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Posted (edited)

Long Game 110: Termina Abandoned

Premise & Pitch:

Step into the setting of Termina from Legend of Zelda: Majora's Mask for a flipless, time loop based game of social deduction. Across 4 Loops of 3 Days and 3 Nights, Link's Zealots and the Minions of Mischief will compete to obtain the Boss Masks in order to save, or doom, their timeless world. Earn rupees by actively participating in roleplay and discussion to spend on a variety of powerful masks.

Start Date & Schedule:

If 16 or 20 players sign up before 20:00 EST on Thursday, February 19th, the game will begin at 22:00 EST of the same day. Otherwise sign ups will be extended until the minimum is filled and a new start date will be voted on by players. Turns end at 22:00 EST and start before 24:00 EST depending on factors*

Spoiler

LG110Schedule.thumb.png.22382033c3f0efe10293caf1f16ec6bd.png

Sign Up Write Up:

Spoiler

The bell above the door made its soft brassy laugh each time the wind jostled it, and the old man said it was rude to ignore a laugh. So the Happy Mask Salesman—his hair white now, his smile slower but no less bright—lifted a feather duster like a conductor’s baton and bowed to the bell before turning to the shelves.

“Up, up,” he told his Apprentice, and she hopped onto the stepstool, green cap askew, wooden sword clacking against her knee. The shop smelled of cedar boxes and old paper and that faint, sweet tang of lacquered paint. Masks watched them from every wall: birds and beasts, kings and fools, happiness and sorrow stacked in neat little rows.

“Grandfather,” she said, tugging a cobweb from the beak of a Rito mask that wasn’t quite right, “tell me again. Please?”

“You know it better than I do,” he said, but the words were warm, already giving in.

“I like it when you tell it.” She tilted her cap forward, trying for seriousness. “The real version.”

“The real version,” he echoed, amused. “As though a story ever stays one shape.” The duster drifted across a painted grin. “Very well. Sweep while I speak. Heroes deserve tidy floors.”

Outside, Clock Town was busy dressing itself. Banners bloomed along East Street, and someone practiced trumpet down in the plaza, the notes tilting in that particular way that said: almost right, try again. Tomorrow was the start of the annual Hero’s Carnival—the three day holiday where the world remembered a boy who ran faster than a falling moon and demanded fate to hold her breath.

“It began with a theft,” the Salesman said, and his Apprentice’s broom slowed. “A lonely child in a terrible mask, playing a terrible prank. He stole a song and a promise from a traveler, and with them he pulled the moon by its nose. It is very easy to break things with sorrow, if you don’t know where to set it down.”

“The Skull Kid,” his Apprentice murmured.

He nodded. “He wore a mask that was never meant to be worn. I carried it once, you know. I tried to keep it sleeping. But masks are not only paint and wood. They are wishes, and this one wished to be free.”

He moved to a case and wiped an oval of glass clear enough to see his own reflection and the many faces behind it. “Our hero chased the thief through the forest and fell into a clock that counted wrong. Three days only. Tick, tock. Do you remember what he had?”

“The ocarina,” she said, brightening, and patted the pocket where her little tin one waited. “He learned to tell time to go back.”

“Mm.” His smile turned thoughtful. “He learned to tell time a different way. To ask it for mercy, not mastery.” He tapped the glass, and his Apprentice’s broom resumed its quiet rhythm.

“In the Southern Swamp, the waters had gone sour. The Deku King shouted at everyone but the poison, and a monkey swung between the bars of a misunderstanding. The hero wore the face of a Deku and learned to skip like a leaf across ponds that would drown him otherwise. In the temple beyond, a wooden giant danced with blades and songs—Odolwa—and when the giant fell, the water remembered how to be sweet. He went back to the palace with a princess in a bottle, and a father learned to listen. Obstacles, you see, are often people with reasons.”

His Apprentice grinned and tried to spin her broom like a staff, nearly knocking a fox mask from its nail. She caught it and blushed. The Salesman pretended not to notice, but his eyes softened.

“Then the mountains,” he went on. “All wind and teeth. The snow cried all day and all night, and the Gorons slept on empty stomachs. He spoke to a ghost with a hero’s regrets and wore his courage, rolling as a boulder does when the slope insists. The temple was a cage of ice and gears; there was a goat made of thunder—Goht—who would not stop running until someone ran faster. When it fell, spring remembered itself, and the hot springs steamed like laughter. He gave a lullaby back to a baby who only knew how to weep.”

“And the ocean,” his Apprentice said, sweeping a little faster. “The pirates and the eggs!”

“The Gerudo had their reasons,” the Salesman agreed. “They took what they believed was theirs; they guarded it too tightly to ask whether belief can be wrong. The hero learned to swim as a Zora swims, with his whole body, not just his arms. He chased a melody through salt and sun, gathered songs from shells, and returned what had been stolen: the future in a handful of eggs. The temple was a mouth that wanted everything—Gyorg waited there with its hunger—and he had to make currents out of courage and light to move where the sea would not let him.”

The broom paused. “And the last place,” she said, softer. “The place with the dead.”

