One Room Death Game OOC/Sign-Up Thread
- MurderWeasel
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One Room Death Game OOC/Sign-Up Thread
FOR A SUMMARY OF THE GAME SO FAR, CLICK HERE!
Hello, everyone, and welcome to an experiment in Other RPing. I'm going to be a hosting a somewhat more structured/long-form game here, which will tell the story of a very different sort of elimination-based death game.
The basic premise is this: a group of strangers are kidnapped late at night across a city. They don't know how or why, but they're all brought together in a large, mostly-barren room, and told by a mysterious "director" that they will compete for survival.
Each victim has been given a medallion. They are informed that these medallions are the key to their survival. Anyone with two medallions is permitted to exit through the door on the lefthand side of the room, and once they do so they will be free. Anyone who has no medallions in their possession for over thirty minutes, however, must exit through the righthand door, where they will be killed. The victims are told that they are not allowed to inflict severe physical harm on each other, but that there are otherwise no rules governing their conduct, and they will have to sort out for themselves who lives and who dies. Nobody knows of their predicament besides The Director. They're on their own.
That's the premise! Specific mechanics and details follow. If you're interested, though, this is the place to sign up.
Applications for the first round will be open for a bit over seven days, closing to new applications at the end of Sunday, January 22, Pacific Time. The game itself will open the next day. All deadlines subject to change on my whim, however.
Deadline for apps:
Hello, everyone, and welcome to an experiment in Other RPing. I'm going to be a hosting a somewhat more structured/long-form game here, which will tell the story of a very different sort of elimination-based death game.
The basic premise is this: a group of strangers are kidnapped late at night across a city. They don't know how or why, but they're all brought together in a large, mostly-barren room, and told by a mysterious "director" that they will compete for survival.
Each victim has been given a medallion. They are informed that these medallions are the key to their survival. Anyone with two medallions is permitted to exit through the door on the lefthand side of the room, and once they do so they will be free. Anyone who has no medallions in their possession for over thirty minutes, however, must exit through the righthand door, where they will be killed. The victims are told that they are not allowed to inflict severe physical harm on each other, but that there are otherwise no rules governing their conduct, and they will have to sort out for themselves who lives and who dies. Nobody knows of their predicament besides The Director. They're on their own.
That's the premise! Specific mechanics and details follow. If you're interested, though, this is the place to sign up.
Applications for the first round will be open for a bit over seven days, closing to new applications at the end of Sunday, January 22, Pacific Time. The game itself will open the next day. All deadlines subject to change on my whim, however.
Deadline for apps:
- MurderWeasel
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Character Roster:
A list of handlers (and their characters) follows:
- MurderWeasel
- Posts: 3449
- Joined: Mon Aug 06, 2018 9:56 am
- Team Affiliation: Jewel's Leviathans
Rules:
The rules for this game are simple, but also different from the typical rules of Mini in a number of key regards. Since this isn't a full AU, I'm not doing an exhaustive breakdown of every little thing (Examples that are obvious at a glance: no collars, no Danger Zones. Slightly less immediately obvious example: BR/THG exist in this universe). General conduct and content rules apply. Don't be a jerk, etc. If you have questions about the rules, ask in this thread and your questions will be answered. An FAQ of notable information/rulings will be compiled in this post.
It's important to note that the rules here are more fluid than in other games, and that they will change as the game goes on. I want everyone to know that going in, so they can decide if they're comfortable playing in a game where that is the case.
The specific codified rules for this game are as follows:
- MurderWeasel
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Timeline:
Every two weeks out-of-character represents thirty minutes in-character. You're expected to stay vaguely on top of this/to catch up to the present quickly after each 30 minute check-in. Everyone's in the same thread, so there isn't room for the usual SOTF wiggliness where characters linger behind the curve for days or weeks.
Once a check-in occurs, you must catch up to it in your next post, or have your next post be set after it.
- MurderWeasel
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Eliminations:
Characters can be eliminated in a number of ways. The two most common are release and expulsion.
A character who has two medallions in their possession is eligible for release. To be released, a character exits the room through the lefthand door. Once they pass through the door, they may not return, and their story must wrap up in their next post (see Elimination Posts below). They are no longer in danger of dying (unless their handler decides to kill them in their last post somehow).
A character who has no medallions is in trouble. If a character has no medallions when a check-in occurs, they are called out by name and put on notice. If a character who was on notice still has no medallions come the next check-in thirty minutes later, they are expelled—forced to walk through the righthand door, where they will meet an ambiguous but apparently lethal fate. Their final post comes as they pass through the door.
