Hear ye! Hear ye! Gather around my children!!!
The Land of MiddleSPearth wasn't always the peacful kingdom it is today. Once a chaotic realm terrorized by creatures and rogues alike, it was only through the divine intervention of Lord Stone Utheridge III that the land was quelled of its demons. Unfortunately, those very same demons decided on revenge for the abrupt extermination of their race, and began a long-standing vendetta against the Utheridge Family. Lord Stone shortly died from an assault that lasted two and a half years, but not before siring an heir: Lady Camila the Faire.
But the forces of evil were already one step ahead.
The maniacal House of Thorne had, using their vast contacts with the demonic underworld, to manipulate and seduce Lord Stone into siring an illegitimate child: Rosie the Redd, who quickly ascended the Utheridge throne without question. Ruling the land with an iron fist, Rosie earned her moniker through the use of deadly force, quelling future uprisings by painting the land as Red as can be. In addition, the caravan containing Camila the Faire's carriage was sabotaged and sent tumbling into the deepest depths of The Bin. Cursed with amnesia, she would no longer be capable of contesting Rosie's absolute rule.
Until today.
Legends speak of a Pilgrimage that could grant the very same divine powers that allowed Lord Stone to cleanse the land once. A few still dedicated knights who believe Camila to be the true ruler of MiddleSPearth have thus banded together in order to accomplish this feat that would require them to traverse the land in its entirety. But who's to say that Rosie the Redd hasn't already made her move?
This is a chronicle of that Pilgrimage. A tale of the brave men and women who risk their lives for the right to rule the land. This is a story about the...
Knights of Cami-lot
A Thorne on Rosie's Side
A Thorne on Rosie's Side
Introduction
Welcome to the Knights of Cami-lot: a game of deduction, deceit, and intrigue. KoC is a 5-10 player game that gives every opportunity to screw people over, all the while making sure your own ass is covered behind the scenes. Players take on the role of the eponymous Cami-lot Knights AKA Lady Camila's ragtag bunch of do-gooders, as they try to journey across the land performing acts of virtue. Amidst Camila's ranks however are the Crimson Spies AKA Lady Rosie's Thorneguard, who have been sent along to covertly try and sow some discord and dissuade the Knights from completely fulfilling their missions.
So what IS KoC?
Cami's Knights have taken on Rosie the Redd's challenge on what is called The Legendary Pilgrimage. They must traverse the land of MiddleSPearth and visit 5 shrines spread across the continent to conduct a ritual within them. Each shrine will have require only a certain number of people to enter to make the proper offering to succeed. If the Knights are able to cooperate successfully and visit 3 of the 5 shrines, then they have won their Quest of Virtue. However, it only takes one Spy to spoil the party and if the Pilgrimage ends without 3 successful visits then Rosie's forces have won and Camila's birthright will be considered null and void.
This game is actually a medieval retheming of The Resistance, an election party/card game about an uninformed majority going against an informed minority. Doesn't that sound familiar? Yes, like Rabbit Doubt and SP Mafia before it, this game is all about voting the right people before time runs out for everyone. There are some key differences though...
- Nobody ever dies. There are no Mafia Nights and Clueless Days in this game that would goad people into lynching some hapless nobody out of pure chance. There are also no lynching and killing actions available. If you hate or distrust someone in this game, you can't just get rid of them in the next turn. They are stuck with you and you to them till the endgame.
- Information is constant and logical, and a result of your own actions. You can easily learn something from each other even at the starting phases of the game. This makes for much more interesting and sensible deductions, but at the same time gives more flexibility in deception.
One can say that this is a more intelligent take on the Mafia genre. As knights travelling together, equally assuming all of you are good, there is simply no room for blatant and immediate betrayal or death. You will all have to work together and surpass each other's faults if you want to succeed.
The Roles / Role PMs
Unlike Mafia, there are no special roles. Well, there kinda are but more on that later... At its most basic setup, KoC has only 2 sides:
Cami-lot Knights - The virtuous dudes. They follow a code of camarraderie and trust. When on a mission, their efforts will always point to SUCCESS.
Knight PM (Click to Show)
Rosie's Crimson Spies - A covert squad of devious bastards who can change the outcome of any event. When on a mission, their efforts can point to FAILURE or SUCCESS.