"Ikana," the Salesman said, and the bell above the door rang as if shivered by a memory. "Where pride and grief had been quarreling so long they forgot what they were fighting for. The river had stopped flowing because no one left alive could remember how to ask it to start again. Two brothers composed their hatred into music and played it at each other for an eternity, and the hero had to make himself an audience for them both before they would give him anything of use. He bowed to a captain who had stood at his post so long he'd become the post—a soldier who only needed to hear that someone still remembered what he'd done, and that it was enough. In the canyon's tower, the stones themselves were a puzzle, right-side wrong and wrong-side right, built by a people who had dared to look their gods in the eye. And Twinmold coiled in the light like a question you answer by growing brave enough to see it eye to eye."

“And then he called them,” his Apprentice said. Her voice had that hush the shop sometimes found after dark, when only the masks were around to listen.

“The giants,” he said, and nodded. “Old friends who only needed to be asked together. They took the moon in their arms and held it gently, the way you hold a child who has woken from a nightmare. And the boy stepped into a grassy place that was also a wish, and met the face that had used the lonely child like a whetstone. Some say he wore a mask that turned him into a god. Some say he took off every mask he had and trusted himself instead. I do not know. I only know that he returned with that accursed mask, now cleansed, then vanished as suddenly as he'd arrived.”

His Apprentice leaned her broom against the counter. “And you forgave the Skull Kid.”

The Salesman’s eyes creased at the edges. “Forgiveness is a mask also,” he said. “We put it on to become the sort of people who can do the things we’ll need to do.” He reached up and straightened her cap. “Tomorrow, people will come from the swamp and the mountains and the bay and the canyon. They will bring stories that don’t match in the corners. We will sell them laughter and bravery and a place to put their sorrow for a little while.”

She fished the tin ocarina from her pocket. “Can I play the time song?”

“You may play any song that makes you work faster.” He hesitated, then knelt to open a low drawer. Inside, wrapped in faded blue cloth, lay a small, worn mask carved in the simplest of lines: a child’s face, eyes shut tight as if in the deepest of dreams. He closed the drawer again without taking it out. “And perhaps,” he added, “you’ll find your own song to play, when you’re ready—or when fate decides you are ready, regardless of how ready you think you are.”

His Apprentice nodded solemnly, which was to say she bounced twice and tried not to smile. She lifted the ocarina and blew a few careful notes; outside, the trumpeter found the right one at last and held it, strong and clear. The bell over the door laughed again, and the Happy Mask Salesman laughed with it, and for a moment, the masks on the walls seemed to be laughing too.

Player Counts & Win Conditions

Spoiler
  • Player Counts:
    • 20 (15 LZ vs 5 MoM)
      or
    • 16 (12 LZ vs 4 MoM)
  • Win Conditions:
    • Link’s Zealots win upon earning 3 of 4 Boss Masks across 4 (3-Cycle) Loops
    • Minions of Mischief win upon earning 3 of 4 Boss Masks across 4 (3-Cycle) Loops

Game Format

Spoiler
  • Game Length: 48 Hour Days, 24 Hour Nights, 72 Hour Cycles, 216 Hour Loops, 864 Hour Game (36 IRL Days Max)
  • Flipless: Alignments, Masks, and Rupees are NOT revealed upon Player death
  • Executions: No execution on Day 1A. Every Day after, a majority vote will be held to remove one player from the current Loop.
    • Tie Breaker: Ties execute the player with the fewest Rupees (including the value of all held Masks)

Loops & Boss Masks

  • Each Loop = 3 Days + 3 Nights
  • At the end of each Loop:
    • 20p (x2 parity): LZs earn the dungeon’s Boss Mask if they have x2 or more living LZs for 1 living MoM
    • 16p (^2 parity): LZs earn the dungeon’s Boss Mask if they have x2.5 or more living LZs for 1 living MoM
      (See: Game Timeline for a proper breakdown)
  • At the start of each Loop:
    • All Masks return to the Shop
    • Survivors keep their Rupees from previous Loop
    • All dead players are resurrected with a Rupee stipend based on how many times they’ve died throughout the game
    • The winning team of the previous Boss Mask is revealed
  • The Final Day (in case of 2-2 Draw):
    • A fourth Day will dawn to determine the victor
    • Only the remaining players (20p = 11, 16p = 10) can vote
    • The executed player and their team lose the game

*20p Only: The All-Night Mask

  • MoMs begin with this faction Mask in their doc
  • Every Day, MoMs must decide who puts it on for the Night
  • The wearer MUST submit two kills at Night or they will be randomized among living LZs
  • Failsafe: If the chosen wearer is executed or MoMs fail to decide, ANM is randomly assigned to an eligible MoM

Rupees and Masks     

Spoiler
  • Starting Funds: all players begin the game with 10 Rupees
  • Earning Funds (Activity):
    • Players can earn up to 10 Rupees per Cycle (Day + Night)
      • +5 for 5 discussion posts
      • +5 for 5 roleplay posts
    • Payout timing:
      • Earned during the Day → paid the next Night
      • Earned during the Night → paid the next Day
  • Death and Loss:
    • If a player dies, all Rupees and Masks they own are broken for the rest of the Loop (they do not drop or transfer on exe or NKs)
    • At the start of the next Loop, Masks return to the Shop in their full condition (unless otherwise stated) for purchase
    • Exception: the All-Night Mask is never broken from death and returns to the MoM doc
  • Resurrection Stipend:
    • When resurrected at the beginning of a new Loop, players who died in the previous Loop receive a stipend of Rupees based on how many times they’ve died through the entire game
      • 1 death → Red Rupee (20)
      • 2 deaths → Purple Rupee (50)
      • 3 deaths → Silver Rupee (100)
  • Purchasing Masks:
    • Masks can only be purchased in Clock Town during the first Cycle of every Loop (either Day or Night). In the case of multiple bidders, the purchaser will be randomized
    • Players CANNOT purchase the same Mask in consecutive Loops (alternating Loops is allowed)
    • Masks (as well as Rupees) CANNOT be exchanged among players
  • Wearing versus Holding
    • Players CAN ONLY wear 1 Mask at a time (others may be held in inventory)
    • Hats/Hoods can be stacked with a Mask but not each other
    • Unless otherwise stated, Masks require a Day/Night Action to equip or remove; players CANNOT use the Mask’s ability the same Turn it’s equipped/removed
    • Most Masks have a limited number of uses and break until the next Loop upon exhaustion

