THE CREATIVE THINKING GAME
THE INSTANT MESSENGER GAME
By Jeff Goebel
(and some guy named Mitchell Sheppard.)
This game is a logical thinking game.
Easy to begin, but nearly impossible to end.
Pass blame on the opponent, or the opponent's family heritage.
GAME PLAY
The game takes the lines of an argument. Whomever is elected to go first, simply says "It's your fault" to start the game. From this point, each new turn must creatively fictionalize a reason why it is in fact, NOT your fault, and pass the blame. The game continues forever, or until one player gives up, or breaks a rule.
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HISTORY
Invented by two school children on the morning bus ride over the course of a few years. I no longer have the slightest idea where Mitchell Sheppard is, or if he'd even remember this silly little pastime, but I have always loved this game, and I've kept it alive all these years. Although it was conceived as a verbal thinking game, it lends itself perfectly to the new technologies of the Internet, and can be used via email, ICQ, Instant messenger, chat rooms or even discussion forums. If you like "It's Your Fault", please please please tell me, and try to always remember where you learned it. Check out the sample games online at http://frogstar.com/fault
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RULES
Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
Every turn MUST include the statement "It's your fault" somewhere. This is the most common slipup, so some players choose not to enforce this option as a game ending rule. Also, variations may be accepted as long as the word "fault" is used.
Everything said within a turn is considered to be fact, and can not be disputed. You can not suddenly remember a different story or excuse. Nothing can ever contradict any point made. This is considered a loss. If you are told you to blame because you chose the paint, then this is true. You can not answer with "No I didn't."
During game play, blame must always be passed to the opposing player, or their family heritage. Players are free to fictionalize any family member as required, and these must not be apposed. If player one says player two has a 6 year old sister, then this becomes canon for the game. Player two can not say; "I don't have a sister".
Families can never cross. No inter-family marriages are allowed. The game is based on blame being certain, not wishy-washy.
No adoption of any kind.
Every turn must include only stories that "could" actually happen within the rules of our known universe. Nothing nonsensical can be introduced into the story. Science is the law.
Although blame may quickly jump to generations of "great great great" grandparents, the time-line is also a priority. It is unlikely your brother was alive at the same time of your great great great great uncle. Breaking logical timelines is considered a loss. At some point however, it may be worthwhile to just start using terms like "his uncle" rather than continually remembering how many levels of "great" an uncle may be.
Each new turn must be directly related to the previous statement. You can not start a new thought, without specifically linking to the previous turn. Most new turns will go backwards in time.
No family can own utility companies.
No religion. No son of God or God references.
You can't say "you told me to" or use "told me to" as an easy out.
No single conceptual idea may be re-used. This includes concepts such as property ownership, company ownership, etc. The rule is self governed, so each player must be happy with any decisions, or the turn is cancelled. If you choose, disputes over this rule can be nullified without ending the game. The player may simply choose another route, and change their story.
Be as creative as you like, but do not include more than one new thought per turn. No need to offer fantastic details that could be used against you. Shorter answers are better.
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Lets just change some rules.
Blame whenever do you want, but is important to blame the last person who posted. (Like if you were defending the person who was blamed on previous post)
AND REMEMBER Nobody can ever discuss or disclose the event itself. You must never say what it is that you're talking about.
START!
This post has been edited by Lecsi: 26 February 2008 - 10:52 PM

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