Spy PM (Click to Show)
Unlocked after 1st playthrough. A 100-year old hermit who knows all and sees all. (Click to Show)
Unlocked after 1st playthrough. A highly-influential but ruthless bandit, and loyal right hand man of Rosie's court. (Click to Show)
Unlocked after 2nd playthrough. A snake oil salesman who decides to tag along and see the world. (Click to Show)
Unlocked after 2nd playthrough. A duplicitous gypsy, adept in the magical arts but carries a sadistic streak. (Click to Show)
??? - Unlocked after 3rd playthrough. Only available in 10-player games. An enigmatic trickster who's goals remain unclear.
??? - Unlocked after 3rd playthrough. Only available in 10-player games. An unfathomable evil that may be behind this mess.
??? - Unlocked if all other characters are unlocked. *WARNING* This role is broken. A disturbed hero with problems of his own.
How Do I Play?
Camila's Knights are a Democratic Party. They can each become a Leader at one point, and can make decisions that the majority have to agree on to execute. If they cannot come to an agreement, a new Leader steps up. These are basically what happens every Stage:
1) Leader Election
2) Assigning a Team for The Mission
3) Approving the Team for The Mission
4) Doing the Mission
Leader Election
This phase is automatic. When the previous Stage or Mission Assignment Phase ends, the "Leader" of the Knights will be the next one on the list of signed-up names. The very first Leader of the very first mission/stage will always be random.
Assigning a Team
Every mission/shrine encountered will require a certain number of Knights to participate. As the Leader, he has the ability to nominate an x number of members to go do the Mission/Shrine (x will be provided by me during the Stages themselves). As Leader, he also has a right to nominate himself to join that mission team. The Leader MUST nominate a team before any further discussion can take place.
Approving the Team
After the Leader has made his choice, the rest of the Knights will have to vote on it openly in public by posting with #approve team or #disapprove team. The team is approved if the majority agree. If the votes tally into a tie, that is the equivalent of a disapproval. You cannot change your vote or unvote once you've made your choice. If a team is disapproved, then a new leader is elected and obviously the next step is skipped...
Doing the Mission
At this point, those who the Leader chose will go on the assigned mission. The team members will PM me one of two choices: Mission SUCCESS or Mission FAIL. Knights are absolutely virtuous, so they do not need to PM me. They will have an automatic success. Spies however, can choose and will thus have to PM me. Unless explained, a Mission only needs to have ONE Failure to absolutely fail.
***NOTE: I will always release the results of a mission at least 12 hours after the mission is approved. This is to prevent people from saying "oh...the mission passed right away, everyone must be knights!" If I don't get a PM in at least 12 hours, I will assume it is an auto-success unless there really is a Spy and the Knights win it in that Mission if I don't fail it. Don't worry I'll be reminding everyone of this time limit in the game itself when it starts.
Leader Election (Next Round/Stage)
When a Mission is over or when a Leader's Party is disapproved, Leadership is passed on to the next person in the list. Rinse and Repeat.
If it is still confusing, there is a video of the game as it is played with cards. This however does not include the Special Roles I have set up. It still explains away some of the frustrations:
How To Play (Click to Show)
Endgame
There are 3 ways the game can end:
a) The Knights successfully complete 3 out of the 5 Missions. The KNIGHTS WIN!
b) The Knights fail 3 out of the 5 Missions or the Knights are unable to successfully complete 3 Missions. The SPIES WIN!
c) Team Assignment is disapproved five times. Because Leadership issues have proven that the Knights have failed to be capable of making proper decisions, effectively dissolving them, SPIES WIN!***
***However to prevent this cheap win condition from happening, it has been suggested that the 5th Leader's Team will ALWAYS be approved no matter what. Would like to hear your thoughts on this, guys.
***UPDATE: This is no longer an auto-lose. 5th Leader Picks will be auto-success.
General Rules
1) Play to your win condition. Do not ultimately betray the Knights if you are a Knight yourself. Do not ultimately help the Knights if you are a Spy.
2) With the exception of messages from me, the public sharing of ANY private conversation outside of this thread in any shape or form is perfectly legal and without penalty.
3) This is not an RP. There's no need to act like you're really into the role. The flavor text is nothing more than to just getting the players in th