Trust Fall!
Trust Fall! is a nightless(!) and eliminationless(!!) setup with checkpoints. See Mechanics section below for more info.
Setup
Mechanics
Role PMs
Vanilla Werewolf
Vanilla Townie
Game Rules
Player List
Trust Fall! is a nightless(!) and eliminationless(!!) setup with checkpoints. See Mechanics section below for more info.
Setup
10 Players (or 12-14 with 3 wolves)
8 Vanilla Townies
2 Vanilla Werewolves
8 Vanilla Townies
2 Vanilla Werewolves
Mechanics
Nightless: The entire game will be one phase, with a maximum game length of 10 calendar days.
Eliminationless: There are no eliminations in the traditional sense of lynches and nightkills. Instead, there is a Trust Fall mechanic. To initiate a Trust Fall, a player must post their trust offer in bold red text (or [twgv] tags), like so: "I trust X". Their trustee, X, must reciprocate in kind. Both players involved in a Trust Fall will immediately exit the game, and their alignments will be revealed.
Trust offers are locked when posted and cannot be changed until the trust is either reciprocated or refused. Consider your trustee carefully before you offer a Trust Fall. Once trust is offered, the trustee must respond with either reciprocation ("I trust X") or rejection ("I don't trust X") within 24 hours of the offer or the offer to Trust Fall will automatically be nullified. Upon rejection or nullification, the offering player regains the ability to offer trust to any player they choose.
Wolf Trust Falls: While wolves cannot Trust Fall together, a trust fall offer from one wolf to another still binds the player offering trust to the same extent as any other player, and the offer must either be rejected or nullified before the wolf is free to offer trust again. A wolf trustee cannot reciprocate the trust offer of another wolf and the wolfteam instantly loses if such reciprocation is attempted.
Checkpoints: There will be a total of up to three (3) checkpoints, dependent on overall game runtime. The first checkpoint will occur roughly 72 hours from game start, with subsequent checkpoints spaced in 72 hour intervals from any Trust Falls that occur.
If no Trust Falls have been initiated voluntarily in the 72 hour period leading up to each Checkpoint, a town-aligned player will be randomly selected and forced to Trust Fall with a randomly selected wolf-aligned player. Posting in thread will be temporarily paused while the forced Trust Fall occurs, and the alignment of both the town and wolf players will be revealed. Any voluntary Trust Falls that occur in the 72 hour interval prior to a checkpoint reset this timer, making the next checkpoint approximately 72 hours after that Trust Fall is announced (rounded to the nearest whole hour).
Win Conditions: Wolves win when they have all exited the game. Town wins when reverse parity occurs and the number of wolves is equal to or greater than the number of town remaining.
Eliminationless: There are no eliminations in the traditional sense of lynches and nightkills. Instead, there is a Trust Fall mechanic. To initiate a Trust Fall, a player must post their trust offer in bold red text (or [twgv] tags), like so: "I trust X". Their trustee, X, must reciprocate in kind. Both players involved in a Trust Fall will immediately exit the game, and their alignments will be revealed.
Trust offers are locked when posted and cannot be changed until the trust is either reciprocated or refused. Consider your trustee carefully before you offer a Trust Fall. Once trust is offered, the trustee must respond with either reciprocation ("I trust X") or rejection ("I don't trust X") within 24 hours of the offer or the offer to Trust Fall will automatically be nullified. Upon rejection or nullification, the offering player regains the ability to offer trust to any player they choose.
Wolf Trust Falls: While wolves cannot Trust Fall together, a trust fall offer from one wolf to another still binds the player offering trust to the same extent as any other player, and the offer must either be rejected or nullified before the wolf is free to offer trust again. A wolf trustee cannot reciprocate the trust offer of another wolf and the wolfteam instantly loses if such reciprocation is attempted.
Checkpoints: There will be a total of up to three (3) checkpoints, dependent on overall game runtime. The first checkpoint will occur roughly 72 hours from game start, with subsequent checkpoints spaced in 72 hour intervals from any Trust Falls that occur.
If no Trust Falls have been initiated voluntarily in the 72 hour period leading up to each Checkpoint, a town-aligned player will be randomly selected and forced to Trust Fall with a randomly selected wolf-aligned player. Posting in thread will be temporarily paused while the forced Trust Fall occurs, and the alignment of both the town and wolf players will be revealed. Any voluntary Trust Falls that occur in the 72 hour interval prior to a checkpoint reset this timer, making the next checkpoint approximately 72 hours after that Trust Fall is announced (rounded to the nearest whole hour).
Win Conditions: Wolves win when they have all exited the game. Town wins when reverse parity occurs and the number of wolves is equal to or greater than the number of town remaining.
Role PMs
Vanilla Werewolf
Vanilla Townie
Game Rules
OOTC: Off
Town Lynch: Off(!)
Wolf Chat: Always On
Wolf Kill: Off(!)
Phases: Continuous 10 day phase.
KITB: N/A
Town Lynch: Off(!)
Wolf Chat: Always On
Wolf Kill: Off(!)
Phases: Continuous 10 day phase.
KITB: N/A
Player List
1. Hakulyte
2. Charmoeleon
3. DucDucGoos
4. mellon_collie
5. roundbox
6. Shadow_God_10
7. Galaxink
8. FreezinIce
9. MixMasterLar
10. thesunfan
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11.
12.
Replacements:
1. star-crossed
2.
3.
2. Charmoeleon
3. DucDucGoos
4. mellon_collie
5. roundbox
6. Shadow_God_10
7. Galaxink
8. FreezinIce
9. MixMasterLar
10. thesunfan
--------------------------------------
11.
12.
Replacements:
1. star-crossed
2.
3.







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