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Fancy Monkey
12-14-07, 12:19 PM
Take a deep breath. They're long, but there's a reason we're posting them 2+ weeks before the game actually starts. Feel free to use this thread to post any questions you might have. -- FM

I. Overview of Murder Mystery Theatre

Murder Mystery Theatre: Murder on Craphole Island is both a game and a play. Forum members sign up to portray various Lost characters as these characters set out to investigate an island murder, all while doing their best to keep their own secrets from being revealed.

II. Object of the Game, Times Two

Since this is both a game and a play, there are two simultaneous “Objects of the Game.” The object of the “game” element of MMT:MOCI is to be the first player to correctly identify the murderer before the raft sails. The object of the “play” element is to be the player whose portrayal of their character is deemed the best by those who have been watching.

At the end of the game, there will be two awards handed out: Champion Investigator, and Best Actor. The winners of each of these awards are considered the official winners of the game.

The Champion Investigator will be the player (or team) who first successfully accuses the actual murderer, before the raft launches. In order to levy a successful accusation, you will need to conduct an investigation by moving around the Island gathering clues, and eliminating other characters from your list of possible suspects until only one suspect remains. If no one brings a successful accusation before the raft launches, the murderer will be declared the Champion Investigator.

The Best Actor will be the player (or team) who most successfully takes on the persona of the character they play for the duration of the game, regardless of the success (or lack thereof) of their investigation. This Award will be voted on by other players, narrators, organizers, and the peanut gallery, after the game is over.

III. General Rules of Play / Conduct

Before we come to discussion of the specific rules for how to play MMT:MOCI, there are a few general rules to keep in mind.

A. Obey forum rules

Always, no matter what else happens, players are expected to obey forum rules. No game play rule supersedes your responsibility to be a good forum citizen, and if any player runs afoul of the real law, the organizers of this game will have no sympathy and promise no accommodations.

B. Narrators' decisions are final

The decisions of the narrators and organizers of the game are final. Any dispute over any ruling should be taken up via PM, rather than via threadjack.

C. Continuity between Lost and this story

The events of MMT:MOCI take place on the Lost Island, but are not intended to synch up with the actual Lost experience*. Consider the universe of this game to be a creative reimagining of the Lost world, which is essentially the same in character, though it may differ in some of the details. For example, in this story, Bernard never went to the bathroom at the back of the plane, and so crashed with the Fuselagers right from the beginning.

In other words, treat this as Craphole Island, but don’t get your panties in a bunch if the events of the island don’t match up exactly with what was seen on the show, and don’t bother studying timelines or maps to point out our inconsistencies.

*Nor with the actual “Lost Experience,” copyright NeillT006.

IV. Rules of the Game

A. Characters

Everyone who signs up to play the game will be portraying a character. There are sixteen character roles in this story, including the murderer and the victim, and you may play a character individually, or in a team. For the purposes of this game, the word “player” refers to the Lost-TV forum member who signs up to play, and the word “character” refers to the role they have taken on within the fictional MMT:MOCI universe.

Once everyone has signed up (either individually or in teams) and stated their preferred character to portray, all character roles will be assigned. We will do our best to honor your preferences and generally respect first-come-first-served signups, but we make no guarantees that you will get to play the part that is your first choice. If 12 people want to play Hurley but no one wants to play Bernard, that’s going to be a problem.

Note on playing as a team: It is allowed, and even encouraged, for you to play on a team (preferably 2-3 people per team, depending on how many people sign up). If you play as a team, you must make your decisions together and communicate them as a unit. This is a great option for people who really want to play but aren’t sure they’ll have time to do well on their own. If you can team up with someone whose time on the forum is somewhat different than yours, all the better!

1. Dossiers

Once you’ve been assigned your character, you will receive a dossier listing all pertinent information that you need to know about your character for the purpose of this game. Public versions of the dossiers, with all confidential information blacked out, are currently available in the signup thread.

2. Secrets and Alibis

Included in each dossier will be your character’s Official Secret. Each character has a secret that they do not want anyone else on the island to find out. For one of the 16 characters, that secret is that they did, in fact, commit this murder, but for everyone else, your secret is inextricably linked to your Alibi, which will also be provided in each dossier. Your character is highly motivated to do everything he or she can to keep their secret just that. They would even rather remain suspects in a murder investigation than let these dangerous secrets out.

3. Stuff

Each character possesses a set amount of “stuff” that can aid in their investigation. “Stuff” items are:

a. Bamboo Torture Sticks

Each player has one set of Bamboo Torture Sticks which can be used in certain situations to forcibly acquire information from another character. These sticks, once used, must be discarded, so this advantage can only be used once. (More information about how and when these interrogations take place below.)

b. Tail

Each character has a special “Tail” which enables them to secretly track the movements of another character for one full day. (More on movement around the island below.) Like the Bamboo Torture Sticks, the Tail may only be used at one point during the game, and only under certain circumstances.

c. Player’s Choice Item

As soon as you are assigned your character, each player (or team) will get to choose one of three helpful items to carry with them throughout the game: either the Sickness Antidote, Smokie Repellant, or Others Camouflage. Each of these items will help to shield you from one potentially dangerous Island force which could derail your investigation, but each character may carry only one such item, and you may not trade your item in once you have chosen it.

B. Clues

Each innocent character has a deep, dark secret he or she does not want exposed, which is directly linked to his or her alibi. It follows, then, that if you discover someone else’s deep, dark secret, you discover their alibi, and thus, can cross them off your list of Suspects. Each alibi can be corroborated by one and only one clue hidden somewhere on or around Craphole Island.

1. Your own clue

Your private dossier will include a note that tells you where your own clue can be located that clears your name but also reveals your secret. No one else will know the location of your clue.

2. Other characters' clues

The chief object of your investigation will be to find the clues which clear the other characters’ names and reveal their secrets, thus enabling you to cross them off your list of Suspects. Every innocent character has a clue hidden somewhere around the island at one of the locations on your map. Please note that some locations may contain more than one clue. (In other words, just because you know where your clue is, doesn’t mean you don’t need to go to that location to make sure someone else’s clue isn’t also there. Decisions, decisions…)

3. Clues are conclusive if we say they are

Don’t go playing CSI on us. Maybe you think the clue offered hardly constitutes “proof” of someone’s innocence, but if we say it is, then it is.

C. The Island and Navigation

Your investigation will be conducted by traveling over, across, and around Craphole Island. This section of the rules explains how you will do that.

1. The Map

Everyone will have access to the official Map of Craphole Island. This map may bear only a passing resemblance to anything Danielle or yung23 has come up with, but it has the advantage of bearing a strong resemblance to a game board. This map is divided into 440 grid squares (20x22) of various kinds of terrain, which all have different rules for how you can move across them.

2. Normal Exploration

Much of your travel will be “Normal Exploration.” This includes all the Jungle (green) and Beach (yellow) squares. Your rate of travel over normal terrain is 8 squares per Island Day, assuming you do not stop anywhere along the way. You may travel to any adjacent square (left, right, up, down, or diagonal) to the square you are on.

3. Special Terrain and Other Rules of Movement

There are, however, several other kinds of terrain to keep in mind, and your rate of travel across these areas will vary:

a. Mountains (tan squares) – When you first “step onto” a mountain (enter it from a lower-elevation square) it takes you twice as long due to the climb (two steps must be spent entering a tan square). Once you are up on the mountain, however, you may travel normally (one step per square, as long as you are going from one tan square to another), and there is no delay coming back down from a mountain (tan square to any other color).

b. Rocky Shore (gray squares) – This terrain is especially treacherous and so you must proceed especially slowly across it. Each square of Rocky Shore counts as 1.5 steps on regular terrain (for example, 2 steps on Rocky Shore costs you 3 steps of regular travel).

c. Ocean (dark blue squares) – These squares must be swum across. Each square of Ocean counts as 3 steps of regular terrain.

d. River (light blue squares) – You may cross the river any time you like (travel from a land square to a river square to another land square) at the same rate of your normal exploration. However, you may not travel up or down the river (step from one river square to another) on foot.

e. Dharma Stations (red squares) – These are treated just like normal terrain.

f. Cliffs (thick black borders around any square) – Cliffs cannot be crossed; you must go around them.

4. Overnight Dangers

At the end of each day of travel, you will have to sleep for the night at the last place you ended up. With the exception of certain Safe Spots (below), you are exposing yourself to Overnight Dangers whenever you bed down for the evening:

a. The Sickness – You could catch The Sickness overnight. If you get The Sickness, unless you can be healed before your next day’s journey, you will lose 2 steps of travel at the beginning of the next day in order to recuperate.

b. Smokie Scan – You might be scanned by Smokie during the night. If this happens to you, the most recent clue you acquired in your investigation will be gathered up by Smokie and could be revealed to your competitors if they are in the right place at the right time.

c. Kidnapping – The Others could kidnap you overnight. If this happens, you will be randomly deposited somewhere else on the board to start the next day. Where you end up will be chosen at random and beyond your control; it could help you cover some ground, or it could seriously derail your plans.

At the end of the day, each character’s fate will be chosen at random between the above three options, or a fourth option, nothing happening to you. Because one of the items in your Stuff is a Player’s Choice Help Item which combats the effects of one of the above three dangers, you will have a 50/50 chance each night of having some sort of catastrophe befall you. The only way to guarantee that you’ll be safe from the above three dangers is to make sure you land at a Safe Spot at the end of your day.

5. Safe Places to Sleep

The following spots on the board are considered Safe Places to Sleep. Anyone who spends the night on any of these spaces cannot be harmed by the Sickness, Smokie, or the Others:

a. The Beach Camp (H17) – This is where everyone starts the game.

b. The Caves (J14)

c. The Grove of Banyan Trees (K9) – In addition to providing safety from overnight dangers, this spot also allows you to avoid interrogations and tails from other players.

d. Any Unoccupied Dharma Station – Some of the Dharma Stations may have people living there. Some may be empty. If you find an empty one, you can sleep there without fear.

6. Secrets and Surprises
The map has been marked with many locations that will be of interest to you as you explore the island, but there are also spaces which contain secrets and surprises that may significantly help (or hinder) your investigation as you cross them, which are not marked at all. Keep that in mind as you plan your route.

D. The Timeline

Everything in MMT:MOCI takes place within roughly a week’s time frame, from the time of the murder until the launching of the raft. Please note that “island time” does not equal real time. It will generally take about three days in real time to complete one day of island time. This could be because the island is in the past, or the future, or inside a tesseract, or some other such thing, but it’s mostly because it will take us longer to tell this story than 7 real-time days will allow.

1. The Murder

The play begins with the murder of one of the sixteen characters at the hand of another of the sixteen characters. The following day, the investigation begins. Each player will have seven “island days” to conduct an investigation into the identity of the murderer. After the completion of those seven days, the investigation is over and accusations will be filed (more on that below).

2. The Raft Launch

The looming point of no return is the launching of the raft. If the murderer is able to make it onto the raft launch without being successfully identified, that character wins the game. Every point of the investigation must be completed by the time of the raft launch.

E. Plotting Your Investigation Day by Day

Each player or team will need to plan their investigation carefully. Each day’s travel will consist of eight “steps” across the game board (minus any time spent investigating specific locations), but you will not be able to submit your moves one step at a time. Instead, you must submit your itinerary for investigation one island day at a time (or, eight steps at a time).

1. Daily Exploration

Each island day you will submit, to the narrator(s), your itinerary for the day ahead. (If you are working in a team, you will need to appoint one member to be in charge of submitting the itinerary, so as to avoid confusion.) Your itinerary will be a list of the eight steps you plan to take that day, in order, referenced by their grid locations. You must obey all travel rules, including stepping only onto an adjacent square, not crossing a bold black border (cliff), and traveling at the appropriate rate for each particular terrain (see above, Special Rules of Movement).

a. Travel

Any time you move from one space to another on the island (game board), this is considered “travel.” With the exception of surprises and roadblocks (see below), when you are traveling, you are simply on the move, and you learn no new information. In order to investigate (find clues), you must stop, giving up one space of your day’s travels.

b. Investigation

If you are not traveling, that means you’re investigating. To investigate, you simply stop on a location and use one extra step of your itinerary. You will then find out any information that location has to provide (be it a clue that clears another character of suspicion, some other piece of information that could help your investigation, or a big fat load of nothing). Once you have investigated a location, you will learn everything that location has to tell you; you will not have to investigate it again.

You have the option of investigating any square you travel across, but you may also choose to “run right over it” and skip it in your quest to get somewhere else. You will have to decide whether it’s worth it on any particular day to cover more ground, or to work slowly but methodically.

2. Planning and Submitting Your Itinerary

At the end of each day you must submit your itinerary (8 spaces) for the next day. This will include your travel and your investigation. So, for example, assuming all travel is over jungle (normal travel), your itinerary might look like this:

1. Space 1
2. Space 2
3. Space 3
4. Investigate Space 3
5. Space 4
6. Space 5
7. Investigate Space 5
8. Space 6

Here you traveled to six spaces, investigating two of them, and wound up at Space 6, which is where you will be sleeping overnight.

3. Crossing paths with other players

If your itinerary puts you on the same space at the same time, you will probably be required to perform a scene depicting your interaction at that location. If this is a place that you're investigating for a clue, the actual clue you receive will not be revealed to the viewing public. (See below, about what information is public and what information is private, for more discussion of this point.)

4. Staying the Night

Wherever you end up on your last space of the day, that location is where you will end up sleeping for the night. This is important, because not only are some spaces safer than others for sleeping (see above), but certain other options available to you (such as using your Interrogation Sticks, or your Tail) are dependent upon where you and other players stayed overnight.

