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The Art of Game Creation


Metacognition

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The Pattern allows you to regain a power from a world, so that you can use it in Amber? Or it transports you to Rebma/Tir-na Nog'th, Reflections of Amber that give other Unique powers.

 

And what about Shadows of Self? I can't remember which, but one of the brothers faked their own death by killing a Shadow of them self from another world. I can see three ways of using shadows right off the top of my head, Rioting, Second lives, or faking out Telepath/Magnified Perceptions powers.

 

Also, for the Telepath, can you access each of the three types of Telepath on different worlds? Or are you always a specific type of Telepath?

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The Pattern allows you to regain a power from a world, so that you can use it in Amber? Or it transports you to Rebma/Tir-na Nog'th, Reflections of Amber that give other Unique powers.

I do not like the idea of doubling-up on Abilities, since that way gets a bit dangerous and harder to balance. I would be more inclined to have it do special transportation. I would have to think of ideas for those two, especially considering everyone would have access to them and it would be publicly known what Ability those people have. That's a bit difficult though - There are only so many Roles in Mafia that are useful, or at least only so many with how we set the games up.

 

It might work as an anywhere-transportation or unique Ability-giver if it was restricted access, since it takes so long to walk the Pattern - You have to be in Amber to start with, and maybe only one person per Cycle could manage it. Walking the Pattern would then have the opportunity cost of failing and not going to another World. I'll think about it.

 

And what about Shadows of Self? I can't remember which, but one of the brothers faked their own death by killing a Shadow of them self from another world. I can see three ways of using shadows right off the top of my head, Rioting, Second lives, or faking out Telepath/Magnified Perceptions powers.

I kind of want to avoid giving Worlds multiple Abilities like that, and I am especially cautious with defensive Abilities - I am even a little hesitant when it comes to a (slightly weaker) Bulletproof. I do like the idea of faking your death though, it must be said. I'm not sure how useful it is in a setting like this where Roles are not fixed, but it definitely has merit in other games.

 

A passive anti-Telepath/Magnified Perceptions is also quite a good idea, since dual-Painting is a little weak (mostly it allows you to socialise easier). I think that can be added to it without any other changes needing to be made.

 

Also, for the Telepath, can you access each of the three types of Telepath on different worlds? Or are you always a specific type of Telepath?

Say Wilson is on Tir-na Nog'th, and discovers that on this World, she is a Telepath. She is, unfortunately, a Naive Telepath without her knowing, and only sees people as true Heirs to Amber. She eventually realises this, and goes to another world, where she is a False Telepath, and can only detect people as Courtiers of Chaos. Someone dies and disproves this, and she spends the rest of the game going to other Worlds. Unfortunately, she is not a True Telepath on any of the Worlds, and never gains the ability to properly figure out who is an Eliminator without doing something unreversible.

 

In other words, players are not one type of Telepath, and they also do not have access to the full list of Abilities on their own, no matter how much they worldhop.

Edited by Wyrmhero
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Since we were branching out into non-Sanderson games, I immediately thought of Doctor Who. I'd also been wanting to do a lynch/discussion-centric game for a while. So, I present to you:
 
The Osterhagen Deception
 

UNIT, or the United Nations Intelligence Taskforce was created to investigate and deal with paranormal and extraterrestrial threats to the Earth. And there are many of them. The Daleks, the Cybermen, the Sontarans...the lists in UNIT’s database goes on. One of the darkest secrets kept by UNIT, however, is the Osterhagen Project. There are at least five secret stations, located around the world. In the event that Earth is invaded with no prospects of relief, the Osterhagen Project aims to end humanity’s suffering by detonating a chain of nuclear warheads placed beneath the Earth’s crust.

Only three Osterhagen stations need to be activated to set off the chain. You are all members of UNIT, working at Station 1, sixty miles outside of Nuremberg. Unbeknownst to you, Stations 4 (Liberia) and 5 (China) have already been activated.

Your station is the Earth’s last hope of preventing total annihilation.

But the enemy is already amongst you…



General Rules:

1.This game is designed for an LG with 48 hour day cycles and up to 48 hour night cycles. No PMs are permitted, save in the case of the Companion. The Zygons will have access to an Evil Doc. Orders, however, are to be sent by PM. This excludes voting.

2.This game uses the standard Rooms mechanic. Every day cycle, players a) cast a lynch vote, and B) indicate in the thread (in orange) which room they intend to spend the night in. The available rooms will depend on the number of players. Some of them will be locked. No one can enter or leave a locked room except for the Doctor. (So if the Doctor locks a room, players in that room will be unable to participate in Day discussion. Their votes also do not count. At the same time, however, they will be unlynchable. This state lasts for two full cycles before the lock breaks. The room can be relocked.)

3.Actions are limited by rooms except for special types of actions, such as the Doctor’s sonic screwdriver ability, the Paired Radios, and the ongoing PM between the Doctor and the Companion. In addition, there is no discussion in the thread at night. Discussion is restricted to Room PMs.

4.There are two factions: the Zygons and UNIT. The Doctor and his Companion are, for the purposes of this game, allied with UNIT.

5.The order of actions will be as follows:

Day
-Role-blocks, e.g. being locked up
-Voting
-Target manipulation, e.g. the Psychologist
-Lynch kill

Night
-Locking/Unlocking
-Movement
-Role-blocks, e.g. the Flash Grenade
-Target manipulation
-Kills
-Seeking
-Searching
-Conversion

6.The Zygons do not have access to a faction kill. Their goal is to outnumber the members of UNIT and to be able to use the Osterhagen key. This means they need to be in possession of the Osterhagen key. UNIT, on the other hand, needs to eliminate all of the Zygons.


7.Ties do not kill. No votes are permitted. Depending on game composition, the write-up may or may not indicate if a conversion has taken place.


8.There will be no public confirmation of the people occupying each room in the write-up. However, players are allowed to report on the goings-on in their room in the thread during the day. If a room is locked or unlocked, it will be indicated.



Roles:

Station Commander: You have been entrusted with one of the Osterhagen keys needed to activate the destruction sequence. Upon your death, your killer comes into possession of the Osterhagen key. If you are lynched, the key randomly goes to one of those who voted for you.

Archivist: You maintain UNIT’s database and archives, and have a particular interest in the entries created by the being known as the Doctor. For this reason, you are able to identify a Zygon when you see one. Every night, you may choose to discreetly investigate if a person is a Zygon. [The Archivist’s results are either ‘Zygon’ or ‘Human’.]

