You love sleep, and you love the lucidity owned in the world of your dreams. True control over one's own dreams, however, can never be shared...
Dreamers' Addiction [/B][/I][/COLOR]
Objective: Force the other dreamers to wake so that you may ultimately control your own lucid dreams in peace.
Players: 2 to 5, though more can be included if broken into teams.
How to Play: For those of you familiar with the Katzenjammer game, this one is not too dissimilar. For those who have not, this is similar to a text-based adventure game where the player is described a scenario with significant objects noted in relation to cardinal directions (ex. there is a DOOR to the EAST). The major difference in this game is that the players will do the part of describing the scenarios for each other.
All players will start in the game with their character (a dreamer) in their own pitch-black bedroom in bed, and each player will need to describe their own room in detail, noting significant objects and where they are.
At this point, players take turns acting as Dream Master (DM) to any one (and only one) of the other players that has not already been selected by a DM, or has acted as DM, for the round (unless they are the last player to go in that round). For example, the DM may say that the dreamer hears a knocking at their door, or someone singing outside the window, or that their bed turns into a dragon. The DM is encouraged to have the dreamer explore the environment, though is ultimately aiming to "kill" the dreamer six times so that the dreamer is forced to wake up. However, the DM is NEVER allowed to describe something that unavoidably kills the dreamer or force an action upon the dreamer themselves (ex. having the DM describe the dreamer committing suicide); the dreamer must always have an opportunity to live as made possible by the DM.
If the DM successfully stumps the dreamer, the dreamer is "kicked" and finds themselves in their bedroom again, with the room now brighter than before. If the dreamer succeeds in solving the challenge, the game proceeds as normal. If the DM is deemed to have described an unfair scenario, the DM is "kicked" instead of the player, with fairness determined by the majority of the other players or, if no majority can be reached, an arbitration agreed upon by all the players (ex. another vote from an non-player, flipping a coin, etc.). A player can be "kicked" five times, after which, if "kicked" a sixth time, the player has been deemed "woken" and is out of the game.
Rounds proceed as such: All DMs describe scenarios for each player, all dreamers describe the action they take, all the DMs describe the proceeding scenarios, etc. A dreamer does not need to have the same DM each round, and turns are determined by first-come, first-serve.
The winner is the one dreamer left who has not been kicked awake.
For now, this is just to gauge interest and throw out any questions there might be that I need to clarify. Assuming enough interest is gained, I intend to have the game start Monday, January 2nd, 2012.
Dreamers' Addiction [/B][/I][/COLOR]
Objective: Force the other dreamers to wake so that you may ultimately control your own lucid dreams in peace.
Players: 2 to 5, though more can be included if broken into teams.
How to Play: For those of you familiar with the Katzenjammer game, this one is not too dissimilar. For those who have not, this is similar to a text-based adventure game where the player is described a scenario with significant objects noted in relation to cardinal directions (ex. there is a DOOR to the EAST). The major difference in this game is that the players will do the part of describing the scenarios for each other.
All players will start in the game with their character (a dreamer) in their own pitch-black bedroom in bed, and each player will need to describe their own room in detail, noting significant objects and where they are.
At this point, players take turns acting as Dream Master (DM) to any one (and only one) of the other players that has not already been selected by a DM, or has acted as DM, for the round (unless they are the last player to go in that round). For example, the DM may say that the dreamer hears a knocking at their door, or someone singing outside the window, or that their bed turns into a dragon. The DM is encouraged to have the dreamer explore the environment, though is ultimately aiming to "kill" the dreamer six times so that the dreamer is forced to wake up. However, the DM is NEVER allowed to describe something that unavoidably kills the dreamer or force an action upon the dreamer themselves (ex. having the DM describe the dreamer committing suicide); the dreamer must always have an opportunity to live as made possible by the DM.
If the DM successfully stumps the dreamer, the dreamer is "kicked" and finds themselves in their bedroom again, with the room now brighter than before. If the dreamer succeeds in solving the challenge, the game proceeds as normal. If the DM is deemed to have described an unfair scenario, the DM is "kicked" instead of the player, with fairness determined by the majority of the other players or, if no majority can be reached, an arbitration agreed upon by all the players (ex. another vote from an non-player, flipping a coin, etc.). A player can be "kicked" five times, after which, if "kicked" a sixth time, the player has been deemed "woken" and is out of the game.
Rounds proceed as such: All DMs describe scenarios for each player, all dreamers describe the action they take, all the DMs describe the proceeding scenarios, etc. A dreamer does not need to have the same DM each round, and turns are determined by first-come, first-serve.
The winner is the one dreamer left who has not been kicked awake.
For now, this is just to gauge interest and throw out any questions there might be that I need to clarify. Assuming enough interest is gained, I intend to have the game start Monday, January 2nd, 2012.
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