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LG27 - Strife in Ankh Morpork

The GM apologizes for their extreme laziness, and intends to fix this appalling lack of RP in the next 24 hours.

Note: The rules are subject to change during signups. If I decide to change a rule, I will underline the change and notify the thread of the changes. Any suggestions to improve the game before it begins will be welcome, and may or may not be welcome. I've tried to include as much about life in Ankh-Morpork as well, but if you think I've missed something obvious, mention it and I'll see if I can insert the role smoothly into the game.

 

General Rules

 

Days are 48 hours long. Nights are 24 hours long. Rollover time will be at 6:00PM AEST. Signups end on Thursday 20 October 6:00 PM AEST, and the game begins an hour later.

 

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Vote in red, retract in green. Players are able to perform 3 actions a Cycle, with up to 3 messages counting as one action.

 

Doctor12 will be GM’ing the game with me.

 

Order of Actions:

Protect/Roleblock Actions

Wages received

Thieving

Assassination Money sent to Assassin’s Guild

Kill Actions

Scan Actions

Item Name Changes

Item Trading.

Clacks messages are revealed to Clacks Workers

Transferring Money

 

Independent Roles

 

Patrician - The Patrician has the win con of learning the roles and alignments of every player alive at the end of the game, and survive the game. Due to your extensive scan network, you may discover the role type of a player each cycle (i.e. scan role, kill role, protect role, roleblock role), and the action they took the previous night. If one of your targets performed a scan, you will also be informed of the scan results. The Patrician can be deposed by a majority vote in the Guilds Doc at any time (the Patrician will then be executed). New Patricians are elected following the old Patrician's death in the Guilds Doc, again by majority vote.

 

Post Office Master - Runs the Post Office. Has the win con of making the Post Office more successful than the clacks. If the Post Master dies, Post Office messages will increase from 1 penny to 3 pennies per message (however, they still won't be read by anyone other than the participants in the PM.)

 

Clacks Master - Runs the Clacks. Has the win con of making the Clacks more successful than the Post Office. If the Clacks Master dies, Clacks messages will be made night-only.

 

Monarch - the player who is the Monarch may have any additional role at the same time at the start of the game, with the exception of the Patrician. The monarch has an alternate win con of being elected Patriarch and being crowned. There is also a hidden faction of Monarchists who also have this goal. If the Monarch is elected Patriarch, the game ends with a Monarchist win, and all other faction goals, including the Faction Leader survive goals, fail.

 

Unlicenced Thief - You run on the rough side of the law - stealing is a profession available exclusively to Guild Members. Once per cycle, you may attempt to steal something. However, if you are observed, you will be Arrested and not allowed to post or perform actions for two Cycles, and the money you took off your victim will be returned. To win, you must survive the game and have more than 15 coins in your pocket (remember, the Unlicenced Thief still may work as a Clacks Worker or a Post Officer.)

 

Cut Me Own Throat Dibbler – Once per cycle, you use your incredible powers of persuasion to make someone give you a penny in exchange for one of your Sausages-in-a-Bun. They’ll become violently sick and be unable to complete their actions that cycle, but more importantly, you’ll have earned a penny! Win Con: End the game with 10 pennies or more. (C.M.O.T. doesn’t work for either the post office or the clacks.)

 

Factions

 

There are 4 factions in the game: The Assassins' Guild, the Thieves' Guild, the Night Watch, and the University Students. In addition, the Monarchists are also mixed in with the other factions, and do not know who the other Monarchists are. There are specialised roles in each Guild, however, not every specialised role listed may be included. Plain roles - roles with no particular power, are possible.

 

The Assassin's Guild:

 

The Assassin's Guild is the closest thing to an Eliminator faction in this game. Every Day Cycle, people may hire the Assassin's Guild to inhume (kill) someone. The Assassin's Guild is free to choose between the offers that are presented to them, however, they may not kill a player that someone has not commissioned them to kill (Assassins Guild members may not commission their own kills).

   Advertiser - The Advertiser is in charge of making sure that everyone is aware of the guilds prices and agenda, permitting them to suggest prices to kill certain players, which will be placed in the quicklinks next to the player names at the beginning of the next cycle. Once place, the suggested kill prices will remain next to the players name for the rest of the game unless the Advertiser chooses to update or remove it.

