. You will receive ONE (1) public warning before your Hope falls to Despair. Keep that in mind, learn from others.
6. I encourage plotting. While it is indeed important to preserve as much Hope as possible, you don't win if you fall to Despair. Be ready to sabotage and be sabotaged. Sometimes it isn't necessary, and sometimes it just might be.
7. Inactivity for more than two days without an alert to me via PM means your Hope is forfeit. Inactivity is purged, see?
8. Rules can be adapted at any time. Don't get too cozy.
Game Mechanics:
In this game, each player is "Hope." Their deaths are known as "falling to Despair." To win, at least one Hope must make it out of the facility without falling to Despair, though the more Hope, the better. There are a number of rooms, areas, paths, traps, beings, creatures, dead ends, and other elements with which the Hope must deal with to survive.
To progress, the Hope must find and complete the challenges of their location in order to move on. From the time of entering a location, their time limit begins. Upon discovering the challenge (which is always written in some form), the Hope learns of the time limit and conditions of completion. Time limits START upon entry and END upon completion. This should be remembered closely.
The Host is controlled by myself exclusively, and will at times interact with Hope in conversation (or taunts), offer challenges, or other things. The Host's words aren't always useful, nor always useless. It is entirely up to the Hope to decide how to interpret things.
Once per challenge, the Hope can call out to The Host in order to offer a sacrifice; one Hope can be voted on by the majority of the group (or in cases of two player groups, a body if you choose to fight) in order to instantly complete the challenge. It should be noted, doing this lowers your overall chances of winning, as the number of challenges and difficulties are unknown to any aside from The Host.
Amongst the Hope, there may (or may not) be Agents of Despair. These players work individually and will be unaware of each others' existence. Their job is to eliminate the Hope by any means necessary. This may include sabotaging challenges, tricking others into dangerous territory, or even straight up murder. The possibilities are endless. However, their information will be limited, and while immune to getting strikes, they can still be punished. Removing them can only benefit you, but you never know who they are....
Each Hope will also have what is known as their "Sanity Meter." The human psyche can only handle but so much stress before snapping. The sanity meter will be carefully maintained by myself, and will be viewable on the first page. The more it drops, the less stable the character. If a character's sanity drops to 0, that Hope temporarily loses control of their character until 10℅ of their sanity is restored. Other players can attempt to help speed up this process, or keep the sanity from dropping, but only if in their general proximity. Of course, an insane character could be an AoD, and it would help if they revealed themselves while in a break....
Follow both the rules of the game and the rules of each challenge. Breaking the rules is bad, and will only harm you overall.
I will be accepting up to twenty (20) players per game, with a minimum of eight (8). All games MUST have an even number of players, so if an account even number cannot be acquired once the minimum is acquired, the last sign up will be dropped, and have a reserved spot in the next round.[/B]
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