+ T H I R T Y D A Y S +
BY LYSIS LAMBDA
- APRIL 15TH 2012 -
“Thirty days hath September
April, June, and November
Of twenty-eight there is but one
And all the rest have thirty-one” YOU are lost in the wilderness, with a few strangers whom you have just met. You are all average people who have, up until this day, lived relatively normal lives. None of you are prepared for or suited to surviving in the wild, without the aid of civilization, but you will all have to make do.
THERE is something about this place. Something strange, something mystical, something...wonderful? You become entranced by it, drawn into the thrall of its mystery. You want to know its secrets and you want to keep those secrets for yourself. You look around at the strangers around you and wonder if they feel the same.
CRISIS lurks around every corner, hides behind every rock and tree, waits under every shadow. You never know when it might come for you next. You can't survive out here alone. You will have to abide these strangers, perhaps even befriend them, in order to get through alive.
SURVIVAL is your primary goal. You don't know how long it will be before you will be rescued, or if anybody will ever find you at all. You just have to sustain yourself, day by day, hour after hour. You feel that if you can survive for a whole month, you can survive indefinitely. What can possibly stop you then?
FOR some reason you have that ancient rhyme stuck in your head. How does that go again? Thirty days hath September...
Welcome to the discussion thread for my next roleplay,
Thirty Days. The tentative start date for this is April 15th but that's not set in stone. Now, this roleplay is going to be a bit different than anything that's been done in the VCR or BA before. First of all, the "thirty days" in the name are literal. This roleplay will last exactly thirty days, both here in the real world and inside the story as well, with each real day corresponding to one day in the story.
Because of this time constraint, it is important that everybody participating post regularly. Missing even a single day in the real world means you also miss an entire day within the story and that can have catastrophic consequences for your character. If something happens and you aren't around to indicate your character's response, well, your character is not going to be able to respond at all.
Along with this rule, the other thing that makes this roleplay different from most forum roleplays is that it will be competitive, rather than collaborative. That's not to say that you won't be cooperating with the other players—ultimately, whether you cooperate or not is up to you, but it will be difficult to get along without at least some cooperation.
What it does mean is that you will be trying to meet certain goals ahead of the other players and at the end there will be a definitive winner. The winner will be whoever ends up with the most points after thirty days, which I will be keeping track of. It also means that, similar to traditional pen-and-paper roleplaying games, there will be a gamemaster (yours truly) in charge of the game environment.
I will use various means (including a pair of six-sided dice and my own whimsical discretion) to arbitrate actions and decisions in the game whenever there might be a conflict with either another character or with the environment. This doesn't mean you have to check with me whenever you do anything, of course. Only whenever an agreement is required (two characters come into conflict) or when the action you are taking would result in a change in the environment (which I control).
As I am in charge of the setting and environment, I will describe the scenery whenever it changes. You are free to build upon the general descriptions I give you, of course, to a reasonable degree. However, if your character enters a new location, searches inside of something, or examines something closely, or other such things which would require detailed descriptions, I will be dictating those.
Your characters will have six general traits, which should be mostly self-explanatory. These traits will range somewhere between 0 and 10, with 5 being average. Anything below 4 is detrimental and anything above 6 is out of the ordinary. Your character will also have two special attributes, their attack specialty and their defense specialty. I will explain character creation in more detail later on.
In the game, you will have various goals to achieve within the thirty days you are given. You will have to figure out how to achieve these goals yourself. The primary goal is
Survival. How many points you earn for your survival depends on your lowest ability trait (because overcoming your hardships is more meaningful the more difficulty you have) and how many other people survive with you (in order to promote cooperation). You only score survival points if you are alive at the end of the thirtieth day.
You will also be collecting various items hidden in the world. There are four kinds of collectables, which all score differently.
Relics are small, simple objects which hold a strange allure. At the beginning of the game, each character will be assigned a relic but they will not know what it is until they see it. Only the character to whom that relic is assigned will notice the relic when they see it—it will be revealed to them and they will be attracted to it.
Relics are worth points to whoever holds them at the end of the thirtieth day. However—they are only worth
half as much to the character that the relic is revealed to. To everybody else, they are worth twice as much. They are also worth more the more relics overall you possess.