Psychologist: You’re the psychologist assigned to Station 1. In the course of your work, you know all the soldiers at the station, and they talk regularly to you. Because of this, every cycle, you may change a person’s target. (This can either affect votes during the day cycle, or targeting at night.)

Engineer: You keep Station 1’s security cameras working. Because of that, you know how to access them and go over the recordings. Once every day, you may select a room. You will receive the surveillance tapes of what went on in that room the night before.

The Doctor: Going by the name of John Smith and with the help of some psychic paper and high-level contacts in UNIT, you have infiltrated Station 1 as a favour to an old friend. What you see both surprises and horrifies you, and you’re going to take UNIT to task about the Osterhagen Project once you get out. But for now, you need to stop the Zygons! You cannot be duplicated by a Zygon and appear as an ordinary human to the Archivist. Every cycle, you may use your sonic screwdriver to discreetly lock or unlock a room. Locks last for two cycles, after which they must be renewed.

Companion: You know who the Doctor is, and can communicate with him discreetly. [in effect, the Doctor and the Companion will have an ongoing PM, regardless of rooms.] In addition, you can send one other person a PM every cycle. They cannot reply. Alternatively, you may use your ability to put a message in the day’s write-up.

UNIT Soldier: You are one of the many soldiers working at Station 1. While you do not have any special abilities, you know that it’s the ordinary men and women like you who keep UNIT running.

Zygon Infiltrator: You have infiltrated this station under the guise of a simple soldier, and are preparing the way for your brethren. Every two cycles, you may lure one soldier into a secluded part of the base, where one of your brethren will assume their identity, abilities, and any items they may be carrying.

Doppelgänger: You are a Zygon who has assumed the identity of one of the base members. You keep the abilities, identities, and items of the soldier you are impersonating. Unlike the Infiltrator, you may not convert another person.




Items:

For reasons of flavour, anyone except the Doctor and his Companion can begin the game with items. Items can also be gained by searching rooms at night, which takes up an action. If a role chooses to search a room, they forfeit the use of their special ability that night. What items are found will be randomly determined, and will also depend on the room. Items can also be passed from one player to another. While passing is limited by rooms, it is a free action.

The following are some of the major items available in the game:

Gun: Allows a kill every night. [Limited by number of bullets.]
Flash Grenade: Blocks all players within a room from taking an action for one night. [Limited by number of flash grenades.]
Kevlar Vest: Protects you from one attack.
Paired Radio: Allows you two-way communication with the person who has the other radio.
Delayed Charges: These charges can be planted in a room during any night. They can be activated remotely during any subsequent night cycle, blowing up a room and everyone in it.
Pass key: Allows you access into or out of a locked room. Only good for one use.



As you can see, I left the potential for killing in the game. Concept-wise though, I'm more interested in a Cult-type enemy: no kills, the only block on their conversion ability being role-blocks and distance, and an enemy who very likely has to manipulate the lynch to be able to win. So the main focus of this game would have to be discussion, which is why I'm trying to make it 48 hours for both night and day cycles. Compensating for a cult is difficult though. I'm toying with upgrading their condition to both possession of the Osterhagen key and eliminating everyone else, whether through upgrading everyone else or using the lynch.

I also have to neuter the Doctor's lock ability some more too, because that's very easily abusable. But to be fair, I'm not sure if that just really helps a great deal since cults can get very easily out of hand.

Edited by Kasimir
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I was listening to the Assassin's Creed soundtrack, and hoping to make something pretty simple. I'd planned for a QF, but these things always tend to spiral out of control. Alas.
 
Cleansing Abstergo

Abstergo is one of the world’s leading multinational corporate conglomerates, spearheading the development of entertainment, communication, and genetic technologies. Their Animus Consoles have revolutionised VR gaming technology and opened new possibilities for historical exploration using DNA samples. You are one of their latest batch of recruits, working for the Entertainment Division. Your job is to research locations in genetic memories for future game settings, and you get paid well, with more-than-decent employee benefits. Unfortunately, it seems that saboteurs have infiltrated the compound and are hiding in your midst. You know corporate espionage happens, especially with corporations as high-profile as Abstergo is, but is it enough to kill for?

General Rules:


1. This game will be an MR, with 48 hour cycles. PMing is not permitted. (See Roles for exceptions.) Votes are cast publicly, actions are PMed. A player has one vote and one action per cycle.

2. This is the order of actions:


-Votes

-Role-Block

-Target switch

-Manipulation
-Kills: Lynch, Hidden Blade, Assassin, Sage
-Recruiting
-Eagle Vision
-Stalking


3. Some players will begin with a single-use protective vest. This item protects them from one kill and cannot be transferred from one player to another; it basically is a quick and dirty way to balance the game with the number of kills floating around.

4. The Assassins get a doc on which to conspire and to free people, etcetera. Unless Recruited by the Abstergo Recruiter, Assassin Recruits do not have the ability to PM freely. [being Recruited does not change their faction; it merely grants them the ability to send PMs.] In addition, any Assassin Recruit can perform the faction kill.

5. The Assassin's Creed has three tenets: a. Stay your blade from the flesh of an innocent. b. Hide in plain sight, be one with the crowd. c. Never compromise the Brotherhood. Assassins who go against the Creed will be penalised. Templars, carry on. [Note that a. and c. will be the tenets primarily enforced.]
 
6. The GM must be included in all PMs to other players.



Win Conditions:


•The Assassins win when the Master Templar and The Sage and Juno are dead, and they outnumber the remaining players.
•The Templars win when all Assassins have been eliminated, and The Sage and Juno dead.
The Sage and Junowin when everyone else is dead.



Roles:

Abstergo Employee: Congratulations, you got a job at the prestigious Abstergo! The bad news is, you might soon be dead. What seemed at first to be an act of corporate espionage has escalated to corpses being found on the compound floor each morning, and if you don’t find the culprits amongst you soon, you won’t be enjoying any of those employee benefits or your high pay! (At least Abstergo’s paying for your funeral.)

Abstergo Security: Working security for Abstergo has never been an easy assignment, but now you find your abilities further challenged with the ongoing killings. Still, you are determined to make sure that no harm comes to the employees of Abstergo while you’re on the job...as difficult as that task seems to be.
 