Also, while most of the time your daily travel plans will not be made public (see below), at the end of each day the narrator(s) will give an update that includes the locations of where every character is staying the night. So while no one else will be able to see how you got where you got during the day, everyone will know where you ended up.

5. Using Your Stuff

If you want to use any of your “Stuff,” you must decide to do this at the beginning of the day, and must alert the Narrator(s) at the same time that you send in your itinerary.

Specific rules governing when you can use certain items, and on whom, will be discussed below.

6. Surprises and Roadblocks

When it comes to locations that are labeled on the map, you must stop and investigate them (using one step that could’ve otherwise been used for travel) in order to gain the information they provide.

There are, however, several spaces on the map which contain either a Surprise or a Roadblock. In these instances, if you cross over that space as part of your travel, you do not have to stop there to get the information. You will simply find out “free of charge” as you go on your way. Surprises can be information or items which could give you a decided advantage in your investigation. Roadblocks can hinder you. There are only a handful of these secret spaces on the board, but most are well worth discovering, so the more you have opportunity to travel across different spaces (as opposed to doubling back over terrain already covered), the more likely you are to find one.

7. Forks in the Road

Occasionally your journeys will bring you to a Fork in the Road. A Fork in the Road is a place where you will have to make a decision about whether to take something with you and/or alter your itinerary. These are the only opportunities you will have to change your itinerary mid-day. Sometimes these forks in the road will occur at locations that you investigate; other times they will come in the form of surprises. In either case, if you encounter a fork in the road, you will be notified as soon as we are able to and given the information you need to make your decision as to what you’d like to do next. You will only be allowed to modify your route from the point at which you encounter the fork in the road moving forward, and only amongst the choices offered by each fork in the road.

If a Fork in the Road is tied to a particular location, and you come across that location a second time, you will be expected to remember your travel options, and will not be given another chance to change your route.

F. Interactions

A significant part of this game revolves around not simply your movement around the island/board, but also your interactions with other characters. Remember that how well you play your part will determine whether you win the Best Actor award. Here are the rules governing your interactions with other players and with the narrator(s).

1. No cooperation, public or private

The cardinal rule of this game is that you are not, under any circumstance, to cooperate, share secret information, or make deals with other players or with members of the peanut gallery. Private messages, off-board chats, and posts revealing any such information or any attempts to pry this information out of another player will all be viewed as a violation of the rules and will subject you to immediate disqualification. The other players are your competitors, and this is not Survivor. There should be no attempts to form alliances. Even those who are not playing could be used as third parties to funnel information, and this practice would simply violate the spirit of the game. All of your interactions about the game with other players and with non-players should be public, in character, and above board.

The one obvious exception to this rule is if you are playing as a team. If two or three of you are working together to play the role of Charlie, for example, then you are completely free to talk privately and at complete liberty within the members of your team. But under NO circumstances should any outside party other than the narrator(s) be brought into those conversations.

You are also at liberty, and at times required, to discuss things privately with the narrator(s). This rule simply applies to communication between two or more competitors, and between competitors and non-players. If you see or suspect any of this activity going on, please report it to the narrator(s) immediately, as it is the one behavior which has the potential to totally undermine the game itself. If you can’t tell, we’re serious about this one.

Addendum: There may be occasions where the narrators instruct one character to send a PM to another character, copying the narrators on that PM. Obviously, in these cases, as long as the PM is copied to the narrators and has been explicitly allowed in advance by us, it's okay.

2. Interrogations

Within the game, you may have opportunity to interrogate another player. An Interrogation is an opportunity to ask three questions to another player where they are forced to answer. All Interrogations are public and thus available for everyone to see. Interrogations are initiated by the use of your Bamboo Torture Sticks from your Stuff, and thus, you may only interrogate one other player once during the game.

a. When You Decide to Interrogate

Your decision to interrogate another player must be made at the time you submit your itinerary for the next day’s travel. At that time you must also announce that you are using your Interrogation Sticks, which player you choose to interrogate, and what your three questions are for that player.

b. Who May Be Interrogated

You may interrogate any player, even if they have already been interrogated by another player, as long as you are within two steps (in any direction) of them at the start of the day that the interrogation takes place. Because everyone’s sleeping locations are announced publicly at the conclusion of the day, you will know who you have the ability to interrogate, and who you don’t, before you have to make that decision. If there is someone you ultimately want to interrogate, you will want to make sure you position yourself near enough to them to get the job done.

Interrogations do not cost either party involved a space of travel, since, for our story purposes, they take place early in the morning, before the day's travel has begun. (This is true even though the actual interrogations, in real time, won't play out until after that day's travel has happened - suspend your disbelief with us, won't you?)

c. What Questions May and May Not Be Asked

Because you are one of the Losties, you can’t just come right out and ask questions that make sense. (No, not even you, Sayid.) There are certain restrictions on what you can ask other players because, let’s face it, when was the last time someone asked all the right questions?

You may not ask someone directly whether or not they committed the murder. You may not ask someone directly to confirm or deny an alibi. You may not ask someone directly to reveal what they learned at a specific location.

You may ask someone whether they have been to a specific location. You may ask someone whether there was a clue at a specific location. You may ask someone to name a location they plan to stop on during their next day’s travel.

Your questions will be reviewed by the narrator(s) before you will be allowed to ask them, and the narrators’ decisions about their propriety stand. If the narrators reject your questions, you may submit revised questions (we will do our best to explain why a question is rejected), or you may choose at that point to save your interrogation for later.

d. Answering Interrogations

Of the three questions asked of you, you must answer two of them truthfully. One answer may be a lie. The interrogated player will see all three questions before having to answer any of them, and does not have to tell which answers are true, and which are not.

3. Other staged scenes

Throughout the game there will be many other “staged” scenes that you will be expected to participate in. These are scenes where you will be prompted by the narrator(s) with a general idea of what has to happen in the scene, and provided with a thread in which to post, in character, to allow that scene to unfold. These scenes are designed to help convey the story to the rest of the people watching, and you will never be required (or even allowed!) to reveal secret information during the scenes. But this is Murder Mystery THEATRE, and so there needs to be some actual theatre to it. These type of scenes are considered “closed set” and will be posted in the closed set thread, which should not be used for other discussion by either players or “redshirts.” If comments or threadjacking appear in this thread, they will be deleted.

4. Interacting with the Redshirts

You will also be able to interact in “open set” discussions with other players and redshirts. You should remain in character when posting in these threads, but you will not be cued by the narrators and can feel free to post in them at any point during the game. Just because Sawyer and Claire, for example, are on opposite sides of the game board, doesn’t mean they can’t talk freely in the “open set” thread. Keep in mind that even here, the rules about sharing secret information apply, but assuming you’re sticking to those rules, you can feel free to craft whatever tales, strategy, and communication you like. Redshirts (members of the peanut gallery who aren’t playing the game itself) should feel free and encouraged to attempt to stir the pot!

5. Lying and Staying in Character

In “open set” threads you can feel free to lie as much as you like. Only in “closed set” scenes and interrogations are you going to have restrictions placed on what you can and must say, and even then, you won’t always have to tell the truth (see above).

You should do your best to stay “in character” as much as you can. Try to think like your character, respond like your character would, and interact with the other characters that your character would have a natural affinity towards. (Similarly, feel free to develop rivalries with characters that your character might not get along with so well.) Your ability to stay in character throughout the game will go a long way towards determining who wins Best Actor.

G. Making Your Accusation

Here are the rules about making your accusation, which is the official filing of your choice for the guilty party.

1. Everybody gets one and only one

Every character (whether played by one person or by a team) gets one and ONLY ONE accusation. If you guess wrong, you are out of the game from that point forward. And while you will still be able to mingle amongst the redshirts and aim for Best Actor, you will no longer be able to move around the board, gather clues, or be involved in the official story. If you make a false accusation, we will find a way to “write you out of the story.”

2. Accusations are Private

When you feel like it’s time to make your accusation, you must first PM it to the narrator(s). We will let you know whether or not you are right, and write a scene for you that either reveals your triumph (and thus ends the game), or takes you out of the picture (and thus ends YOUR game). Only through that scene will it be revealed that you have made your accusation.

3. Accusations must take place at the raft launch

In order to make your accusation, you must first return to the Raft Launch site. With one exception (below - after the end of Day 7), no accusations will be accepted from any other space on the board.

4. Accusations before Day 7

There will be seven total Island Days of investigations (moving around the board, gathering clues) available to you in the game. If you believe that you know who the murderer is before the beginning of Day 7, simply go to the Raft Launch site as part of your travels and, once there, announce to the narrator(s) via PM that you would like to make an accusation. You will PM us your choice, and we will craft a scene based on whether or not you are right. Either way, your game is over at that point, because everyone gets only one chance at an accusation. If you are wrong, you must sit on the sidelines for the rest of the game. You will not be able to investigate, travel, look for clues, interrogate, or tail anyone. You will also no longer be eligible to be interrogated. You will still be free to post in the open set thread (in character, of course), but it will be as if you’re just another Redshirt in that you can no longer win the Champion Investigator Award.

If two people land on the Raft Launch site on the same day and want to make an accusation, the accusations will be accepted in the order in which that character landed at that square. So if one character arrives there on the fourth step of their daily itinerary, and another character arrives at step 7, the first one there is the first one whose accusation counts. If both characters arrive at the Raft Launch Site on the same step, the next tiebreaker will be the order in which the accusations are PM’d to the narrator(s) in real time.

In the case of false accusations, no one else will know who was accused, simply that the accusation was filed, and it is false. As you can see by now, you do NOT want to make a false accusation.

5. Accusations on Day 7

Accusations on Day 7 will be treated exactly the same as on previous days. The same tiebreakers will be used, all the way up through the very last (eighth) step of travel for that day. If you are unable (or choose not) to make it back to the Raft Launch Site by the end of your investigations on Day 7, you will still have a chance to make an accusation, but it gets tougher.

6. Accusations after the end of Day 7

You may be in a situation, by choice or not, where it is impossible to make it back to the Raft Launch site by the end of Day 7. This does not rule you out from winning, however. At the end of Day 7, rather than everyone going to sleep out in the woods, because of the urgency of the raft launch, we will treat every character who’s not back at the site yet as “running back” until you get there. Your accusations will be accepted in order of how close you are (how few steps it would take you to get back to the Raft Launch Site) at the end of Day 7. So if one character is 5 steps away, and another character is 8 steps away, the 5-stepper’s accusation will be accepted first. Since all investigations would be over at that point, there is no risk to making a false accusation after Day 7 is over. So even if you cannot make it all the way back to the Raft Site, there is still benefit to being closer to home than other players. Obviously, if someone else pegs the murderer before you (or before the end of Day 7) it’s a moot point, because the winner is the FIRST person to nab the murderer, but you will see when you look at the map that there’s a lot of terrain to cover, and that is a tall order.

There is one catch, however. Any and all accusations that are made by characters who actually DO make it back to the Raft Launch site in time will be accepted in the order they come in. And once someone gets it right, the game is over. (Note, however, that since no one will know whom the objects of false accusations are, it is possible for many players to guess wrong, and even for more than one player to falsely accuse the same character.)

BUT, for those who do not make it back to the Raft Launch Site in time, there is an additional factor to weigh. If the murderer makes it back to the raft launch site by the end of Day 7, then all of the accusations submitted by players who did not make it back in time will not count. You can be 100 percent right but it won’t matter. The murderer will get away on the raft before you can get back. In addition, if the murderer does not make it back by the end of Day 7, then accusations submitted by anyone who is farther away from the Raft Launch Site than the murderer is will not count, either. Note that, even if the Murderer arrives at the Raft Launch site early, all accusations filed by people who make it back before the end of Day 7 will be accepted, regardless of whether they arrived before the Murderer or not.

Perhaps an example is in order for how this endgame will work. Let’s imagine a version of this game with six characters: Michael, Jim, Pam, Dwight, Angela, and Toby. Let’s imagine that Pam is the Murderer, though of course only Pam knows this. On Day 7, Michael arrives at the Raft Launch Site on his third step of the day, and files his accusation: Toby. Dwight arrives on the very last step of his Day 7 travels and makes his accusation: Jim. Both are wrong. The other four characters are not back yet when Day 7 ends. Jim is 1 step away, Pam is 3 steps away, Angela is 5 steps away, and Toby is 20 steps away. Now because Jim is closer to the Raft Launch Site than Pam (the real murderer), if he correctly identifies Pam in his accusation, then Jim wins the game. If not, then Pam wins the game, even if Toby or Angela knows that she’s the killer.

Re-imagining that scenario, let’s say Pam arrived back at the Raft Launch site on her first step of the day, before even Michael. Michael and Dwight would still get to make their accusations, even though the murderer beat them there, because they got there before the end of Day 7. Everyone else would be out of luck.

You can no doubt see that the way you play the end game, and how you balance squeezing every last ounce out of your investigations and travels versus getting “home” on time, is a very significant strategic decision in this game.

H. Special Rules for the Murderer

The Murderer in this game is really playing an entirely different game. See, the Murderer is not out to solve any mystery. For this one character, it’s 15-on-1, and they only win if everyone else loses, either by failing to accuse the right person, or by not making it back to the Raft Launch site in time.

