9:00 - The first thing I did was peek into the Kitchen to see if anyone was there. SuperWeegee was there, so I immediately went to my failsafe clause: 9:05 - Shut myself in my room, block all the doors and hide beneath my bed.
Damafaud wrote:Squimbles, I want to hear from you.
I had posted my actions earlier.
I want a minute by minute action log, as posted by everyone else. Please comply. You have two votes on you.
Icibalus wrote:Alright, my code was conditional.
9:00 - The first thing I did was peek into the Kitchen to see if anyone was there. SuperWeegee was there, so I immediately went to my failsafe clause: 9:05 - Shut myself in my room, block all the doors and hide beneath my bed.
Sorry that's not very useful...
........
OBJECTION!
DJVoxel has stated earlier that he spotted the victim inside the lounge grabbing a key. His dtatement is supported by the fact that the kitchen door is locked at 9.02,
There is no way you can spot the victim, SuperWeeGee, inside the kitchen at 9.00.
Do not lie, Ichi. You have no alibi between 9.05-9.10. Do tell the truth.
squimbles wrote:I'm confused as to what you mean when you say minute-by-minute.
Do I just start at 9:00 and add 5 minutes per action?
You were sent an action log by Vucub. Send us that.
Okay, here you go:
9:00: You head to the bio lab and grab the snake container.
9:02: You head into the chem lab. Nobody is there at first, but then DJ enters at 9:02. You release the snake at him and he runs for his life towards the dorms. You also run for the dorms, as you have no other commands left. The snake does not bite anyone as far as you can see.
9:05: You hear some hammering on wood coming from another dorm.
9:10 You hear hammering from another room again, this time it’s a different direction.
9:13: NIGHT ENDS
Please note that (as said before) I released the snake as a preemptive strike.
Spoiler:Just kidding, he was. Icibalus has lost, while everyone else has won!
Superweegee is brought back into the building to cheers from the others, as Icibalus gets dragged off screaming by several Monokuma bots. He is thrown into a black and white van colored similar to Monokuma. The van jets off into the distance. The rest of the group is invited to a special facility for robot manafacturing, outfitted with state of the art equipment. After a brief tour of the factory, the group is brought into the lobby of the factory. They all head towards the exit... only to realize that the doors they entered through have been locked shut.
"Leaving? Upupupupupu! You aren't allowed to leave! This facility will be your new home for the rest of eternity. Have fun building robots!"
As they hear this metallic voice, machine guns emerge from the walls of the lobby and point at the group.
Spoiler:The concept is definitely tricky to handle. I only had 7 players to worry about, most of whom had simple codes which ended with them going to their dorms within the first 5 minutes. If the codes were more complex and I had more players, it could get difficult.
I think its definitely feasible to do, and it preserves the investigation and trial without the risk of the game dying during night (as a lot of games do). Another advantage is that its easy for the host to plan things out so the murder isn't completely obvious or completely impossible to solve. For instance if there was going to be a murder which resulted in one person walking in to the murder scene, I could change things a bit to prevent that.
In this game, only 4 possible murders could have taken place. Squimbles could have killed DJ in the chem lab, but that could have resulted in 4 people having an alibi, and it wasn't all that interesting of a murder either. Dama could have killed Multi (I think in the classroom) since Multi was room wandering, but since those two would be the only two people active at that time I decided against it. Super could have killed someone in the kitchen, but since 3 people entered the kitchen in quick succession and he wanted to kill the first to enter, it made that difficult. So I was left with Ici, and had to play around with the times a bit to make things work out.
The codes were definitely a problem here. Not enough people left alternative paths in their code, so when their plans failed they either shut down or went to their dorm. Some people only had enough code for the first 5 minutes or so. Multi, Dama, and DJ all did good jobs in my opinion, though DJ unfortunately got attacked which left him going to his dorm.
The map could use some work I think, if this were a live DR I would definitely want rooms with more than one exit. I like the situation of the dorms though. I think an island map similar to DR2 would be interesting to use here.
If I were to run a game like this again, I would probably try out some sort of task mechanics. That would force robots to keep moving and give others some insight to where they could be found.
Multiuniverse wrote:Pssst Vucub messed up my code.
I put the piranhas there in the bio lab but Vucub forgot to make me turn on the taps.
It would've been a perfect murder because I have the alibi of planking my room.
Yeah after I figured out where the murder was going to happen and when, I paid less attention to what people were doing away from the scene and missed a few minor things.
Multiuniverse wrote:Actually this game is really good and I would be capable of hosting this type of DR because of my activity level.
@Vucub can I borrow this idea and host a DR like this in the future?
If you like you can. I'd take note of my suggestions.