trustfellows: (Default)
Trustfell Mods ([personal profile] trustfellows) wrote2017-08-26 10:36 pm

FAQ

GAME BASICS

What the hell is this thing?
Welcome to Trustfell! This is a short-run roleplaying game based around taking a group of characters, putting them through harrowing situations, and then murdering well over half of them. c:

...No, but really. The game is based off of the Dangan Ronpa series of visual novel murder mysteries and the format used in Dangan Roleplay; it's run by Dal and Redd, two long-term murdergame alumni; the plot is utterly disconnected from the continuity of Dangan Ronpa itself, though it's based around the same basic murderschool premise.

This is the sixth round of Trustfell; there is continuity between the rounds and a metaplot that will continue to be unveiled as the game goes on. This is also the last round of Trustfell! As such, it's a veteran round, open only to characters that have been in the game before. You don't have to be familiar with everything that happened in the first five rounds to play in the sixth, but seeing as this is the finale, the overarching plot is going to be solved this round.


Sounds great! How do I play?
Trustfell is a comm-based game, meaning that logs will go up in the main community for everyone to interact with one another in. There will be one mod-posted log per week to cover daily threading and activities, but players are permitted and encouraged to put up their own logs for special events that happen ICly! You do not need mod permission to put a log up; event logs can be things like parties, meetings, general gatherings, whatever you'd like.

Occasionally the mods will prepare a special event log for the group as well, but these are fewer and farther between and will be announced on the modplurk beforehand!


How many characters can I play? Is there a character cap?
You can only apply for and play one character in the game. There's an upper total character cap of 35 slots, but we'll run with as few as 15; furthermore, there's a hard limit of three characters per canon!


Who can I app?
All characters that have been in a previous round of Trustfell are appable! The sole exception to this is characters that are below the current age limit, which is eighteen years of age, sixteen with the maturity clause.

Otherwise, if they've been in the game in a previous round, feel free to bring them in and punch us in the feelings with them all over again! If they've been accepted previously, assume they're eligible unless they fall under the above exception.


My character is dead in canon, though!
Feel free to bring them here and (possibly) kill them again! As long as they have a physical body at the time that you bring them in and their body will stay that way after death, they're appable.


My character has something weird going on with their physiology...
The primary restriction we're placing on characters is that they must be killable by other characters, without the usage of magic or other powers. If there's something weird with them that makes them particularly hard to kill, talk to us about it and we'll see if we can work with you or come to an acceptable compromise; if not, the mods reserve the right to ask you to app another character. All powers and abilities not directly connected to a character's biology have been removed entirely, and some powers that are directly connected may be dampened - feel free to ask us for clarification if you aren't sure!

On a metaphysical level - given that the matter of one's soul is quickly becoming important to the metaplot, we would like to ask that you be sure that your character has one that is capable of being separated from their body in the event of their death. Most characters are probably fine - again, if you aren't sure, feel free to ask us for clarification.


So how do I app?
Apps will only be accepted after a reserve has been put in and processed! Please submit your app with the same journal you used to put the reserve in; no apps without a prior reserve will be accepted.


So how is this veteran round working, anyway?
The first thing to note is that while this is a veteran round, it is not a CRAU round. Your character will come in straight from canon, as before, and all of their memories are likewise required to be straight from canon. When it comes to finding out what role their previous round played in all of this...well, that's a secret for a bit further in.


When do reserves/apps open?
Reserves will open on Friday, September 1st; applications will open on Saturday, September 2nd. Both will close on Friday, September 8th; the game will officially open on Sunday, September 10th!


What happens if we get more than 35 reserves?
Reserves are handled on a "first come, first served" basis - anyone who reserves after the initial 35 slots have been filled will be waitlisted. In the event that someone cannot apply or withdraws their reserve, you will be notified by the mods in the order in which your reserve came in and tapped to take the slot if you so choose.


IC FAQ

Where the hell am I?
Rise and shine! Starting today, you are a new recruit to Graceside Preparatory Academy, an elite training school for those who are...well, a little more useful than the general population. You've been selected for a training exercise centered around trust-building, leadership, and taking initiative. Don't worry; the academy has all of the amenities and provisions that you can possibly require to get you through the exercise.


...What? I don't remember signing up for anything like that.
That's because you didn't. The academy selected you, whether or not you would have selected it – it's considered an honor.


This sounds a lot like a kidnapping.
Doesn't it just.


...Right. So who's running this thing, anyway?
This training exercise is being overseen by a pair of people known as Coordinators. They're here to keep a watchful eye over the rest of you and ensure that the exercise runs as smoothly as possible.


Is there a network?
Why in the world would you need one? You're all in the same building, and you're not going anywhere for a while. This is a trust-building exercise; go build some trust.


What happened to my powers?
They've been completely removed for the duration of the exercise – both for your own protection, and to encourage strategy-building and creative problem-solving among the group.


Well, this sucks. How do I leave?
Glad you asked! Anyone who wishes to terminate the trust-building exercise just has to violate everybody's trust in the worst way possible.

That is to say, you get out by killing another Participant and convincing the others that you didn't do it. Once that's done, you get to leave! ...At the cost of everyone else's lives, that is.


O...kay, what happens if I kill someone but can't convince everyone else that I totally didn't?
Then you get to take responsibility for your actions. (By dying. That is what passes for "taking responsibility" around here.) If it makes you feel any better, your fellow Participants will have to take responsibility for punishing you – it's left up to a vote, you see.


That's evil.
Is it really?