You will note that what allows (or forces) a character to be eliminated is an in-character factor: how many medallions they have. This is intentional. Nothing except rolls or inactivity can force you to make your character lose or give up their medallion, but if you choose for that to happen without getting rolled or being inactive, your character is still slated for elimination unless they get another somehow.
Other eliminations are also possible. A character could die in the room somehow, or could be removed from play through some other factor. Details on these mechanics will be revealed if and when they become relevant.
You may ask "What if the game at some point narrows down to three characters?" Don't worry. There is a plan for the sad sucker left with just one medallion, and I think it'll be a fun and interesting role to play.
- MurderWeasel
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Voting, Rolls, And Rule Changes:
If a two week period passes without any eliminations (either releases or expulsions), a vote will be held among the handlers still in play. This vote will be conducted in this thread. It will run for 48 hours, and it will not be anonymous. Only handlers still in play are eligible to vote; what matters is how the people still participating in the story want it to go.
There will be two choices: roll a character for elimination, or don't (allowing the next period to pass without a guaranteed elimination).
If rolls win, a single character will be rolled. That character will then have to lose or give up their medallion somehow in the next two week period, unless another character is offered in their place. Any character in play may be substituted at their own handler's discretion, at any time. What's important is that someone must be on the chopping block.
If no rolls win, the period passes with no elimination. At the next check-in, however, The Director will introduce a rule change. This may be innocuous, with little impact, or it may be a big deal indeed, potentially resulting in rolls or eliminations due to the change. Rules changes will affect the in-character rules, but may also affect the out-of-character rules. Rules changes may be permanent or temporary.
Some example possible rule changes that you probably will not actually see:
This rule would mean that any character speaking would see their medallion(s) deauthorized and be on-deck for elimination (though this would only be done to a handler intentionally angling for such a fate—any handler including dialogue would be reminded of the rule and given the opportunity to edit their post).First Example wrote:"You're all being so quiet! Well, why don't I help you hold to that resolve? Until I say otherwise, anyone who says a word will have any medallions in their possession rendered void. You got that? One peep, and you're out... and nobody else can use your medallion, so it's no good tickling each other."
This rule would require characters angling for release to pair off—at least two characters (each in possession of two medallions) would have to leave at the same time. A single character, no matter how many medallions they possess, would not be allowed to leave.Second Example wrote:"Aww, aren't you getting along well? How sweet. It makes me sick. Well, if you can't beat 'em... I've decided that nobody is allowed to exit Stage Left on their own anymore. There have to be at least two of you leaving together."
Generally speaking, rules changes will be designed to prod the game forward, often through making the characters' lives less comfortable, adding incentives for conflict, providing opportunities to wrangle an advantage, or punishing dithering. Out-of-character, they'll be designed to provide interesting hurdles and roleplaying opportunities—the characters are probably being manipulated or punished, but it will hopefully be exciting for their handlers.
A tied vote breaks to whatever didn't happen last time. If a character was eliminated more recently than a rule change was introduced (whether that elimination came through rolls or not), tie goes to rule change. If a rule change was more recent than an elimination, tie goes to rolls.
There is no limit to how many times in a row handlers can vote to run the clock and provoke a rule change, but the more continuously they test The Director's patience, the more likely a rule change that will lead inevitably to elimination becomes.
Some rules changes may get very unusual or screwy. If this is the case, it will either be publicly noted or affected handlers will be privately warned before it becomes life-or-death for their characters.
This rule would see one medallion selected at random to not count towards the release. A character trying to leave using this medallion would instead perish due to the deception—characters could potentially work around it by leaving with three medallions (guaranteeing safety) but if the bad medallion isn't among those three, doing so would reduce the survival opportunities of everyone else.Third Example wrote:"You're getting too comfortable. Well, here's the deal: I've deauthorized one of your medallions. Whose? No, no, that would be telling. If you've got the bum one, you'll figure it out when you leave. The doors will open, but... if you walk out without two valid medallions, you're breaking the rules, and that means you'll have to be killed. Fairness, you know."
This rule could be implemented in one of two ways: either the handlers as a collective could be informed of the presence of one defective medallion, then left to figure out what risks to take on their own (including the risk of death if leaving with two medallions). This is a possible outcome. On the other hand, a handler might instead be privately informed, upon their character getting ready to leave, that they have the bad medallion and that they'll die if they continue.
Generally speaking, the goal is for this to be fun, so it'll probably mostly lean towards the direct warning side, but there may be times when handlers are given the chance to roll the dice a little, especially if the game has been dragging a lot. Be ready for either.
Finally, note that rule changes will never single out specific characters by name. If a rule targets just one character, that rule will be applied, both in-character and out-of-character, at random. No rule change will result in instant death without an opportunity to prevent it in some fashion, but the one who holds the power may be the collective rather than the character in danger (if, say, a rule was added that one medallion would become deauthorized every cycle that nobody is eliminated).
