[X] Great minds vote alike, but if every vote is the same, then someone's not voting.
[X] Without rules, we're no better than animals.
[X] I'll be disappointed if they don't make us sweat!
This is a Quest in two parts. It's a Riot Quest, but also not a Riot Quest. The first time a player votes in this quest, that player must vote for a role - 'Council' or 'Riot' (Names subject to change). A player who signs up for Council will be a Council player and will only vote for Council votes, which will be decided by basic majority decision. A player who votes Riot will be a Riot player and only vote for Riot votes, which operate on standard Riot rules.
Given the nature of this quest - especially signup and its dual nature - There is a password system for new players to verify that they've read the rules.
When a player signs up, that player must include the correct passphrase as a sub-vote. The passphrase is the title of the post with the current voting options. (Subject to change)
For example, the passphrase for the 'Third Update' voting would be "Whatever Have I Gotten Myself Into?", the passphrase for joining during Round 4 would be "Four Score and Ten Marks Ago...", the passphrase for joining during the Round 11 bonus vote to determine the Quest Win Condition would be "What is this Quest A'Boat?", and so on and so forth.
For sake of simplicity and to give me fewer things to keep track of, I request that signup votes be made only during official voting rounds. If you are not present on THE POST OF PARTICIPANTS, please include a signup vote while voting, otherwise you may not be added and your vote will not be counted.
Two - Voting Roles
Two (Part A) - The Council
Council Players will operate in more traditional standard quest style. They won't have 'characters', per say, at least not identified as such. They can pretend to have 'characters' as individuals who are part of the council, but by and large they'll be part of the larger whole.
Council Players primarily determine 'grand scale' decisions that help shape the overall theme and direction of the quest. Among other things, the help determine quest rules, make large-scale decisions, and determine bonuses to encourage Rioters to take certain actions. (All subject to change)
Council Players vote for three things each turn - [Council], [Riot Boost], and [Direct Action]; they will receive one vote for each.
[Council] votes are large-scale, potentially 'quest changing' votes that determine things such as rule changes and quest policy on certain matters.
[Riot Boost] votes determine which Riot action each turn will be rewarded with a bonus.
[Direct Action] votes allow the Council a limited ability to 'get their hands dirty' by performing a Riot Action. However, this power comes with several restrictions on how it can be used. Among the key restrictions is that the Council may only perform a Riot Action that can be completed within the confines of the Quest boundaries. Furthermore, the Council will be considered a single 'entity' for purposes of these actions.
Two (Part B) - Rioters
Riot Players will operate in Riot Quest style. They will be identified as comparatively unique individuals, each able to do their own thing, maybe have a unique identity, and can grow as the quest goes on.
Riot Players will be 'real scale' 'boots on the ground' voters who actually make things happen. Most actual events, those will come at the hands of Rioters. Combat, Resources, Research, etc; those will by and large fall upon the Rioters to take care of.
It is important to note that both the Council and Rioters should be careful in how they approach the other half, because strictly speaking, there's nothing directly separating the two or stopping them from targeting each other (Just Saying).
The Rioters will get 2 votes each Round. The first will be 1 standard [Riot!] Vote, which will be carried out in standard Riot fashion.
The second will be a [Cooperation] vote that all Rioters will vote on collectively, and will be decided by simple majority. The Cooperation Vote CAN NOT be used to negatively target any individual or group who is part of the Quest. If the winning Cooperation vote is determined to break this rule or can not be carried out in the spirit of the Cooperation Rule, the next highest Cooperation Vote will be done instead. If there is no Cooperation vote that can be carried out, then the Cooperation Vote will be ignored for the round.
For simplicities sake, the [Cooperation Vote] roll will be a simple roll of Xd4+X, where X is the number of Rioters that cast a [Cooperation] vote that round (not just the Rioters who voted for the winning Cooperation Vote). How equipment will be applied to the action will be determined on a case by case basis.