•Protection: Can assign a protection detail to a player every cycle, ensuring that nothing untoward happens to them. Unfortunately, under the close watch of your protection detail, it’s hard for a player to even go to the bathroom in peace! As a result, they will be unable to take any actions. The same player cannot be targeted twice in a row. May target self.


Master Templar: You are a successful alumnus of the Animi Training Program and a member of the Inner Sanctum. Under orders, you have infiltrated the Entertainment Division in order to uncover and put a stop to whatever the Assassins are up to.


•Abstergo Gear: Top-quality protective gear from Abstergo means you can survive one attack.


•Experienced Stalker: Once a cycle, you can choose to stalk a target, following them around the compound and learning what they do.


Abstergo Recruiter: You are skilled at sizing up Abstergo’s new intake and searching for talented new additions to the age-long war between the Templars and the Assassins.


•Recruiting: Every cycle, you may recruit one suitably dedicated player to Abstergo’s Animi Training Program. [The choice is the Recruiter’s own. The Recruiter cannot Recruit the Master Assassin, The Sage or the Master Templar. They will be informed of this failure.]

 

Abstergo Recruit: You have been recruited by Abstergo to undergo the Animi Training Program, in which you will pick up the skills of long-deceased Templars. While you cannot yet play very much of a role in the ongoing fight against the Assassins, you are at least able to send unsupervised emails to your colleagues.


•Emails: Can open a PM with one player for a cycle.


Master Assassin: You have infiltrated Abstergo’s Entertainment Division, seeking to delete the genetic information of Subject 17 (also known as Desmond Miles) from the Abstergo Cloud and to recover his genetic samples. Although you have two abilities, neither can be used in a row.


•Hidden Blade: Although few Assassins these days use them, you bear a carefully-crafted hidden blade, inherited from the Master Assassin who trained you. Every cycle, you can make one kill.


•Eagle Vision: Using Eagle Vision, you can discern the role of a given player, once every cycle. Eagle Vision either yields a definite result, such as “Templar/Civilian/Assassin/First Civilisation”, or it fails (such as in the case of a role-block or detention.)


•Keeping the Creed: As a Master Assassin, you must keep to the Creed. Should you slay an innocent (i.e. any role not marked in green or red or purple) or betray a fellow Assassin, you will lose your ability to make any Hidden Blade kills.


Assassin Recruit: You are an Assassin Recruit, trained in one of the many distributed cells of the Assassin Brotherhood. You’ve served on several field missions, but are aware that this is the biggest assignment you’ve been given so far. While your task is primarily support, you know you’re going to get your feet wet.


•Keeping the Creed: As an Assassin Recruit, you must keep to the Creed, but the consequences for failing to do so are less severe. Should you slay an innocent (i.e. any role not marked in green or red or purple) or betray a fellow Assassin, you will lose your ability to make a kill for a cycle.


The Sage: All your life, you have been haunted by visions and memories that are not yours. Eventually, you’ve discovered that you are the human reincarnation of Aita, a member of the First Civilisation, husband of Juno. You do not care who wins in the struggle between the Assassins and the Templars. You simply want to revive your love and be the last one standing.


•Subterfuge: You appear to be an Abstergo Employee to Eagle Vision.


•Paralytic Drug: Every cycle, you can administer a paralytic drug to one player, preventing them from accomplishing anything for the cycle.


•Paralytic Drug*: Every cycle, you can administer a paralytic drug to one player, killing them undetectably. [Note: the Master Templar cannot detect this.]


•Across The Centuries: Before the start of the game, the Sage chooses one player to kidnap and to poison, allowing them to be inhabited by Juno. Thereafter, the Sage and Juno both share the win condition of being the sole survivors at the end of the game. If one of them dies, the other gains an ability upgrade.
 

Juno: You are the imprisoned fragments of the First Civilisation being known as Juno to humans. Through manipulation and deceit, you have tricked the Assassins into freeing you from your prison in order to preserve human civilisation. For a while, you existed in the Abstergo systems, but then your reincarnated husband, Aita, provided you with an organic vessel to inhabit. You are weakened, but a trace of your former powers remain.


•Persuasion: You are a master manipulator, and your skill has been honed over the long centuries of your imprisonment. Every cycle, you can persuade one player to vote for another.


•Persuasion*: Your manipulative skills have grown stronger with the death of your partner. You may now persuade one player to redirect their action or vote to target another.


•Across The Centuries: Before the start of the game, the Sage chooses one player to kidnap and to poison, allowing them to be inhabited by Juno. Thereafter, the Sage and Juno both share the win condition of being the sole survivors at the end of the game. If one of them dies, the other gains an ability upgrade.



Edit: Updated version as of 31/5/2015.

Edited by Kasimir
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  • 4 weeks later...

I apologise for the awkward of having posted a couple of times in this space :P I've been working on this game a little in secret, with some help. This was mostly after a conversation pointing out the effect MR1 had on the meta-game and a few other conversations about rerunning old games. So I asked myself: what would it take to patch MR1? What would a reboot of MR1 look like? This game started with that idea in mind, but things quickly took a different turn. I present to you:

 

Three Splendid Suns

The current Emperor of Eighty Suns, Yazad, grows weaker each day from his disease. While the resealers are working hard to stave off his impending death, it has become clear that the time has come for a new candidate to sit the Rose Throne. Already, the factions are plotting and moving against each other. Here, in the very heart of the Rose Empire, thickets of intrigue thrive and flourish; plots are executed with coin and connections, just as much as they are with crossbow bolts and knives.

The factions are growing restless. Arbiters, all of them, begin meeting in secret to discuss favoured candidates, making and breaking faction alliances. A time of great change is on the horizon. Only one faction will emerge triumphant from this struggle. And the winner will shape the future of the Rose Empire.

 

General Rules:

1. This is a standard MR, with cycles of 48 hours in length. Voting (both kinds) and actions will be sent in through PMs. Whatever you say in thread and in the docs is up to you.

2. No PMs are permitted as a general rule. There are one or two roles that are exceptions to this: wounded Diplomats, and the Siblings.

3. There will be docs. Lots of docs. Each faction will have their own doc. Here is the general idea of how this is going to work without requiring Google Accounts (again): the docs will be set to allow editing from anyone with the specific link. Members of a faction will be PMed the link to the faction doc, which they are not allowed to share. [This goes for Siblings, or any other PM-capable roles, transferred players, or even for the Discovery Faction.] At the end of each cycle, the faction doc for the current cycle will be shut down for the rollover and players will be PMed the link to the new faction doc for the next cycle.