- MurderWeasel
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Elimination Posts:
When a character is eliminated, they exit either Stage Left (the lefthand door, leading to freedom) or Stage Right (the righthand door, leading to presumed death). There are special rules on handling this process, which must be followed.
The area immediately beyond both doors is identical. The doors are stainless steel with small windows made from reinforced, bulletproof glass. They slide open when the appropriate character draws near. Beyond the door is a narrow, bare hallway, ten feet long, with an identical door at the other end of the hall. Once the character has passed through the door, it closes behind them and the door at the other end of the hall opens. They are expected to quickly make their way down the hall.
The doors are mostly soundproof, and once the first door is shut loud noises from The Stage will be faint and distant. Past the second door, nothing from the primary area may be heard.
How eliminations are handled depends on if a character is being released or expelled.
If a character is being expelled, they are expected to have their next post following the check-in be their expulsion post. Their post should end no later than when they pass through the second door at the end of the airlock. Beyond that point, they are guided to their presumed doom. The exact manner of their demise is unknown to the contestants. Could be electrocution, some fiendish trap, a firing squad, a gigantic blender—who knows! For the purposes of the story, it doesn't matter and we're not going to see the actual deaths. If there's a future version of this, maybe that mystery will be delved into, but also maybe not. The point is the drama, and cluttering that with gore or technical stuff about death (or, indeed, with traditional SOTF death posts) would be outside the focus of the game.
I will say that the characters who are "killed" are almost certainly actually killed, and if they're not that's also not something we're gonna delve into. They're out of the story, functionally dead, and it's a very bad thing that they probably will be happier avoiding. That's what they (and you!) need to know, and that's what they're heading towards when their final post ends. It is a horror RP, after all!
Released characters have a somewhat better time. A released character's post should also end as or before they pass through the second door, but a released character gets one more post after that, which can detail the exact process of their release, plus a little Epilogue style stuff if the handler wants to do that.
Beyond the second door on the lefthand path is a fork, with a sign directing the character to the left again. If they follow the markings on this hallway, they will eventually reach a small train car on a track in a tunnel. Entering the car, they are whisked away through the pitch black tunnel at high speed, and can tell that they're making a number of swerves and course changes. The car finally stops at a platform with a staircase, and climbing it they emerge in a sprawling and largely derelict warehouse district miles south of the city. Somewhere in the ride, something drains their phone, so they have to walk out and find their way home from there. Characters are dropped off in different parts of the district, though could in theory cross paths. It's impossible to guess where The Stage is relative to the release point, and even if authorities are interested in helping search, there's way too much for them to have any luck.
- MurderWeasel
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Activity And Adoptions:
This game is designed to be fast-paced, and activity expectations are higher than for a typical Mini or AU. Know this going in, and decide if you're up for participating or not.
Activity will be checked every Tuesday, at 11:00 PM Pacific or thereabout. Every character is expected to have had at least one post (comprising at least 100 words of writing) since the previous Tuesday. A character who has not will be put on notice for the next four weeks. If a character who is on notice again misses a post, they will be eliminated by game staff in some fashion or other—typically though not necessarily one that sees their medallion put up for grabs and them shuttled through the righthand door. This may include declaring them fair game for GMed medallion theft.
If you're Away for over half of a given week (4+ days), or for the final two days of a week (Monday/Tuesday, not Saturday/Sunday) you're excused from activity for that week. Ditto if some big disaster hits you right at the end and you explain that in PM or whatever. The point of this isn't to be a jerk, but to keep the game going at a quick pace.
Additionally, due to the limited nature of the cast and the ease with which characters can exit play more or less at any time, there will be no adoptions allowed in this RP. If you want to play, sign up at the start! If you no longer want to play, nab a second medallion or let yours end up in somebody else's hands.
No guest writers will be allowed in this game. Aside from handlers' characters, only The Director and the Stagehands will be in play. All writing will be confined to the game thread; you're welcome to write flashbacks (and you're allowed to get other folks to contribute to these if you want) but any such flashbacks must be entirely within your own posts in the game thread.
- MurderWeasel
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Post Order:
Obviously, with the entire game in one thread, traditional post order will not exist. As a courtesy, please make sure you let at least two other handlers post before you post again, unless at least 48 hours have passed since your last post. Otherwise, please try to keep up and bear in mind that this is intended to be a fast-paced RP. There will likely be a lot of reading involved, and a few scene elements rolling at the same time. Be ready for this going in.
