PREMISE You will be spending three rounds going on adventures to build your statistics as a team. In the final round, you will choose a role based on the statistics you've managed to increase in order to take part in a fight against the Darkness.
The adventures and the final fight alike will play out before you in paper and cardboard; no one will actually be harmed.
STATISTICS PURITY - your ability to resist corruption and evil FAITH - your continued belief and hope in the face of trial COURAGE - your resolve and fortitude to take action even in the face of fear and danger MERCY - your ability to show kindness to others WISDOM - your capacity for good judgment
You will have an opportunity in each of the first three rounds to go on an adventure that can either increase or decrease two of your statistics up to two points each, depending on how you respond to the scenario you are presented.
In the final round, you will choose a role to take in fighting the Darkness; whether you are successful or not depends on if you have enough of the necessary statistics for that role.
LOCATIONS These are the places in which you may adventure. You must choose a different one in each of the first three rounds. ♦ explore the DUNGEON (tests your Purity and Courage) ♦ walk in the GRAVEYARD (tests your Mercy and Courage) ♦ carouse in the TAVERN (tests your Purity and Wisdom) ♦ attend class at the UNIVERSITY (tests your Purity and Faith) ♦ tend to the GARDENS (tests your Purity and Mercy) ♦ venture into the FOREST (tests your Faith and Courage) ♦ shop in the MARKET (tests your Faith and Mercy) ♦ study in the LIBRARY (tests your Faith and Wisdom) ♦ clean the BELLTOWER (tests your Courage and Wisdom) ♦ help in the CLINIC (tests your Mercy and Wisdom)
GAMEPLAY In rounds one through three, you start by choosing a place to adventure--keeping in mind you cannot adventure in the same place twice. You will be presented with a scenario to which you must respond. Acting with the virtues needed for a situation will increase your likelihood of a good outcome, as will thoughtfulness and creativity.
In the final round, you will pick from a list of ten roles and explain how you will fight the Darkness in that role. Depending on your statistics, choice of role, and explanation, you can receive bonus points here.
WIN CONDITIONS The teams with the most accumulated points (total statistic points plus the bonus from the final round) win the game.
BONUS RESULTS If enough teams raise their statistics enough to successfully fight the Darkness, it will be defeated, and something nice may happen...
Nor can I offer you a name in return, as I do not know what to call me myself. [A brief smile of apology.] Though it is a pleasure to meet you all the same, Spider.
You decide to go on an adventure in the deep, dark forest. It truly is deep and dark, and in no time at all you are lost. Maybe you should have been paying attention more attention in class on the day they went over spooky forests? You're getting tired by the time a sinister witch appears out of the darkness and are hardly in any condition to fight. Fortunately for you, all she wants is for you to help walk her and her injured werewolf friend back to her cottage so that she can tend to his wounds. However, she is very spooky and sinister, and her werewolf friend, although injured, looks like he could deliver a mean bite. Still, she says she'll help you with directions if you help her out too...
Should we go with courage again? If you're scared of your enemy, you're not actually going to get further. It might not be a bad stat to at least focus on a little, especially since there are a bunch of places with courage.
Cleaning the city's belltower is hard work, but someone has to do it; who wants the local bells to be muffled by dust and grime? You comfort yourself with this thought as you attend to your task, and soon enough you're nearly done. You're at the top of the tower, finishing up the job, when strange noises draw your attention. Ectoplasm dripping down the bell confirms what you suspected: the legend that claims this belltower is haunted is no legend after all, but the truth. An eerie wailing picks up like a terrible wind, and a chill runs down your spine...
An ominous ghost is fast approaching. How will you escape the belltower alive, and maybe also finish your job?
The Darkness is upon you; there's no more time for adventures or preparation. Choose a role and explain how you use the statistics you've developed to carry it out.
The roles available are PALADIN (requires high Purity and Faith), BERSERKER (requires high Faith and Courage), MESSENGER (requires high Courage and Mercy), HEALER (requires high Mercy and Wisdom), SUMMONER (requires high Wisdom and Purity), KNIGHT (requires high Purity and Courage), GENERAL (requires high Courage and Wisdom), TACTICIAN (requires high Wisdom and Faith), BARD (requires high Faith and Mercy), and SCOUT (requires high Purity and Mercy).