THE FACILITY

What's the atmosphere here like, anyway?
From the look of the halls, this place is old – it's set up like some sort of boarding school, almost, with dormitories on the west side of the first floor and basic amenities to the east. However, it doesn't seem to have been maintained very well; the floors are all sturdy and wooden and the walls are papered, it looks like there may have been grandeur here once, but it's kind of been left to go to seed – the sort of feeling you get when you walk into an old theatre for the first time. And it's a little musty as well, though perhaps that's understandable given that all of the windows have been sealed up and bricked off; even if you chip away at the stone – which isn't recommended, you know – you're going to be rewarded with the fact that those bricks were reinforced from behind with steel plates.

You're not going to see sunlight for a while.

That doesn't mean that you're going to be completely lost with regards to the time, however; affixed to the wall in the foyer is a large clock with more weights and pendulums inside the casing than seem real. It keeps reliable and very accurate time, though, even if it only chimes twice per day – once at ten at night, once at seven in the morning. There's very little electricity that isn't needed: there aren't any screens or cameras, though there are lights overhead encased in steel and wire, all in brass fixtures. There are also public-address systems affixed to the walls in all of the rooms of the facility, though those too are a little old-fashioned – they're the large brown speakerbox variety, as opposed to slick modern things.

It's all a little antiquated, a little outdated; perhaps that just makes the massive steel bulkhead affixed to the front of the foyer more disconcerting.


So what's available to me here?
Whenever someone in the group takes responsibility for their actions, there will be another floor opened up to you; what those extra floors consist of will be detailed for you on a weekly basis on the Locations page. At the start, however, you're confined to the first floor of the facility, where, again, you'll be granted basic amenities and you've been assigned a room to stay in. You'll be given a key that will only work for your room; it's not a fancy electronic scanner or anything, it's a straight-up silver key. You can pass them around and not get shot for it or anything, but bear in mind that privacy is one of the most valuable commodities when you're locked in with a set number of people day in and day out.


How much contact will the Coordinators have with us?
You know, it seems like working with all of you might run the risk of getting distracting for the person running the game; talking to people and spending time with them tends to result in things like feelings and sympathy and caring about them, after all. The Coordinators, however, seem to have taken this into consideration with regards to their setup - it looks like there are two of them for a reason.

One of them is definitely the sort to remain entirely hands-off, rather than making grand public appearances, and the most that can be gauged from what communication is offered is that the voice that comes over the public-address system is decidedly a male one; it seems the system is his preferred method of contact with you, to make sure that his messages can be heard by everyone throughout the building. He'll be keeping a watchful eye over you, however, and he'll check in with you occasionally – either to offer encouragement to take initiative from time to time, or just to gauge your morale.

The second, however, is decidedly more willing to engage with you on an interpersonal level; she has less authority over what happens to the lot of you, but she's here to ensure that everything runs smoothly and to be available to speak to everyone as you all see fit. There's an office on the first floor that she can be found in at almost any and all times; feel free to stop in and say hello once in a while, as she never turns down visitors when she's available.


TAKING INITIATIVE/TAKING RESPONSIBILITY

So, let's discuss murder.
Let's!

Every Tuesday, there will be an announcement put out by the Coordinators, telling you to meet somewhere specific – it seems she's got something for you. Some would call it a surprise, others might call it a threat; whatever you call it, it's a motive for murder.

In-game murders are scheduled to occur every Friday; this is not an IC restriction, nor is it IC knowledge – the schedule is for OOC convenience, so that the players all know when we're meeting to do this. Following a murder, there will be a 24-hour period during which the investigation occurs and you will be led through mod-guided exploration of areas relevant to the murder, for the sake of gathering clues that will (hopefully) help the group piece together who committed the crime.

On Saturday, all still-living individuals will be expected to take part in a trial, in which the previous day's investigation is discussed and (again, hopefully) everyone works together to try to solve the mystery that's been laid out; at the end of the trial, everyone will be put to a vote, where they're expected to name the person that they believe to be the guilty party who committed the week's murder. Majority rules.


What happens if the majority of us get it wrong?
In the interest of fun and teaching people how to play the game, we have a failsafe in place that will be brought up if everyone fails the vote. However, you get one opportunity for the failsafe to kick in – after that, incorrect majority votes can and will bad-end the game. So be careful!


What if a case is unsolvable?
The mods will be working hard on keeping an eye on the case as it's written; we'll do our best to ensure that all of the cases presented are ultimately solvable by the playerbase. We ask that our players put forth an effort to play fair as well, of course – we're all here to make our characters suffer and write murder mysteries for each other, so let's keep things fair and fun for everyone.


What is this about special roles?
Every once in a while, someone will be offered the opportunity to serve as either a mole or a killswitch. There's a place to volunteer for this on the application; agreeing to volunteer means that you may be approached with an IC offer from the Coordinators to take on one of those roles.

A mole is exactly what it says on the tin; the position involves offering information to the Coordinators and spying on your fellow captives in exchange for personal favors. These favors can be anything from small gifts and physical items to more information about the game and the circumstances behind it.

A killswitch, on the other hand, is someone that can be tapped at any point during the game to murder someone for the sake of trying to end the game early; they're utilized to try to wipe out the game at the Coordinators' request. They aren't offered any more or less protection from the Coordinators – they may still die at any time – but again, they're offered favors in exchange for their service and for operating under the assumption that they may be asked to kill at any time, with all of the risks that entails.

Over the course of the game, it's entirely possible that both of these positions will be filled; it's also entirely possible that neither of them will, or that one of them will be filled by multiple people... All of it is kept secret at the start!


When will we know if we're scheduled to run a case?
Death rolls will happen the Sunday before the investigation; should you want to volunteer to be killed off, you're more than welcome to get in contact with us or indicate that on your app and we'll try to schedule you in!


ANYTHING ELSE?

I have a question that wasn't answered here!
Feel free to leave a comment here, or alternatively PP or PM us! Dal can be reached at InstantEternity @ plurk, and Redd can be reached at pokerap @ plurk! We also have a public mod plurk @ trustfell!