TEXT:  The Room
  ~a game by Max Boyson
  ou ﬁnd yourselves inside of a room. You all are here for 
  the same reason, you may not know that reason, you 
  may not want to know. That doesn't change that you are 
  are here with other people who you have never seen 
  before. Perhaps they know about this strange room you ﬁnd 
  yourself in. Something you do know though is that you must 
  complete the task, whatever that may be, and that the clock is 
  ticking.
   Starting
  �
  Before you ﬁnd yourselves in the room you must be 
  prepared. You will need a pen and some paper and at least one six 
  sided dice. You then will pick a person to be the Room Keeper; this 
  person will be the story teller of the game, describing everything 
  that goes on outside the players actions. Everyone else will 
  become a player. Next the Room Keeper will hand everyone a slip 
  of paper with their secret and knowledge written on it. Finally the 
  Room Keeper will describe any opening events and room
   How to play
  �
  Playing the game is as simple as describing what you do. As 
  long as your actions are within the ability of a common person you 
  automatically succeed. Otherwise you will fail and the Room 
  Keeper will describe the consequences.
   Conﬂict
  �
  In the case that you are performing an action against 
  another player then you are entering conﬂict(e.g. ﬁghting, slight of 
  hand,racing, etc.) then each player will roll a dice and who ever 
  rolls highest will win. In case of a tie the instigator of the conﬂict 
  wins. With the exception of when there is a common instigator then 
  ties result in a standstill or deadlock. If their are multiple people 
  working as a team in a conﬂict then they will add their dice 
  together. All non-physical conﬂicts should be handled verbally 
  amongst the players.
   Knowledge and Secrets
  �
  At the start of the game all players were handed a slip of 
  paper for there eyes only. The ﬁrst thing that it has is a Secret, your 
  secret is a tidbit of information that you know that none of the other 
  players know. Secrets may be key to completing your task but they 
  may put yourself or others at risk if reviled. Your knowledge is your 
  area of expertise, You will be allowed to to type in the word or 
  phrases you were given for your knowledge into a search engine of 
  your choice. You may click on any link that comes up from the 
  search engine but you may not go deeper then three links in(i.e. 
  Search engine>link1>link2 inside link1>link3 inside link2) This 
  knowledge may or may not help you reach your goal. 
   Room Keeper
  �
  One Player will be the Room Keeper, it is their job to direct 
  the game and describe how the room reacts to the players actions. 
  They will create the room and the puzzles inside it. They will make 
  the rules and will decide what the boundaries of your characters 
  abilities are. As the Room Keeper you will need to do a lot of 
  preparation, You will need to design the puzzles, traps, and red 
  haring of the room. You will also need to come up with all the 
  players secrets and knowledges and how they relate to the room.
  Y
  
  Red Herring 1
  Red Herring 2
  Red Herring 3
  Red Herring 4
  Red Herring 5
  Red Herring 6
  Solution
  Solution
   Your Goal
  �
  Your goal as the Room Keeper is to ultimately create tension 
  and conﬂict among the players. Make them feel trapped and 
  cornered by the others. Make them have a common goal that will 
  require them to work together, but ultimately there can be only one 
  winner. Or at least it seams that way. You will use deception and 
  trickery to confuse and overwhelm the players. If you do a good job  
  they should tear themselves apart by the end. Most Importantly 
  give them a time limit, and leave a timer such as an hourglass or 
  clock for everyone to see.
   Your Room
  �
  The room in itself should seam simplistic when ﬁrst 
  described, but on closer examination it should reveal to be littered 
  with secrets. The room is more then its puzzles and secrets its also 
  its goal, purpose, and rules. When introducing the players to the 
  room you could put them into it with no explanation; the goal simply 
  implied to be escape. Alternatively you can make the room more 
  obviously a test with a simple goal. For example: Ask them to 
  answer a question but don’t make the question apparent, or tell 
  them to ﬁnd an object. The goal should be obvious but the solution 
  hard. Your Room is also a set of rules that you lay out for the 
  players, failure to comply to these rules could even result in failure.
   Your Secrets
  �
  The players secrets should be linked to the other players or 
  the puzzles in such a way that revealing them will cause conﬂict or 
  lead the players into a red haring. The player knowledges should 
  do the same.
   Your Solution
  �
  The Solution to your room should be non-obvious or 
  complex. Most importantly leave Red Herrings, and plenty of them. 
  Make the Solution seam obvious only for the players to ﬁnd that it 
  is the wrong answer. Red Herrings should mislead the players for a 
  while but never should they lead the players in the wrong direction 
  for the whole game. Eventually it needs to be shown that they are 
  going in the wrong direction. You should constantly have them think 
  outside the box and experiment. Remember that your players will 
  surprise you all the time and may even create their own red 
  herrings.
  Room Keeper Notes
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/The Room.pdf