Entry tags:
Gloom: LiliS
[The old-fashioned writing desk in the center of the room carries several blank pieces of paper, a fine wooden pen, and a piece of parchment covered in writing. When you take a look, you find the following epigraph in a vibrant scrawl:]
Congratulations, future wordsmiths, and welcome to your first exercise in the creation of a true masterwork of tale-telling. This evening you'll be penning a terrific tragedy, starring the family of unsympathetic ne'er-do-wells provided to you.
Your goal? Why, to construct the best story your mind can conceive, of course - and make their lives as entertainingly miserable as possible before writing one of them directly into an early grave.
Congratulations, future wordsmiths, and welcome to your first exercise in the creation of a true masterwork of tale-telling. This evening you'll be penning a terrific tragedy, starring the family of unsympathetic ne'er-do-wells provided to you.
Your goal? Why, to construct the best story your mind can conceive, of course - and make their lives as entertainingly miserable as possible before writing one of them directly into an early grave.

RULES
YOUR GOAL
Your task is to inflict as much suffering as possible on your family, by playing unfortunate events on them ranging from minor inconveniences to fatal experiences. Once any team plays a death card on a character, the game ends.
YOUR CARDS
Your hand consists of three cards. Each card contains an unfortunate event, assigned a number of points ranging from -10 to -30. The lower the point value, the more delightfully tragic the event. By playing a card on one of your family members, they will experience that misfortune and earn you points.
Some cards include an even more unfortunate death. While they earn no points, playing a death on a family member will not only end their life, but end the game. Hopefully you've brought your family's arcs to a satisfying climax by that point...
Each round, you may play up to two cards on your family. Cards may be piled on one family member, or played on different members as you see fit. You must play at least one card each round--you might find your own story has an unfortunate ending if you do not.
At the end of each round, you will be granted enough new cards to get your hand back up to three.
Once per game, you may swap out your cards for an entirely new hand.
YOUR STORYTELLING
Now, don't get too bogged down with talk of cards and points. At its heart, this game is about creating a compelling narrative.
Every time you play a card, you must narrate how the event comes to pass, under the STORYTELLING heading below. And of course the story must be a coherent narrative--if during round one, your family's patriarch is ravaged by raccoons while in round two they are lost at sea, your creative narrative skills must explain how that character got from the raccoon enclosure to the deck of the pirate ship that they sadly do not know how to steer.
Use your imagination and have fun with it! I certainly will.
YOUR VICTORY
The game will end after the first round in which a unit writes one of their family members to a fatal end via an unfortunate death card.
At that point, all of the negative points from all events played will be tallied. All you need to do is be one of the units with the lowest score, and you will be victorious!
Of course, any tale worth telling is about the journey, not just the destination. Victory will also go to one team for constructing the most enthralling tale.
YOUR FAMILY
YOUR EVENTS
ROUND 1
-20
Unfortunately, you DIDN'T leave the cake out in the rain.
-15
Who likes to lose a limb?
-20
They're baaaaack!
ROUND 2
-15
Who likes to lose a limb?
-15
Perhaps the elephants know something we don't.
-25
Oh, like you're surprised.
ROUND 3
-20
All stops lead to a bloody death.
-15
Who likes to lose a limb?
Because bears have to eat, too.
ROUND 1
CARDS PLAYED
Re: CARDS PLAYED
on Angel
Was pestered by poltergeists -20
on Cousin Mordecai
STORYTELLING
pestered by poltergeists
It was not to be. Every single one of them let her down. Some were too uncultured, some were abusive, yet others simply bored her. And so, she killed each one, using her family's farm equipment.
It was all going fine for her, with no one suspecting that she might be a killer, but one day her deeds came back to haunt her in the most literal way possible. The ghosts of her numerous victims appeared, whispering in the night, moving furniture, writing disturbing messages on the walls. Each night the ghosts kept doing this, and there was nothing Angel could do to stop them.
For the first time in her life, she felt guilty for what she'd done.
starved in a storm
He'd always been an outsider in the family, a stepchild loved by no one. Whenever there was a chore no one wanted to do, it was hoisted on him. Most notably, he was the one tasked with going out to the woods to forage for berries and mushrooms whenever there was a bad harvest and food was scarce. As the woods were dark and pathless, and Mordecai was not particularly adept at finding his way through them despite his experience, he would often get lost and only find his way back home late in the night when everyone else was already asleep.
This was the case once again, but this time when he came home he found the doors locked. As no one had bothered to tell him about the reason why this had happened, and this time he had found no food, he assumed he was being punished. Perhaps he would be allowed back home if he went back to the woods and found something? And so he returned to the dark forest, even as a terrible storm broke out.
He kept on wandering the woods, lost and alone, hungry and hopeless, as the thunder rumbled all around him.
OUTCOME
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DISCUSSION
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ROUND 2
CARDS PLAYED
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STORYTELLING
was betrayed by the butler
menaced by rats
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ROUND 3
CARDS PLAYED
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STORYTELLING
Death: Was eaten by bears
OUTCOME
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AND THEN
Every truly great story has a great ending. And some of you, o wielders of the mighty pen, have brought yours to the inevitable conclusion. Bravo, to all of you who dared to write a character from the script.
Linger a while, as I weigh the merits of your wordsmithing. It won't be long.
[No sooner have the words finished appearing than the door to your room opens up, leading back to the lobby.]