4. My copy-and-pasting policy is simple: please don’t do it. Please especially refrain from copying and pasting doc links. If you have the link, you have it. If you don’t, you don’t. In addition, please do not copy and paste the content of previous cycles into the doc for the new cycle. I will, however, allow members of the Discovery Faction to copy and paste into their faction doc because they are all on the same team and permanently so.

5. There are two kinds of voting done within a cycle. Within a PM to the GM, votes for the lynch should be put in red. Votes for faction transfer should be put in blue.

6. Write-ups will be minimally informative. At this point, the only thing the write-up will announce are the roles of the deceased. In addition, the write-up should not be regarded as an accurate guide to what actually happened.

7. This is the order of actions:

-Role-blocks: Seal of Warding/Bureaucrat Essence Mark

-Protection: Trained Surgeon/Indomitable/Warrior Essence Mark

-Vote manipulation: Leader Essence Mark/Influential

-Kills: Lynch/Skeletal Kill/Striker Kill/Death Before Failure/Hunter Essence Mark

-PMs: Private Language/Wounded Diplomat

-Template alteration: Forbidden Knowledge/Bribery

 

Mechanics:

Bribery: Bribery and faction-trading is common in the Rose Empire, even at the best of times. With the impending death of Emperor Yazad, the usual faction shenanigans have reached an unrivalled frenzy. At the end of every full cycle, members of each faction will cast a private vote by PM to the GM. This is distinguished from the lynch vote by colour. Members of the Heritage Faction will vote for one player from the Glory Faction that they would like to have in their faction, and vice versa. At the end of the cycle, the player from the Heritage Faction with the most votes on them will transfer to the Glory Faction, and vice versa. While transferred players will keep their existing roles, they will take on the win condition of their new faction.

As the de facto leaders of their factions, Arbiters cannot be transferred. If a Faction attempts to bribe over an Arbiter, then instead, the person with the second highest number of bribe votes will be transferred. If there is a tie within a Faction's votes, then the Faction responsible for the tie will not receive any player at all for that cycle. In addition, note that the faction transfer mechanic does not affect the win condition of members of the Discovery Faction.

 

Factions:

There are three (four) factions within this game. The Heritage Faction, the Glory Faction, (the Moderation Faction) and the Discovery Faction.

The Heritage Faction focuses on the glories and the knowledge of the past, consistently striving to resurrect old practices and to preserve them.

The Glory Faction focuses on the Empire’s glorious conquests and seeks to further expand the military capacities of the Rose Empire and to project Imperial power throughout Sycla.

The Moderation Faction seeks to achieve balance in all things, holding that what is needed is a middle ground between respect for tradition, the dispassionate search to expand the boundaries of current knowledge and ambitions of imperial dominion. (Note: This faction will only be included if there are enough players.)

The Discovery Faction is fascinated by branches of learning most Grands consider blasphemous, and argues that Forgery and Bloodsealing can and should be better understood and employed for the ends of the Rose Empire. Given the prevalence of Grand attitudes towards these, it is no wonder that the Discovery Faction is one of the smallest and weakest factions in the Empire. In this game, a splinter group consisting of members of the Discovery Faction have infiltrated the other factions and are seeking to bring them down. However, they do not begin with access to a faction kill.

Win Conditions:

-The win condition for any of the three (four) factions, whether the Heritage Faction, the Glory Faction, (the Moderation Faction) or the Discovery Faction is total annihilation of the other two (three) factions.

-The Siblings win if they are on the same Faction at the end of the game.

 

Roles:

Regular: While you do not yet have a role within your Faction, it is those like you who form the bulk of your Faction’s supporters. Your wits and your outstanding loyalty to your Faction are your primary tools, and they will serve you well as the power struggles rage on. Indeed, in these troubled times, it may very well be the Regulars like yourself who see to your Faction’s triumphant ascent to the highest echelons of power in the Rose Empire itself...

Arbiter: In the Rose Empire, each of the eighty factions are led by five arbiters. As one of the leaders of their faction, the Arbiter wields an enormous amount of political power.

•Incorruptible: While many among the Rose Empire’s army of bureaucrats and functionaries will happily pocket bribes to turn a blind eye to some going-on or other, the Arbiter’s loyalties to their faction are unshakeable. Any attempt to bribe or influence the Arbiter into changing their faction will fail. (If attempting to bribe an Arbiter to swap factions, the player with the second-highest number of votes will be transferred instead. So, suppose Wyrm is an Arbiter and has 3 votes on him. Instead, it will be Kas, with 2 votes on him, who will transfer factions.)

•Influential: As one of the five most powerful members of their faction, the Arbiter’s voice and connections are able to sway the most resolute opponents into at least considering their words. For this reason, the Arbiter is able to change one player’s vote every cycle. (This applies to both the lynch vote and the transfer vote.)

Resealer: It takes years of training and specialisation to be able to repair injury through the use of soulstamps. Although resealing allows surgeons to miraculously heal patients from otherwise-fatal injuries, a mistake on the part of the Resealer means the patient’s death.

•Trained Surgeon: The Resealers in the Rose Empire are among the best in the world, having been extensively trained in anatomical knowledge, among other things. As a result of this intensive training, a Resealer can save one player from death every cycle.

Diplomat: The Diplomat has been sent from one of the many nations of Sycla in order to establish closer ties with the Rose Empire...and, of course, to discreetly report on this distant power to their handlers back in their home nation. Unfortunately, they find themselves stranded in the Imperial Seat during a period of great upheaval and will have to employ their extensive resources to stay alive...if they possibly can. There are two kinds of Diplomats in this game: the Jindoeese Diplomat and the Svordish Diplomat. A Diplomat will not know which of the two they are.

Jindoeese Diplomat: Relations between Jindo and the Rose Empire have been rather rosy of late. The Jindoeese Diplomat has high-level diplomatic access to all the political manoeuvrings within the Rose Empire and given enough time, can use their resources to cross-check one player’s paperwork every cycle, allowing them to identify the faction they belong to. With access to the best medical care available thanks to their diplomat status, when mortally wounded, the Jindoeese Diplomat is able to cling to life for an extra cycle. In addition, they can send one dying PM to a trusted source.