Because of that, all of the rules above may or may not apply to the Murderer. We as the narrators reserve the right to make exceptions in anything or everything for the Murderer. Obviously we will do nothing to expose his/her secret, but when all is said and done, if you look back and say, “Hey, the Murderer got special treatment because he/she was able to _____________ or didn’t have to _____________,” well, don’t say we didn’t warn you. They’re a murderer, after all. You expect them to play by the rules?

That said, Murderer, you’ll be briefed on any situations or rules that you’re exempt from. If you don’t hear explicitly from one of the narrators that you don’t have to follow a certain rule, assume that it applies to you as well.

I. Public and Private

Wrapped your head around this game yet? We hope that these extremely exhaustive rules will help answer all your questions, and we are confident that, once the game starts, it will no doubt make a lot more sense than it probably does after you’ve just finished reading this tome. Stick with us, there are only a few more odds and ends that need to be dealt with. The first has to do with what is public vs. private, in terms of information revealed to you by us.

1. Clues are always private

When you receive a clue that clears a suspect from us, this will always be done privately. The only exception will be if someone is Tailing you (see below), and even in that instance, the clue does not become public, it is simply revealed to more than just you. The results of all of your investigations, even the red herrings, will be treated as private as well.

2. Travel is usually private

Where you go during the day is also usually private information. As mentioned previously, no one else will be privy to the knowledge of where you traveled during the day (with the exceptions of landing on the same space as another player at the same time, and using your Tail, below).

a. Where you go during the day – private

Your first seven steps are stealthy. People will know where you started and where you ended up, but not how you got there. The only exception to this is that, if you cross the same space as another character on the exact same move during the day (for instance, your fourth step), you may be required to perform a scene interacting with this other character. (We say you MAY be required because, especially very early on the first day, this might be happening quite a bit. Final discretion on who has to perform a scene together is up to the narrators.)

If you are required to perform a scene interacting with another character, you will not lose any space of travel. If this scene takes place while you investigate a location for a clue, whether or not you receive a clue will not be revealed in the scene.

b. Where you stay the night – public

Unless you tailed someone the night before, your place of bedding down for the night is public information. You’ll be able to see where everyone else is sleeping, as well.

If you are the victim of Kidnapping during the night (see above), both your original ending location AND your next day's starting location will be revealed.

c. Exception: using your Tail

The one exception to the public/private rules is for anyone who is using their Tail. Your Tail, standard issue amongst your “Stuff,” enables you to secretly follow another character of your choosing for one full day, without anyone knowing about it. The advantage to this is that you will see everything this character sees, receive all clues they receive, and know about any secrets they uncover along the way. The person you’re tailing will have no knowledge that they’re being tailed, much less who is tailing them. The disadvantage is, you will be at the mercy of someone else’s itinerary for one full day. If they decide to go somewhere that you’ve already been, you’re out of luck.

To use your tail on someone, you must begin the day within 2 spaces of them on the game board. Then, when you submit your itinerary, you simply announce to us that you wish to tail Character X, and you’ll be whisked along with them on whatever magical journey they’re on. If you decide to tail someone who in turn also decides to tail a third party, you’ll gain access to all the information the third party has, PLUS you’ll know that the person you’re tailing knows that info as well. If two characters decide to tail each other on the same day (or any circular tailing scenario takes place), they will be notified that they’re tailing each other, and will be forced to come up, together, with an itinerary that both characters will explore together for the day, or risk not getting to go anywhere. If that happens, we will alert you further as to how to proceed.

If two characters each decide to tail the same third party, each will be aware of the other's existence, but the third party will remain in the dark.

At the end of your Day o’ Tailin’, you will stay the night at the same location as the person you tailed, and you will be subject to the same overnight fate that they're subject to. If they get the sickness, so do you. If they're kidnapped and shipped somewhere else, so are you. If Smokie scans them, Smokie scans you. (Note: whichever of these three you're immune to thanks to your "Player's Choice Stuff," you remain immune to.) Even if you are kidnapped, your powers of invisibility will remain in effect until the next morning, meaning that even though you've been deposited somewhere else on the island, no one else will know it. It will be like you disappeared into thin air, only to reappear the next day somewhere else, with no explanation. In other words, you’ll be like Season 2 Sayid.

J. Timing and the Real World

So how, you might ask, will this game be played, in terms of real time? Good question!

1. Three Day Cycles

Each Island Day will take three days of real-time to play out. Here is how that will work, generally speaking:

Day 1: Plan your route and submit your itinerary via PM to the narrators by the deadline
Day 2: Narrators synthesize everyone’s moves (this will take a while because there are so many characters and we want to make sure we get it right), announcing the results of your investigation, including all clues received, to each player individually within 24 hours of itineraries being submitted
Day 3: All “closed set” scenes are played out, including any interrogations that took place during that Island Day. Planning begins for your itinerary submission for the next Island Day.

And repeat seven times. Note that Open Set discussions are always just as their name suggests: open. Only the Closed Set scenes, which we prompt you on and regulate, will be limited to Day 3 in the cycle.

2. Deadlines

The deadline to submit your Itineraries will be 5:00 PM ET on Day 1 of each cycle. If you have not submitted it via PM by that time, you will be out of luck, and stuck in your same spot for the full day. We strongly recommend you try to get it in even earlier than that, because one mistake on this front could essentially cost you the game. Losing 1/7 of your investigation time just because you couldn’t get your PM sent by a certain time would be a crippling blow.

If you are playing as a team, you need to appoint one person on your team to be responsible for submitting the itinerary, and let us know who that is. We will not accept multiple itineraries per team, as this would cause our heads to explode.

We will have all moves plotted on our super secret master game board, and all clues disseminated, by 5:00 PM ET the next day. We will do our absolute best to notify you of any Forks in the Road as soon as we can, so that you have time to adjust your route if need be.

3. Tiebreakers

There may be spaces on the board (labeled or secret) where the very first person to arrive there gains a special privilege or advantage. In these cases, if two characters arrive at that spot on the same day, the tie will be broken by who got their on the earlier step within that day. If two characters arrive at that space on the same step of the same day, the tie will be broken by whose itinerary we received first, in real time.

4. Weekends

We will not include Saturdays or Sundays in the timeline. The 21 days of actual game play will only be weekdays.

K. Questions

We’re sure you have questions. Please post or PM them and we’ll do our best to clarify, both before the game starts, and during the game. Thanks for sticking with us in reading through the rules which, we acknowledge, are extremely long. (Page 16 in MS Word! Woohoo!) We needed them to be in order to be as thorough as possible.

Now, put on your sleuthin’ hats and get ready for Murder Mystery Theatre: Murder on Craphole Island!

clayseason1
12-14-07, 01:50 PM
People can start asking questions right away, right?

Fancy Monkey
12-14-07, 02:02 PM
Yep, fire away.

I'll be here until 5:00 today and will do my best to answer all questions that come in between now and then.

I won't be around over the weekend but clayseason or anyone else on our Committee of Intrigue (we need a cool name - this may not be it) can jump in and answer, as well.

clayseason1
12-14-07, 03:16 PM
You explained things so well, no one has any questions. :D

John Charles
12-14-07, 03:18 PM
I have a question. Would you kindly put the rules in an audio format?

thxamilkthenbainow

The Central Scrutinizer
12-14-07, 05:22 PM
These rules are very comprehensive. Awesome planning by TPTB!

First question for FM:


c. Player’s Choice Item

As soon as you are assigned your character, each player (or team) will get to choose one of three helpful items to carry with them throughout the game: either the Sickness Antidote, Smokie Repellant, or Others Camouflage. Each of these items will help to shield you from one potentially dangerous Island force which could derail your investigation, but each character may carry only one such item, and you may not trade your item in once you have chosen it.


Am I correct in assuming this is better interpreted by the following?:

c. Player’s (Or Team's) Choice Item

As soon as you are assigned your character, each player (or team) will get to choose one of three helpful items to carry with them throughout the game: either the Sickness Antidote, Smokie Repellant, or Others Camouflage. Each of these items will help to shield you from one potentially dangerous Island force which could derail your investigation, but each character (or team) may carry only one such item, and you may not trade your item in once you (or your team) have chosen it.

Fancy Monkey
12-14-07, 05:59 PM
Yes, that's right, TCS. If you're playing in a team, you operate as a unit. One item of that kind per character, regardless of how many players are portraying that character.

cinderellabop
12-15-07, 03:20 AM
If you're playing as a team and your character is selected to participate in a closed scene or an interrogation, how do you determine which team member will actually do the scene? Will you specify, or are we supposed to take turns? Or is it just whomever is available at the time?

clayseason1
12-15-07, 09:13 AM
If you're playing as a team and your character is selected to participate in a closed scene or an interrogation, how do you determine which team member will actually do the scene? Will you specify, or are we supposed to take turns? Or is it just whomever is available at the time?

That's entirely up to the team. We only stipulate that it be consistent during that scene. One of the advantages of having teams is the ability of the players to allocate time and play on each other's strengths.

blue sunrise
12-15-07, 10:55 AM
b. Investigation

If you are not traveling, that means you’re investigating. To investigate, you simply stop on a location and use one extra step of your itinerary. You will then find out any information that location has to provide (be it a clue that clears another character of suspicion, some other piece of information that could help your investigation, or a big fat load of nothing). Once you have investigated a location, you will learn everything that location has to tell you; you will not have to investigate it again.

You have the option of investigating any square you travel across, but you may also choose to “run right over it” and skip it in your quest to get somewhere else. You will have to decide whether it’s worth it on any particular day to cover more ground, or to work slowly but methodically.
Clues may be hidden on any square, regardless of the terrain?

eta: I see that part about "locations". I just want to be sure I understand.

clayseason1
12-15-07, 12:05 PM
Clues may be hidden on any square, regardless of the terrain?

eta: I see that part about "locations". I just want to be sure I understand.

Yes, Clues may be hidden on any square, regardless of the terrain.

Locations are equal to grid locations and equals grid square
This map is divided into 440 grid squares (20x22) of various kinds of terrain, which all have different rules for how you can move across them.
6. Secrets and Surprises
The map has been marked with many locations that will be of interest to you as you explore the island, but there are also spaces which contain secrets and surprises that may significantly help (or hinder) your investigation as you cross them, which are not marked at all. Keep that in mind as you plan your route.
6. Surprises and Roadblocks

When it comes to locations that are labeled on the map, you must stop and investigate them (using one step that could’ve otherwise been used for travel) in order to gain the information they provide.

There are, however, several spaces on the map which contain either a Surprise or a Roadblock. In these instances, if you cross over that space as part of your travel, you do not have to stop there to get the information. You will simply find out “free of charge” as you go on your way. Surprises can be information or items which could give you a decided advantage in your investigation. Roadblocks can hinder you. There are only a handful of these secret spaces on the board, but most are well worth discovering, so the more you have opportunity to travel across different spaces (as opposed to doubling back over terrain already covered), the more likely you are to find one.

Once we introduce the map, some of this will be clearer. Until then, it will be to your advantage to read and understand these rules as it will make the map more useful to you.

Did that help?

The Central Scrutinizer
12-15-07, 12:13 PM
Okay, I guess it took me a bit to grasp the rules, and now I see how signups are going. The "Team Play" option is strictly by character. You're not allowing 'Sun, Bernard, and Jin' to play as a team, but up to three separate people can play as a single character (ie, Team Jack).

cinderellabop
12-15-07, 12:20 PM
If you're playing as a team and you're prepared to make an accusation, does the accusation count as a team accusation? In other words, if it's wrong, is the entire team out, or just the player who filed the accusation? And if it's right, does that mean that the team wins (meaning, there are two winners)?

clayseason1
12-15-07, 12:22 PM
Okay, I guess it took me a bit to grasp the rules, and now I see how signups are going. The "Team Play" option is strictly by character. You're not allowing 'Sun, Bernard, and Jin' to play as a team, but up to three separate people can play as a single character (ie, Team Jack).

That's correct - There will be no collaboration among the characters or anyone else outside the game. You are on your own unless another person has signed up to be the same character -- then as is the case with bluesunrise and maestra - they can put their heads together and strategize and confer - but not with anyone else.

Collaborating in any way with anyone else will be considered cheating and that person will be eliminated from the game at a time and manner of our choosing. It will be swift and unpleasant. This is the big one - we are very serious about it.

clayseason1
12-15-07, 12:24 PM
If you're playing as a team and you're prepared to make an accusation, does the accusation count as a team accusation? In other words, if it's wrong, is the entire team out, or just the player who filed the accusation? And if it's right, does that mean that the team wins (meaning, there are two winners)?

Each character gets one accusation - so if more than one person is playing that character and falsely accuse someone - all players playing that character lose. Subsequently if the accusation is correct - then all players playing that character win.

blue sunrise
12-15-07, 01:11 PM
Yes, Clues may be hidden on any square, regardless of the terrain.

Locations are equal to grid locations and equals grid square
This map is divided into 440 grid squares (20x22) of various kinds of terrain, which all have different rules for how you can move across them. [....]

When it comes to locations that are labeled on the map, you must stop and investigate them (using one step that could’ve otherwise been used for travel) in order to gain the information they provide. [....]

Did that help?Yes. Thanks.

The blue text especially. I think you're right. It will be easier once we see the map.

clayseason1
12-15-07, 01:16 PM
That sentence is confusing - read it like this

When it comes to locations that are labeled on the map, you must stop and investigate them in order to gain the information they provide. [(using one step that could’ve otherwise been used for travel)....]

ISIS
12-15-07, 03:32 PM
I'm confused on how movement takes place. We get 8 steps a day? - How many Bamboo Torture Sticks are included in a set?

clayseason1
12-15-07, 04:08 PM
I'm confused on how movement takes place. We get 8 steps a day? - How many Bamboo Torture Sticks are included in a set?