Two (Part C) - Changing Roles
For players who decide that their chosen role is not suitable and would like to change from one role to the other, the option is available to swap from one role to another - however, doing so is not a decision to be taken lightly or as a easy fix to undo the consequences of your actions.
In order to swap from one role to the other, the entirety of your action for a round must be dedicated to the act of swapping roles. This will, in effect, mean that you otherwise sit out the game for the rest of the round.
When swapping from 'Council' to 'Rioter', your vote will consist of swapping to the Rioters alongside the standard signup information. Aside from whatever narrative history you have in the game, you will in effect 're-join' the game as if you were a new player.
When swapping from 'Rioter' to 'Council', your vote will consist of merely swapping to the Council. Be warned - as result of abandoning your role of Rioter, you will lose all accumulated experience and benefits from your time as a Rioter. All your XP, whatever Skills you may have earned, all of it will be gone and unrecoverable. This ensures: One) That players do not change roles unless they are certain they want to commit to their newly chosen role; Two) So I don't have to keep track of accumulated stats as players jump between roles.
Thus, if you ever change your mind and decide to rejoin the Rioters again, you will have to start over from scratch and rebuild your character from the ground up all over again.
Furthermore, while swapping from 'Riot' to 'Council' will usually remove most negative effects from your character, some effects transcend the Riot/Council divide and will follow you no matter which role you occupy. While some statuses will have the same effect no matter what, others will have a different effect depending on whether you are a Rioter or part of the Council. What the difference is will be learned as it becomes relevant. Effects that will remain regardless of which role you are in will be marked as such so that you know ahead of time that swapping roles will not save you.
At present, the labels indicating that a status will remain with a player no matter which role you are in include 'Supernatural' and 'Reality'.
Three - Stats & Rolling
This game uses a variant of the Savage Worlds system, mixed with a '6S' Stat System.
The six stats in this game are Strong, Smarts, Spunk, Showoff, Shenanigans, and Spotlight. They are divided into roughly six categories of two counterpart stats each.
Strong (STR)– "Muscle wizard casts fist"
Strength is your basic physical die, roughly covering all things raw strength, blunt physical aptitude, and how much punishment can be taken before dying. Counterpart stat to Showoff.
Smarts (SMT) – "This is big brain time"
Smarts is the standard brain stat for general smart person stuff. Counterpart stat to Spunk.
Spunk (SPK) – "The true power was inside you all along"
Spunk is general inner strength. It's sort of a mix of all things willpower, fortitude, and spiritish-like. Counterpart stat to Smarts.
Showoff (SHW) – "Cool stunt, bro"
Showoff is the more active side of the physical coin, coming into play with all things requiring quickness or an impressive display of acrobatics. Counterpart stat to Strong.
Shenanigans (SHN) – "Who you going to believe, me or your lying eyes?"
Shenanigans is the stat for tomfoolery, mischief, and all around sneaky nonsense, enabling one to get into trouble and get away with it. Counterpart stat to Spotlight.
Spotlight (SPT) – "We like Ike!"
Spotlight is the stat of general likeability, being in charge, and generally being the center of attention. Counterpart stat to Shenanigans.
When a rioter takes an action, the die the rioter has in the associated action will be rolled to represent that rioter's contribution to the action. Rolling a Critical Hit - the top number on a given die - will result in a bonus die of the same type being rolled. (Dice System subject to change)
Additionally, players can increase results through Teamwork. When more than one Rioter performs the same action, or perform complimentary actions that are either designed to go together or are aligned close enough that they actively benefit one another, a Teamwork bonus will apply. Teamwork will add a +1 to each relevant action for each player contributing to the Teamwork action beyond the first.
Three (Part B) - Experience
Each rioter begins with a basic 4d in each stat. As the game progresses and characters grow stronger, however, they will gain upgraded dice - 5d, 6d, 7d, etc. This will primarily be accomplished through earning experience.