- MurderWeasel
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Gaming The System:
Characters may find opportunities to exploit rules terminology or interactions, test the limits of mechanics, and otherwise use their creativity to outsmart or game the system. Out-of-character, this is totally okay and in fact is encouraged—it makes for a fun story. In-character, how this goes for you will depend on what precisely is done, but generally speaking loopholes will be honored but also are great targets for rule changes, and especially destructive loopholes may be closed immediately. And watch out, because sometimes The Director may set a trap in disguise as something that got overlooked.
- MurderWeasel
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The Stage:
The game room, referred to by The Director as "The Stage," is a bare, square room roughly forty feet on each side. The walls, floor, and ceiling are unpainted concrete—the walls and ceiling are rough and the floor is smooth. On each of the two side walls is a stainless steel sliding door with an inset window. These doors open only as described in the "Eliminations" section.
At the front of the room, behind a reinforced, bulletproof glass panel, is a ten-foot-wide television screen, from which The Director may appear to address the captives. Next to this screen is an analogue clock. It has no numbers on it, but at the 3 o'clock and 9 o'clock positions is an emoji face of The Director with stars in her eyes ( ).
At the back of the room, in the righthand corner, is a drinking fountain. Next to it (farther from the corner) is a pay phone, bolted to the wall. The payphone doesn't actually make outgoing calls, but The Director can ring it.
In the lefthand corner, an eight by eight foot square protrudes. This is the bathroom, which has a toilet, a sink, a plunger, a toilet brush, ample toilet paper, and a pump that dispenses that foamy soap. The bathroom door (which opens outwards) has what appears to be a deadbolt, which connects to an "Occupied" / "Unoccupied" sign on the outside, but experimentation will reveal that the deadbolt itself does not function, and the switch simply changes whether the outside of the door marks the bathroom as occupied or not. The ceiling of the bathroom is only about nine feet above the floor, but the protrusion goes all the way up to the ceiling on the outside, so nobody can climb on top of the bathroom.
The bathroom is lit with a bare LED lightbulb on the ceiling, operated by a standard light switch. The lighting in the main room comes from fluorescent bulbs almost twenty feet up.
Aside from a plastic and metal chair of the sort commonly found in schools for each victim, The Stage is otherwise entirely unfurnished.
There must be pretty good cameras and microphones hidden in the ceiling and walls, including in the bathroom, because it seems like The Director can always tell what's going on, but it's more or less impossible to discern where they are.
- MurderWeasel
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The Director:
The Director runs the show from her room, referred to as Backstage.
The Director is a Caucasian woman who looks to be in her early to mid 20s. She's lean and fit, with a round, expressive face. Her wide eyes are dark green, and she has a button nose. She has lilac-dyed hair usually worn in pigtails, and wears dark purple lipstick that makes her lips look fuller than they actually are. At 5'8" or so, she's tall but not abnormally so. She wears silver, star-shaped stud earrings, and has a bright smile.
The director has a number of outfits, but is most commonly seen wearing a dark purple pinstripe sleeveless button-up tanktop with the top button undone to show a little cleavage, and a black and white plaid pleated skirt that falls to mid thigh, with dark purple socks that go to a couple inches below the hem of her skirt .
Her mannerisms are theatrical and emotive but ever so slightly uncanny, almost like a really good VTuber rig, but she's an actual person. Probably.
Backstage usually looks kind of like a cluttered dorm room, but it's definitely greenscreened in so sometimes it's different. The Director has a desk with a bunch of books, papers, and assorted and ever-changing knickknacks on it, including a mug full of pens featuring the same emoji of her face as the clock. She beams her image to the big screen via a webcam on a laptop, and can turn her broadcast on or off at will, unlike the characters, who are always under surveillance. She speaks to the characters from speakers throughout the room.
Unlike hosts in larger games, The Director is sometimes willing to chat with the characters, either from the TV screen at the front of the room or in greater privacy via the payphone, though whether that's something they're happy about remains to be seen. Additionally, she always addresses the entire room every thirty minutes, when the minute hand of the clock points to her face.
- MurderWeasel
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Stagehands:
The Director is assisted by Stagehands. Dressed in black from head to toe, wearing cloth hoods that completely obscure their faces, the Stagehands resembled Kuroko from Japanese theatre. They do not speak and do not enter The Stage unless absolutely necessary (to manhandle an uncooperative participant without any medallions through the righthand door, say). The Stagehands are quick, tough, and very obviously have combat training. They don't mess around. From a rules perspective, you can try to screw with the Stagehands if you really, really want to, but if you do that they get to GM you in return and it will probably go poorly for you. You have been warned.