That's correct, you get 8 steps a day. Now that doesn't mean you'll move 8 spaces. If you want to investigate a space, you'll have to use one of your spaces to investigate it, which means you will only move 7 spaces that day. It will make more sense once you see the map. So save this question and once the map is revealed, ask again.

There are as many bamboo sticks in the set as you will need to get three answers from whomever you are torturing ... I mean ... interrogating. :D

ISIS
12-15-07, 04:42 PM
I hope I don't waste all our sticks on Jack just to see him cry. :D

clayseason1
12-15-07, 05:03 PM
That's correct - There will be no collaboration among the characters or anyone else outside the game. You are on your own unless another person has signed up to be the same character -- then as is the case with bluesunrise and maestra - they can put their heads together and strategize and confer - but not with anyone else.

Collaborating in any way with anyone else will be considered cheating and that person will be eliminated from the game at a time and manner of our choosing. It will be swift and unpleasant. This is the big one - we are very serious about it.

Well I was a little harsh in my response (I'm usually better at tempering my dark side - I plead a bad cough and cold).
Let me explain something. This game was not created over night. We've spent months and many many hours putting it together and we have more hours of work ahead. The game was not designed for people to band together and pool their information - it would be way too easy if played like that. We did not build anything into the game for that kind of play.

We would hate to see all our hard work and everyone's enjoyment go down the tubes because someone didn't follow the rules and collaborated with someone else. That's why we feel very strongly about this rule.

We decided to go ahead and chance this, because we also believe very strongly that our fellow posters are honorable people and will abide by the rules which will result in a great time and a great game for all.

The Central Scrutinizer
12-15-07, 05:47 PM
I'm digesting the Rules like a fine wine and I've recently come across that passage about no cooperation, public or private. Makes a lot of sense and I truly appreciate all the up-front work that's already been done. I'm truly impressed.

We would hate to see all our hard work and everyone's enjoyment go down the tubes because someone didn't follow the rules and collaborated with someone else. That's why we feel very strongly about this rule.

We decided to go ahead and chance this, because we also believe very strongly that our fellow posters are honorable people and will abide by the rules which will result in a great time and a great game for all.

I'm totally cool with this, cs1. I only hope that if anyone chooses to break any of the well-thought out rules, that they be publicly humiliated and pilloried instead of *ahem* swept under the carpet.


;)

blue sunrise
12-15-07, 05:53 PM
I only hope that if anyone chooses to break any of the well-thought out rules, that they be publicly humiliated and pilloriedI have faith in my fellow players.

But that said, I totally agree.

Here's your 50 cents for "pilloried," Scroot. :p

Fancy Monkey
12-15-07, 05:54 PM
I'm confused on how movement takes place. We get 8 steps a day? - How many Bamboo Torture Sticks are included in a set?

Just to clarify, you can use your set of bamboo sticks to conduct one and only one interrogation.

clayseason1
12-15-07, 06:09 PM
I'm digesting the Rules like a fine wine and I've recently come across that passage about no cooperation, public or private. Makes a lot of sense and I truly appreciate all the up-front work that's already been done. I'm truly impressed.



I'm totally cool with this, cs1. I only hope that if anyone chooses to break any of the well-thought out rules, that they be publicly humiliated and pilloried instead of *ahem* swept under the carpet.


;)


I suggested "tar and feathers" before being drawn and quartered - but (sighs) I was voted down. I think the plan is much more painful. :D

ISIS
12-15-07, 09:32 PM
Just to clarify, you can use your set of bamboo sticks to conduct one and only one interrogation.

I think this part may be clear to me. We must be within two squares of that person. We can ask them 3 questions; they must truthfully answer 2 out of 3?

clayseason1
12-15-07, 09:36 PM
I think this part may be clear to me. We must be within two squares of that person. We can ask them 3 questions; they must truthfully answer 2 out of 3?

That's correct and you must include your intent to interrogate that specific person with your itinerary for the day.

Hodgepodge
12-15-07, 10:58 PM
Come on people, ask your questions now. You want to hit the ground running (pun intended) when the start date rolls around. :nanabobo:

ozanna
12-16-07, 01:14 AM
I started reading the rules, got halfway down the page and realized I didn't have a clue what was going on ! Is that nornal ? I will perservere.

clayseason1
12-16-07, 01:17 AM
I started reading the rules, got halfway down the page and realized I didn't have a clue what was going on ! Is that nornal ? I will perservere.

Why don't you start at the beginning and the first thing that you don't understand - ask here.

ozanna
12-16-07, 01:31 AM
That's true CS1 - thank you ! As I said I will persevere.

DogMa
12-16-07, 01:42 AM
This is brilliant. Kudos to everyone who thought this up. :D



I don't have a clue how to play this game, but at least I will look fabulous in my diamonds while doing it.

clayseason1
12-16-07, 01:48 AM
Thank you from the team. We hope everyone enjoys it as much as we have enjoyed creating it. The game has tremendous potential on many levels.

You'll get the hang of it. Read the rules and become familiar with them. Ask questions on anything you don't understand.

blue sunrise
12-16-07, 12:15 PM
I read the Special Rules for the Murderer. How does the Murder Victim play?

clayseason1
12-16-07, 12:33 PM
I read the Special Rules for the Murderer. How does the Murder Victim play?


:D Like we would tell you. :rolleyez:


We recognize that in order for a game to be fun and fair, there must be a balance that gives equal opportunity for everyone to win. In this game, that means equal opportunity for 15 players to correctly identify the murderer at the required time and an equal opportunity for the murderer to get away. We've worked very hard to achieve that balance and we think we have.

blue sunrise
12-16-07, 12:40 PM
:D Like we would tell you. :rolleyez:
:p

Fine. I'll wait. Grrr... :D

clayseason1
12-16-07, 12:42 PM
:p

Fine. I'll wait. Grrr... :D

You'll see once the game begins. Patience young padawan - patience. :nanabobo:

vonnegut
12-16-07, 09:26 PM
That's correct and you must include your intent to interrogate that specific person with your itinerary for the day.

Does interrogating someone take up a "step" in your day?

(It probably says this somewhere, but I'm too lazy to go back and look for it.)

scotpgot
12-16-07, 09:47 PM
Interrogations do not cost either party involved a space of travel, since, for our story purposes, they take place early in the morning, before the day's travel has begun. (This is true even though the actual interrogations, in real time, won't play out until after that day's travel has happened - suspend your disbelief with us, won't you?)

cinderellabop
12-17-07, 02:09 AM
OK, I have a question about the "scenes." Could we get an example of how we are expected to "perform" them? In other words, how should we write them? Is it going to be pure dialogue? Or should we add descriptive actions, thoughts, etc., as well? Is it to be narrative style or script? First person or third? Present or past? Or is this up to personal preference?

(You should know that this question is of the utmost importance to me.)

clayseason1
12-17-07, 09:59 AM
OK, I have a question about the "scenes." Could we get an example of how we are expected to "perform" them? In other words, how should we write them? Is it going to be pure dialogue? Or should we add descriptive actions, thoughts, etc., as well? Is it to be narrative style or script? First person or third? Present or past? Or is this up to personal preference?

(You should know that this question is of the utmost importance to me.)

There are two types of scenes in the "closed set". There's the structured scene, where we have constructed a scene complete with dialogue. If you are one of the main characters in that scene - the scene or that part of the scene that pertains to you will be sent to you to review and embellish if you so desire. (Remember, another way to win is to be voted the best actor/actress - only one.) We would want you to turn this around asap of course.

If you have just a small part in a structured scene, then we'll just cue you and tell you your lines, what impression you need to give and when to deliver those lines. (Much like the funeral scene last season - if you were playing the part of Sun - we would have said - (and I can't remember what was said but bear with me). During the funeral you will stand with everyone else and look sadly at the grave. After Jack delivers the eulogy, you gaze out at the ocean - then you see a boat. Act amazed, then excited while you point and yell -- "Boat! Boat!".

If I were Sun and had that scene in our play, I would post something like:
Sun sadly watched as another survivor was buried. Brushing a strand of hair from her eyes, she turns her head and starts to gaze out at the ocean. She can't believe her eyes at what she sees! Pointing out to the sea, Sun raises her voice and shouts, "Boat! Boat!"

The other type of scene would consist mainly of dialogue among the characters in that set.
Remember the fight scene from season 1 between Sayid and Sawyer?

We would probably send something like this to Jack:
Jack, Kate and Charlie return from the cockpit to find Sayid and Sawyer engaged in a verbal and physical confrontation.
Once you get close enough to the fight, drop your stuff and try and break it up- you want to know what happened and you want to diffuse the scene. You'll be holding Sawyer back and Michael will be holding Sayid back. The scene ends when Rose approaches and tells you the shrapnell patient needs you.
Then Jack would post something like this.
Jack drops his backpack and races toward the fighting men. He grabs Sawyer and pulls him back as he shouts, "What is going on here?!!"

From then on the players converse and play off of each other - mainly with dialogue until the scene ends.

So in answer to your question - you'll be given a scene and your cues. You will want to personalize your part, showing your actions and emotions as you deliver your lines (which we may give you specific lines and/or you would make them up).

It's probably to your advantage to describe your actions and so forth in the open set as well.

This was all before my first cup of coffee - I know I rambled - I hope it helps. (... and no, I didn't spell check - please forgive me.)

The Central Scrutinizer
12-17-07, 10:08 AM
OK, I have a question about the "scenes." Could we get an example of how we are expected to "perform" them? In other words, how should we write them? Is it going to be pure dialogue? Or should we add descriptive actions, thoughts, etc., as well? Is it to be narrative style or script? First person or third? Present or past? Or is this up to personal preference?

(You should know that this question is of the utmost importance to me.)

And I as well.

Thanks cs1 for the explanation! I can barely find the Firefox icon before my first cup of coffee!

clayseason1
12-17-07, 10:48 AM
Is it to be narrative style or script? First person or third? Present or past? Or is this up to personal preference?
Let me address this too.
We don't care if you mix up your tense, dangle a participle or occasionally misspell a word.

Given the scene, tell it the way it is most entertaining and in a style you are comfortable with -- remaining within character of course.

cinderellabop
12-17-07, 02:14 PM
Thanks, that clears that up for me. I can't wait to get started!

blue sunrise
12-17-07, 02:17 PM
I assumed the scenes would be done mostly through dialogue, but this opens up a lot of possibilities.

I can't wait, either! :D

Fancy Monkey
12-17-07, 02:41 PM
FYI, I added this in the rules above, in the section on cooperation. It's a small point, and for most of you this probably won't apply, but I did want to make sure this was clear:

Addendum: There may be occasions where the narrators instruct one character to send a PM to another character, copying the narrators on that PM. Obviously, in these cases, as long as the PM is copied to the narrators and has been explicitly allowed in advance by us, it's okay.

Hodgepodge
12-17-07, 04:32 PM
It's been so long since we picked the murderer and his/her victim, I've forgot who it was. :dunce: No, don't tell me, it'll come back! :rolleyez:

The Central Scrutinizer
12-17-07, 05:28 PM
That's one thing I'm wondering about: The victim.


There are sixteen character roles in this story, including the murderer and the victim, and you may play a character individually, or in a team.


Does this mean that one of the players will be the victim?

This could turn out to be kindof a boring game for the victim. :(

Or is that part of making a correct Accusation: Identifying the Murderer and the Victim?

Fancy Monkey
12-17-07, 05:53 PM
We've devised a way for the victim to still play the game. That's not in the rules because, well, you don't need to know that yet.

Let's just say that the victim will not be playing exactly the same game as the other 14 "innocents" but will have the same objective and, we hope, the same chance at winning. We'll explain how the victim plays once it gets a little closer.

ETA: We want everyone to be surprised when the victim's identity is revealed at the start of the game. Hence the shrouded-in-mystery-ness. You'll see. It'll work.

Found in the Land of Lost
12-19-07, 04:24 AM
If we pick a team captain, does that person have to be the captain for the whole game, or can we switch off communicating with you as long as it's only coming from one person at a time?

The Central Scrutinizer
12-19-07, 10:06 AM
So, when the heck is this map going to be unveiled?

I'm so excited!

Fancy Monkey
12-19-07, 12:12 PM
If we pick a team captain, does that person have to be the captain for the whole game, or can we switch off communicating with you as long as it's only coming from one person at a time?

You can switch off if you need to; the captain is responsible for submitting the itinerary and really, the reason behind this is simply to make sure we're not getting conflicting or multiple itineraries per character. If you guys can make it work where you trade that role, you're welcome to try, but other than someone going out of town for a few days, I'm not sure I see much of a reason to trade. The position pays exactly the same as any other.

So, when the heck is this map going to be unveiled?

I'm so excited!

At this point it's looking like December 26. Assuming we can get the file down to a reasonable size. :D

GardenMom
12-19-07, 12:23 PM
So, when the heck is this map going to be unveiled?

I'm so excited!

Bernard honey, this is not just another one of your pheasant hunting treks through Montgomery County. You have to get it through your thick head that this could be DANGEROUS. You are a dentist, not Indiana Jones. Promise me you'll remember that. I want to hear you say it.

John Charles
12-19-07, 01:29 PM
Forgive me if these questions have been asked and answered already. I just finished reading the rules and if I continue to read all of the posts my head will asplode. Plus, I'll forget my questions.

What if you submit your itinerary and there is a mistake on it? i.e. You've inadvertantly crossed a cliff or traveled up a river.

