gamehead: (Default)
critter ([personal profile] gamehead) wrote2013-06-10 10:22 pm
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graveyard part five

hunter's game the graveyard




You wake up in an unfamiliar cabin.

At first, it almost seems like you're in an entirely different place and that everything had been just a dream. The interior of the cabin looks nothing like the run-down, old-timey shacks that you had been living in before. Everything in here is sleek and modern, from the enormous flat-screen TV mounted on the wall to the fridge and mini-bars stocked with all your favorite foods. There aren't any individual rooms in here, just a common area large enough to house everyone comfortably, no matter how many more people join you...and there will be plenty more people joining you before the week is over.

Because if you look outside the window, it quickly becomes clear that not only are you still in Prayer's Pass, but that you are no longer among the realm of the living. Judging from the tombstones directly outside, you're now in what had been the abandoned broken-down cabin in the graveyard. The cabin's not all that changed; the world outside has gone completely grey and everything you see appears to be faded and blurry. The only things that remain sharp and in color are what's inside the cabin, including your fellow ghosts. Occasionally, people who are still alive may enter, but it's clear that what they're seeing is completely different from what you're seeing. The door's unlocked; however, a mysterious force prevents you from stepping beyond the threshold, no matter how hard you may try. After all, this cabin is a cage for the dead - a gilded one, perhaps, but a cage nonetheless.

On the flat-screen TV plays everything that is currently happening in the town. It will shut off once night starts...and something else will appear instead.

(The graveyard so far)
condescent: (think | suffer the indignity of reaction)

[personal profile] condescent 2013-06-15 05:08 am (UTC)(link)
Hee hee, I did, didn't I? Thanks for the compliment.

[tilts his head] All right, then. It couldn't have just threatened to kill you if you didn't play - the nations would have gone along with that, perhaps, but the more noble of your team would have chosen to sacrifice themselves to guarantee the survival of the prey rather than risk everyone's lives to save their own. When Sanae had been a hunter, he left a note to me implying that Critter had threatened our city...but I don't really believe it has that kind of power outside of this town. And even if it did, there are still certain types of people who wouldn't kill for any sort of threat, especially if Critter couldn't prove that it had the power to back it up.

So then...the most likely scenario is that it somehow made you all believe that even if you didn't play, the game would go on nonetheless. The number of players in the extra rooms varied quite extensively from round to round - perhaps it claimed that not only would it kill anyone who refused to play, but it would then make the same offer to someone else in the town to become a hunter? That would explain why some rounds only had a few people, while others had nearly a hundred or so - the smaller ones had more people refuse to play as hunters. Am I getting close?