Unless something goes terribly wrong (or you insist on acting like an idiot) you can expect you will always earn at least 1 XP toward whatever stat is most associated with your action. Even if you fail, you'll probably earn XP for it. Provided your character doesn't die, of course. After all, we often learn as much if not more from our failures as we do from our successes!
Typically, a die will upgrade from earning an amount of XP in a stat equal to the current 'd' number. For example, a d4 in Strong would require 4 Strong XP to upgrade to a d5 in Strong, then 5 Strong XP to upgrade to a d6 in Strong, and so on.
While earning XP is the primary way of upgrading a die, it's not the only way. You may earn an automatic die upgrade if you have a spectacular roll or achieve some kind of amazing success; other ways of upgrading your dice exist as well, just waiting to be discovered!
Three (Part C) - Advantages and Disadvantages
Sometimes, a roll may be done with an Advantage or Disadvantage, which will increase your chances of success or failure. When rolling with Advantage, you roll twice and take the higher result. By default, this will only apply to the first roll for an action each turn, and you will not receive advantages on Critical Success bonus rolls unless otherwise stated.
When you have +X Advantage Rolls, the Advantage Rolls will be applied as most beneficial - if you pull off a Critical Success with your first roll, congrats, you save your Advantage Roll until you don't pull off a Critical Success on your own.
When you have +X Base Advantage, you will roll that many additional dice as part of your Advantage Rolls beyond the first.
When you have +X Advantages, your ability to roll with advantage will last for that many additional Critical Success bonus rolls beyond the first.
When rolling with Disadvantage, you roll twice and take the lower result. Unless otherwise stated, Disadvantages will not apply to Critical Success rolls - so if you roll with disadvantage and pull off a Critical Success anyway, congratulations!
Three (Part D) - Banked Dice
Banked Dice are a special kind of dice that can be added to a future action to increase the potential for success. How and when these dice can be used will be determined by the kind of Banked Dice that they are.
In order to use a Banked Die, the use of the Banked Die must be stated as a sub-vote as part of a given action that the Banked Die qualifies for.
Three (Part E) - The Council
The council will typically roll a single 1d4 for all actions, will not gain experience, and will count only once toward any given action for sake of Teamwork.
Four - Conditions & Health
Conditions are static effects that influence the roll of an individual rioter. These (currently) come in two forms - Skills and Status. (Subject to Change)
Skills are special positive modifiers that are typically permanent, usually as niche bonuses targeting specific action types. Skills represent something a rioter has demonstrated exceptional excellence at, probably through really good dice rolls. While there is nothing that strictly caps the number of skills a player could earn with a single character, each skill already possessed will make it increasingly difficult to acquire additional skills.
Status is a condition that can affect a character for good or ill, usually on a temporary basis. Some may go away on their own, others may require treatment or be lost if the right (or wrong) conditions are met. A Status can be expected to be a 'known quantity' which is to say that a discovered Status can be expected to function the same each time it happens. (Subject to Change)
Closely related to and distinct from while still interacting with Conditions is Health. Health measures how much physical damage can be taken before you are dead. How much Health a character has is usually linked to that character's STRONG Skill. Unless otherwise noted or influenced by another effect, a Rioter's HP is equal to that Rioter's STRONG Skill.
Four (Part B) - The Council
The Council will, under all normal circumstances, not have the ability to gain Skills. They will likewise typically be immune to Status, so long as they don't taunt this rule by exploiting and abusing it or otherwise all but ask to be punished with a Status Condition.
Four (Part C) - Food and Eating
Each turn, the quest will require an amount of food equal to the number of players listed in "The Currently Recognized List of Participating Players" (AKA the player list). Failure by the quest to have that amount of food by the end of the turn will result in Bad Things(TM) happening.
Each Round Start post will include information on how much food the quest needs, and how much food it currently has. Then, at the end of the final results post for each Round, the quest will be informed if everyone was fed. If so, the quest will also be informed about how much food remains. If not, there will be a bonus post where players in the quest will have to decide how to navigate the food shortage, including the possibility of eating things that might not normally be considered food or players choosing to go hungry for a round.
