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Old 07-01-11, 05:25 PM   #585
Onkel Neal
Born to Run Silent
 
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Join Date: Jan 1997
Location: Cougar Trap, Texas
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Ok, here are the game notes I created before the game began:

Game NOTES and PLOT

Game consists of two groups, Brits in HMS Terrific, and Germans in Castle Collinswood. The roleplaying should begin along military lines, the dynamic of humans and werewolves should eventually supersede this and make the game more interesting--different players will react differently and some will be more and less likely to shed the Brit/German tags and play for survival.

Castle Collinswood is a ruins castle located in remote section of Finland.. HMS Terrific, after taking a pasting by Luftwaffe, sneaks in for repairs. They are surprised to find Germans, the Brits are taken prisoner. Germans keep them in a POW camp outside the walls of the castle.
Other setting elements: a path leads to a nunnery. Be sure to point out in the opening dialogue that only one man is allowed leave at a time. Some will be drawn to the nunnery like moths.

The Lighthouse is a ruin, the stair and floors have been destroyed by a fire from years ago. There will be a hidden chamber in the Lighthouse where Sailor Steve is hiding.
Interrogation dungeon, only one player can be locked here at a time, the Germans decide who, and the prisoner is safe from attack. It can be an enemy player (Brit) or a German player whom the other Germans are suspicious of.

During the Night, the Captain can choose one member of his crew to "escape"explore the area.

Tunnel is dark and blocked by debris. A player may clean it and gain safe passage to the lighthouse ruin.

Minefield has eight zones, four of which are safe, A, B, D, & F.

The woods are dangerous, but a player may venture through them one time.

Players cannot swim or fashion small boats to skirt the coast, the currents are too treacherous.



Plot Triggers:
· Dark spot in the woods: deep ravine, anyone who investigates is injured. He will awaken back at the castle wall, without knowing how he got there and cannot move around after being rescued. After the rescue, he becomes a secret werewolf and can move at night to kill.

· Any player who goes to the nunnery, stays at the nunnery and is safe for one day/night cycle. He is told in PM, none of the other players knows what happened to him -- he cannot post until the Narrator instructs him he has returned. He returns after one day/night cycle. If he is a werewolf, the sisters purge him of his evil power. He returns to the outpost with a scar 666 on his forehead. He can profess he is no longer a werewolf, if anyone will believe him.

· Minefield has eight zones, four of which are safe, A, B, D, & F. First player to go into the minefield through a non-safe zone is blown up, dead. After this, any other players any zones, no harm.

· Hidden man, cameo by Sailor Steve, in the Lighthouse. Basically, he will be an Easter egg, a man hiding in a narrow room in the lighthouse, surviving on honey, a pet sea gull that brings him fish, or something, maybe he stored a month's worth of salt beef and dry tack, and he can collect rain water, yadda yadda. He was staying in the castle alone until the Germans arrived. If a player finds him, Steve will post in the game thread with Official Discovery: Hello, I am will Tiresias. He will tell him where he can find a talisman that will protect him from werewolves (immunity). He can find it in the Widow's Den, beneath the 13th paving stone from the hollowed drinking scupper (or something). Steve will suggest the player climb over to the next nook and get a map of the minefield zones so he will know which zones are safe to cross. When the player does this, then Steve has disappeared and his part in the game is over. The player will likely go back to the castle and collect the talisman. A human with the talisman can fend off werewolf attacks. He can give the talisman to another player, but he must post in the game thread "I have the talisman and I "may" or may not give it to another player. Then he must PM the Narrator and the receiving player that he is transferring the talisman. Once he gives it, the other player may elect to keep it from then on. Only way you can lose the talisman is by being lynched. If you are lynched, the talisman goes to the first person who voted to lynch you. If a werewolf gains the talisman, he can keep it and prevent the humans from having this advantage.


Clues
Explore the chapel and you find a fragment of a journal, written by the lighthouse man, saying things about the island, "... and now the Germans have come, like the Teutonic knights, and the Vikings before them. The island will work its dark magic on them, and there will be blood and death. I must retreat to the only sanctuary there is on this island (lighthouse) and wait it out."

A Royal Navy tattoo on a werewolf game image


Red herrings:
The White Sands Beach is just a pretty place to chill, you can be killed there same as anywhere else.
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