 

The Thieves' Guild:

The Thieves' Guild may target 2 people to thieve from each night. However, players can gain immunity from thieves if they choose to pay 25% of their current gold each cycle in a levy. The Thieves Guild will be informed of which players they can target each cycle. (They also may not target the same person on 2 consecutive nights.) Depending on which thief targets them, other effects may also occur. When you target a player, all the money and items are stolen, unless an item has a special ability to do otherwise.
   Pickpocket -
The pickpocket only steals a players money and not their items, however, they may target an extra player each night.
   Banker - “Take a penny from a man, and he’s poor for a day. Make a man open a bank account, and he’s poor for the rest of his life.” Instead of stealing all their money at once, you steal 2 pennies initially, and then one penny per turn until either the Banker dies or the game ends. These pennies may not go toward the Tax.
   Highway Thief - The direct way is best. Threaten them with your knife, and you never get any trouble. If someone has an item that protects money or items from being stolen, it is ineffective against the Highway Thief.
In addition, the Lookout role may also be included. Every Cycle, the Lookout may detect all the items a target player has.

The Night Watch:

 

The Night Watch, the outcasts of society, found their compatriots among the cobblestones and empty streets of Ankh-Morpork at night. Each night, you may arrest someone, roleblocking their actions and all actions against them.

   Sam Vimes - As someone who is cynical of all around you, you gain immunity from an action each night. As someone who is very selfless, you also give away much of your money to those who can't afford it, so you may call upon a player not to perform an action 3 times throughout the game because of their gratitude to you, although you earn 15 pennies less each cycle.

   Corporal Carrot - As someone who everybody trusts, you have extraordinary sway over people. Every cycle, you may shift a vote to vote with you.

   Angua - As a Werewolf, you are able to sniff out the role type of a player once every second cycle.

 

Unseen University:

The University of Ankh-Morpork trains students in the way of arcane magics. Unfortunately, most of the students are more interested in getting drunk and visiting various… seamstresses rather than focusing on their studies, so it’s up to those left to do what they can.
   The Librarian - The University discovered that late returns dropped by nearly 100% when you had a 200 pound orangutan to answer to. Every turn, you may compel someone to change their action target player to someone of your choice.
   The Luggage - The Luggage does it's best to protect it's owner - each night, all actions directed against the Luggages target are instead directed at the Luggage. If a kill action targets the Luggage, the attacker will die instead. However, if the Luggage or their target is targeted, the Luggage will not be able to vote or perform actions the next Cycle.
  Rincewind - Coming Soon! :P (I intend to put this role in before the signups end due to popular demand.)

Guild Leaders

 

Guild Leaders gain the alternate win con of surviving the game. The Head of the Assassin's Guild, Head of the Thieves' Guild, and the Patrician may post and see the doc. The Captain of the Night Watch may view the Doc, but mot post in it, and the Head of the Unseen University may post a message once per cycle through magic (also known as the GM), but may not view the Doc. In the Guilds Doc, all Leaders (not including the Patrician) are anonymous, referred to by their faction title, i.e. Head of the Assassin's Guild.

Guild Leaders retain all skills and abilities they had before, however, when those abilities are used, there is a 20% chance for each ability that you will be recognised when you are performing an ability, in which case, the action you took will be revealed in the write-up. (Note: Residual effects, such as the Banker’s Thieving, are not included in this.

If a Guild Leader dies, the next Guild Leader is elected randomly, unless a player within the Guild aided in the Guild Leader's death, in which case, they will be elected. (There will be no indications of which of these two it is.) It is also possible to depose a leader within the Guild Doc by voting them out (useful in cases of inactivity, etc.) in favour of a replacement by voting for a candidate you hope to replace the Guild Leader with in green. A majority vote in favour of the new candidate is necessary.

 

Post Office and Clacks (a.k.a. PM Rules)

 

People will be assigned randomly to either work at the Post Office or the Clacks, and under ordinary circumstances, you will receive 3 pennies a cycle. Clacks workers automatically get one action deducting from them when they work in the Clacks towers, however, they are able to read some of the messages sent through the Clacks (the messages will be divided equally between Clacks Runners). Post Officers do not have an action deducted from them, however, they also are not informed of any messages that are sent with the Post Office.

Clacks Messages can be sent at any time, and will cost 2 pennies, while Post Office messages can only be sent at night, and cost one penny. Each individual post in a PM counts as a message. It is possible to have both kinds of messages in a PM, so please specify before each message which kind of message you're sending.

The Post Office and Clacks compete with one another. As such, if you are a Clack worker and aid in the death of a Post Officer, or vice versa, you will receive a 2 penny bonus in your wage the next cycle, though if you aid in the death of one of your own, you will have a penny deducted from your wage the next cycle.

 

Items & Trade

 

You are permitted to trade items with other players in exchange for money or other items. Doing so will cost an action for both players, unless someone gives an item away for free, in which case, only the giver will need to submit an action. Both players need to clearly state the terms of the trade to the GM in the GM PM in the same cycle for the trade to take place.