Priority of food consumption will typically be determined as follows:
1 - Players who actively add a vote about eating this Round (this will be available as its own voting category).
2 - Players who participated this Round.
3 - Inactive players.
Priority will further be determined by who has the highest Stat and XP levels.
Items normally considered edible will be marked as such with an indicator as to how much food that item provides (that is, how many players it can feed in a given round).
A player who fails to eat during a round will initially gain the 'Hungry' status. This is primarily a warning status, though under certain circumstances it may also cause other effects. A 'Hungry' player that fails to eat during a round will instead become 'Starving', which will come with certain negative effects and may aggravate other status effects the player has. A player who is 'Starving' and fails to eat during a round will then lose HP every round until that player eats, both preventing hunger-based HP loss and downgrading that players Hunger status by one.
Five - Projects
The nature of Riot actions means that oftentimes, they are short-term goals or flights of fancy that can see a conclusion the same turn they are carried out.
Larger goals and major accomplishments, however, require dedication and major investment of time and resources. These are Projects.
Projects are dedicated action goals that are unlikely to be completed in a turn or two, requiring one or more people to focus on wha they want and how to make it happen. Technically speaking, there nothing stopping a project from being achieved by a single individual from beginning to end, but multiple people working together will speed up completion time, bring a more focused end result, and overall improve the quality of the finished Project - Teamwork makes the dream work!
Depending on the project, how the Rioters go about completing it, and how much thought and attention is put into deciding what exactly the project is supposed to be, the Council may get opportunity to have a say in the Project's final result.
Six - Resources
Doing random and silly nonsense is all well and good (and it sure is fun!), but achieving actual, meaningful accomplishments will usually require Resources.
Resources are assorted materials and items that serve a multitude of purposes, including but not limited to building things and making it significantly easier to successfully achieve certain action results. How they are acquired and how they are used will vary wildly depending on the resource.
Seven - Equipment
Equipment - including tools, weapons, armor, and other miscellaneous items - are a special kind of reusable resource all its own. They enable players - probably and primarily the Rioters - to accomplish tasks and complete feats that might not be possible otherwise.
Usually, a rioter can only use a single piece of equipment per action/per turn. However, special properties or effects may allow this limit to be overridden. While a single piece of equipment may be used by multiple rioters each round as circumstances allow, more often than not you will see a piece of equipment used for only a single action.
When there is conflict about where a piece of equipment may actually be used, the following criteria will determine priority:
1 - A players action specifies use of a given Equipment
2 - Which action does the Council support with Riot Boost
3 - Teamwork Bonus
4 - Who has the highest relevant Skill Score
5 - Council [Direct Action] Vote
6 - What action makes the best use of the equipment, whether by relevance or entertainment value (QM's discretion)
Equipment comes with a quality rating, which runs on the following scale:
Under normal circumstances, Equipment will not decay in quality, provided that it is used responsibly. However, if Equipment suffers abuse - be it from poor decisions or extreme circumstances - there will be genuine risk of Equipment decay and breaking. Whether broken Equipment provides you with anything will depend on the circumstances that caused the Equipment to fall apart.
A notable exception to this is when equipment is 'Shoddy'. When 'Shoddy', equipment will naturally decay in quality when the action they are used for has a low enough roll.
Seven (Part B) - The Council
One of the greatest strengths The Council has with their [Direct Action] vote is that they are not limited by the same Equipment limitation rules as the Rioters. Typically, the Council will have the benefit of using a number of equipment equal to the number of Council Members who cast a [Direct Action] vote that turn. This includes any [Direct Action] vote, not just the winning vote - this should encourage Council Members to cast a [Direct Action] vote even if you don't have an action you feel strongly about or expect to win, as the winning vote will benefit from your vote regardless.