The Happy Mask Salesman

Spoiler
Name $ Description Uses
Bremen Mask 5 While donned, summon a flock of cuccos to cancel the vote of 1 player (Day Action) or block the action of 1 player (Night Action). 2x
Bunny Hood* 5 Passively multiples the number of Rupees earned by 1.5x. ~
Don Gero Mask 5 While donned, if you are targeted by any player, this Mask will alert you of all their identities (Night Action). 2x
Postman’s Hat* 5 Passively enables Postman’s Service and earns +1 Rupee for each unique player that is delivered a message. ~
Blast Mask** 20 While donned, if you are targeted by any action, kill you and every player that targets you. **1x Per Game
Captain’s Hat* 20 Passively allows you access to the current Loop’s Dead Doc. ~
Mask of Scents 20 While donned, discover a player’s target (Night Action). 2x
Romani Mask 20 While donned, if you are killed by any means, drink an ice cold glass of Romani milk to delay your death by 1 turn (Day/Night Passive). ~
Circus Leader Mask 50 While donned, summon the Circus to steal a random Mask from the target player (Night Action). 1x
Gibdo Mask 50 While donned, if you are killed by any means, become a zombie that can only post during the Nights. Gibdos can vote at Night to count on the next day. Gibdos do not count for Boss Mask parity at Loop’s end. ~
Keaton Mask 50 While donned, redirect either a vote (Day Action) or action (Night Action) of a player to another target. 2x
Stone Mask 50 While donned, become an untargetable object. No actions can affect you, including votes. Once put on it cannot be removed. ~
Great Fairy Mask 100 While donned, resurrect a single player (Night Action). 1x
Mask of Truth 100 While donned, discover a player’s alignment (Night Action). 1x
Fierce Deity Mask** 200 When donned, your team wins the current Loop (or Game if Final Day). **1x Per Game

Postman’s Services

This game does not have traditional PMs. Instead, every Day that has a living player with the Postman’s Hat, players can spend 1-5 Rupees to send 100-500 words to 1-5 other players in the form of letters (100 words per page). These letters are delivered by the GMs at the start of the following Night.

Player List

Character Submission Example:

Ap, Happy Mask Apprentice — a bright-eyed teen from East Clock Town with wind-tossed dark hair, a too-big green cap and tunic, and a tin ocarina in her pocket. She keeps her Grandpa’s shop tidy, knows half the town by the sound of their footsteps, and believes every mask is a feeling you can learn from. Eager, nosy, and brave to a fault, she hero-worships the Hero of Time who stopped the moon from crashing into Termina, practices sword forms with a wooden blade behind the shop, and is determined—especially this Hero’s Carnival—to prove that stories don’t just happen to you; you choose them.

(Note: You may choose to play a Terminian, Deku Scrub, Goron, Zora, or Gerudo, which may or may not provide you real or flavorful perks in their relevant domains. I may accept a Monkey, a Garo, and even a Fairy if you ask really nicely. Much like my GM Characters (Salesman + Apprentice + various NPCs) they may be legacy characters or OG descendants with approval, as I may have plans for some) I wonder if anyone will try playing as Tingle II-III o.o

Pinch-hit List:

Spoiler
  1. @Kasimir (potentially)
  2. @Stick.
  3. @Aeoryi

Spectator List:

Clarifications:

Spoiler

Q: why the font so large tho
A: yo mama

Q: How does solving roleplay get sorted Rupee wise?
A: Short answer is that, in the case of a player blending RP and mechanical discussion into a single post, I will decide if they get one or two depending on whether or not each component sufficiently moves the RP and discussion forward in a meaningful way. So long as there's a genuine display of effort, I will likely be generous. However, I would prefer them being separated. The reasoning can be found in the next spoiler box.

Daily/Nightly RP Prompts:

Spoiler

You may have noticed in the Game Timeline that each Day/Night has an associated location. This is because each turn, one or more RP prompts will be provided in the write-up to cultivate fresh new RP scenarios for our characters without having any mechanical impact on the game (except for helping y'all earn Rupees). These may include things such as:

  • Free roam exploration from a list of smaller locales
  • A primary objective or optional series of side quests
  • A dungeon crawl, complete with mobs and puzzles
  • One massive boss fight (or, more specifically, four)

To provide an example, I will show you the prompts for the first Day, pending any small changes.

 

Day 1A: Dawn of the First Day

RP Quest: Explore Clock Town and Make Friends!

Welcome to Clock Town, crossroads of Termina—a growing city wrapped around the famous Clock Tower and split into four distinct wards. Travelers from the swamp, mountains, bay, and canyon have arrived to celebrate the three-day-long Hero’s Carnival, honoring the Hero of Time who saved their world 33 years ago. Whether you are a local or a tourist, you’re free to visit the locales below.