The most commonly seen Stagehand seems to be a young woman roughly 5'8" in height, but there are others. Probably. The Stagehands are probably people, but this is Silicon Valley, so they might also be some sort of crazy experimental robot. It's not like the rest of this is ethical.
- MurderWeasel
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The Organization:
The hows and whys of the kidnapping are not a focus of the RP. There are a few possible answers, but what's true and what isn't is shrouded in mystery (intentionally) and it's unlikely to come up in play. If it does, what's revealed is likely to be untrue.
This is not a solve-the-mystery RP. It's a horror game, and part of the horror is that there are a lot of pieces of the situation the characters have no way to know or understand. There won't be cutaway metaplot stuff like in SC or whatever. Maybe someday in some future version, if this goes well, but maybe not even then. I'm being upfront about that right now so nobody's disappointed, though I do reserve the right to change my mind.
Despite its theatrical name, the happenings on The Stage are not widely publicly broadcast. Everything is recorded, so maybe it's out there somewhere. There's no telling. If it is, though, characters can't find it.
Once the version ends, no trace of The Stage is found, at least not in any reasonable timeframe. Everything vanishes almost like it never was.
- MurderWeasel
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SUMMARY:
Folks agreed that a quick and rough summary would be useful, so here it is! I will try to update it as each page is completed. Feel free to suggest additions/revisions; this early bit especially may be rough as I knocked it out in 45 minutes on a skim.Page 1: The game begins. All characters awaken in The Stage, and are greeted by The Director. The cast are confused, and most slowly try to wrap their heads around what's going on, but Kevin Carter quickly pulls out a knife and starts yelling and waving out around, causing significant alarm on the part of other members of the cast.
Page 2: The cast attempts to calm Kevin down and get the knife situation under control. Kevin insinuates that he and Vasya have history. While Kevin remains somewhat belligerent, it becomes more clear that violence is not immediately imminent. Other characters express distress and confusion.
Page 3: After more chaos, The Director cuts in again, asking the assembled characters to settle down and listen. She now more directly explains the predicament, as well as the core conceit: the lefthand door leads to freedom, the righthand one to death. The threat of death leads to renewed panic on the part of some characters, while others still believe the whole thing to be a prank or stunt.
Page 4: The confusion continues, with most characters coming down on one side or the other: either accepting the possibility of their peril being very real, or becoming annoyed at what they perceive as a joke or fake. Several characters begin to smoke, which annoys several others. Eugene attempts to take charge, calling on the rest of the cast to be quiet while also asserting that the game is not real. Kevin and Vasya continue to trade public barbs.
Page 5: The Director continues the explanation, suggesting that everyone sit down. At this point, she reveals that the medallions are the key to escape, and that everyone has one under their chair; the cast quickly retrieve their medallions. There are renewed calls for calm (and to stop smoking) from several corners.
Page 6: Nadia requests a second medallion, as other characters keep securing their own. Vasya and Maria realize that Anna, their crime boss' daughter, is one of those in the room, which complicates their own situation. The Director comes in and explains that everyone will need a second medallion to leave, and that anyone without will be put on notice and meet their end should they fail to secure one in time. She also explains the prohibition on serious violence, under pain of death. Vasya threatens The Director, while others begin plotting how to secure a second medallion.
Page 7: Eugene asks what will happen if someone fails to exit Stage Right when directed. Autumn asks what will happen to the last person, given that there are an odd number in the room. Nadia gives an open request for a second medallion. The Director says that anyone who fails to comply will be forced to do so, and shows a feed of a ninja-like Stagehand dragging what appears to be a bloody body down a corridor before dabbing. While some characters find this convincing, others remain skeptical.
Page 8: A number of small groups start to form. Marcus begins working on Tyler. Nadia, Nana, and Anna clump up for a discussion. Autumn and Gerald begin to talk. Maria and Vasya begin trying to rope Kevin into a scheme. Kevin asks how one can get another medallion without taking them by force.
Page 9: The Director tells the cast they better figure out how to get another, by hook or by crook, if they want to live. She points out the bathroom, water fountain, and payphone, and expresses willingness to answer questions, then cuts the feed. Charlotte enters the bathroom, and finds that it is a fairly normal bathroom. Eugene calls for introductions, which many characters acquiesce to, though some (notably Vasya, Maria, and Marcus) lie or give pseudonyms, partially at Tyler's suggestion. Diana shoves her medallion in her mouth, which catches a lot of attention, with some characters thinking she swallowed it. Rose links up with Jimmy and begins working on manipulating him.
Page 10: Kevin loosely agrees to play ball with the mobsters. Eugene suggests and begins to enact a search of the premises. More introductions are made, while Charlotte sits in the bathroom.