Who are the narrators? (I think I know but humor me)

When using torture: can I ask a question like: Where are all the places you obtained clues?

Am I supposed to pm someone my choice of 'security item' or whatever it's called? (anitdote, smokey repellent...)

Do you think I'm going to let you tell me what I can't do? ;)

Thanks!

Fancy Monkey
12-19-07, 02:36 PM
What if you submit your itinerary and there is a mistake on it? i.e. You've inadvertantly crossed a cliff or traveled up a river.

We're going to make no promises that you won't suffer the consequences. Practically speaking, we will do our best to alert you that you've made a mistake as soon as we can. But ultimately, you are the one responsible for your itinerary and making sure it's correct.

If you have a question at any point about your itinerary, my advice would be to PM it to us as early as possible, before the deadline, so that we can help answer it. Hopefully, once you see the map, it'll be clear enough that barring typos, you won't be accidentally wandering over cliffs or traipsing upriver.

Who are the narrators? (I think I know but humor me)

We will make an official announcement when it gets closer and we've figured out exactly who's doing what amongst our little team. You're probably always safe just PMing it to all of the folks listed at the top of the introduction thread (Hodge, clayseason, scotpgot, and myself - not sure if Rose is able to be around much right now.) But be waiting for official word on that before the game starts.

When using torture: can I ask a question like: Where are all the places you obtained clues?

I'll have to confer with my team. I personally don't see a problem with that. It's a high-risk, high-reward type question, no? Seems like one I'd lie to if I could, which means I'd be thinking of a couple other good questions you can couple it with.

Am I supposed to pm someone my choice of 'security item' or whatever it's called? (anitdote, smokey repellent...)

Yes, send that to clayseason as soon as you can so you can receive your dossier.

The Central Scrutinizer
12-19-07, 02:48 PM
Bernard honey, this is not just another one of your pheasant hunting treks through Montgomery County. You have to get it through your thick head that this could be DANGEROUS. You are a dentist, not Indiana Jones. Promise me you'll remember that. I want to hear you say it.

Rose, dear.

No, I am not Indiana Jones: NoFedora. No bullwhip. But I have this bandana wrapped around my neck to protect me from the elements.

I know sometimes I make mama nervous...but trust me, honey. This is something I have to do. Getting off this island and continuing our search for someone that can make you better is all I care about.

It's no pheasant hunt, you're right. The stakes are much much higher. Rose, you're always happier when I sit on the sidelines and stay out of harm's way, but with so much at stake, I can't do that. Not this time. I must do this.

ISIS
12-19-07, 03:18 PM
Are we supposed to submit our choice item now? My better half keeps telling me that we do; if so' who do we convey this to?

clayseason1
12-19-07, 04:12 PM
Are we supposed to submit our choice item now? My better half keeps telling me that we do; if so' who do we convey this to?

Yes you do and that would be me :D

cinderellabop
12-19-07, 04:18 PM
I'm still waiting to hear back from my teammate. She said she might not be around too much for a while, so if I don't hear from her soon, can I decide without her?

ISIS
12-19-07, 04:22 PM
Ok coming right up. I thought we would be able to see our dossier or a map to help us make a choice.

1. Dossiers

Once you’ve been assigned your character, you will receive a dossier listing all pertinent information that you need to know about your character for the purpose of this game. Public versions of the dossiers, with all confidential information blacked out, are currently available in the signup thread.

Hodgepodge
12-19-07, 05:28 PM
I'm still waiting to hear back from my teammate. She said she might not be around too much for a while, so if I don't hear from her soon, can I decide without her?Yes!

I'd make sure the next time you see them, to express just that. If they're not around you reserve the right to make all choices. :nanabobo:

cinderellabop
12-19-07, 05:31 PM
Thanks, Hodge, but I just heard back from her, so I'm good.

*stands and stares at the ocean while waiting for dossier to arrive*

Homer Noodleman
12-19-07, 06:29 PM
Perhaps the kindest thing you could do for these lumberheads would be to cancel the game and just give me all of the awards. After all, what chance do this lot of knuckleheads have gainst me, a.k.a., the Brazilian Sherlock Holmes?

You would spare them humiliation and I could return to practicing my golf swing.

John Charles
12-19-07, 06:44 PM
Paulo, you are mistaken. This is my destiny.

cinderellabop
12-19-07, 07:07 PM
*rolls eyes at Paulo* Yeah, right. Who ARE you anyway? I don't remember seeing you on the plane.

Prender
12-19-07, 07:10 PM
He wasn't in the bathroom.

John Charles
12-19-07, 07:19 PM
*punches Charlie*

Prender
12-19-07, 07:30 PM
*pulls hoodie over his eyes and glares at Locke*

Crandyman
12-19-07, 07:48 PM
Hey, dude, what happened to your face?

island_maverick
12-19-07, 10:51 PM
You would spare them humiliation and I could return to practicing my golf swing.Hey, just a friendly piece of advice. I noticed you were hooking it a little to the left on the drive. But you probably knew that anyway.

DogMa
12-19-07, 11:01 PM
Perhaps the kindest thing you could do for these lumberheads would be to cancel the game and just give me all of the awards. After all, what chance do this lot of knuckleheads have gainst me, a.k.a., the Brazilian Sherlock Holmes?

You would spare them humiliation and I could return to practicing my golf swing.Your hair looks fabulous today Paulo!
That mousse we found in the Pearl Station gives it a beautiful sheen!:)

Hey, just a friendly piece of advice. I noticed you were hooking it a little to the left on the drive. But you probably knew that anyway.*wonders why you know so much about hooking* ;)

island_maverick
12-19-07, 11:03 PM
*wonders why you know so much about hooking* ;)*sigh*

*mutters to self: She can't be that dumb, can she?*

DogMa
12-19-07, 11:09 PM
*sigh*

*mutters to self: She can't be that dumb, can she?*DON'T TELL ME WHAT I CAN'T BE!

Oh wait, I got my characters mixed up.......

:D

everlost
12-19-07, 11:09 PM
I just can't wrap my head around how we can try and position ourselves to interrogate another character if we can't see where they intend to go? Does that question make sense? maybe it will be more clear after the first day?

DogMa
12-19-07, 11:15 PM
I just can't wrap my head around how we can try and position ourselves to interrogate another character if we can't see where they intend to go? Does that question make sense? maybe it will be more clear after the first day?Pretty much the only thing I do understand at this point is that the game starts Jan. 1. I think once the game begins, it should become a little more clear on how things play out.

Oh, that and Jack cries a lot.:D



Welcome to the game everlost!:)

everlost
12-19-07, 11:19 PM
^ makes me feel better, now i can sleep well tonight. Although I do more waiting than sleeping....

and yes, Jack is a wuss.

island_maverick
12-19-07, 11:24 PM
You guys just don't understand the pressures I've been under here.

Just forget it.

everlost
12-19-07, 11:27 PM
did your dealer go on holiday pill popper? ;)

:D

Hodgepodge
12-19-07, 11:27 PM
I just can't wrap my head around how we can try and position ourselves to interrogate another character if we can't see where they intend to go? Does that question make sense? maybe it will be more clear after the first day?Everlost, it could be just happenstance. Two characters end up within two spaces of one another. Or, b. Tail

Each character has a special “Tail” which enables them to secretly track the movements of another character for one full day. (More on movement around the island below.) Like the Bamboo Torture Sticks, the Tail may only be used at one point during the game, and only under certain circumstances.:nanabobo:

DogMa
12-19-07, 11:31 PM
You guys just don't understand the pressures I've been under here.

Just forget it.*looks around*
I am surprised Kate hasn't come running yet.

did your dealer go on holiday pill popper? ;)

:D:rotfl:
Oops! I mean *shimmies*

Everlost, it could be just happenstance. Two characters end up within two spaces of one another. Or, b. Tail

Each character has a special “Tail” which enables them to secretly track the movements of another character for one full day. (More on movement around the island below.) Like the Bamboo Torture Sticks, the Tail may only be used at one point during the game, and only under certain circumstances.:nanabobo:*shakes special “Tail”*

everlost
12-20-07, 12:44 AM
Everlost, it could be just happenstance. Two characters end up within two spaces of one another. Or, b. Tail

Each character has a special “Tail” which enables them to secretly track the movements of another character for one full day. (More on movement around the island below.) Like the Bamboo Torture Sticks, the Tail may only be used at one point during the game, and only under certain circumstances.:nanabobo:

So, what your saying is that strategy is a HUMONGOUS part of the game.?!?! In any case, I wish I could use the word humongous more ofen.

Thanks

:D

scotpgot
12-20-07, 01:36 AM
Sorry to be the bad guy, but let's try to keep the role-playing to the sign-up thread and, eventually, to the Open Stage thread.

:D

Fancy Monkey
12-20-07, 02:27 AM
Sorry to be the bad guy, but let's try to keep the role-playing to the sign-up thread and, eventually, to the Open Stage thread.

:D

Ah, memories :mushy:

Found in the Land of Lost
12-20-07, 02:41 AM
:rotfl:

/survivorjack

DogMa
12-20-07, 02:54 AM
:rotfl:

/survivorjackWhat is this survivor that you speak of..............


:D

scotpgot
12-20-07, 07:14 PM
Oh, man...let's see if I can pose this in the form of a rules question...

Will there be smack talk in this game, or a smack talk thread, or some other place where we can talk smack?

No.

island_maverick
12-26-07, 07:51 AM
What's the timeline wrt the show? I read somewhere a post by Fancy Monkey where he said don't take too many liberties with the plot but I can't find that post again.

Have I got it totally wrong when I assume it is loosely set in Season 1.

i.e. has the hatch been broken into yet?
Walt has not been kidnapped yet?
Sawyer and Kate haven't, uh, done the deed yet?

I'd like to ensure continuity with the general intention of the game's timeline when I post in character, but I don't know if it's me that's unclear and getting confused (if so, that doesn't bode well for the game!) or it's others.

Any advice would be much appreciated, game supremos.

clayseason1
12-26-07, 12:15 PM
The time setting is after Boone's death and before the raft launch.

1. The hatch has not been broken into yet.
2. Walt has not been kidnapped yet.
3. Sawyer and Kate have not done "the deed" yet. (Although they can if they want :D )

The Central Scrutinizer
12-26-07, 01:12 PM
And I did not wet my pants when the plane crashed. I don't know who started that vicious rumor, but it's not true, dammit.

island_maverick
12-26-07, 10:12 PM
.
3. Sawyer and Kate have not done "the deed" yet. (Although they can if they want :D )Hey, that's Kate you're talking about there. Don't make me angry enough to cry.

And I did not wet my pants when the plane crashed. I don't know who started that vicious rumor, but it's not true, dammit.Senility and incontinence are no strangers, Bernard. In case it had crossed your mind.

Found in the Land of Lost
12-27-07, 12:28 AM
Now that we have the map, I have a couple of questions:

- As far as Investigating goes, does the term "location" refer to any square, or just the named locations?

- In terms of Interrogations or Tails, does the person have to be within 2 steps of you depending on the terrain, or just 2 squares? Meaning, if I'm on R11 and the other person is on R13 (in the rocks), is that person considered as being 3 steps away, and not eligible for Tailing?

- I'm not sure if this has been asked before, but can you "swim" in the river at 3 steps per square?

clayseason1
12-27-07, 01:13 AM
Now that we have the map, I have a couple of questions:

- As far as Investigating goes, does the term "location" refer to any square, or just the named locations?

- In terms of Interrogations or Tails, does the person have to be within 2 steps of you depending on the terrain, or just 2 squares? Meaning, if I'm on R11 and the other person is on R13 (in the rocks), is that person considered as being 3 steps away, and not eligible for Tailing?

- I'm not sure if this has been asked before, but can you "swim" in the river at 3 steps per square?

Hi Rose, :D

1. location - see this post (http://www.losttv-forum.com/forum/showpost.php?p=1897961&postcount=11)

2. 2 steps opposed to 2 squares - good question
The prerequisite of 2 spaces (another term :D) is to require a minimum proximity to each other in order to interrogate or tail. As such, it wouldn't matter how long it would take someone to transverse that terrain because the distance is still the same. Therefore, the type of terrain should not make a difference when determining the required number of steps/square/spaces for those reasons.

3. yes - swimming in the river (i.e. going from one blue square to another blue square) is allowed and you are correct in that 3 blue squares of travel are equivalent to 1 square of normal terrain.

clayseason1
12-27-07, 01:15 PM
Now that we have the map, I have a couple of questions:

- As far as Investigating goes, does the term "location" refer to any square, or just the named locations?

- In terms of Interrogations or Tails, does the person have to be within 2 steps of you depending on the terrain, or just 2 squares? Meaning, if I'm on R11 and the other person is on R13 (in the rocks), is that person considered as being 3 steps away, and not eligible for Tailing?

- I'm not sure if this has been asked before, but can you "swim" in the river at 3 steps per square?

Hi Rose, :D

1. location - see this post (http://www.losttv-forum.com/forum/showpost.php?p=1897961&postcount=11)

2. 2 steps opposed to 2 squares - good question
The prerequisite of 2 spaces (another term :D) is to require a minimum proximity to each other in order to interrogate or tail. As such, it wouldn't matter how long it would take someone to transverse that terrain because the distance is still the same. Therefore, the type of terrain should not make a difference when determining the required number of steps/square/spaces for those reasons.

3. yes - swimming in the river (i.e. going from one blue square to another blue square) is allowed and you are correct in that 3 blue squares of travel are equivalent to 1 square of normal terrain.