South Ward

  • Clock Tower Plaza and Carnival Stage
    • The city’s main square is filled with vendors, performers, and bystanders, as well as the second largest patrol of the Clock Wards, a guard force created by Mayor Bremor to stamp out crime and corruption from Clock Town.
  • Happy Mask Shop (Under the Clock Tower)
    • An unusual shop nestled beneath the Clock Tower with masks lining the walls from the rafters to the floor (except for one that is mysteriously empty). The elderly Salesman, and usually his Apprentice, can always be found here for a story or mask (with the right amount of rupees).
      • NOTE: YOU DO NOT NEED TO VISIT THE SHOP IN THREAD TO PURCHASE A MASK
  • Laundry Pool
    • A washing pond, a footbridge, several trees, and benches make this a calm retreat from the chaos of the plaza. Musicians sometimes practice here while locals come to wash clothing. A single Clock Ward guards a door here at all times.

West Ward

  • Clock Ward Academy
    • Formally the Swordsman’s School, this recruitment facility has been expanded to accommodate more dummies and training drills than ever before. Anyone is free to come learn about the Clock Wards and spar with Commander Vicsen, who is always eager to display his skill and encourage the need for heroes.
  • Lottery Museum
    • One of Bremor’s first acts as Mayor was to ban gambling in Clock Town after discovering the Lottery Shop was stealing the hard earned money of the citizens to fund the terrorists known as the Bombers Secret Society of Justice. As such, the faceless man was arrested and his crime den turned into a museum displaying all of the evidence of his evil deeds for the public to see.
  • Firework Factory
    • After the natural death of the owner, the Bomb Shop has been repurposed into a factory that can only sell its products to those with approval from the Mayor. Tourists can visit to see how the Hero’s Carnival fireworks are made and even leave with a free sparkler!
  • Trading Emporium
    • Now run by Quartermaster Sakon of the Clock Wards, a variety of staple goods (individual and bulk) can be sold and purchased here, facilitating Clock Town’s growing population and economy since the Hero of Time made Clock Town universally beloved to Termina’s citizens. Everything traded here is taxed and used to fund the Clock Wards.
  • Post Office (Closed)
    • A handwritten “POSTMAN ON VACATION” sign hangs from the locked door, its corners in a state of half-rot. Through a gap in a drawn curtain, countless letters are piled up on the other side of the mail slot. People still wander by to drop off more, hoping the Postman will return soon.
      • NOTE: ONLY THE OWNER OF THE POSTMAN’S HAT CAN ENTER.

East Ward

  • Stock Pot Hotel and Bar
    • The only place in Clock Town where travelers can rent a bed for the night or come to drink their woes away, making it the ideal place to meet new people and hear rumors about the goings on around Termina.
  • Honey & Darling’s Heroic Diversions
    • An elderly couple is still dancing as they let visitors compete in a variety of games inspired by the Hero of Time to earn all sorts of Hero themed prizes. The Shooting Gallery has been folded in since the Gallery Guy retired to the Great Bay.
  • Treasure Chest Bonanza
    • Now run by Mayor Bremor’s twenty-something, purple-haired son. For a rather hefty fee, players can navigate a complicated maze with a single chest at every dead end. Once you find it, you must open it before you’re escorted back to the front with your prize.
      • NOTE: ACCORDING TO THE LAW, LOOT BOXES ARE NOT CONSIDERED GAMBLING.
  • MAYOR’S RESIDENCE & CLOCK WARD HQ (CLOSED)
    • For the duration of the Hero’s Carnival, the largest contingent of Clock Wards are here defending the Mayor and his wife from all potential threats against their property and lives. Tourists will be turned away politely. Protestors will be removed impolitely.

North Ward

  • Deku Scrub Playground
    • A large fenced off playground with all sorts of obstacles and games to keep your children busy. The Deku Scrubs will make sure they’re safe. Nearby, the entrance to the BSSJ HQ has been obstructed by rubble after their failed attempt at holding Clock Town hostage with the largest stockpile of bombs ever gathered in one place.
  • Great Fairy Fountain
    • This mystical fountain courtyard, nestled within a cave near the North Gate, makes for a great location for dates, to pray for the Great Fairy’s favor, or simply retreat from the summer day heat. Rupees often get thrown in and mysteriously vanish. Many seem to believe that means it helps.

@Araris Valerian will be the Impartial Moderator for this game. 

Edited by Amanuensis
Posted (edited)
45 minutes ago, KaladinsSenseOfHumorSpren said:

36 days...

I'm going overseas in a month. My activity won't be very reliable then...

I think I'll have to pass this one.

Yeah, it's a long one! Going to definitely keep me busy until completion, so I don't blame you. Hope you enjoy your trip and can at least spectate the insanity while you're still around!

38 minutes ago, Aeoryi said:

why the font so large tho

 

Combination of the font I used in the doc (Merriweather) and the fact that I can only select 12 or 14 for the font size and not 13 in this box. I went down from 14 to 12 now and think it may be too small :P

I might also just be getting old

37 minutes ago, StrikerEZ said:

Yeah I’ll join. I’ll come up with a character later.