Page 11: More general conversation, groups interacting, introductions, and so forth. Kevin runs into the bathroom to vomit, revealing that the lock does not work. Charlotte, once she gets over her shock, expresses concern for him.
Page 12: More information-gathering, introductions, and scheming. Alma joins the Anna/Nana/Nadia trio, concerned by Diana's behavior. Diana pushes two chairs together and shelters beneath, again drawing attention.
Page 13: More discussions. Jules approaches the water fountain, and speaks with Vasya. Nadia expresses disbelief in the game and offers her medallion to the others.
Page 14: Alma also notes a willingness to give up her medallion. This is overheard by Autumn, who swoops in angling to be the recipient, but Maria also swings in to discourage it, out of fear for what will happen to Anna. Nadia and Alma become more hesitant in the face of the obvious interest.
Page 15: Eugene explores the bathroom, and discovers that, while most of it is unexceptional, a grate/vent on the ceiling may be concealing a passage of some kind—however, it is securely fastened from the other side. Jules takes a sip of water and chokes, prompting brief concerns over its suitability for drinking. Anna brings Diana another chair.
Page 16: Eugene dials 911 on the payphone, and is connected to The Director. They briefly converse, and The Director's cavalier attitude towards the prospect of murder charges shakes his conviction in the game's falsehood. The violence rule is reiterated. Alma suggests that a second medallion should be given to someone trustworthy who can help from the outside—implicitly not Autumn.
Page 17: Vasya and Eugene talk about exploring the vent, possibly via sending Kevin. Kevin immediately blows Vasya's cover re: the fake name, resulting in some scrambling, and also begins to imply that he won't play ball. Malachi and Charlotte observe the room from the side.
Page 18: Charlotte supports Kevin, who is further encouraged to not cooperate with Vasya. Marcus speaks with The Director, feeling out the boundaries of the rules; The Director implies that they can and will change to prevent stagnation.
Page 19: Marcus, Eugene, and Vasya discuss the conversation and the vent. Kevin remains uncooperative.
Page 20: Discussion continues. Kevin calls The Director, while Vasya conveys a secret plan to Maria.
Page 21: Eugene and Marcus decide to test the door by both approaching it at once. Kevin continues to speak with The Director, feeling out technicalities and trying to gain more information. Alma suggests that Nadia could be a good judge of who to send out of the game. Diana expands the chair fort.
Page 22: The door does not open for Eugene and Marcus. Jimmy invades Rose's personal space, and she yells at him for it. The Director declines to disclose information about other participants to Kevin. Autumn accuses Alma of being discriminatory towards her, provoking counterpoints from Nadia and Tyler, the latter more accusatory—Gerald, however, comes to Autumn's defense.
Page 23: The Director provides the first check-in, and no rules change. Autumn's and Alma's argument continues, culminating in Alma giving her own medallion to Nadia, on the condition it not be given to Autumn. This draws the immediate attention of the room at large, with a number of individuals coming up to offer Nadia advice... with varying levels of sincerity and self-interest.
Page 24: All attention concentrates on Nadia. While nobody makes a direct play for her medallion, a number of suggestions are tossed around, including making sure that she leaves with somebody else in tow. Meanwhile, a number of the more proactive and aggressive forces in play take a new tactic, laying low while the decisions play out. Nadia herself is paralyzed with indecision.
Page 25: While attention on Nadia lingers, others turn their focus elsewhere. Rose rebuffs Jimmy's crude advances, Jules and Gerald converse by the water fountain, Charlotte heads for the phone, and Malachi attempts to figure out why Alma gave up her medallion to begin with.
Page 26: Charlotte asks whether, in theory, more medallions could enter play, and is told it's possible but not to count on it. Eugene approaches Alma, offering to let her temporarily hold his medallion if she promises to give it back. Tyler briefly interacts with Shane, who has stayed to the side so far. Others stand by, waiting for something to happen.
Page 27: Alma gently declines Eugene's offer, while Malachi offers to hold the medallion instead. Jimmy and Kevin posture, with tensions rising from across the room, while Vasya and Jules move to solidify an alliance. Then the update arrives, bringing with it several swerves. Along with Alma, Shane is also put on notice, having apparently lost his medallion somehow, and he immediately departs through the righthand door. Then, The Director announces that the first person to leave will be allowed to bring somebody else with them for free.
Page 28: The rule change incites immediate chaos. Tyler moves to schmooze with Nadia, who already has two medallions, but others make their own quick moves. Diana emerges from her hiding place and grabs Charlotte, the two of them making a quick break for the exit, intending to pool their medallions. Autumn calls out the attempt, while searching for a partner of her own. Vasya and Jules try to negotiate, with Vasya telling Jules to take Anna before moving to intercept the girls; he physically engages Diana and Charlotte, attempting to prevent their escape. Kevin, meanwhile, steps in to support the pair.
