Mystery Mansion IIHey all! So, couple things. First off, a quick reminder that you can discuss game strategy here in the tavern. This might be handy for planning.
Secondly, the Mansion was originally planned to last for about six weeks--and we just hit the 3 week mark. If the plot is not finished in the next three weeks, you won't all automatically lose or anything, but some players may not be able to continue playing past that point, so keep that in mind.
Now, down to business. We have something new to introduce to the game: badges!
We have three badges to give out at this time:
Bookwyrm earned a red badge for being the first to arrive at the party.
PrinceCor004 earned a blue badge for organizing the first tracking party.
Anhun earned a blue badge for getting the other players to try to figure out how to cure/what caused the infection.
The way the badges work is pretty simple. There are three types of badges: red, blue, and green.
Red badges are worth 1 point and can be earned for simple things, like being the first to do something everyone is expected to do (in this case, show up at the party).
Blue badges are worth three points and can be earned for taking the initiative and doing things that move the plot forward (anything that helps the story progress when the story is stuck).
Green badges are rare, and are reserved for things that the gamemasters deem to be extraordinary. This might be something that is not necessary to the plot, but shows off your character's character, and highly benefits the group as a whole. A green badge is worth 5 points.
While in most cases, only one badge will be given out at a time, the gamemasters reserve the right to "stack" badges. For instance, if a character does something that moves the plot forward and simultaneously saves the lives of other characters, the gamemasters might choose to award both a blue and a green badge. All gamemaster decisions regarding badges are final.
The gamemasters keep track of the points awarded. Points can be spent to increase the chance of a positive roll. (Example: if your character's strengths are finger painting and basketweaving, and they get cornered by a horde of zombies, they would have to roll a 1 to survive the attack. If they have three points, they can use those points to up their chances, so they only have to roll a 1, 2, 3, or 4 to survive the attack.). In cases where there are more than two possible outcomes, the player may choose where they wish for the increase to go. Points can also be spent to manipulate the rolls of others either positively or negatively.
It costs 1 point to manipulate your own roll by 1 (max purchase: 5 points)
It costs 2 points to manipulate another player’s roll by 1 (max purchase: 4 points)
Because of the introduction of points, there will be a small amount of lag time introduced to rolls. Once a gamemaster posts the chances of any particular roll, players have 24 hours to to apply points or to decide not to roll at all.
Character(s) may choose to roll immediately, rather than wait 24 hours. Only the character rolling may make this decision.