Can't wait to see what you cook up :D

Edited by Amanuensis
  • Araris Valerian changed the title to Long Game 108 [Signups]: Termina Abandoned (A Majora's Mask Mafia Adventure)
Posted
4 minutes ago, Araris Valerian said:

I will be the Impartial Mod for this game. My character will be the moon, I suppose. Pretty sure it treats everyone equally.

Checks out, considering Poo is always mooning

Posted (edited)
2 hours ago, The Unknown Order said:

Hi I'll sign up

I have never played a Zelda game

So, uh, I'll sign up as Zelda, the eponymous male warrior trying to save a princess.

Unless you would rather me not, in which case I will not.

I will say the main set-up for the narrative (assuming you did not read the write up) is that:

  • The events of Majora's Mask are canon; after purifying the titular mask and freeing the Skull Kid, Link disappeared from Termina (returned to Hyrule)
  • Enough years have passed (33) that the Happy Mask Salesman is an old man and has a granddaughter who is the same age that Link was (Ap will be your NPC guide / the Link stand in)
  • Every year, there is a three day long Hero's Festival where the people of Termina come to Clock Town to celebrate the mysterious hero who saved them all
  • D1-1 is the Dawn of the First Day of said Festival, which is going be a chill time mostly for RP, strategizing, and posturing (before the calamity kicks in and your adventure begins)
  • The Hero of Time, decidedly, does not return, leaving our characters to fulfill his role by following in his footsteps

For that reason, I would say it's best for the narrative that no one plays an overt Link nod, although it's perfectly acceptable for your character to be dressed as him (as kids often do during the Hero's Festival) and pretending, or having amnesia / a psychological break that convinces they're the Hero of Time (despite evidence of them being heinous with ocarina / sword / bow), or even Termina's version of Zelda (she is never seen in Termina within the context of the game) who much like her character in Ocarina of Time, could disguise herself as a male (see: Sheik). If you do go these routes, however, you may risk a chance (or we'll make a bit out) of Ap being confused with your character and vice versa. All in all I am fairly amenable to whatever, but I do advise people play a character they feel like they can get a lot of RP out of.

Edited by Amanuensis
Posted
10 minutes ago, Amanuensis said:

I will say the main premise for the narrative is that:

  • The events of Majora's Mask are canon; after purifying the Mask and freeing the Skull Kid, Link disappeared from Termina (returned to Hyrule)
  • Enough years have passed (33?) that the Happy Mask Salesman is an old man and has a granddaughter who is the same age Link was (Ap will be your NPC guide / the Link stand in)
  • Every year, there is a three day long Hero's Festival where the people of Termina come to Clock Town to celebrate the mysterious hero who saved them all
  • D1-1 is the Dawn of the First Day of said Festival, which is going be a chill time mostly for RP, strategizing, and posturing (before the calamity kicks in and your adventure begins)
  • The Hero of Time, decidedly, does not return, leaving our characters to fulfill his role by following in his footsteps

For that reason, I would say it's best for the narrative that no one plays an overt Link nod, although it's perfectly acceptable for your character to be dressed as him (as kids often do during the Hero's Festival) and pretending, or having amnesia / a psychological break that convinces they're the Hero of Time (despite evidence of them being heinous with ocarina / sword / bow), or even Termina's version of Zelda (she is never seen in Termina within the context of the game) who much like her character in Ocarina of Time, could disguise herself as a male (see: Sheik). If you do go these routes, however, you may risk a chance (or we'll make a bit out) of Ap being confused with your character and vice versa.

Okay, let's try this

I'll be a little boy by the name of Heroshi, named after said mysterious hero by god long dead parents. He now scrounges the streets to survive, but, this year, he has put together a Hero of Time costume, which he is enjoying to his fullest extent. 

And when the calamity comes, he's determined to be the next one to save the world!

Edit: @Amanuensis, how does solving roleplay get sorted Rupee wise?

Posted (edited)
12 hours ago, The Unknown Order said:

Okay, let's try this

I'll be a little boy by the name of Heroshi, named after said mysterious hero by god long dead parents. He now scrounges the streets to survive, but, this year, he has put together a Hero of Time costume, which he is enjoying to his fullest extent. 

And when the calamity comes, he's determined to be the next one to save the world!

Edit: @Amanuensis, how does solving roleplay get sorted Rupee wise?

I'm glad you asked! There is a short answer and a long answer to this question, so let me give everyone both.

The short answer is that, in the case of a player blending RP and mechanical discussion into a single post, I will decide if they get one or two depending on whether or not each component sufficiently moves the RP and discussion forward in a meaningful way. So long as there's a genuine display of effort, I will likely be generous.

The long answer is something I will call:

Daily/Nightly RP Prompts:

Spoiler

You may have noticed in the Game Timeline that each Day/Night has an associated location. This is because each Day/Night, one or more RP prompts will be provided in the write-up to cultivate fresh new RP scenarios for our characters without having any mechanical impact on the game (except for helping y'all earn Rupees). These may include things such as:

  • Free roam exploration from a list of smaller locales
  • A primary objective or optional series of side quests
  • A dungeon crawl, complete with mobs and puzzles
  • One massive boss fight (or, more specifically, four)

To provide an example, I will show you the prompts for the first Day, pending any small changes.

 

Day 1-1: Dawn of the First Day

TaskExplore Clock Town and Make Friends!