Svordish Diplomat: Relations between Svorden and the Rose Empire have, to put it mildly, been rather troubled of late, culminating in the Svordish Diplomat being shut off from access to any of the real movers and shakers within the Empire’s government. As a result, while the Svordish Diplomat is able to use their resources to cross-check one player’s paperwork every cycle, they will not be able to detect any discrepancies and will see only what they expect to see. Otherwise, the result will be generated randomly. With access to the best medical care available thanks to their diplomat status, when mortally wounded, the Svordish Diplomat is able to cling to life for an extra cycle. In addition, they can send one dying PM to a trusted source.

Siblings: Hailing from the province of Ukurgi, the Siblings have been separated for years, but have recently found each other again in the Imperial Seat, right in the middle of the turmoil surrounding the succession to the Rose Throne. The Siblings know who each other are and have the win condition of being on the same faction by the end of the game.

•Thicker Than Water: Blood is thicker than water, as the saying goes. Because of this close connection, the Siblings cannot vote for each other. A vote placed by one Sibling on another gets nullified.

•Private Language: Stemming from a shared childhood, the Siblings have had their private ways of communicating little things beneath the watchful gaze of their parents. The memories remain with them even now. For this reason, they can send each other one PM of 150 words or less every cycle.

Bloodsealer: Pallid, with milky skin and red eyes, the Bloodsealer of Dzhamar is distrusted by most within the Rose Empire. However, no one denies the usefulness of their (blasphemous) skills.

•Seal of Warding: Using blood taken from one player, the Bloodsealer is able to confine their target within the boundaries of the ward, under pain of being hunted down and killed by skeletals. The ward lasts for a full cycle, nullifying the target’s vote and action.

•Skeletal Kill: With the use of bloodseals, the Bloodsealer can reanimate the bones of a deceased player, turning them into a skeletal and ordering them to hunt down and kill one player. This ability can only be used once a game.

Striker Captain: Referred to as ‘Strikers’ by most in the Empire, the Mulla’dill are tall and lean, with curling hair. They are often deployed as guardsmen, particularly within the Rose Palace, and the capable among them may be Elevated for services rendered. The Striker Captain has advanced far for one so young, and with the recent chaos in the Imperial Seat, they see further prospects for Elevation looming.

•Striker Kill: As a trained warrior, the Striker Captain is able to discreetly execute a single kill every cycle.

•Death Before Failure: The Striker Captain is committed to their task and will not easily accept failure. Consequently, they can target one player who will be killed along with them, should they die. Every cycle, the Striker Captain may change their ‘kill-with-me’ target.

MaiPon Forger: The Forger is the role exclusive to the Moderation Faction. A MaiPon Forger has the ability to use Essence Marks to alter their own history, conferring upon themselves skills they would otherwise never possess. This makes the Forger both a versatile and a dangerous foe. Each Essence Mark can only be used once in the game.

•Warrior Essence Mark: This Essence Mark turns the Forger into a seasoned warrior, allowing them to guard one player for one cycle, protecting them from death.

•Leader Essence Mark: This Essence Mark turns the Forger into a canny politician, allowing them to easily convince others of their course of action. For one cycle, the Forger’s vote counts for double. This applies to both votes.

•Hunter Essence Mark: This Essence Mark turns the Forger into a cunning and lethal hunter, and making them a deadly shot with a crossbow. For one cycle, the Forger may make one kill.

•Bureaucrat Essence Mark: This Essence Mark turns the Forger into a lawyer conversant with the various arcane twists and turns of the Rose Empire’s bureaucracy. With this gained bureaucratic nous, the Forger can bury one target in red tape and paperwork, preventing them from taking any actions for a cycle.

Rememberer: The Rememberer is the role exclusive to the Heritage Faction. The line between the Forgers of MaiPon and the often half-trained Forgers working on the production lines of the Rose Empire is a thin one, and it’s really just about the name. The Heritage Faction refers to these government-approved Forgers as Rememberers, with their chief task being to transform ordinary items into masterpieces drawn right out of the annals of history.

•Forbidden Knowledge: The Rememberer has skills in Soul Forgery that they’ve carefully concealed. In ordinary times, this might be enough to merit execution. In these extraordinary times, however...the Arbiters might be willing to turn a blind eye. The Rememberer is able to Forge a dead player’s role and give it to another player, themselves included. The dead player need not have been a member of the Heritage Faction. Once a dead player’s role has been Forged, it becomes removed from the available Forgery options.

Teullu Warrior: The Teullu Warrior is the role exclusive to the Glory Faction. Although most of the Teullu are distrustful of strangers, it is a diplomatic coup that the Glory Faction has managed to secure the services of a warrior trained by the Teullu, having lived among them for years.

•Harsh Life: The harsh life of the Teullu has conditioned the Teullu Warrior to physical hardship, allowing them to shrug off physical punishment that might break a lesser individual. As a result, the Teullu Warrior can survive one death.

•Indomitable: Every cycle, the Teullu Warrior can pick one person to guard from death. In addition, the indomitable warrior spirit of the Teullu leads the Warrior to attack one of the would-be killers, killing them instead.

Blasphemous Scholar: The Blasphemous Scholar is the role exclusive to the Discovery Faction. Belonging to an extreme group that have splintered off the main faction, Blasphemous Scholars have researched deeply into the capabilities of Forgery and Bloodsealing and, as a result, wield powers that while unnatural, cannot be underestimated. The Scholars are seeking to undermine both the prominent Heritage and Glory Factions from within, in order to pave the way for their Faction’s candidate to ascend to the Rose Throne. Whether they will succeed is an open question…

•Augmented Resilience: The Blasphemous Scholar is skilled with using Soul Forgery techniques to rewrite their past and to provide themselves with physical conditioning that rivals that of the Teullu Warrior. For this reason, the Blasphemous Scholar can survive one death. However, upon surviving this first death, their true loyalties will be revealed, and they will find themselves cast out of the Faction they have infiltrated. (See: booted from the doc.) [They can be taken back into a doc through a player-trade. However, this will not affect their win condition.]