Page 29: Multiple groups charge the doors. Kevin and Eugene challenge Vasya, while Tyler tries to make a break himself amidst the distraction, tripping Gerald. Nana steps between Jules and Anna, trying to protect the latter (and unaware that Jules intends to help her). General chaos reigns.
Page 30: Vasya is coming out on top of the brawl with Eugene and Kevin. The groups most directly vying for the door in an all-out charge are: Autumn & Gerald, Charlotte & Diana, and Malachi & Alma, with Tyler trying to make his own solo play. Meanwhile, in the wings but potentially looking to team up and find a path not through Vasya are Jules & Anna and Rose & Marcus. The brawl creates mass confusion, with nobody sure who will come out ahead.
Page 31: Maria joins the brawl on Vasya's side. As the chaos continues, nobody is able to reach the door. Some withdraw from the melee, while others double down.
Page 32: Nana confronts Jules, trying to keep him from reaching Anna, and ultimately pepper sprays him. Marcus speaks with The Director, who confirms that the violence hasn't quite crossed the line into "serious" yet. Alma and Eugene stand to the side of the brawl, trying to recover.
Page 33: Marcus' conversation ends. Jules does his best to recover, while Anna is torn on what to do. Rose shelters in the bathroom, while Vasya and Maria take Kevin down for the count.
Page 34: Diana and Charlotte make a final play for the door, but are rebuffed by Vasya and Maria. Nadia attempts to shepherd Anna out the door, as well, while Malachi backs off and Jimmy and Kevin stay down.
Page 35: Autumn and Gerald finally reach the door, but Tyler intervenes, shoving Gerald in an effort to take his place. Vasya, in turn, ejects Tyler, and with Maria's help manages to hustle Anna out of the room. The check-in lands just as the women exit. In the aftermath, Eugene and Alma attempt to help the wounded, while Vasya basks in victory. Marcus, meanwhile, sets a plan of his own in motion, pretending to have been wounded in the fighting.
Page 36: Those who tried for the door and failed grapple with disappointment. Tyler storms off to consult with The Director, while Eugene and Vasya talk. Now that Anna is out, Vasya expresses willingness to cooperate again, and suggests that, should he be released, he'll call in additional help to rescue the others. Eugene remains highly skeptical.
Page 37: Vasya explains himself to Eugene, and proposes a renewed alliance, though receives a noncommittal response. The injured lick their wounds; Diana is not seriously harmed, and Jimmy curses Maria. Kevin wakes up and demands answers, while Gerald begins to seek a token to replace the one that left with Autumn.
Page 38: Diana and Charlotte discuss their brief alliance, and what worked and didn't. Maria taunts Jimmy. Tyler speaks to The Director, and confirms that, properly-executed, his ploy would have worked; he is infuriated anew by its failure. Marcus begins to work Tyler, pretending his own medallion was lost in the scuffle.
Page 39: Eugene retrieves his medallion from Alma. Kevin and Vasya trade barbs, with Vasya revealing that he achieved his primary goal, though Kevin remains unsure what it was. Maria continues to goad Jimmy. Nana coaxes Gerald closer to her.
Page 40: Tyler schemes with Marcus to con Eugene out of his medallion. Nana hands Gerald the spare medallion she came into possession of. Malachi dials The Director but gets a busy tone, while Jimmy seethes at the beatdown he received. The Director pops up onscreen for the check-in, revealing that Jules lost his medallion in the commotion. Jules is shuttled out the righthand door, and The Director announces that now, every hour that passes with no eliminations will see one medallion at random deactivated. She also informs the cast that a medallion is floating around loose. After this, Nana and Gerald begin to hatch a plan in secret, using a text file on Nana's computer to communicate silently.
Page 41: Vasya is too late to stop Jules from leaving. Nadia begins to consider finally departing the room. Many of the participants search for the lost medallion. Marcus begins to work Eugene, pretending to have been injured in the fight and lost his own medallion, while Kevin becomes increasingly irate, demanding to know what happened and moving to confront Vasya. Malachi speaks with The Director, hoping to gain information.
Page 42: The Vasya/Kevin confrontation continues to escalate, with Alma trying to intervene to prevent violence. Nana and Gerald continue to plan. The hunt for the lost medallion continues, and The Director insinuates to Malachi that this is the first time the game has been run.
Page 43: Charlotte also tries to help stop Kevin from throwing himself at Vasya. Eugene discovers the lost medallion, and Marcus starts subtly making a play to be given it. Nadia edges towards the door, but is aggressively called out by Tyler.
