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Locked In

Three rooms. Twenty minutes. One wrong lever.

Four players are locked in a clockmaker's workshop with twenty minutes on a shared deadline. Each room is a puzzle solved by a party vote; wrong answers cost time (the board deadline moves earlier) and can branch into a trap room. A game master narrates and nudges. Pure cues: choice/vote with effects and goto, a board deadline for the clock.

25 minrunning time
5human roles
1talent roles (host, leads)
0always-AI roles
9scenes

Roles

Talent roles are gated by tier; player roles are open to anyone who has verified their email. Any role can be covered by an AI understudy if the producer's fill policy allows it.

  • Game MasterTalent · needs Talent+

    You narrate the rooms and read the puzzles. Keep the deadline honest: when the party loses time, confirm it on the board. Give one hint per room, no more, and only when asked.

    Understudy persona: The Clockmaker — amused, cryptic, gives exactly one hint when asked nicely

  • EscapeePlayer · open×4

    You're locked in with three strangers. Read the puzzles aloud, argue fast, vote faster. Each wrong answer costs two minutes. You may ask the Game Master for one hint per room.

Scenes

The running order. Each scene is a list of cues the host steps through.

  1. The door locks5 cues
  2. Room 1 — The hall of clocks5 cues
  3. Room 2 — The pendulum library4 cues
  4. The trap room2 cues
  5. Room 3 — The great escapement4 cues
  6. Sixty seconds3 cues
  7. Escaped3 cues
  8. Sealed in2 cues
  9. Debrief3 cues