Clock Town is Termina's crossroads—a compact city wrapped around the famous Clock Tower and split into four districts: South (stage and plaza), East (inns and games), West (shops and services), and North (fields and fountain). Travelers from the swamp, mountains, bay, and canyon have arrived to celebrate the three day Hero's Festival, honoring the Hero of Time who saved their world 33 years ago. Whether you are a local or a tourist, you are here to drink in the sights and partake in the many distractions and diversions available below.

  • Happy Mask Salesman’s Shop (Under the Clock Tower)
    • A narrow storefront tucked beneath the Clock Tower, its walls lined with masks from floor to rafters. A small counter, a ledger, and a brass bell set the tone—come in, browse, ask a question, leave a note. The Salesman or his Apprentice is usually here, ready to swap stories or point you toward festival activities.
      • NOTE: YOU DO NOT NEED TO VISIT THE SHOP IN THREAD TO PURCHASE A MASK
  • Clock Tower Plaza / Festival Stage (South)
    • The main square is busy with festival setup—banners going up, a schedule pinned to the stage, vendors arranging stalls. It’s the obvious meetup spot for quick introductions, group plans, or heckling a rehearsal.
  • Laundry Pool (South)
    • A small pond, a footbridge, and a few benches make this a quieter corner of town. Musicians sometimes practice here, and it’s good for short, low-key conversations.

 

  • Lottery Museum (West)
    • Display cases hold portraits of the few lucky winners (notably friends and family of the owner) and countless ledgers detailing all the money they profited from their predatory business model.
      • NOTE: AS OF THE LAST MAYORAL ELECTION, GAMBLING IS ILLEGAL IN CLOCK TOWN.
  • Swordsman’s School (West)
    • Practice dummies and a floor marked for drills. People show off forms, try mock duels, and trade pointers without taking it too seriously.
  • Trading Post (West)
    • A general store with festival supplies and small curios. The clerk knows local gossip, and customers naturally fall into short conversations while browsing.
  • Post Office (Closed) (West)
    • A handwritten “POSTMAN MISSING” sign hangs on the door. Folks still linger on the steps to leave notes, compare sightings of the Postman, or post a message through the slot.

 

  • Stock Pot Inn (East)
    • The lobby has seating, warm light, and a notice board with room notes and messages. Travelers trade routes, share rumors, and settle into longer chats.
  • Honey & Darling’s Shop (East)
    • A couple runs simple score-chasing games and cheers on anyone who tries. The scoreboard and prize jars make it easy to start friendly dares or call out a bystander to join in.
  • Town Shooting Gallery (East)
    • Targets pop and flap while a bell marks streaks. People place small [SIDENOTE: ILLEGAL] bets, swap tips, and talk while waiting their turn.
  • Treasure Chest Shop (East)
    • An attendant invites you to pick a chest for a small prize. It’s light, quick, and good for dares or group “luck” challenges.
      • NOTE: LOOT BOXES ARE NOT GAMBLING. ALSO, THE OWNER IS THE CURRENT MAYOR.
  • Mayor’s Residence (East)
    • A tidy front hall with maps, flyers, and a burly clerk keeping a sign-in sheet. Petitioners and performers come and go for “official” and 'unofficial' meetups.
      • NOTE: PROTESTORS ARE NOT WELCOME AND WILL BE REMOVED FROM THE PREMISES.

 

  • Deku Scrub Playground (North)
    • A fenced play area with posted challenges and a small fee. Quick competitions and friendly trash talk are common, with spectators turning into participants.
  • Great Fairy Fountain (North)
    • A simple courtyard with a small fountain and seating. Voices tend to drop here, making it a straightforward spot for private or calm conversations.

Ideally, players won't need to resort to RP / discussion blend and can instead keep mechanical discussion separate, but I can make either work.

One thing to keep in mind that from our characters PoV, they should not have all the information that you (players) do, such as the exact number of MoMs (or the fact that they even exist before Night 1-1). When it comes to things like execution votes, I would prefer to not write the usual mob-rule type write-ups and instead find new creative ways to remove characters from a Loop based on the current turn's circumstances.

Does that help?

Edited by Amanuensis
  • Amanuensis changed the title to Long Game 108 [Sign Ups]: Termina Abandoned (A Majora's Mask Mafia Adventure)
Posted
2 hours ago, KelsierApologist said:

Sign me up to pinch hit now, but I can switch if needed 

Got ya, Polly! (Guessing you're PollyAna, great to have you)

Posted (edited)

If we are able to get enough people on board by the 21st, I made a simple calendar graphic to delineate the complete schedule. This should help anyone who's got plans like camping trips coming up figure out when they might not be available / decide if they'd like to play still and work around it.

Table:

Spoiler


Monday, August 18 Tuesday, August 19 Wednesday, August 20 Thursday, August 21 Friday, August 22 Saturday, August 23 Sunday, August 24
Sign Ups D1A N1A D2A
Monday, August 25 Tuesday, August 26 Wednesday, August 27 Thursday, August 28 Friday, August 29 Saturday, August 30 Sunday, August 31
D2A N2A D3A N3A D1B
Monday, September 1 Tuesday, September 2 Wednesday, September 3 Thursday, September 4 Friday, September 5 Saturday, September 6 Sunday, September 7
N1B D2B N2B D3B N3B
Monday, September 8 Tuesday, September 9 Wednesday, September 10 Thursday, September 11 Friday, September 12 Saturday, September 13 Sunday, September 14
D1C N1C D2C N2C D3C
Monday, September 15 Tuesday, September 16 Wednesday, September 17 Thursday, September 18 Friday, September 19 Saturday, September 20 Sunday, September 21
D3C N3C D1D N1D D2D
Monday, September 22 Tuesday, September 23 Wednesday, September 24 Thursday, September 25 Friday, September 26 Saturday, September 27 Sunday, September 28
N2D D3D N3D The Final Day The Final Day Aftermath

Image:

Spoiler

image.thumb.png.6e45be267d9720a87d9b448c2169ae4d.png

 

Edited by Amanuensis
Posted

Uhhhh

I’ve been a ghost for a bit, but this does seem interesting… however these next few months might be quite busy for me. Not entirely certain.

