Folly: Demons and Denizens (in character rules)

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Blythe
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Folly: Demons and Denizens (in character rules)

Postby Blythe » Fri Feb 15, 2019 8:48 pm

Folly: Demons and Denizens
Folly: noun Lack of good sense, foolishness

Foolish: adjective Of a person or action) lacking good sense or judgement; unwise. Derived from Folish – being of or from the Kingdom of Fol.


Many of you may have never heard of the ancient Kingdom of Fol; as nary a trace of it exists in this age. The fate of this small kingdom, located in the far reaches of Trinald, is played out in a story-telling game; aptly named Folly. The Kingdom of Fol was ruled by its people. Every turn, a new ruler from its population of denizens was named by the Vicegerent. The ruler, no matter how brief their reign, was charged with the great responsibility of administering justice throughout the kingdom.
As foreign as its customs may sound, this was a time before the Golden Age of Heroes and long before the Demon Lord Balthazar came to power. Demons in Fol had no power under the light of Sunrifter, except that of disguise. In Rifershine they appeared the same as every other denizen. Under the watchful Demon Eyes, when all normal denizens slept, the demons could throw off their mundane disguises and go about their evil business; cursing and menacing the unsuspecting population of Fol.
And so our story continues… What happened to the Kingdom of Fol? What Folishness unfolded that led to its ultimate ruination? Will you be a denizen or a demon? What part will you play in story of Folly…

Set up
All that is needed is seven or more acquaintances to play. The more the merrier, as they say.
Players will be divided into two teams: Denizens and Demons.
There will be at least two demons in every game. It should be 1 demon for every 3 denizens, rounded down. For 9 persons playing, there will be 3 demons and for 12 persons – 4 demons, and so on.

Game play
The premise of the game is simple – tell the story of Fol by playing your part in the Kingdom.
The game takes place within two continuing auspices (phases): Rifershine and Demon Eyes. The completion of both auspices concludes a turn. The game always begins on Riftershine. Players are out of the game once they are cursed by demons or banished by a ruler.

Roles
Narrator: The Narrator controls the setting and pace of the game. It is the role of the Narrator to announce and track auspices and turns each game. At the end of the game, the Narrator will relate the summary of turns that will tell the fate of the Kingdom of Fol. The Narrator will communicate with players, in public or private, as necessary to keep the game moving. The Narrator may also play as the Vicegerent in situations where there are less than 8 players. The Narrator will also randomly assign the other roles to players at the start of every game.
Demons: Players that are assigned the roles of demon will be able to recognize each other, even in Riftershine. Their identity is initially unknown to the other non-demons. During the auspice of Demon Eyes, the demons may curse any normal denizen by unanimous decision. Their goal is to not be discovered as demons and to curse all the denizens and overrun the Kingdom of Fol.
Denizens: There are two special roles among the denizens: Vicegerent and Ruler.

Vicegerent The Vicegerent is played by the Narrator – when the game begins, the Vicegerent will announce themselves to the Kingdom. Why are they the Vicegerent, you may ask; because they have just told everyone they are and for the Folish, that is simply good enough They may NOT be cursed by demons and may NOT be named as Ruler.. The Vicegerent, ordained by their own power to bring the word of the gods to the Kingdom of Fol, has the awesome responsibility of naming a new Ruler at the beginning of each turn. The Vicegerent must bestow each new Ruler with a title by which they will be known for the duration of their reign by all denizens of Fol. Unfortunately, the Vicegerent cannot tell an honest denizen from a demon.
Ruler – The Ruler is named and titled by the Vicegerent at the start of each Riftershine. They have only one power: the banish any one denizen during their reign; except the Vicegerent. However, the Ruler may choose to not banish anyone. One additional perk to being a Ruler is that you are under guard at all times and cannot be cursed by demons during the Demon Eyes of your reign.
All other denizens are at the mercy of the evil demons and subject to the whims of the ruler. To survive to see another Riftershine, the denizens must convince the Ruler of who the demons are and that it most certainly is not THEM who should be banished! And perhaps when it is their turn to be Ruler, they will not make a Folish decision to bring ultimate ruination to their Kingdom.

Auspices and Actions
Riftershine
During the auspice of Riftershine, after the Vicegerent has named and the titled a Ruler – discussion may ensue to determine who are the demons among them. Discussion and questions of their fellow denizens may only take place during Riftershine and never during Demon Eyes (as it is widely believed that only demons come out under Demon Eyes, anyone plotting during Demon Eyes will be banished immediately!) At the conclusion of the discussion (which is either after everyone has had their say or the Ruler decides they are finished listening), the Ruler can call vote. When the vote is concluded (which is at any time the Ruler announces it is concluded) the Ruler will announce their decision to banish one denizen (or not – it’s really their prerogative what to do with their reign. To save a kingdom or make some friends… it’s really a tough decision, you shouldn’t pressure them so!) Once the Ruler has made a decision, or it has become obvious to the Narrator no decision will be made (the narrator becomes bored) Riftershine is concluded and Demon Eyes begins.

Demon Eyes
During the auspice of Demon Eyes is the only time that demons may discuss whom to curse and how. No other discussions within the Kingdom of Fol will take place. Once the demons have a unanimous decision and a dastardly evil curse to ensue, the demons will send a messenger to the Narrator. If there is only one demon left in the game, obviously they do not have to concur with anyone and may do as they wish. Demons are compelled to do evil things; this is not optional and a curse will always happen.
Once the curse is set in motion the auspice is concluded and a new Riftershine begins. The Narrator will ensure all denizens are aware of which neighbor was lost to the cruelty of a demon curse during the Demons Eyes.
Intuition Every Denizen can use their intuition once per game. To utilize their intuition, they may send a message to the Narrator during Demon Eyes and the Narrator with a fellow citizens name. The Narrator will return a message stating if the person is a Denizen or a Demon. **this is an addition**

End Game
1. The Demons have conquered the Kingdom of Fol when only demons and the Vicegerent remain.
2. The Denizens have succeeded in saving their kingdom when the last demon is banished.
3. Everyone quits because the Narrator is skipping everyone’s turn and a new Narrator begins a new game.
Last edited by Blythe on Wed Jun 19, 2019 11:28 pm, edited 2 times in total.
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Re: Folly: Demons and Denizens (in character rules)

Postby Blythe » Sat Feb 16, 2019 3:58 pm

Additional Roles for Advanced Play
For 9-11 Players the additional Denizen Role of Cleric is added.
For 12-14 Players the additional Denizen Role of Warrior is added.
For 15-17 Players the additional Denizen Role of Rogue is added.

The additional roles are assigned randomly and informed by a narrator at the start of the game. Their roles are secret, like the demons. They may tell others of their role, what the did with roles, or the results of their powers use, if they wish, but proof of communication from the Narrator is not allowed.

Cleric- The Cleric has the power to 'bless' one denizen ONCE per Game. They may bless themselves, but they may not bless the Ruler or the Vicegerent. A blessed denizen will survive a curse.

Warrior - The Warrior has the power to 'defend' one denizen ONCE per Game. They may not defend themselves, the Ruler or the Vicegerent. A protected denizen will survive a curse.

Rogue - The Rogue has the power to 'spy' on one denizen ONCE per Game to learn their alignment (demon or not). They may not spy on themselves or the Vicegerent, but they may spy on a ruler.

Additionally, a demon is added for every three denizens.
9-11 players 3 demons
12-14 players 4 demons
15-17 players 5 demons
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