•Deep Infiltration: Armed with both Forgery as well as much more conventional means, the Blasphemous Scholar has infiltrated a different faction (either the Heritage Faction or the Glory Faction.) In addition, this is good enough to fool the Diplomats of the Faction they have infiltrated. For this reason, a Blasphemous Scholar infiltrating the Heritage Faction can only be discovered by a Jindoeese Diplomat allied with the Glory Faction and vice versa. Should the Scholar be transferred to the Glory Faction through the Bribery mechanic, then their true colours can only be uncovered by a Jindoeese Diplomat working with the Heritage Faction.

FAQs:

-What if one Sibling dies? Can the other still win?

Yes. The Sibling win condition is not a survival one. If one of them dies, the Siblings can still win if the other(s) manage(s) to join and remain on the same faction as their deceased Sibling(s) by the end of the game.

-What happens if a Faction’s vote ties between two players they want transferred?

Then no player will be transferred over. Flavour-wise, this is the faction’s Arbiters being so confused they don’t know who to bribe and consequently end up bribing no one at all.

-What about if two Factions try to bribe over the same player in a four-Faction game?

I flip a coin to determine which Faction gets the popular player. The other will get their second choice, i.e. the person who has the second highest number of votes from that Faction. If there is no second choice, they don’t get anyone.

-What happens if the Rememberer stamps themselves with the role of a MaiPon Forger?

Two different things going on here. First, anyone who gets targeted by the Rememberer as the recipient of a role loses their original role and gains the new role, superimposed on them like a template. Their loyalties/win conditions do not change. So, an Arbiter stamped by a Rememberer loses their Arbiter abilities and gains a new set of abilities. While a stamped Blasphemous Scholar loses their second life, they retain their ability to infiltrate a doc, if their cover has not yet been blown. Second, with regard to roles like that of the MaiPon Forger or the Bloodsealer, with once-per-game abilities, the cooldown remains. So if the Bloodsealer has already utilised their Skeletal Kill ability, then a stamped Bloodsealer will not be able to use that ability.

-Can I refer to my faction docs from previous cycles?

Okay. I’ve thought about this. For reasons, I’m going to have to say no. The biggest reason is to avoid having a sort of ‘objective’ public record of discussions that’s technically GM-confirmed. We try to prevent this with regard to PMs by disallowing copy-and-pasting, in order to make players rely on human testimony and all its attendant fallibilities :) I’m going to therefore extend the same principle to the docs. I’m not against people downloading or saving a copy of the docs right before the doc goes down/offline, for their personal reference. But what I am against is providing an easy way [as easy as combing through x number of pages is…] to check if your new faction member is being truthful. For that reason, while you can and should take down what information you want from your doc before rollover, the docs of previous cycles will not be accessible. You’ll just have to rely on player testimony for that :)

-What happens if there are two survivors left from different Factions?

I’ll consider it a draw for those two, and a loss for everyone else who didn’t make it to the finals. Unfortunately, in a game like this, it’s distinctly possible for two roles without kill abilities to survive to end-game. That’s the nature of the beast.

-What happens if an Arbiter changes the vote of a MaiPon Forger who’s used their Leader Essence Mark?

Then the Arbiter changes the Forger’s double-vote. If the Arbiter has chosen to change both the Forger’s lynch vote and the Forger’s transfer vote, then in both cases, the Arbiter adds a total of two votes to their target.

-What happens if a Faction’s chosen player dies, since the transfer comes last in the stack?

If the player chosen for a transfer dies, then I’ll default to the player with the second-most number of votes and transfer them instead. If there is no clear second (i.e. a tie within the Faction), then the rules about in-Faction ties will come into play and there will be no transfer.

-What happens if a Rememberer’s target dies?

Given that template alteration comes last on the stack, the Rememberer would be ruled as not having given away the role. So, say the Rememberer wants to give Wyrm the role of Striker Captain. Only one Striker Captain has died, so only one such role is available. If Wyrm dies, then the Rememberer would not be counted as having used their ability. They can still choose to give someone (e.g. Gamma) the Striker Captain role in the next cycle.

-Kas, you hate betrayal! Why are you creating a game like this where betrayal and backstabbing is the way things work?

As I mentioned, I think MR1 was an interesting game for many reasons. And while I don’t feel ready to fix a mechanic that turned out as problematic as the Nightwatcher, I do think that given some tweaks, MR1 could be fun to run again, given the current state of the meta-game and the players we are now. (Just look at MR5 and LG7, for instance.) That’s about it, really. The player-transfer mechanic was definitely inspired by Ren’s late-game swap with Aonar.

 

At this point, my main worry is balancing the unique roles. While I think the Glory and Heritage Factions are relatively fine vis-a-vis each other, I'm far more worried about giving the Moderation Faction what is essentially an LG6 Chaneller. Anyway, any thoughts/feedback would be appreciated. The MR1 bones of this game are probably still apparent, but I'm also trying to take it in a somewhat different direction :)

Edit: Updated on 15/6/2015.

Edited by Kasimir
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I love the spin you have put on MR1, it looks good so far.  I think your concerns about the MaiPon Forger are reasonable, but considering they will only be included if enough people are in the game, I think that the role might be reasonable.

 

Edit:  And I should mention, should it be run, I will definitely participate.

Edited by Tulir
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I love the spin you have put on MR1, it looks good so far.  I think your concerns about the MaiPon Forger are reasonable, but considering they will only be included if enough people are in the game, I think that the role might be reasonable.

 

Edit:  And I should mention, should it be run, I will definitely participate.

Noted with thanks :) I've already decided to tweak the MaiPon Forger anyway, so I've neutered them just a little more, but hopefully, they should still be able to stand up to the other Factions's unique roles.

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This is a set of rules that can be applied to any ruleset without too much difficulty, but I feel there are circumstances under which this works best. Also, it turns out this isn't quite as mind-blowing an idea as I thought, as the Mafia Wiki has this on it as a rare but not unheard of variant >>.

 

Ghosts in the Night (QF)

Or: Two-Headed Elimination

 

The Ghostbloods are well-known for being a secretive organisation. It could be said that this secrecy is the only reason they have existed for such a long period of time. They carefully pick and choose their people, evaluating each individually before adding them to their members. They operate in cells, each only aware of the one they report to.

 

The secrecy the organisation has thrived on has now bled completely through into the very lives of their members. It is said that a half-decent Ghostblood could walk out the door, and suddenly they would be a completely different person. A different face, different hair, all changed within a matter of seconds. It is for this reason that they are known as ghosts, an ethereal presence that many doubt even exists.

