Roleplay: A Game Of Chance
Fake Crowley, but later adopted by Infinite Paragon. Co-GMs are Motree and Crystal Glacia.The first installment of A Game of Chance featured twelve people from various backgrounds who woke up together on a train. With no memories, they took their monikers from various objects that they found themselves holding and were forced into a deadly game- find this person and the one hunting you, and kill them. To aid them, they were given major arcana cards that granted them powers, a credit card, and a cellphone. This round introduced the basic concept that would be applied to future rounds.The second installment, A Game Of Truths, drew off of last season's concept to make things trickier. Instead of players simply having to kill a target and a hunter, targets will be reassigned as they are taken out so that players are never 'safe', so to speak. This round also introduces the concept of teams and factions. Characters will now have to survive against a backdrop of lies, intrigue, shady motivations, and beings with powers beyond any mere human. It was unfortunately cut short due to extreme player inactivity.As of now, a third installment, A Game Of Lies has been launched, with Crystal Glacia and Motree serving as GMs following Infinite Paragon's resignation as GM. It takes place during Prohibition with a new Orchestrator and no continuity with previous installments.
This RP series demonstrates examples of the following tropes:
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The Series in General
- Absurdly High-Stakes Game
- Brought Down to Normal: It was established that the players' explosive collars are what keep their memories and any strange powers beyond human ability suppressed. The only exception would presumably be, for instance, powers required for day-to-day living by way of the Anthropic Principle, but one would assume that players have the sense to remove said powers before submitting their character.
- The Chessmaster: Most players can be expected to demonstrate this at some point, leading to a...
- Explosive Leash: All contestants have explosive collars around their necks that will detonate if they go outside the boundaries of the Game or break rules such as the "No Guns" rule.
- Freudian Trio: A meta-example has cropped up between the three GMs with Motree as The McCoy, Glacia as The Spock, and Paragon as The Kirk.
- Laser-Guided Amnesia
- Loads and Loads of Characters
- One Steve Limit: Averted. Both Prosecution and Gear share the same given name: Alex. To get around this, characters simply either call them by their codenames (Broadsword and Clockwork) or by their surnames (Mandal and Wright). In narrative, they are still often referred to as Prosecution/Prossy or Gear, though with the latter that name is only really used when that personality is currently dominant.
- In terms of nicknames, Redd in Truth and Red in Lies.
- Pyrrhic Victory: The very premise seems out to invoke this intentionally. Say if, under normal circumstances, you win the Game. At the cost of the lives of the other contestants that you may or may not have had a relationship with and the fact that you have to live with that knowledge for the rest of your life.
- Serial Escalation: How much sooner can a fight break out? In Chances, it took a while. In Truth, only Day Three. Lies? One scene after the beginning.
Round One tropes
- Butt Monkey: Gear and Demon, two of the most normal peoplenote in the game, tend to get this treatment, both in-character and out-of-character. Turns out Gear isn't so normal...
- Demon seems to get abused due to how easily he gets flustered, he's a goth, that he takes himself too seriously sometimes (especially in the beginning; "THE Demon"?) and the fact that he's a Large Ham. Oh, and his fear of girl stuff.
- Gear seems to get this treatment simply because he's a manipulative little shit that's just plain fun to mess with. To quote his creator, "Gear's just the kind of manipulative that makes the universe want to dogpile him."
- Dysfunction Junction: As of now, majority of the characters have some sort of screwed up past or are somehow involved in something weird outside of the Game. To name them all off... Keynote , Tykenote , Wolfnote , Ticknote , Colt/Crossnote , Phantomnote , and Gearnote .
- No Periods, Period: Averted with Tyke.
- Rule 63: All of the male and female characters have non-canon genderbends... Though Prosecution's genderbend is actually his sister as of now. The complete list:
- WHAM Episode: DAYS SIX AND SEVEN.
Round Two tropes
- Cut Short: Due to excessive player inactivity, sadly.
- Continuity Lockout: The roleplay itself wasn't hindered by it, but it was still kind of there for newer players.
- Fan Dumb: Invoked for a throwaway scene involving Matt and a fangirl, who seems to think that the Brother-Sister Incest subplot in Matt's latest film/play justifies the entire work as a romance.
- A House Divided: A few of the teams. Or, rather, all sixteen of the contestants.
- Shower Scene
- WHAM Episode: DAYS TWO AND THREE.
Round Three tropes
- Chase Scene: On Day One, with Maus being the cause of it.
- Continuity Reboot: Will be free of all connection to previous rounds and events.
- Not What It Looks Like: On Day One, Maus got blood on himself from his trinket, a dead mouse, and got four contestants chasing him down a street. He kept trying to explain to them that it wasn't person blood, that it was mouse blood, that his trinket was a mouse, but nobody listened to him. So far, as of the afternoon of Day Two, it's shaping up to be nonromantic.
- Police Are Useless: It was established that police will only care about alcohol-related crimes, not, you know, killing games.
- The Roaring Twenties