X - Everything Else
There are yet elements to be implemented, to say nothing of other possible rules changes. As such, these rules will very much be subject to change, including the existence of stats. Most of them will be put in place as they're discovered and become relevant.
Otherwise, we'll all be figuring all this stuff out together because frankly, I don't really know what I'm doing and making most of it up as I go along anyhow.
@Crawkid (Chicken-Loving, Nature Conquering Chef)
Joined 10th Round; 1d4 STR | 1d6 SMT | 1d4 SPK | 1d4 SHW | 1d4 SHN | 2d6 SPT (4/9xp) Status: Shaken (Roughed Up in Forest) Skill: Charismatic (You're a naturally likable person who knows how to say just the right thing! Your Spotlight rolls are made with advantage, and your Spotlight rating is 2dX instead of 1dX - however, your SPT also require 50% more XP to level up [rounded down].)
Frontier Bug Town Diplomat (The Inhabitants of the Frontier Bug Town view your favorably, and as an unofficial representative of the quest. As long as you don't wear out your welcome, you have a lot of sway to help get yourself and others avoid the negative consequences of poorly executed actions.)
@Hentaibasedmage (Totally Not a Drug Lord)
Joined 4th Round; 1d4 STR (2/4xp) | 1d4 SMT | 1d4 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A
@harnackam (The First Rioter)
Joined 3rd Round; 1d4 STR | 1d4 SMT (1/4xp) | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A
@Jack727 (Willson)
Joined 3rd Round; 1d5 STR (4/5xp) | 1d6 SMT (2/6xp) | 1d4 SPK (1/4xp) | 1d4 SHW | 1d4 SHN (1/4xp) | 1d4 SPT Status: N/A Skill: Prospector +1 (+1 to actions for finding and gathering resources)
Experienced Apprentice Equipment Craftsman (Gain +1 to actions dedicated to working on Equipment, or +1d4 when doing so in Teamwork with Rioter who has 'Equipment Craftsman' skill)
@Mindris (That Guy Stuck to a Briefcase)
Joined 4th Round; 1d6 STR | 1d8 SMT (1/8xp) | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT (1/4xp) Status: N/A Skill: Team Player +1 (Teamwork Bonus grants additional +X to each participant for each individual with Team Player contributing)
Equipment Craftsman (Roll with Advantage when action is dedicated to working on Equipment)
@N39TUN3 (Orb of Floof)
Joined 14th Round; 1d4 STR (1/4xp) | 1d6 SMT (1/6xp) | 1d4 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A Skill: Medicine Man (Whenever you roll a '1' on a base-level SMT or SPK Medical Action roll, roll again at 1d(x-1) [Rerolled Dice do not provide crit bonus roll])
@_Plague Doctor_ (____)
Joined 3rd Round; 1d5 STR (3/5xp) | 1d6 SMT | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A Skill: Team Player +1 (Teamwork Bonus grants additional +X to each participant for each individual with Team Player contributing)
@Random Reader (Stranded Tourist)
Joined 8th Round; 1d6 STR | 1d5 SMT | 1d5 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT (1/4xp) Status: Wounded [Roughed Up, All Over] [5/6 Health], Shaken Skills: Bodyguard (When Action used to protect another player, roll with Advantage)
Apprentice Forest Ranger (The first time you roll a '1' on an action that involves forest knowledge, gain a reroll; OR roll with Advantage when taking an action involving forest knowledge when in Teamwork with a Rioter who has a higher level of 'Forest Ranger' skill)
@Sir Plusse (Featureless Blob of Remarkable Nondescriptiveness)
Joined 5th Round; 1d5 STR (3/5xp) | 1d6 SMT (1/6xp) | 1d5 SPK | 1d5 SHW | 1d4 SHN (1/4xp) | 1d4 SPT (1/4xp) Status: N/A Skill: AX-Man (When you specifically state the use of an ax-type equipment for your action, gain top priority for equipment selection and gain double the equipment bonus (For example, the bonus for using the Fine Stone Hatchet would go from "(+1d4 to Chopping; +2 to Other Relevant Uses) (+1 Fine)" to "(+2d4 to Chopping, +4 to Other Relevant Uses) (+2 Fine)".))