 

But through time, they have become complacent, and their hidden nature has started to work against them. Their recruitment methods have become lax, slowly, and they have been infiltrated by their enemies. The Sons of Honour walk amongst their members, their own secrecy preventing them from finding out who they are. The order came down from someone - who, no-one knew - to purge the Ghostbloods of these people. The ghosts are grim, but determined in their task. The Sons of Honour are their enemy, they know this, and if they are left unanswered, they will slowly dismantle the organisation from within. They must be eradicated before that can happen, they say.

 

But when everyone in the organisation is two-faced, how can one tell who is a friend, and who is a foe?

 

The Rules

 

The variant is the same as a normal set of Elimination, but with one major difference; At the beginning of the game, the GM assigns half the players to be Day Players, and half the players to be Night Players. Players are then paired up, Day/Night, until everyone is in a pair. In the event of an odd number of players, the last player is both Day and Night. Day Players may not post in the main thread unless it is the Day, and vice versa. Day Players may not talk in PMs unless it is with their pair.

 

The pairings between players are hidden, and only the player knows who their partner is. However, all players start the game aware of whether each player is a Day or Night Player. Each player pair shares an Alignment and has the same Role, and they share a Role/Action PM. Players may talk to their other half via a PM, regardless of whether it is a Day or Night Turn. If a player dies, then the paired player dies with them.

 

During the Day, Day Players vote for another Day Player to lynch. During the Night, Night Players may target other Night Players with their Action. In order to account for the fact that players can only talk half the time, the Day and Night Turns are of equal length, and both last 48 hours. Due to the fact that Night Players cannot take part in the lynch, Actions can only take place during the Night Turn. There are no cross-Turn Actions. It is possible that the game will be Role Madness.

 

Roles

  • Assassin - The Assassin's job for the Ghostbloods is to take out anyone who may be a threat. They have the ability to use a Kill Action every Night.
  • Backup - The Backup has been trained in one of the other Roles, but lacks the go-ahead to use his skills. If a player with the Role that the Backup has dies, then the Backup is then able to use his Role.
  • Hired Thug - The Thug's job is to be a target while other Ghostbloods carry out a mission, and is hardened and tough in combat. The Thug cannot die at Night.
  • Lookout - The Lookout is able to keep a careful watch on a player each Night, and is informed of whether they use a Kill Action.
  • Messenger - While at least one Messenger is alive, players may send messages to other players within their Turn, while it is that Turn.
  • Shadow - The Shadow is able to conceal his own nature, and potentially that of another as well. Players targeted by the Shadow's ability cannot have their Day Player, Alignment or Role discovered.
  • Spy - Who said that the Ghostbloods didn't have their own agents amongst the Sons of Honour? Each Night, the Spy may dig up information on a player, confirming whether or not they are a Son of Honour.
  • Stalker - The Stalker is able to stealthy follow a player back home each Night, and is informed of who they are during the Day.
  • Strategist - The Strategist is privy to knowledge that most are not. Each Night, they may use their Action to discover another player's Role in the organisation.
  • Surgeon - The surgeon's task is to prevent the deaths of the Ghostbloods. They may save a player (including themselves) from death each Night.
Edited by Wyrmhero
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Interesting idea Wyrm... I'm not 100% sure I'm following it, so let me just talk it back to you to confirm:

 

  • Given say 20 players, there would be roughly 4-6 Eliminators (sons of Honor) and 14-16 villagers (Ghostbloods), as per usual.
  • Players are paired up at random into day-player/night-player pairs, meaning that a handful of the villagers will be paired with the eliminators without knowing it.
  • Day players post during the day and vote.
  • Night players post during the night and use actions, if they have any.

 

is all of that right?

 

A few more questions:

 

What happens to a player when her partner is killed? Anything special? or does she just continue on as usual, fulfilling her half of the day/night pairing, but without a partner to talk to?

 

In the title, you list it as a Quick Fix (QF), but in the description you said 48-hour day phases and 48 hour night phases, like a long game- which is it? Personally, I think this idea would work best as a Mid-range game, with 24 hour day phases and 24 hour night phases. Going 48 hours without being able to use actions/votes, actively participate in the thread, or PM anyone except for 1 person is a long time, and I fear it would breed inactivity. 24 hour on/off cycles seems a lot more palatable to me.

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Interesting idea Wyrm... I'm not 100% sure I'm following it, so let me just talk it back to you to confirm:

  • Given say 20 players, there would be roughly 4-6 Eliminators (sons of Honor) and 14-16 villagers (Ghostbloods), as per usual.
  • Players are paired up at random into day-player/night-player pairs, meaning that a handful of the villagers will be paired with the eliminators without knowing it.
  • Day players post during the day and vote.
  • Night players post during the night and use actions, if they have any.
is all of that right?

A few more questions:

What happens to a player when her partner is killed? Anything special? or does she just continue on as usual, fulfilling her half of the day/night pairing, but without a partner to talk to?

In the title, you list it as a Quick Fix (QF), but in the description you said 48-hour day phases and 48 hour night phases, like a long game- which is it? Personally, I think this idea would work best as a Mid-range game, with 24 hour day phases and 24 hour night phases. Going 48 hours without being able to use actions/votes, actively participate in the thread, or PM anyone except for 1 person is a long time, and I fear it would breed inactivity. 24 hour on/off cycles seems a lot more palatable to me.

A Day and Night player pair are basically playing the same 'character'. It's kind of like a Janus system, with two heads. So, the Day and Night pair share alignment and role (no Tyler Durdens here, thank goodness!) It's just that the Day player doesn't get to use their role ability and the Night player doesn't get to vote. Since they're playing the same person, if one half of the pair gets killed, so does the other half. Kind of like the Lovers, really.

Consider it co-op gaming at its most chaotic finest :P

Edited by Kasimir
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Interesting idea Wyrm... I'm not 100% sure I'm following it, so let me just talk it back to you to confirm:

 

  • Given say 20 players, there would be roughly 4-6 Eliminators (sons of Honor) and 14-16 villagers (Ghostbloods), as per usual.
  • Players are paired up at random into day-player/night-player pairs, meaning that a handful of the villagers will be paired with the eliminators without knowing it.
  • Day players post during the day and vote.
  • Night players post during the night and use actions, if they have any.

 

is all of that right?

 

A few more questions:

 

What happens to a player when her partner is killed? Anything special? or does she just continue on as usual, fulfilling her half of the day/night pairing, but without a partner to talk to?