A tactician will still be aided by courage; hesitation may well ruin a battle that could have been won with swift action. Mercy he will need rarely, yet when he stands before a city that holds healers and children, it will do him well to remember it.
Faith however and wisdom will be his greatest aides, to believe in the strength of his plans and that of those who fight his plans; and wisdom to know the boundaries of that, and to utilize right what power he has at his hands.
INSTRUCTIONS
You will be spending three rounds going on adventures to build your statistics as a team. In the final round, you will choose a role based on the statistics you've managed to increase in order to take part in a fight against the Darkness.
The adventures and the final fight alike will play out before you in paper and cardboard; no one will actually be harmed.
STATISTICS
PURITY - your ability to resist corruption and evil
FAITH - your continued belief and hope in the face of trial
COURAGE - your resolve and fortitude to take action even in the face of fear and danger
MERCY - your ability to show kindness to others
WISDOM - your capacity for good judgment
You will have an opportunity in each of the first three rounds to go on an adventure that can either increase or decrease two of your statistics up to two points each, depending on how you respond to the scenario you are presented.
In the final round, you will choose a role to take in fighting the Darkness; whether you are successful or not depends on if you have enough of the necessary statistics for that role.
LOCATIONS
These are the places in which you may adventure. You must choose a different one in each of the first three rounds.
♦ explore the DUNGEON (tests your Purity and Courage)
♦ walk in the GRAVEYARD (tests your Mercy and Courage)
♦ carouse in the TAVERN (tests your Purity and Wisdom)
♦ attend class at the UNIVERSITY (tests your Purity and Faith)
♦ tend to the GARDENS (tests your Purity and Mercy)
♦ venture into the FOREST (tests your Faith and Courage)
♦ shop in the MARKET (tests your Faith and Mercy)
♦ study in the LIBRARY (tests your Faith and Wisdom)
♦ clean the BELLTOWER (tests your Courage and Wisdom)
♦ help in the CLINIC (tests your Mercy and Wisdom)
GAMEPLAY
In rounds one through three, you start by choosing a place to adventure--keeping in mind you cannot adventure in the same place twice. You will be presented with a scenario to which you must respond. Acting with the virtues needed for a situation will increase your likelihood of a good outcome, as will thoughtfulness and creativity.
In the final round, you will pick from a list of ten roles and explain how you will fight the Darkness in that role. Depending on your statistics, choice of role, and explanation, you can receive bonus points here.
WIN CONDITIONS
The teams with the most accumulated points (total statistic points plus the bonus from the final round) win the game.
BONUS RESULTS
If enough teams raise their statistics enough to successfully fight the Darkness, it will be defeated, and something nice may happen...
ROUND ONE
DISCUSSION
Re: DISCUSSION
I'm Spider, by the way.
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Nor can I offer you a name in return, as I do not know what to call me myself. [A brief smile of apology.] Though it is a pleasure to meet you all the same, Spider.
Shall we begin?
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CHOOSE YOUR ADVENTURE
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Lost in the deep dark woods, what do you do?
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ROUND TWO
DISCUSSION
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Should we go with courage again? If you're scared of your enemy, you're not actually going to get further. It might not be a bad stat to at least focus on a little, especially since there are a bunch of places with courage.
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CHOOSE YOUR ADVENTURE
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An ominous ghost is fast approaching. How will you escape the belltower alive, and maybe also finish your job?
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ROUND THREE
DISCUSSION
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CHOOSE YOUR ADVENTURE
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ROUND FOUR
The roles available are PALADIN (requires high Purity and Faith), BERSERKER (requires high Faith and Courage), MESSENGER (requires high Courage and Mercy), HEALER (requires high Mercy and Wisdom), SUMMONER (requires high Wisdom and Purity), KNIGHT (requires high Purity and Courage), GENERAL (requires high Courage and Wisdom), TACTICIAN (requires high Wisdom and Faith), BARD (requires high Faith and Mercy), and SCOUT (requires high Purity and Mercy).
DISCUSSION
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CHOOSE YOUR ROLE
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A tactician will still be aided by courage; hesitation may well ruin a battle that could have been won with swift action. Mercy he will need rarely, yet when he stands before a city that holds healers and children, it will do him well to remember it.
Faith however and wisdom will be his greatest aides, to believe in the strength of his plans and that of those who fight his plans; and wisdom to know the boundaries of that, and to utilize right what power he has at his hands.
Re: CHOOSE YOUR ROLE