@thatguy99998 (Mammoth Gunner)
Joined 8th Round; 1d5 STR (1/5xp)| 1d6 SMT (2/6xp) | 1d5 SPK | 1d4 SHW | 1d4 SHN (2/4xp) | 1d5 SPT Status: Hungry Skill: Simple Farmer (Once per action, when roll relates to farming and you roll less than dX/2 rounded down, roll again and take higher result) Titles: N/A
You've got this! You've absolutely got this! You know what you all are? Winners! And winning is exactly what you're going to do!
Let those nay-sayers come!
All you need is a little organization and you're good to go!
And speaking of organization...
...
So let us consider something. Usually, one might expect that based on the votes, this would now become a Riot Quest.
And it will!
But it also...won't.
See, while Riot got the most votes, it's a very split vote. And frankly speaking, I'm making this all up as I go along, and I think we all know that I have no idea what I'm doing.
So what better opportunity is there to experiment!?
Here's the core of how this is going to work - this quest is going to have two 'halves', if you will. Two groups of players that will fill two distinct roles. What role each player will fill will be determined by that player upon 'signup', that is the first vote in this quest from here on out.
The first group will be the riot half. These will be the players that will vote as if in a traditional riot game. They will be the 'boots on the ground' players that are in the thick of it, making things happen, with each player having an opportunity to have that player's vote count for something even if it's not in the majority.
Then there will be the second half, for players who would prefer a more grand vision approach. They will make votes in a more traditional quest format, the whole group voting as a unit, the majority vote being what goes. These players will in effect have a guiding hand in overall direction, though not in a way that directly prohibits rioters from doing (mostly) whatever they want anyway.
So in effect, you'll have a Council helping paint the bigger picture, with Rioters figuring out how that bigger picture is getting painted. Or not, they may just decide to do their own thing anyway, as rioters are want to do. In a way, if you put it in RTS terms, imagine perhaps the Council as being equivalent to the player in front of the computer screen, but without direct control of units, while the Rioters are the units on the screen who make the game happen, except they've got minds of their own.
Whether this idea will actually work or not, I have no idea. Maybe the very idea is unviable and this whole thing is destined to crash and burn. Maybe I'm putting together a viable idea but I'll run it terribly or I'm basically running a prototype so it'll fall upon someone else to make it work properly in the future.
Again, I have no idea, but the only way to know for sure is to give it a try and see if we can find a way to have fun with it. Even crashing can burning can be fun so long as everyone walks away alive at the end!
So here are the starting rules (subject to change):
From here on out, the first time a player votes in this quest, that player must vote for a role - 'Council' or 'Riot' (names subject to change). A player who votes 'Council' will be a 'Council' player, and will only vote in 'Council' votes, which will be majority decision. A player who votes 'Riot' will be a 'Riot' player, will only vote for 'Riot' votes, which will operate on standard Riot vote rules.
Given the experimental nature of this quest - particularly the signup and 'two halves' rule - I'll be implementing a password system for new players to verify that they have read the rules. (subject to change)
With each sign-up, a new player must include the passphrase as a sub-vote. That pass phrase being the title of this, the third update of the quest.
Council players won't have 'characters', per say, at least not any identified as such. They can still pretend they have 'characters' who are individuals that are part of the council, but by and large they'll be part of the larger whole. Riot players will be identified as comparatively unique individuals who each do their own thing, maybe have a unique identity, and can grow as the quest goes on.
Council player votes will be 'grand scale' votes that help shape the overall theme and direction of the Quest. This includes, among other things, determining certain quest rules, large-scale decisions, and encouraging the rioters to take certain actions by voting on bonuses and such (All subject to change).