Artifacts are similar to relics, except that they are not revealed to anybody and they score differently. Artifacts have four score levels, depending on how well they are hidden and how easy they are to find. If they are described in general descriptions without any searching being required, they are worth the least points. If they are only discovered after some very specific searching, they are worth the most. You will not know which objects are artifacts until you score them at the end of the game. Various clues and hints might help you along the way to determining what's valuable and what's junk.
Then there are
Mementos. Every character, at the beginning of the game, will be given, in secret, five
provisions. Some of these objects might be useful, others not so much. One of them, however, is a memento—you will not know which one. Mementos are worth nothing to the person who holds it at the beginning of the game. To anybody else, they are worth a number of points related to the initial owner's ability to defend themself.
Lastly there's
Chronicles, which are small bits of information you will learn if you explore the world enough. Unlike the other collectables in the game, chronicles can be possessed and therefore scored by more than one character. Anybody who learns the chronicle knows it and therefore will score for it. Each chronicle you learn after the first is worth as much as the previous two combined (with the exception of the first two, worth 1 and 2 points respectively).
Of particular interest is that you do not have to be alive in order to possess any of these collectables. If your relics, artifacts, and mementos are still on your body or close enough to be considered in your ownership at the end of the game you will score for them, as well as any chronicles you learned before you died (which, incidentally, are the only things which cannot be stolen from you or otherwise lost). This means a character who is dead could potentially still win the game.
Now you might be wondering how the characters can die. Throughout the game there will be two kinds of
Crises—various
Calamities and, potentially, perhaps even a
Catastrophe or two. Calamities happen to individual characters and catastrophes happen to everybody all at once. I will check every night to see if either occurs—this is decided randomly but various things, such as missing important deadlines, can increase your odds.
If either calamity or catastrophe happen, they will occur the following day. The affected characters will have to figure out how to overcome and survive the crisis. If they survive they will be rewarded by being able to increase one of their ability traits. If they do not survive, their chances at suffering from further crises increases and they have a slim chance of dying right then and there.
After thirty days, the survivors are rescued and the game ends. I add up the scores and reveal the winner.
Now remember, this roleplay is very experimental. We will be figuring it out together as we go along and the rules will be subject to changing without much notice. If you're still interested, here's how you make your character:
You will have to pick six ability traits, three physical ones and three mental ones. What they represent is mostly self-explanatory. Strength represents how strong, physically, your character is. Speed represents how quickly they can move. Dexterity represents how skilled they are with their hands.
Intelligence represents how smart your character is, in the intellectual and academic sense—how much information and knowledge your character has. Creativity represents how good they are at figuring things out, solving puzzles and problems. Charisma represents their force of personality, how convincing, intimidating, or persuasive they are.
All six of your ability traits start at 4, which is just under average. You will have 10 points to spend as you wish. Remember that 5 is average, 6 is just above average, 7 is skillful, 8 is expert, 9 is masterful, and 10 is practically superhuman—the best there possibly is.
Taking speed for example, 6 would be someone who jogs regularly, 7 would be someone who is on the track team, 8 would be the fastest member of that track team and possibly the fastest runner in the area, a 9 in speed would be someone who runs for a living and regularly wins national races, and a 10 in speed would be a record-breaking Olympic runner.
In the other direction, 4 is someone who hasn't had a good run in a while, 3 is someone who is somewhat out of shape, 2 is someone who could be outrun by almost everybody, 1 is using a cane, and 0 can't move their legs at all. Now, you can reduce your traits below 4 if you want to spend them elsewhere, but remember that it will severely affect your character's abilities (although it will also increase their survival value—how many points they get for surviving).
Once you have finished assigning these points, you will pick an attack and defense specialty. These can be any of your ability traits. The idea is that your attack/defense specialty is the trait you primarily use when attacking/defending. After all, when two people get in a fight, it's not always the stronger one who wins. It can also be the faster one, or the smarter one, or the more intimidating one. I suggest you pick from your highest traits. Your attack and defense specialties can both use the same trait.
A final note about characters: they are average, everyday individuals from the modern world. The roleplay begins with them going about their regular lives on the morning of August 31st, 2012, and boarding an airplane at Sea-Tac Airport headed for Tokyo. (Their business is yours to decide—perhaps they're going on vacation?) I will not accept any elves or wizards, only ordinary human beings.
When you have completed your character, post it in this thread. If all criteria are met I will add the character to the game, otherwise I will explain what issues need to be worked on. I am looking for at least five characters and will probably not accept more than eight. Use this thread for general discussion as well, and for asking any questions you might have.
I think that's everything for now.