State
{
"scene": "preamble_difficulty",
"turn": 3,
"vars": {
"mode.age_lo": 0,
"mode.age_hi": 3,
"mode.cut": true,
"mode.uncut": true,
"first_con": true
},
"inventory": []
}
Six days. One hotel. Three thousand people who came here to be looked at, and you, who came here for something you have not said out loud.
Two things to set before you go down: how hard you want the week to be, and what you want it to describe. Neither is locked in — the content switches are in the room all week, and nothing you pick here counts against you at the end.
STEP 1 OF 2 — DIFFICULTY
How much the con forgives you. This is the only step that changes the rules; none of it affects what the game describes.
The rest after a finish is what limits how many runs a day holds — the clock is not, since two hours against a sixteen-hour day leaves room for four or five.
FORGIVING Undo is on, so no gamble is ever final — you can take back the last thing you did. One hour's rest instead of two, so the day holds twice the runs. Unlimited recoveries when somebody clocks you.
STANDARD No undo. Two hours' rest after every finish. Unlimited recoveries.
PUNISHING No undo. The rest after a finish scales with how big it was, so a seven-point finish costs six hours of the day instead of two. One recovery per run: the first time you are clocked, you can freeze or brazen it out, and after that the only way out of being seen is to stop.
FREEPLAY Not a difficulty — a different game. No days, no room ladder, every room in the hotel open from the start, and the run does not end when you cum. Upgrades are not metered: buy as much of anything as you want, whenever you want, and go wherever you like. There is no ending to reach and nothing to lose.