by quiche cat! » Tue May 22, 2018 3:57 pm
tldr: players go through a maze of rooms that they must escape in a certain amount of time. this roleplay is chance- and option-based; my character, the overseer, will present a few options to the players in order to progress. players must decide on one of the options (majority rules, if players are in a group). example: player(s) are in a hallway and there is a dead-end with three doors labeled A, B, and C. therefore, there will be three options presented to the players, and they must choose one option (one door). players will be punished for breaking rules or not escaping rooms in allotted time.
i'm just going to spit out a bunch of random brainstorming stuff, so this will be super unorganized. but please, if you're interested, feel free to message me about it!
5 (or 6) teens/young adults are kidnapped (or voluntarily go?) and taken to a sketchy, underground building. when they wake up, they're surrounded by doors lining the walls. this is the beginning of their chance-based escape. they could each be wearing a certain color earring that they can't remove?? or a lock that needs a key? they can decide which door to go through, but it's pitch black on the other side of all of them, so any door seems unappealing. in the center of the room is a stone with a rule etched onto it: "only one door may be open at any given time." whether or not they decide to abide by this rule will be up to them. they may split into groups, pairs, or singles if they so choose. to start, either pairings/groups will be pre-determined or everyone will have to choose their own door. once everyone is through a door, it will automatically shut behind them. this is where their escape begins. the building is an elaborate array of hallways, staircases, elevators, doors, rooms, windows, etc. each player has a hologram device inserted into their wrists that, when twisted towards the ceiling, will display the path that they—and only they—have taken. this can be helpful when deciding how to get through the maze, and to make sure that there is a slow progression forward, not backward. other players may see this, so it can be used at their advantage when splitting up and recombining. when players split up, roleplaying will be taken to separate topics so that other players are unaware of what is happening. this will make it realistic, in the case that different groups go through the same room. behind any door could be anything you could possibly imagine, from quicksand to overflowing water. players have a limited amount of time—their wrists will display clocks right on their skin, as opposed to the holographic map display—to solve the puzzle (or complete whatever task is given to them) to get out of the room. my character will be the overseer, and may be present in body or voice in any place, at any given time. listening is crucial to survival and will lead players to the KEY to their escape. back to the maps, each player will be private messaged updated versions of their personal maps, which may be linked in the main thread to show the other players (only used when everyone is together). certain paths may lead groups back to each other on purpose. information may be exchanged at these "checkpoints". your map can only display where you've traveled; being told what's in a certain room, and where that room is, will not cause your map to update. your body is a beacon and must enter and exit the room itself.
i will obviously need time, and plenty of help, to flesh out the various rooms and the master map itself. i will also have to work on the actual POINT of the roleplay (why were they captured and placed in this "game"?), which may take some time... unless i decide that, alas, there is no point and my character just wanted to have some fun with their wealth and connections. if there is any interest whatsoever, please let me know! since i will not be apart of this roleplay, there will be 5 or 6 slots for players. i ask that players remain active, as the progression of the game relies solely on each and every member. taking breaks is acceptable, but warnings are required. if, at any point, a player wishes to drop out, i will take the appropriate measures to remove the player in the roleplay, so there is no pressure if you aren't enjoying it and want to quit! keep in mind that cheating is a no-no, so it will be frowned upon for you to look at another group's roleplay thread for clues or hints on which rooms to avoid, or for the correct choices to escape certain rooms.
i will have a "room introduction" post that describes everything in each room that players enter. i will also be giving prompts for decision-making, in which players can discuss amongst themselves IN THE ROLEPLAY, not pm's, before giving a final decision: "_____ (option that you choose). final decision." kind of like a game show! basic rules will be in starting room, and will be stored in wrist hologram; touch wrist and instead of a map or clock, rules will display. touch again to close. additional rules will be added and removed as necessary once rooms are entered and exited, but will be spoken or written down for players to read, as well, to make it fair.
if you're interested in this, but would rather be some sort of spectator or moderator (or not apart of the roleplay at all), please let me know! i'm always open to people wanting to help me with plots, but keep in mind that you may NOT be a player if you help out—unless you just give me random ideas, which i may use to help create certain rooms, and in which case you may still be in the roleplay because i did not finalize anything with you. as for decision-making, POSTS DO NOT NEED TO BE LONG, but it will be semi lit/lit! if players can get their point across with a few sentences, so be it! if players need a paragraph or more, so be it! all i ask is that, in the first case, the post is relevant and necessary. if all you're doing is walking to the other side of the room, save it for your next post when you're responding to someone or something, or helping to make a decision. actually, all players must say "_____. final decision." in case of disagreement, majority rules. effects of the decision will be described by me, and players may continue this back-and-forth until room is escaped. punishment will ensue if not escaped in allotted time.