The Council should be careful in its approach to the Rioters, however, because strictly speaking? There's technically nothing protecting the Rioters from taking actions that target the Council (Just saying).
Riot player votes will be 'real scale' votes that actually make things happen. Riot players are the ones who will make actual events take place. Whatever elements this quest might involve, be it resources, research, etc, that will fall upon the Rioters.
Dice will, at their core, use a variant of the Savage Worlds system. At the low end, basic dice will be in the 4d range; growing stronger will result in bigger dice - 5d, 6d, 7d, etc (look, it's just 1s and 0s with a program that lets you enter dice numbers, so we can use weird dice numbers if we want!). Rolling a 'critical hit' - that is, the top number on a die - means getting to roll another die of the same type. (Dice system subject to change)
There are a few things that will be in place from the get-go (like the existence of stats!), but most of those I'll roll out as they get discovered because I think it'll be more fun that way.
Otherwise, I think we're going to be figuring out a lot of this stuff together.
This is a quest.
There are many quests like it, but this one is yours.
It's not much of a quest, but it's a quest all the same. Maybe it'll stay that way, maybe you'd prefer it stay that way. Maybe one day it'll grow into a big, beautiful quest you can brag about to all your friends. Maybe it'll become a big terrible quest that will get out of control and lay waste and ruin behind it, possibly after eating you.
But that's the future. For now, it's just a little quest. A baby quest. A blank tapestry, an empty field.
There's you, there's a few others around you. Your group stands on fertile ground just waiting to be improved. Or tarnished, depending on your view, intentions, and actions. But there's really not much to speak of in the immediate surroundings. In the distance you can see signs of other quests that are currently minding their own business.
Oh yeah, and there's a group of stragglers out on horizon. They look like they might be some Naysayers, those folks who didn't want you to have a quest in the first place. You're not sure what they're up to, but you're pretty sure that whatever they're doing, they're probably doing it menacingly.
So, questers, how shall you proceed?
Signup Votes (Which half of this quest do you want to be a part of?):
[ ] [Signup] Council
-[ ] Password?
Those who Sign up as 'Council' get two votes below; They receive 1 [Council] Vote and 1 [Riot Boost] Vote.
[ ] [Signup] Rioter
-[ ] Password?
-[ ] Nifty Identifying Quest Name, quippy phrase, or brief distinguishing feature for flavor purposes (Keep it short!) (Optional)
Those who Sign up as 'Rioter' get a single vote below; They can vote for 1 [Riot!] action.
Council Votes (What does the Council want to do this turn?):
[ ] [Council] Make or Change a Rule
-[ ] What Rule?
[ ] [Council] Implement a Policy (For example, implement an official quest policy towards the Naysayers)
-[ ] What Policy?
[ ] [Council] Write In
Council's Riot Support Vote (Which action does the Council want to encourage Rioters to do by giving that action a +1?):
[ ] [Riot Boost]
[X] [Signup] Council
-[x]Whatever Have I Gotten Myself Into?
[X] [Council] Implement a Policy (For example, implement an official quest policy towards the Naysayers)
-[X] If the naysayers succeed. The Quest is won.
Edit:
[X] [Riot Boost] Explore
[X] [Signup] Rioter
-[X] Whatever Have I Gotten Myself Into?
-[X] Nifton Identio Quaestus Namicar, "Let the questing commence!", carries a backpack full of questing equipment.
[X] [Signup] Riot
-[X] Whatever Have I Gotten Myself Into?
[X] [Riot!] I put on a fake beard, farmer clothes and a wig. Then put a glowing ! above my head
-[X] [Quest] The Naysayers scared away my chicken. If you can find all 5 I give you this shiny new Beginner stick +1.
I'd like to address my fellow Council memebers, and also our Riot brethren, to explain why I think this is a good couse of action.
We know essentially nothing about the Naysayers, all the world in which we live. We need more information before we can begin hostilities, not even mentioning weapons and fortifications. By waiting, we can strengthen our position.