Posted (edited)

For the record, I'm not gonna be pinch-hitting, rather I will be Amanuensis' Padawan co-GM, here to learn from the master himself

Edited by TwinStorm
Posted (edited)

I am mobile RN so can't transfer the information into rich text, but I finished the final Day 1A RP Prompts just before I left for work, if anyone wants to plan their characters with the following information in mind. What you saw before was the rough draft.

https://docs.google.com/document/d/1orThurYq4fYrPjRDHD_UN9xhg1GhCR2RcVnptDqsvHM/edit?usp=drivesdk

ED1T:

Here we go. Keep in mind that while I am a crazy person who's decided to invent a bunch of sub plots that I don't really expect any sane player to fully engage with on top of the mechanical game itself, they are a thing you can explore in RP as much as you want. I understand that it's a busy time with end of the summer trips before the start of school, so all that I ask is you do what you can and have fun

Spoiler

Day 1A: Dawn of the First Day

RP Quest: Explore Clock Town and Make Friends!

Welcome to Clock Town, crossroads of Termina—a growing city wrapped around the famous Clock Tower and split into four distinct wards. Travelers from the swamp, mountains, bay, and canyon have arrived to celebrate the three-day-long Hero’s Carnival, honoring the Hero of Time who saved their world 33 years ago. Whether you are a local or a tourist, you’re free to visit the locales below.

South Ward

  • Clock Tower Plaza and Carnival Stage
    • The city’s main square is filled with vendors, performers, and bystanders, as well as the second largest patrol of the Clock Wards, a guard force created by Mayor Bremor to stamp out crime and corruption from Clock Town.
  • Happy Mask Shop (Under the Clock Tower)
    • An unusual shop nestled beneath the Clock Tower with masks lining the walls from the rafters to the floor (except for one that is mysteriously empty). The elderly Salesman, and usually his Apprentice, can always be found here for a story or mask (with the right amount of rupees).
      • NOTE: YOU DO NOT NEED TO VISIT THE SHOP IN THREAD TO PURCHASE A MASK
  • Laundry Pool
    • A washing pond, a footbridge, several trees, and benches make this a calm retreat from the chaos of the plaza. Musicians sometimes practice here while locals come to wash clothing. A single Clock Ward guards a door here at all times.

West Ward

  • Clock Ward Academy
    • Formally the Swordsman’s School, this recruitment facility has been expanded to accommodate more dummies and training drills than ever before. Anyone is free to come learn about the Clock Wards and spar with Commander Vicsen, who is always eager to display his skill and encourage new heroes.
  • Lottery Museum
    • One of Bremor’s first acts as Mayor was to ban gambling in Clock Town after discovering the Lottery Shop was stealing the hard earned money of the citizens to fund the terrorists known as the Bombers Secret Society of Justice. As such, the faceless man was arrested and his crime den turned into a museum displaying all of the evidence of his evil deeds for the public to see.
  • Firework Factory
    • After the natural death of the owner, the Bomb Shop has been repurposed into a factory that can only sell its products to those with approval from the Mayor. Tourists can visit to see how the Hero’s Carnival fireworks are made and even leave with a free sparkler!
  • Trading Emporium
    • Now run by Quartermaster Sakon of the Clock Wards, a variety of staple goods (individual and bulk) can be sold and purchased here, facilitating Clock Town’s growing population and economy since the Hero of Time made Clock Town universally beloved to Termina’s citizens. Everything traded here is taxed and used to fund the Clock Wards.
  • Post Office (Closed)
    • A handwritten “POSTMAN ON VACATION” sign hangs from the locked door, its corners in a state of half-rot. Through a gap in a drawn curtain, countless letters are piled up on the other side of the mail slot. People still wander by to drop off more, hoping the Postman will return soon.
      • NOTE: ONLY THE OWNER OF THE POSTMAN’S HAT CAN ENTER.

East Ward

  • Stock Pot Hotel and Bar
    • The only place in Clock Town where travelers can rent a bed for the night or come to drink their woes away, making it the ideal place to meet new people and hear rumors about the goings on around Termina.
  • Honey & Darling’s Heroic Diversions
    • An elderly couple is still dancing as they let visitors compete in a variety of games inspired by the Hero of Time to earn all sorts of Hero themed prizes. The Shooting Gallery has been folded in since the Gallery Guy retired to the Great Bay.
  • Treasure Chest Bonanza
    • Now run by Mayor Bremor’s twenty-something, purple-haired son. For a rather hefty fee, players can navigate a complicated maze with a single chest at every dead end. Once you find it, you must open it before you’re escorted back to the front with your prize.
      • NOTE: ACCORDING TO THE LAW, LOOT BOXES ARE NOT CONSIDERED GAMBLING.
  • MAYOR’S RESIDENCE & CLOCK WARD HQ (CLOSED)
    • For the duration of the Hero’s Carnival, the largest contingent of Clock Wards are here defending the Mayor and his wife from all potential threats against their property and lives. Tourists will be turned away politely. Protestors will be removed impolitely.