Page 44: Jimmy once again puts the moves on Rose. Multiple people try to get Kevin to stand down, but he refuses. Diana moves to encourage Nadia to leave. Kevin hands his flask to Charlotte, and his medallion to Alma, stating his intent to fight Vasya for revenge—he figures either he kills Vasya, or Vasya has to kill him and is ejected for breaking the violence clause. Tyler screeches at Diana, intensifying his guilt trip on Nadia. Eugene gives Marcus the discovered medallion, then moves to assist in the Nadia situation.
Page 45: Nadia tries to justify herself, and is backed up by those around her. Malachi asks The Director for hints on future rules changes or advantages, and she insinuates there may already be an advantage of some kind available. Kevin moves to attack Vasya. Charlotte stands aside, but Alma is unwilling to, repeatedly attempting to prevent the brawl despite being brushed aside. Tyler lunges at Nadia, trying to physically claim her medallion. Rose expresses interest in Jimmy, and the two head towards the bathroom.
Page 46: The struggle between Kevin and Vasya continues. Eugene punches Tyler, allowing Nadia free access to the exit. Marcus shepherds her in that direction. The Director gives the update but is brief, citing the ongoing conflict.
Page 47: Following encouragement from Eugene and Nana, Nadia begins to move towards exiting. She is spurred along by Marcus, who takes the opportunity to exit himself using the spare medallion he secured, leaving Tyler in the lurch. Alma refuses to be kept out of the Kevin/Vasya conflict, while Rose makes out with Jimmy, at the same time planning her next move. Charlotte tries to restrain Maria, with mixed results.
Page 48: Roses pulls a stun gun on Jimmy, zapping him into submission and absconding with his medallion, leaving the weapon behind the toilet. Eugene realizes he's been duped by Marcus, then moves to assist in calming down the brewing brawl. Malachi briefly intercepts Rose.
Page 49: Kevin is temporarily calmed down, though the threat of a resurgence of violence lingers. Alma attempts to distract him by leading him towards the bathroom. Rose points Malachi there as well, promising a tool that could help him, then moves towards the exit.
Page 50: Eugene and Charlotte have a brief conversation. Malachi zips to the bathroom, attempting to prevent anyone else from entering before he can search it. Gerald phones The Director and asks to speak with Autumn, but The Director tells him he'll have to leave to do so. Gerald pushes her, suggesting that those who leave are still being held. Rose exits the room.
Page 51: Gerald speaks to The Director in Chinese. Kevin refuses to be rebuffed and enters the bathroom; upon discovering Jimmy, he drags the man out and ties him up. Malachi secures the stun gun. Diana begins to have a panic attack. Jimmy wakes up and screams at those assembled. The Director places Gerald on hold.
Page 52: The next check-in arrives, and The Director announces that enough medallions remain for only five more to be released. Malachi approaches Eugene. Vasya and Maria discuss the tightening timeline. Kevin shoves his medallion back into Alma's hands, then charges Vasya again.
Page 53: Alma attempts to follow Kevin, but is intercepted by Eugene. Nana slips into the bathroom. The showdown resumes, with Charlotte again trying to intervene. Nana exits the bathroom and speaks to Gerald.
Page 54: Nana admits that there is no easy way out after all, then points Gerald towards the bathroom. Inside, he finds her pepper spray. Eugene leads Alma around the edge of the room. The fighting continues.
Page 55: Nana makes her exit—it is revealed that she figured out that Shane's medallion was still hidden in the bathroom, and that she managed to recover it. As the showdown continues, Eugene asks Alma to trust him, then hands her his medallion and shoves her through the door before she can react.
Page 56: The fight is interrupted as Eugene shouts for attention while brandishing a chair. He declares his intent to resist the game rather than continuing to play along with the proceedings. Kevin and Vasya are at least willing to listen, but Kevin especially is uneasy about the idea of a truce, and Vasya privately plans to eliminate Kevin regardless. Several others declare willingness to play along.
Page 57: As discussion over the proposed revolt continues, Vasya tosses Maria his medallion, and she departs. Kevin makes an attempt to catch her but is too slow, and even those who've previously been on his side disapprove, Charlotte slapping him and telling him off. Kevin yells at the others, unsure what to do, while Vasya gloats.
Page 58: The tension mounts, but finally breaks, Kevin seemingly deciding to aid the others, though his reasons are unclear. Jimmy demands to be unbound. The Director gives the check-in, encouraging those in the room to play along while seemingly not expecting them to do so. Charlotte speaks to Diana, suggesting that she'll give Diana her medallion. Eugene rallies the troops, planning to use Jimmy as bait and bushwhack the stagehands upon arrival.
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