I apologize - I was incorrect in my answer as far as swimming in the river. I remembered incorrectly and fool that I was - did not check the rules before replying.

Here's the rule:
d. River (light blue squares) – You may cross the river any time you like (travel from a land square to a river square to another land square) at the same rate of your normal exploration. However, you may not travel up or down the river (step from one river square to another) on foot.

cinderellabop
12-27-07, 01:29 PM
you may not travel up or down the river (step from one river square to another) on foot.

Am I wrong in thinking that there may turn out to be another way to move up or down river that will be revealed at a later time? The words "on foot" keep sticking out to me.

Fancy Monkey
12-27-07, 01:49 PM
Am I wrong in thinking that there may turn out to be another way to move up or down river that will be revealed at a later time? The words "on foot" keep sticking out to me.

I was taught in my journalism classes not to waste any words when I write.

Found in the Land of Lost
12-27-07, 01:52 PM
Am I wrong in thinking that there may turn out to be another way to move up or down river that will be revealed at a later time? The words "on foot" keep sticking out to me.

Precisely why I asked. :D


I was taught in my journalism classes not to waste any words when I write.

:nanabobo:

Homer Noodleman
12-27-07, 01:56 PM
Paulo plans on floating down that river in an inner tube.

ISIS
12-27-07, 05:14 PM
Quietly reminds Paulo that he can not use her floating devise again. Shhhhhh..."No means no". *http://i186.photobucket.com/albums/x60/ISIS_058/happy.gif Dances around a thin tree.*

ISIS
12-28-07, 01:34 PM
Sorry scotpgot; I didn't read up far enough.

Is it possible to see an example of a couple of days journey?
No cooperation/ also means no help from hubby?

Fancy Monkey
12-28-07, 01:54 PM
Sorry scotpgot; I didn't read up far enough.

Is it possible to see an example of a couple of days journey?
No cooperation/ also means no help from hubby?

I'm not sure what kind of example you're looking for.

As long as your husband's not a member of LTV under another screenname, there's no reason he can't help you. The no cooperation simply means between LTV forum members (other than your teammate, of course). So, you and DogMa can and should cooperate completely and talk together about how you're going to play. But you shouldn't share information with any other players, or any other forum members, even if they're not playing.

The Central Scrutinizer
12-28-07, 01:58 PM
But you can tell Bernard, that's okay. There is a special hidden section of the rules stating that anyone who was moved from the Tail Section (Former Tail Sectioner or TSS's of the plane to The Beach for the purposes of the game can be trusted with your secrets. I can listen but I can't tell. There's a punishment for us FTS's if we blab, and it ain't pretty, so I wouldn't repeat something that was told to me in confidence.

It's in my dossier.

Really.

Found in the Land of Lost
12-28-07, 03:05 PM
I'm not sure what kind of example you're looking for.

As long as your husband's not a member of LTV under another screenname, there's no reason he can't help you. The no cooperation simply means between LTV forum members (other than your teammate, of course). So, you and DogMa can and should cooperate completely and talk together about how you're going to play. But you shouldn't share information with any other players, or any other forum members, even if they're not playing.


What about discussing the rules and/or public information? Like, if another character says in chat, "Hey, what are the gray squares?" and I say, "Those are rocks and take 1.5 times as long to walk over."

Is that okay?

Fancy Monkey
12-28-07, 03:09 PM
What about discussing the rules and/or public information? Like, if another character says in chat, "Hey, what are the gray squares?" and I say, "Those are rocks and take 1.5 times as long to walk over."

Is that okay?

You really shouldn't be having conversations about the game in Chat. That's what the Open Set Thread is for. If you have a rules question or need to discuss some other aspect without being in character, you can post that in the Rules or Map thread here. Obviously in your example there's no real harm done, but we can't monitor those kinds of conversations, and there shouldn't be a need for anyone to have them outside of the officially sanctioned threads. If everyone just gets in the habit of only talking about this game in the C&CD Hiatus Game subforum, it shouldn't be too difficult.

Found in the Land of Lost
12-28-07, 03:15 PM
Okay then. Thanks! :D

ISIS
12-28-07, 03:20 PM
Just forget it I would only get more confused. I have read and re-read the rules; I even printed them and was given 36 pages. I think I had a hotflash.

The Christmas Holiday consumed much of my attention. I suppose I'm much like a child who learns faster with visual reinforcement.

Do we have one interrogation per player or just one interrogation total? Will most of my fears be quieted as the game begins? Is it's bark worse than it's bite?

scotpgot
12-28-07, 03:27 PM
Just forget it I would only get more confused. I have read and re-read the rules; I even printed them and was given 36 pages. I think I had a hotflash.

The Christmas Holiday consumed much of my attention. I suppose I'm much like a child who learns faster with visual reinforcement.

Do we have one interrogation per player or just one interrogation total? Will most of my fears be quieted as the game begins? Is it's bark worse than it's bite?

:awwhug: ISIS.

The problem is that it's difficult to say something without giving anything away (or look like we're giving something away).

A typical day's itinerary may look something like this:

Step 1: X99
Step 2: Y99
Step 3: Investigate Y99
Step 4: Z98
Step 5: Investigate Z98.
Step 6: Climb Y98
Step 7: Y98
Step 8: Z97

Hope that clears it up at least a little.

And yeah, the rules are complicated. I printed them out and went through them with a highlighter myself. But any questions you have we are happy to answer. And we don't plan on burning anyone at the stake if there's a mistake made.

Fancy Monkey
12-28-07, 03:56 PM
Just forget it I would only get more confused. I have read and re-read the rules; I even printed them and was given 36 pages. I think I had a hotflash.

The Christmas Holiday consumed much of my attention. I suppose I'm much like a child who learns faster with visual reinforcement.

Do we have one interrogation per player or just one interrogation total? Will most of my fears be quieted as the game begins? Is it's bark worse than it's bite?

You have one interrogation total. Use it wisely.

I think its bark is worse than its bite. Ever play a new board game and sit through someone reading the rules for 20 minutes, only to come away not sure what you're about to do? Well, once you start playing, it always works itself out and becomes a lot more clear. I think that'll be the case with this, as well. Like scot said, feel free to ask us if you have any questions as you're going along!

cinderellabop
12-28-07, 03:58 PM
There, there, Nikki. You'll get it. ;)

I agree with you... the rules are daunting. My advice is to take one section of it at a time to concentrate on. A lot of it, i think you will learn on the fly from prompting by the narrators. I would focus on the intinerary first, because that's really the first thing we're going to need to do. That's what I'm doing. I figure most of it will come by doing it. There are some things that I'm not sure how they'll play out, but I decided not to overthink it and just go with the flow. :)

The Central Scrutinizer
12-28-07, 04:00 PM
If everyone would please PM me with their Player's Choice Item, I'd be able to finalize my Murder Mystery Database.

Thanks.

scotpgot
12-28-07, 04:01 PM
:seriousface:

Homer Noodleman
12-28-07, 04:03 PM
So, how does this work for Paulo's first day itinerary:

Steps1-3; sleep late to get plenty of beauty rest.
Steps 4-7: comb hair and admire myself in the mirror.
Step 8: wonder why nobody else is in the camp.

island_maverick
12-28-07, 04:14 PM
There, there, Nikki. You'll get it. ;):D Dumb Silly Nikki.

Still, she did inadvertently (can be the only logical explanation) raise a point I'd like confirmed:

CS mentioned that as you pass over a square on your journey for the day, if the square has clue/information tagged to it then we would inherit that info free of charge as we travelled across the square.

Yet, in scot's itinerary example there are two 'investigate' commands, (which use up one unit of travel each). So what extra does the investigate command give you in these instances?

scotpgot
12-28-07, 04:40 PM
a. Travel

Any time you move from one space to another on the island (game board), this is considered “travel.” With the exception of surprises and roadblocks (see below), when you are traveling, you are simply on the move, and you learn no new information. In order to investigate (find clues), you must stop, giving up one space of your day’s travels.

b. Investigation

If you are not traveling, that means you’re investigating. To investigate, you simply stop on a location and use one extra step of your itinerary. You will then find out any information that location has to provide (be it a clue that clears another character of suspicion, some other piece of information that could help your investigation, or a big fat load of nothing). Once you have investigated a location, you will learn everything that location has to tell you; you will not have to investigate it again.

You have the option of investigating any square you travel across, but you may also choose to “run right over it” and skip it in your quest to get somewhere else. You will have to decide whether it’s worth it on any particular day to cover more ground, or to work slowly but methodically.

As you travel, there may or may not be squares that contain surprises that will be triggered "automatically" as you cross the square, and you won't need to investigate.

Also, doing an investigation does not necessarily "guarantee" any useful information.

The Central Scrutinizer
12-28-07, 04:46 PM
Also, doing an investigation does not necessarily "guarantee" any useful information.

WHAT?!?

Surely by this, you only mean that doing an investigation does not necessarily "guarantee" any useful information if there is nothing in that square to be investigated?


However, if there is something in that square to be revealed, investigating will turn up the secret, right?

island_maverick
12-28-07, 04:54 PM
As you travel, there may or may not be squares that contain surprises that will be triggered "automatically" as you cross the square, and you won't need to investigate.So if you go over a square with a 'surprise' on (that will reveal itself to you for 'free') does that exclude that square from having any additional information behind it?

i.e. anything and everything of value will be revealed so there would be no need to also go back and stop and investigate?

scotpgot
12-28-07, 04:55 PM
WHAT?!?

Surely by this, you only mean that doing an investigation does not necessarily "guarantee" any useful information if there is nothing in that square to be investigated?


However, if there is something in that square to be revealed, investigating will turn up the secret, right?

I had to read your post a couple times, so I will answer what I *think* you're asking me...

If you an "investigate" a square that contains information, you will receive it. You will never have to "say" anything else other than "investigate". For instance, there isn't anyplace on the board where you will only receive the clue if you say, "Investigate. Do 100 push-ups. Turn around three times."

scotpgot
12-28-07, 04:57 PM
So if you go over a square with a 'surprise' on (that will reveal itself to you for 'free') does that exclude that square from having any additional information behind it?

i.e. anything and everything of value will be revealed so there would be no need to also go back and stop and investigate?

I will defer this question to FM and CS1.

The Central Scrutinizer
12-28-07, 05:06 PM
I had to read your post a couple times, so I will answer what I *think* you're asking me...

If you an "investigate" a square that contains information, you will receive it. You will never have to "say" anything else other than "investigate". For instance, there isn't anyplace on the board where you will only receive the clue if you say, "Investigate. Do 100 push-ups. Turn around three times."


Cool. That does explain part of my concern.

But what about your 'not guarantee' post?

Does that just mean that there isn't a clue in every single one of the 440 squares?

I have another question about investigating, but I'm going to flip back a couple of pages to see if it's been asked already.

Maestra
12-28-07, 05:07 PM
Aren't there only 14 clues in all? Most of the spaces are empty, or have hidden surprises that may help or hinder us?

ISIS
12-28-07, 05:53 PM
:D Dumb Silly Nikki.


Awwww...don't be so rough on me. I played many war strategy video games with my husband. I always work out the plans; he goes in for the kill. Maybe I will surprise you.:nanabobo:

scotpgot
12-28-07, 05:59 PM
Cool. That does explain part of my concern.

But what about your 'not guarantee' post?

Does that just mean that there isn't a clue in every single one of the 440 squares?

I have another question about investigating, but I'm going to flip back a couple of pages to see if it's been asked already.

I thought maybe THIS was the question you were asking me.

Say, for instance, a square on the map is labeled "Penny's House in Portland". Even though it is labeled, and even though you investigate it, it may not turn up anything of value.

Additionally, of course, there's plenty of plain old empty squares on the map.

Aren't there only 14 clues in all? Most of the spaces are empty, or have hidden surprises that may help or hinder us?

There are 14 "alibi clues". There may or not be other clues, surprises, or detriments.

Fancy Monkey
12-28-07, 06:11 PM
CS mentioned that as you pass over a square on your journey for the day, if the square has clue/information tagged to it then we would inherit that info free of charge as we travelled across the square.

Yet, in scot's itinerary example there are two 'investigate' commands, (which use up one unit of travel each). So what extra does the investigate command give you in these instances?

What scot said earlier is true; if you want to investigate a square, you must use up a step of travel in order to do so. For squares that are not labeled, you never need to stop and investigate. Most of these squares are empty, but a few have secret information or other resources there. If you pass over spaces with these surprises on them, you will receive that information/resource automatically, without having to stop.

I hope that makes sense.

WHAT?!?

Surely by this, you only mean that doing an investigation does not necessarily "guarantee" any useful information if there is nothing in that square to be investigated?


However, if there is something in that square to be revealed, investigating will turn up the secret, right?

Yes.

So if you go over a square with a 'surprise' on (that will reveal itself to you for 'free') does that exclude that square from having any additional information behind it?

i.e. anything and everything of value will be revealed so there would be no need to also go back and stop and investigate?

In the case of blank squares, you will never need to stop to investigate. If there's a surprise there, you'll find out automatically.

Cool. That does explain part of my concern.

But what about your 'not guarantee' post?

Does that just mean that there isn't a clue in every single one of the 440 squares?

I have another question about investigating, but I'm going to flip back a couple of pages to see if it's been asked already.

I'm pretty sure that's all scot meant.

Aren't there only 14 clues in all? Most of the spaces are empty, or have hidden surprises that may help or hinder us?

Right.

Summing up:

If a square has words on it on your map, you may stop there and investigate it to find out whether it contains any information you might need (including clues). You also have the option of passing right over it if you don't think you need to stop there*.