North Ward

  • Deku Scrub Playground
    • A large fenced off playground with all sorts of obstacles and games to keep your children busy. The Deku Scrubs will make sure they’re safe. Nearby, the entrance to the BSSJ HQ has been obstructed by rubble after their failed attempt at holding Clock Town hostage with the largest stockpile of bombs ever gathered in one place.
  • Great Fairy Fountain
    • This mystical fountain courtyard, nestled within a cave near the North Gate, makes for a great location for dates, to pray for the Great Fairy’s favor, or simply retreat from the summer day heat. Rupees often get thrown in and mysteriously vanish. Many seem to believe that means it helps.
Edited by Amanuensis
Posted
On 8/16/2025 at 11:45 AM, KelsierApologist said:

Switch me to a player, please. I’ll come up with a charecter sometime this week

Got you! Looking forward to seeing what you cook up.

Unfortunately we've only got 3 players at the moment, so sign ups will need to be extended until whenever we have a full roster and agreed upon start date.

For anyone interested but is worried about scheduling, could you tell me what start date / play window is best for you?

Posted
5 minutes ago, Amanuensis said:

Got you! Looking forward to seeing what you cook up.

Unfortunately we've only got 3 players at the moment, so sign ups will need to be extended until whenever we have a full roster and agreed upon start date.

For anyone interested but is worried about scheduling, could you tell me what start date / play window is best for you?

For the small chance that this happens, I can play after ~October 12th ish

Posted

A trio of people in uniform strode through the festive streets, ignoring the festivities being set up around them. They didn't weave around people in their way. Either the bystanders would move, or they would be moved. Either bowled over by the bulk of the Goron in the center, or quickly grabbed and tugged away with apologies by the Terminian on the left. The Goron never reacted beyond a flick of the eyes to watch. At each intersection, the Terminian would call out a direction, and the Goron would pivot, followed in lock step by a younger Zora on their right.

They reached their destination shortly after entering the town, and stopped in the middle of the street to stare it down. An old building, as old as the town, but not as old as the institution it represented. "It is said," spoke the Goron who had been silent until now, "that as many days as there are in the whole journey, so many are the men and horses that stand along the road, each horse and man an the interval of a day's journey; and these are stayed neither by snow nor rain nor heat nor darkness from accomplishing their appointed course with all speed."

"I've never known the postman to ride a horse, not in all the time I've been here." The Terminian shrugged. "And I think it's just him. No other men.

"It's not literal. It's just our creed." The Zora said. "It's also unofficial. A statement from way back when. Don't worry about it."

"It is said," spoke the Goron, "as an ideal to strive for." He strode forward, and lifted the rotting sign from the door. "An ideal that the mail must be delivered. An ideal that communication is important. A creed that says without messages being delivered, a kingdom can fall." He dropped the sign to the ground, and twisted the door knob. It did not open. From his pocket came a ring of keys, attached to his hip by a chain. "You said that no one has entered since he 'went on vacation'?"

"Umm, yes. At least, not that I've seen, but I don't come by all that often. Just to mail my findings out. Had to remake two reports when I realized he still wasn't back."

The Goron was already halfway through his ring of keys. Each one would be flicked out, pressed against or into the lock, and would fail to turn. He never reacted, as each key only confirmed the story he had heard of this strange Post Office. "You've asked around, you said. How long has the postman been missing?"

The Terminian shrugged. "Don't know. 3 weeks I think?"

The Zora whistled. "Damn boss. That's a pretty cold case. Where do we start?"

The Goron slid the final key into the lock. It did not unlock. "Apparently, we begin with finding a hat." He turned to face the Terminian. "Mr. Burrows, you said that by the stories told about this place, only someone wearing the Postman's Hat can enter? That sounds ridiculous, but these hub worlds all have strange logics to them."

"Uh, yeah, Hats and Masks. It's been that way for 30 years, ever since the Hero of Time's day. It's what the festival is celebrating you know."

"Very well. Yuto, please do your best to fish all of the mail out through the slot. We need to get it delivered while the Postman is gone." 

The Zora sagged. "Yeah, okay boss." He slid his satchel of his shoulder and pulled out a thin rod and string, not unlike a fishing rod in many respects. "I hope no one tried to mail any fruit this time."

The Goron withdrew a poster from his satchel, and flattened it against the glass of the door where the vacation notice had been rotting. He held it flat for 7 seconds while Yuto finished setting up. At the end, he turned and faced the Terminian. "Mr. Burrows, besides the residence of the postman, where else might I find the Postman's Hat?"

The Terminian shrugged. "Happy Mask Salesman might have it. He often ends up with strange, magical headgear." 

"Lead on then."

The two walked away, leaving Yuto to snag mail through the slot, next to a large poster that read

ONGOING INVESTIGATION BY THE
POSTAL INSPECTION SERVICE

If you have any knowledge pertaining
to this case, please contact
INSPECTOR NIALL
EXTERNAL CRIMES DIVISION

Spoiler

Signing up as Inspector Niall, strictly to investigate where my coworker the Postman went. He's been missing for too long.

 

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