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Role Play / Nine And Zero 2

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Nine And Zero 2, AKA NAZ 2, is a nine person roleplay based off the of the game Virtue's Last Reward. Just like the previous game, the story is rather simple at first, with nine 'players' kidnapped and forced to work together (or against each other) to escape. However, this story exists in the Nine and Zero continuity, and thus, keeps game mechanics and other things from the previous game, as well as having two players, Ari and Asteria, return. This is the second roleplay, the first being Nine And Zero.


Seek A Way Out!

  • Arc Number: It's in the title, for god's sake.
  • All There in the Manual: One player actually made a manual on the rules, considering how far this game departed from its source material mechanics wise.
  • Aerith and Bob: Justified, mostly. The characters are pulled from many different places, and several of them are under an alias.
  • Anyone Can Die: It's actually unavoidable. Everyone will die multiple times.
  • Big Bad Friend: One of the players is Zero.
  • Bizarrchitecture: What kind of an area leads from an underground jail cell into a church and a ballroom?
    • As of now, it also leads into a replica of the Planetary Rooms from the first Nonary Game and a replica of the theater Marianne was kidnapped from, basically confirming that the bizarrchitecture is entirely due to how the mastermind constructed the area.
  • Denser and Wackier: The characters are already a lot more varied than the previous game.
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  • Deadly Game
  • Dysfunction Junction: None of the cast members know one another (save for Asteria and Ari), and have been plucked from completely different walks of life. Add in the stressful situation and some murder, and this trope reigns.
  • Cast Full of Gay: And basically every other queer sexuality, romantic orientation, etc.
    • LGBT Fanbase: Basically every single one of the roleplayers.
  • Happily Failed Suicide: Ari, after basically seeing his closest friend die/dead twice over and (nearly) left with a loaded gun.
  • Language of Truth: The underlined text.
  • Lighter and Softer: Serious GM and Grey are absent and the cast is getting on a lot better than the conflicts in NAZ 1. How could things possibly go wrong? Finding Grey's corpse and having one third of the cast dead in the first round, that's what.
  • Failure Is the Only Option: Considering in order to get the true end you must die. There is no way to avoid it. And if you live? You have to deal with the things you did in the Nonary Game for the rest of your life.
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  • Fan Disservice: A blood covered Ari removes his shirt while near hysterical to cover up the gaping wound in his dead best friend's chest.
  • Foreshadowing: Everywhere.
  • Kill 'Em All: Yep.
  • The Mole: Zero is a title used for the obligatory mole in the 9 players. Though Zero's identity can shift between timelines.
  • Magical Females, Technological Males: Asteria and Aki play this straight, whereas Marianne plays with it a lot.
  • Murder Is the Best Solution: The mechanics of the game make it much easier to escape if you choose to kill another player.
  • Mood Whiplash: Takes this hard after the first proper puzzle rooms. The players escape to find Grey Leuchte, the 'winner' of the previous Nonary Game, crucified. Then the GMs force the players to vote while they're still shocked by his death. Then Minerva kills one third of the cast.
  • Ontological Mystery: Obviously, since all the characters have been kidnapped and forced into the Nonary Game. Especially Marianne, who was kidnapped mid-performance.
  • Previous Player-Character Cameo: Asteria and Ari take on this role, sort of - since there was technically no protagonist in Nine and Zero 1.
  • Relationship Values: Just as in Persona 3, Social Links serve as this. They tend to get a bit confusing with all the timeline stuff.
  • Ragtag Bunch of Misfits: The players are all completely different, and many of them have never met before in their life.
  • Running Gag: Everything goes 'ding' or 'boop'. Originally an accident, but now has been lampshaded to all hell and back.
    • Overused Running Gag: "It looks like this game had a limited sound budget."
    • "Shut up, Minerva" is another running gag, if less major.
  • Schrödinger's Butterfly: Even after it's been declared in red that unlike the previous game, this one isn't within a simulation, some players still suspect this trope is in effect.
  • Sequel Escalation: In Nine and Zero 1, you would generally only have to kill one player per round - potentially two or three in the final round. In this game, you can potentially kill up to **five** people in one round. And then there's the murder mechanics outside of the Ambidex Game...
  • Shout-Out: There are many.
  • White Void Room: The Void Room, where dead players end up. Serves as something to keep the dead players entertained while the living ones finish up the timeline.
  • You Wake Up in a Room: More like 'you wake up in a jail cell with next to no lighting'.


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