If a square does not have words on it on your map, you do not need to stop there and investigate it. A vast majority of these blank squares are just taking up space. Some of them have hidden surprises, but if you pass over a square with a surprise on it, you'll get it automatically.

* Some squares are "roadblocks" which will stop you in your tracks if you try to pass them. These are the only exceptions to the rule that says you have the option of skipping right over a space. I'd give you an example, but that'd ruin the joy of discovery for you. If you run into a roadblock on a space that does have words on it, it'll stop you before you can investigate it, so you'll get your step back. See the section in the Rules dealing with Forks in the Road for more info, and feel free to ask if this needs clarification.

The Central Scrutinizer
12-28-07, 06:46 PM
If a square does not have words on it on your map, you do not need to stop there and investigate it. A vast majority of these blank squares are just taking up space. Some of them have hidden surprises, but if you pass over a square with a surprise on it, you'll get it automatically.

Ahhhhhhhh. Thank you scot and FM, that clears a lot of things up.

Now for my next big question:

When I swing by a square of note, say for instance..."Hurley's Van"...and I investigate and uncover a bona fide geniune clue:

Do I "collect" it, taking it with me--meaning that the next poor schmuck that investigates Hurley's Van will find nothing but some empty Dharma beer cans and not the prized clue?

clayseason1
12-28-07, 07:05 PM
Ahhhhhhhh. Thank you scot and FM, that clears a lot of things up.

Now for my next big question:

When I swing by a square of note, say for instance..."Hurley's Van"...and I investigate and uncover a bona fide geniune clue:

Do I "collect" it, taking it with me--meaning that the next poor schmuck that investigates Hurley's Van will find nothing but some empty Dharma beer cans and not the prized clue?

No, you don't take the clue with you. The clue will be there for the next person who investigates a marked square.

cinderellabop
12-28-07, 07:15 PM
If you spend the night on a space, do you automatically get any information on that space, or do you have to make a special point of investigating it?

The Central Scrutinizer
12-28-07, 07:22 PM
No, you don't take the clue with you. The clue will be there for the next person who investigates a marked square.

That sucks, considering my 'double movement' powers.

clayseason1
12-28-07, 07:25 PM
If you spend the night on a space, do you automatically get any information on that space, or do you have to make a special point of investigating it?

Please clarify what you mean by a space. Do you mean a marked space, such as the cockpit?

cinderellabop
12-28-07, 07:30 PM
Yeah, say I want to spend the night at the cockpit. Would I have to investigate it to get any clues that are there?

Fancy Monkey
12-28-07, 07:32 PM
You'd have to use your first step in the morning to investigate it. Unfortunately for all of you, you're going to forget to take a flashlight and/or a torch along with you on your journey, so you wouldn't be able to see enough to investigate at night.

Homer Noodleman
12-28-07, 07:32 PM
Yeah, say I want to spend the night at the cockpit.

Seesh, don't pitch hanging curves. I don't want to end up getting moderated! :eek:

Found in the Land of Lost
12-28-07, 08:12 PM
You'd have to use your first step in the morning to investigate it. Unfortunately for all of you, you're going to forget to take a flashlight and/or a torch along with you on your journey, so you wouldn't be able to see enough to investigate at night.

But let's say that we wanted to investigate at the end of the day, before it got dark (like, on our eighth move). Would there still be enough light?

clayseason1
12-28-07, 08:16 PM
But let's say that we wanted to investigate at the end of the day, before it got dark (like, on our eighth move). Would there still be enough light?

As long as you have one step left - you can investigate. If you reach the square you want to investigate on your eighth move, then you would have to wait "til morning" and use the first step of your next eight to investigate.

Fancy Monkey
12-28-07, 08:16 PM
Yes, your 8th step can be used to investigate, just as your first seven can, assuming you're on a space that can be investigated.

You just don't get a free "overnight investigation" - if you land somewhere on Step 8 and you want to investigate it before you leave, you'll have to use Step 1 of the next day to do so.

ETA: cs1 beat me to it!

The Central Scrutinizer
12-28-07, 08:20 PM
This island is scary. I've decided to spend every night at my SOS sign, then make a mad dash to the Raft Launch Site on day 7.

GardenMom
12-28-07, 08:27 PM
Bernard honey, what is wrong? It is just not like you to want to bury your head in the sand. Leave that for that nice Brazilian boy and his pushy girlfriend. Where is my "can do" guy? Here, have this Apollo Bar that I saved for you.

GardenMom
12-28-07, 08:32 PM
Oops, I forgot I actually had a question! When we decide to use our "tail" and we're following someone and learning what they learn, can we also investigate a square (with writing on it) that is of interest to us, but that they might choose to pass over? Will we be able to complete the tail if we do that?

Fancy Monkey
12-28-07, 08:33 PM
Oops, I forgot I actually had a question! When we decide to use our "tail" and we're following someone and learning what they learn, can we also investigate a square (with writing on it) that is of interest to us, but that they might choose to pass over? Will we be able to complete the tail if we do that?

No. When you're tailing someone, you're locked in to their itinerary for all 8 steps. Invisibility comes with a price.

ISIS
12-29-07, 02:33 PM
:dunce: I have returned. The first step on a mountain (tan square) is 2 steps and the rest are 1; correct?

Suppose we go to a Dharma Station that has people inside. How do we know that they are there? Do you guys give us the heads up? Who are these so-called station dwellers?

The rules I printed were only 18 pages long I must have had the printer set on 2 copies.:hammersel What can I say; but Nikki strikes again.

clayseason1
12-29-07, 02:47 PM
:dunce: I have returned. The first step on a mountain (tan square) is 2 steps and the rest are 1; correct?

Correct - see this rule
a. Mountains (tan squares) – When you first “step onto” a mountain (enter it from a lower-elevation square) it takes you twice as long due to the climb (two steps must be spent entering a tan square). Once you are up on the mountain, however, you may travel normally (one step per square, as long as you are going from one tan square to another), and there is no delay coming back down from a mountain (tan square to any other color).

Suppose we go to a Dharma Station that has people inside. How do we know that they are there? Do you guys give us the heads up? Who are these so-called station dwellers?

Well, I think you will find out when you get there. :D

island_maverick
12-29-07, 03:51 PM
:dunce: I have returned.

The rules I printed were only 18 pages long I must have had the printer set on 2 copies.:hammersel What can I say; but Nikki strikes again.I think it's great that you're getting into character so easily, ISIS. :nanabobo:

DogMa
12-29-07, 04:00 PM
:dunce: I have returned. The first step on a mountain (tan square) is 2 steps and the rest are 1; correct?

Suppose we go to a Dharma Station that has people inside. How do we know that they are there? Do you guys give us the heads up? Who are these so-called station dwellers?

The rules I printed were only 18 pages long I must have had the printer set on 2 copies.:hammersel What can I say; but Nikki strikes again.I <3 NikkiMyself!

I think it's great that you're getting into character so easily, ISIS. :nanabobo:Could you even imagine both us in the same room together?:D

ISIS
12-29-07, 05:41 PM
I think it's great that you're getting into character so easily, ISIS. :nanabobo:

http://i186.photobucket.com/albums/x60/ISIS_058/SMILIES/peace-4.gifThanx; I'm a natural. I'll probably win the actress award.

I <3 NikkiMyself!

Could you even imagine both us in the same room together?:D

She makes me eat crayons. But when she's not looking; I stick em' up my nose instead.

cinderellabop
12-29-07, 06:47 PM
OK, as I work on my itinerary, I have a couple more questions.

First of all, does the square you start out on each day count as a step? or is that only if you need to investigate the space where you spent the night?

For example, say I spent the night at the caves. The next morning, I walk toward the golf course. Is that step 1 or step 2?

Secondly, if I want to investigate the caves first, is that steps 1-2, or is it just step 1? Would my itinerary for the next day look like this:

Step 1: investigate caves
step 2: golf course
step 3 investigate golf course
etc...

Or

step 1-2: investigate caves
step 3-4: golf course, investigate golf course...
etc.

And did that question just make it more confusing to everyone?

EDIT: Another question: For spaces that are in high elevation, such as the radio tower or Henry Gale's balloon, if you're walking to them from a grassy area and you want to search those places, does that take 3 spaces? In other words, say I'm up at H-10 and want to move diagonally to space G-9, Henry Gale's balloon. It's already 2 steps just to get there, do I need to use a third step to investigate it?

EDIT AGAIN: One more question! If you're climbing a mountain or rocks and run out of spaces to finish moving to one of those spaces, do you have to stop before doing it or can you stop midway and finish in the morning? For example, say I have already taken 6 steps and I'm at the rope bridge and want to walk across the rocks toward the river. My intinerary would be something like this:

step 6: 0-17 (rope bridge)
step 7-7.5: N-18
step 8: M-18.

I can't finish walking across space M-18, right? Does that mean I should stop sooner? Or can I finish crossing the space in the morning?

clayseason1
12-29-07, 07:20 PM
OK, as I work on my itinerary, I have a couple more questions.

First of all, does the square you start out on each day count as a step? or is that only if you need to investigate the space where you spent the night?
The square you start out on each day is the same square you ended up on the previous day and would have been step 8 of the previous day.
If you choose to investigate the space where you spent the night, then you would use the first step of the new day's 8 steps to investigate that space.

For example, say I spent the night at the caves. The next morning, I walk toward the golf course. Is that step 1 or step 2?
Step 1

Secondly, if I want to investigate the caves first, is that steps 1-2, or is it just step 1? Would my itinerary for the next day look like this:

Step 1: investigate caves
step 2: golf course
step 3 investigate golf course
etc...
This is correct


Or

step 1-2: investigate caves
step 3-4: golf course, investigate golf course...
etc.

And did that question just make it more confusing to everyone?
and this is incorrect

EDIT: Another question: For spaces that are in high elevation, such as the radio tower or Henry Gale's balloon, if you're walking to them from a grassy area and you want to search those places, does that take 3 spaces? In other words, say I'm up at H-10 and want to move diagonally to space G-9, Henry Gale's balloon. It's already 2 steps just to get there, do I need to use a third step to investigate it?
I think you are confused. If you are on H-10 you already are on mountainous terrain (tan square). Once you are on mountain terrain - moving to another tan square is regular travel. i.e. stepping from H-10 to G- 9 is only one step - then you would use and 2nd step to investigate it.

sgtdraino
12-29-07, 07:21 PM
Basically, you can do 8 things per day. Of those 8 things, you generally only have 2 options: Move, or Investigate. If you woke up in the Caves, your itinerary would look like this:

1. Investigate Caves
2. Move to Golf Course
3. Investigate Golf Course.

To enter and investigate mountainous terrain from jungle, it would indeed take 3 steps:

1. Climb mountain
2. Move to HG's Balloon.
3. Investigate Balloon.

Once on a mountain, however, movement is normal. It also doesn't take any effort to climb down off the mountain.

clayseason1
12-29-07, 07:29 PM
Sorry about that - I looked at the graph wrong - let me try that again

EDIT: Another question: For spaces that are in high elevation, such as the radio tower or Henry Gale's balloon, if you're walking to them from a grassy area and you want to search those places, does that take 3 spaces? In other words, say I'm up at H-10 and want to move diagonally to space G-9, Henry Gale's balloon. It's already 2 steps just to get there, do I need to use a third step to investigate it?
Yes -you are correct. It takes two steps to go from the grassy H10 to the mountain terrain G9 and then you would spend another 1 step investigating - total steps used - 3

clayseason1
12-29-07, 07:37 PM
EDIT AGAIN: One more question! If you're climbing a mountain or rocks and run out of spaces to finish moving to one of those spaces, do you have to stop before doing it or can you stop midway and finish in the morning? For example, say I have already taken 6 steps and I'm at the rope bridge and want to walk across the rocks toward the river. My intinerary would be something like this:

step 6: 0-17 (rope bridge)
step 7-7.5: N-18
step 8: M-18.

I can't finish walking across space M-18, right? Does that mean I should stop sooner? Or can I finish crossing the space in the morning?
You're correct - you would not be able to finish with your remaining steps - you be stuck right there until morning and use your next 8 steps to finish.

DogMa
12-29-07, 07:40 PM
So, this is what it should look like?

Step 1:H-17
Step 2:I-16
Step 3 & 4:J-15-Investigate Golf Course
Step 5& 6:K-14-Investigate Polar Bear Caves
Step 7:K-13
Step 8: K-12 Camp overnight & first thing in the morning Investigate Waterfall
(Which would be step one of the next day)




Am I anywhere close to getting this?

Oh wait.....I could camp there, but then have to investigate first thing in the morning. Right?

Never mind...I keep editing this post to the point I have confused myself.

clayseason1
12-29-07, 07:41 PM
To enter and investigate mountainous terrain from jungle, it would indeed take 3 steps:

1. Climb mountain
2. Move to HG's Balloon.
3. Investigate Balloon.
no
moving on the diagonal
1. climb mountain
2. finish climbing mountain and land on HG"s balloon
3. investigate balloon

It would take four steps if climbing to the tan space adjacent to HG's balloon
1. climb mountain
2. finish climbing mountain and land on adjacent space
3. move to HG's balloon
4. investigate HG's balloon

clayseason1
12-29-07, 07:46 PM
So, this is what it should look like?

Step 1:H-17
Step 2:I-16
Step 3 & 4:J-15-Investigate Golf Course
Step 5& 6:K-14-Investigate Polar Bear Caves
Step 7:K-13
Step 8: K-12 Camp overnight & first thing in the morning Investigate Waterfall




Am I anywhere close to getting this?