 

There is no way to verify the authenticity of an item if you are attempting to trade. If you are informed of an item that exists, there is probably an item with that name, but it’s purpose is not necessarily what the other player says, nor are item names necessarily an indication of what an item may do (particularly if the item was designed by Bloody Stupid Johnson).

 

The GM will allow you to change the name of items at the cost of an action.

 

Upon the death of a player, any items they had will go up for a public auction, in which only the item name is revealed.

 

Alright, that's my game. Have fun, everyone, and merry killing!

 

Clarifications:

 

Q: Can you reveal your identity if you're a Guild Leader in the Guilds Doc?

A: Yes, but it's not obligatory. (Actually, I stipulate that you can't confirm it with RL/OOG information, etc. for obvious reasons. You're more than welcome to lie if you so choose.)

 

Q: What are messages?

A: Messages are single posts within a PM.

 

A bunch of other clarifications which I will transfer soon, for now seen here.

 

Player List:

 

 

1. Wonko the Sane

2.Seonid

3. Nyali - Grandma Nyawax

4. The_Lady_of_Chaos

5. Phattemer - Sergeant Jacksum

6. Magestar

7. Paranoid King

8. Burnt Spaghetti

9. Pestis the Spider

10. Stink

11. Aonar

12. Dalinar

13. Yafeshan

14. JUQ

15. Dankness Ascendant

16. Silverblade5

17. kiwi

18. Amanuensis


Quick Links:

Edited by Alvron
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8 minutes ago, STINK said:

Don't take this as signing up or anything cause I'm not sure about my free time right now, but the Guild Leader can choose to be known in the Guild Leader Doc, yes?

They can reveal if they like, yes, but it's not obligatory.

EDIT: I'd like to clarify that while that can reveal if they want to, they can't use RL/OOG information to prove their claim, for obvious reasons.

Edited by The Young Bard
Clarifications.
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13 minutes ago, The Young Bard said:

My apologies for the formatting problems - for some reason, the closing spoiler tags don't appear to be working properly. I'll do my best to fix it tonight, but I think it will probably be tomorrow that I end up fixing it.

You have no idea how irritating that is when posting a heavily formatted post. Oh, or you do. Or you will. In any case, it's annoying.

 

Sign me up, I think, as Grandma Nyawax. I'll be lowish activity until my game ends, especially on night rollover days, but it's a Discworld game, and I can't resist.

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Is this open to total beginners that never played SE and are currently super confused about it, buit still want to try? Yes, I am talking about myself. 

So if it's fine I'd like to join as Pestis, please. :)

EDIT: Is this post everything I need to do to join? I just wanna be sure. 

Edited by Pestis the Spider
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28 minutes ago, Pestis the Spider said:

Is this open to total beginners that never played SE and are currently super confused about it, buit still want to try? Yes, I am talking about myself. 

So if it's fine I'd like to join as Pestis, please. :)

EDIT: Is this post everything I need to do to join? I just wanna be sure. 

Absolutely! We love new blood players!

You can also take a look at the General Rules thread, but other than that, you're good to go. :)

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Can I get some clarifications on the rules?

  • Does everyone have an individual win con? can you have more that one win con? Are there faction win cons?
  • Will only specifically named roles be played with? For example, there's the luggage in the rules, but no Rincewind. Can you have the luggage without Rincewind?
  • Are there any common actions, such as Pay (amount) to another player?
  • Can you be both a member of a guild and a member of the clacks/post office?
  • Are there any ways to get money other than clacks/post office? (Other than CMOT Dibbler?)
  • Do members of guilds know each other? Do members of the post office/clacks know each other?
  • Will Death be in all of the write-ups?
  • What's the treasury? Is Drumknott in charge of the treasury?
  • For the post office/clacks, do you send the recipient a message yourself (including the GM, of course,) or can you send anonymous messages?
  • Is there any point in changing item names other than messing with people during the auction after your death?
  • Do people know when actions happen to them? If the librarian changed, say, Dibbler's action, would Dibbler know?
  • Do only the Heads of the guilds get a vote to depose the patrician? If not, how does it work?
  • How can the clacks be made more popular than the post office, or vice versa? Is there any way other than killing everyone on the other team?
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28 minutes ago, little wilson said:

Absolutely! We love new blood players!

You can also take a look at the General Rules thread, but other than that, you're good to go. :)

Thanks!

And I did read the Rules thread, but it didn't make me any less confused about how to play. Well, i learn best by practice, so I'll see how it goes. 

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