Oh wait.....I could camp there, but then have to investigate first thing in the morning. Right?

You do not count H17 (beach camp) as a step - that's the spot you are on already. I16 would be your first step and since that would be true - following your route - you would have a step left @ K12 to investigate and wind up spending the night there.

cinderellabop
12-29-07, 07:48 PM
I think I ruptured a small blood vessel in my brain from over thinking...........

LOL!

I think I'm getting it now...

DogMa
12-29-07, 07:51 PM
You do not count H17 (beach camp) as a step - that's the spot you are on already. I16 would be your first step and since that would be true - following your route - you would have a step left @ K12 to investigate and wind up spending the night there.Cool! I think I have this map thing down now.

Thanks clayseason!:)

And they said you can't teach a murdering stripper new tricks.:D

Homer Noodleman
12-29-07, 07:53 PM
Ok, I have two questions. Paulo gets to travel three times as fast on level ground when he is using his golf cart:


If he passes over one of those random clues when he's riding, does he still get it?
If he leaves it to cross a river can another character then steal it?

clayseason1
12-29-07, 07:57 PM
Ok, I have two questions. Paulo gets to travel three times as fast on level ground when he is using his golf cart:


If he passes over one of those random clues when he's riding, does he still get it?
If he leaves it to cross a river can another character then steal it?


First - no one is supposed to know about your golf cart and no, he doesn't get it.
Second - Yes, another character can steal it.:nanabobo:

DogMa
12-29-07, 07:59 PM
Ok, I have two questions. Paulo gets to travel three times as fast on level ground when he is using his golf cart:

If he passes over one of those random clues when he's riding, does he still get it?
If he leaves it to cross a river can another character then steal it?I'll golf YOUR cart...........

foxxie
12-29-07, 08:07 PM
Is it bad that I'm so confused that I don't know what questions to ask?

*sits in the sand and eats peanut butter*

clayseason1
12-29-07, 08:16 PM
Is it bad that I'm so confused that I don't know what questions to ask?

*sits in the sand and eats peanut butter*

Start at the beginning of the rules. When you come to something you don't understand - ask. That's the best way. (You can also pm your questions if you prefer.)

DogMa
12-29-07, 08:31 PM
Is it bad that I'm so confused that I don't know what questions to ask?

*sits in the sand and eats peanut butter*Aww poor Claire!:Hugglepounce:

I am more than willing to help you out! Just send me all your information, especially the dossier sans all the black outed information, and I will fix you right up good & proper!:D

Maestra
12-29-07, 08:39 PM
*wonders how many blondes Nikki will try to take advantage of*

After reading the rules a third time, I think I'm getting it. My biggest question so far: Do we all begin at the Beach Camp? Is that "Start?"

clayseason1
12-29-07, 08:45 PM
*wonders how many blondes Nikki will try to take advantage of*

After reading the rules a third time, I think I'm getting it. My biggest question so far: Do we all begin at the Beach Camp? Is that "Start?"

Yes!

Maestra
12-29-07, 08:47 PM
Yes!Thanks! :D

I figured starting at the right spot was pretty critical. :p

sgtdraino
12-29-07, 09:14 PM
no
moving on the diagonal
1. climb mountain
2. finish climbing mountain and land on HG"s balloon
3. investigate balloon

That's what I meant.

DogMa
12-29-07, 09:23 PM
*wonders how many blondes Nikki will try to take advantage of**wonders how many blondes will let her take advantage of them*

Hi Shannon!:)

I was just talking to Claire, ummm...., helping her, you know, and well, I will be more than happy to help you also. Just let me take a peek at your stuff and I can fix you up too.:D


After reading the rules a third time, I think I'm getting it. My biggest question so far: Do we all begin at the Beach Camp? Is that "Start?"Uh oh....you said the bad word!

Oh hey, Ratio and Defasio are playing this game too!!:Cheers:

DogMa
12-29-07, 09:45 PM
Oh hey....do we need to investigate the Beach Camp?

Not sure about this because this is where we find out who got killed, so will all the info we need be given to us there without having to use a space for investigation?

island_maverick
12-29-07, 10:53 PM
Cool! I think I have this map thing down now.Um...Nikki......turn the map up the other way.

*to self*: that's why everyone looks to me for leadership. I have an instinct for these things. Or that's what John keeps telling me.

Ok, I have two questions. Paulo gets to travel three times as fast on level ground when he is using his golf cart:

If he passes over one of those random clues when he's riding, does he still get it?
If he leaves it to cross a river can another character then steal it?
:rotfl:

clayseason1
12-30-07, 12:17 AM
Oh hey....do we need to investigate the Beach Camp?

Not sure about this because this is where we find out who got killed, so will all the info we need be given to us there without having to use a space for investigation?

No, you do not need to investigate the Beach Camp.

island_maverick
12-30-07, 12:24 AM
When we stay somewhere overnight, be it safe or otherwise, do we automatically investiage/learn about that square?

clayseason1
12-30-07, 12:31 AM
When we stay somewhere overnight, be it safe or otherwise, do we automatically investiage/learn about that square?

No - you would need to play one of your steps in order to investigate it.

sgtdraino
12-30-07, 02:57 AM
No, you do not need to investigate the Beach Camp.

Ah, well that is news I wasn't aware of! What about labelled spaces that indicate more of an obstacle than a location? Such as the Water Fall, the various Sonic Fence spaces, and possibly the Dark Territory spaces. Is it worth investigating these? And if it might be, might it be worth investigating every Sonic Fence space? Or every Dark Territory space? Or you search one, you've pretty much searched all of 'em?

clayseason1
12-30-07, 04:00 AM
Ah, well that is news I wasn't aware of! What about labelled spaces that indicate more of an obstacle than a location? Such as the Water Fall, the various Sonic Fence spaces, and possibly the Dark Territory spaces. Is it worth investigating these? And if it might be, might it be worth investigating every Sonic Fence space? Or every Dark Territory space? Or you search one, you've pretty much searched all of 'em?

You give them an inch and they want a mile. :nanabobo:

sgtdraino
12-30-07, 05:38 AM
You give them an inch and they want a mile. :nanabobo:

Bah, I call BS, SBSSBBSBSG!!1!

clayseason1
12-30-07, 10:53 AM
Bah, I call BS, SBSSBBSBSG!!1!

John, the most help I can give you is to direct you here (http://www.wikihow.com/Make-a-Sweat-Bath-in-the-Wilderness), where you may find the answers you are seeking.

Fancy Monkey
01-03-08, 08:52 PM
Someone asked a question that I wanted to provide clarification on publicly.

We may have been too ambiguous before in answering questions about sleeping in the ocean. There is no rule that says you can't, and while it might make for a certain level of awkwardness in the story, we'll just work around that. If you want to sleep in the ocean or in the river, assuming you got there in the appropriate manner, go right ahead.

ISIS
01-03-08, 08:58 PM
This smells fishy. Mermaid or merman?

The Central Scrutinizer
01-03-08, 09:07 PM
Someone asked a question that I wanted to provide clarification on publicly.

We may have been too ambiguous before in answering questions about sleeping in the ocean. There is no rule that says you can't, and while it might make for a certain level of awkwardness in the story, we'll just work around that. If you want to sleep in the ocean or in the river, assuming you got there in the appropriate manner, go right ahead.

Looks to me like Mr. I'm-A-Whiz-With-Excel just found out his Others Abduction Random Space Generator doesn't error check for Ocean Spaces.

;)

clayseason1
01-03-08, 09:17 PM
Looks to me like Mr. I'm-A-Whiz-With-Excel just found out his Others Abduction Random Space Generator doesn't error check for Ocean Spaces.

;)

I doubt that was the situation. The Others would have no problem dumping someone in the ocean with the sharks. :D

Crandyman
01-11-08, 10:23 PM
Is it mathematically possible to uncover all the needed alibis to reach a definitive conclusion within the given 7 days?

clayseason1
01-11-08, 10:48 PM
We think so. Will it be easy -- no ---- possible --- yes.

Prender
01-11-08, 10:52 PM
I think the game should be extended to 23 1/2 days.

sgtdraino
01-12-08, 12:07 AM
We think so. Will it be easy -- no ---- possible --- yes.

Well, let's see. 16 suspects, got to eliminate 15 of them to determine the killer. If you could eliminate 2 suspects per day, that would ALMOST get you there. Under normal rules of travel, the most Investigations you could possibly do per day is 4. That's if the spaces you are investigating are all right next to each other. Obviously most of the time that's not going to be the case.

Hmmm. Maybe if you knew exactly what spaces all the clues were at, you might be able to plot your travel out for a week and hit all those spaces. That's assuming you don't get kidnapped, or suffer illness slowing you down.

Possible? Technically, I suppose. In reality, I'm thinking we all show up on Day 7 and give our best guess.

scotpgot
01-12-08, 12:35 AM
Ok, you got us. We made a game that was impossible to win.

It's a metaphor for life.

All the world's a stage and whatnot. :nanabobo:

Rocky Raccoon
01-12-08, 03:32 PM
:rotfl:

The Central Scrutinizer
01-12-08, 06:45 PM
Ok, you got us. We made a game that was impossible to win.

It's a metaphor for life.

All the world's a stage and whatnot. :nanabobo:


At least this game is more fun than life.

Crandyman
01-13-08, 06:48 AM
Ok, you got us. We made a game that was impossible to win.

It's a metaphor for life.

All the world's a stage and whatnot. :nanabobo:

Just like those damn arcade games. I want my quarters back!

Fancy Monkey
01-13-08, 05:12 PM
Well, really you're only looking for 12 (13 if you're Paulo) alibi clues.

16 characters
Minus 1 for the victim = 15
Minus 1 for Jin = 14
Minus 1 for you (assuming, you know, you're innocent) = 13
Minus 1 for the killer (who won't have an alibi clue) = 12 clues to find

That said, it's obviously a tall order. The best strategies will have recognized this as early as possible and made their decisions accordingly.

The Central Scrutinizer
01-14-08, 04:26 PM
Well, really you're only looking for 12 (13 if you're Paulo) alibi clues.

16 characters
Minus 1 for the victim = 15
Minus 1 for Jin = 14
Minus 1 for you (assuming, you know, you're innocent) = 13
Minus 1 for the killer (who won't have an alibi clue) = 12 clues to find

That said, it's obviously a tall order. The best strategies will have recognized this as early as possible and made their decisions accordingly.

Big Mouth.

Hodgepodge
01-14-08, 06:46 PM
Way to put him in his place FM! :Cheers:

Driveshaft4Dee
01-15-08, 04:21 AM
Why is Jin not around? What's his deal?

Homer Noodleman
01-15-08, 04:24 AM
He's a zombie working in the fish biscuit factory.

Driveshaft4Dee
01-15-08, 05:34 AM
Hope he's got a translator.

Crandyman
01-15-08, 06:23 PM
Refresher; were both the Murderer AND the Victim chosen at random?

Fancy Monkey
01-15-08, 06:32 PM
Both were chosen completely at random, yes.

The Central Scrutinizer
01-15-08, 07:07 PM
Refresher; were both the Murderer AND the Victim chosen at random?

Both were chosen completely at random, yes.

So was that the Major Announcement?

Rocky Raccoon
01-15-08, 07:09 PM
:melting:

cinderellabop
01-15-08, 07:18 PM
I think he's just trying to drive us all crazy.

Fancy Monkey
01-15-08, 07:21 PM
After 4:00 ET.

cinderellabop
01-15-08, 07:25 PM
Well, that's only about a half an hour away now... :hyper:

Driveshaft4Dee
01-15-08, 07:29 PM
Figures I'll be at work at that time. Grr I hate waiting.

Crandyman
01-15-08, 07:38 PM
Figures I'll be at work at that time. Grr I hate waiting.

You sound a bit under the weather, Dee. You better just call in sick. After all, we don't want you to get any worse nor does anybody else wish to get sick. :D

Driveshaft4Dee
01-15-08, 07:40 PM
LOL As much as I would love to Crandy, I really can't. I just got promoted so it wouldn't exactly look good. Besides it WAY too close to the time I have to be there to call out. But nice try. ;)

I'll just have to wait a few hours for it. Or you know. Rocky could be nice and text me the big announcement. :nanabobo:

Kidding.

Rocky Raccoon
01-15-08, 09:20 PM
No.

The Central Scrutinizer
01-25-08, 05:15 PM
I'm aware of the Day Seven Accusation rules and the order in which they're allowed to come. I was wondering how those accusations will be leveled. Will we get to construct a post/scene in which we confront the person we're accusing? Of course, in that case our Game Hosts would tell us the order in which to post.

clayseason1
01-25-08, 05:57 PM
Well Bernard, we don't want the finale to last 2-3 days. So, we're trying to put together a cohesive final scene, that will try to accomodate our players online time-frames allowing participation yet moving the scene to the ending in a timely manner.

The Central Scrutinizer
01-25-08, 06:00 PM
I'm afraid I'm going to have to go into day 8 or 9 to 'run all the way back' from Ana Lucia's Pit from Hell.

Driveshaft4Dee
03-26-09, 10:01 AM
I think this needs to come back next hiatus. I missed that it wasn't around this year. :(

TomOther
03-27-09, 05:21 PM
I agree

sgtdraino
03-28-09, 06:08 AM
I agree

Yes, this was pretty much the most awesome experience I've had here at Losttv. I was just thinking about it again, thinking about reading through the whole story we put together, and how things turned out.