 

In the title, you list it as a Quick Fix (QF), but in the description you said 48-hour day phases and 48 hour night phases, like a long game- which is it? Personally, I think this idea would work best as a Mid-range game, with 24 hour day phases and 24 hour night phases. Going 48 hours without being able to use actions/votes, actively participate in the thread, or PM anyone except for 1 person is a long time, and I fear it would breed inactivity. 24 hour on/off cycles seems a lot more palatable to me.

 

For 20 players, there would be 10 pairs, probably 3 of which are Eliminators. Paired players are always on the same team. People control the same character, basically. Otherwise, yes.

 

Whenever a player dies, their partner dies as well.

 

The reason I listed it as a QF is because the game will finish half as quickly as usual due to the fact there are 'half' the number of players. The length of the Turns is due to a combination of the fact that both halves need to talk, and that it helps mitigate the timezone issue a bit.

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Totally not inspired by the awesome trailer for Assassin's Creed: Syndicate. Nope. Not at all >>
 
I know Scadrial is supposed to be the closest analogue for Earth, so theoretically, what they have, we have. But we also know that Scadrial in TAoL is probably just a little off from the Industrial Revolution. And yet we know that unionisation and mass mobilisation and class consciousness are existing: in fact, they coalesced as forces somewhat earlier than they did for us, considering what the broadsheets say about unions negotiating with the Nobles' Collective. It sure messed with me a little: so I've set this particular QF a little earlier, hopefully right at the point they coalesced on Scadrial.
 
Syndicate

Scadrial is transforming. Railways are being built to connect the civilised octants of Elendel with the far-flung cities and towns in the Roughs. In Elendel itself, foundries are springing up all over, employing unprecedented numbers of workers. Harmony willing, Elendel will see a new era of prosperity and technological advancement.

But all of this comes at a cost. Hundreds of workers find themselves increasingly crammed into small dormitories meant to take less than half their numbers. Soot and smoke from the foundries lingers in the octants, like the legends of ash in the old days before the Final Ascension. Hours are long and the work is hard. Boxings are going into the pockets of nobles and factory owners...and scarcely any is trickling down to the workers.

In Elendel’s Fifth Octant, a small group of foundry workers meeting at the local establishment finally decide to take matters into their own hands. Things must change. And this is the beginning of the end...
 

General Rules:


1. This game is a standard QF, with 24 hour cycles, referred to as Nights. Voting is to be done in the thread, and PMs between players are not allowed. Where applicable, actions should be PMed to the GM. There is no minimum threshold for lynches to take place: a single vote will suffice. Ties in lynch voting will result in a coin being flipped to determine who gets lynched.

2. Because this is a QF, inactivity will be penalised. Players who have been inactive for 2 cycles will be fired. Activity in this game constitutes: posting in the thread or sending in actions.

3. Write-ups will include the role and alignment of dead players. If a kill is prevented, whether through the Brawler’s role-block, the Rooks’ protection, or the Thug's survival, it will be revealed in the write-up. However, the write-up will not distinguish between these methods of kill prevention. In addition, the identities of those involved will not be revealed.

4. This game employs a small currency system, involving gambling and currency actions. Furthermore, it is possible for players to begin the game with some boxings. More on that below.

5. There are two factions in this game: the Workers and the Informants. Flavour-wise, this game is set a decent amount of time before TAoL, at the very beginnings of class consciousness, mass mobilisation and unionisation. The Workers are attempting to collectively organise themselves for the first time, and to demand better pay and better working conditions. The Informants are Workers who are being paid extra to report troublemakers to the foundry owner, minor nobleman Karden Heron.

6. The Informants know who each other are and the roles they have, but do not have access to a faction doc. In addition, they have access to a report ability [=faction kill]. Responsibility for reporting the cycle’s agitator to Karden’s enforcers will pass from Informant to Informant in a repeating fixed order. On any given cycle, the Informants not reporting to Karden’s enforcers will be allowed to send one PM to the one doing so. The GM should be included in that PM. The recipient is not allowed to respond.

7. Each player gets three actions: the vote, a role action (where applicable), and a currency action. In the case of regular Workers, they are able to undertake two currency actions at once. Informants must choose to sacrifice one action slot to be able to make a report. Their PM, however, is a free action.

The order of actions is as follows:

-Payout [Work]
-Lynch
-Voice of Reason
-Role-block [Fist Fight]
-Gambling, Rooks’ Protection, Broadsheet
-Kill [informant Report, Vigilante Kill]
-Enhanced Senses


 
Mechanics:


Currency: The currency in Elendel is the boxing. As previously mentioned, it is possible for players to begin the game with some boxings. By and large, however, boxings can be earned through activity or gambling.

Players can earn a maximum of two boxings each cycle from activity. Posting in the thread a minimum of once is sufficient for a player to earn one boxing. Placing a vote on another player also earns the player one boxing.

In addition, should a player be lynched, their boxings will be distributed equally among the players who voted for them, rounded down. Unfortunately, the other kill actions result in the boxings being lost.

There are three actions that players can take with their boxings.

1. The Broadsheet: The Worker’s Daily is a broadsheet with an editorial section, read and distributed widely among the workers of Elendel, from the canalworkers to those working in the many foundries. For the cost of one boxing, a player can send in one anonymous letter or article to the Worker’s Daily. The broadsheet only accepts one letter/article per player per cycle.

2. Gambling: Another way to earn boxings is through gambling. A player bets one boxing, and twice the total number of boxings bet are distributed randomly among the participating players.

3. The Rooks: The Rooks are a local gang, well-known among the workers of the Fifth Octant. While they’re prone to their fair share of criminal activities, the Rooks generally leave the workers alone, and for a price, are even willing to provide protection to a worker who needs it. Bidding for the Rooks’ protection begins from three boxings.


 
Win Conditions:


•The Workers win when they’ve removed Karden Heron’s Informants from among their numbers.

•The Informants win when they outnumber the rest of the Workers.


 
Roles:


Worker Leader: You’ve got a reputation for being a solid fellow with a good head on your shoulders, which probably explains why your fellow Workers often look to you to decide what should be done. While you haven’t yet won over everyone to your way of thinking, you feel confident that you’ll be able to get everyone on board with your plan eventually. After all, even a businessman like Karden Heron’s got to start negotiating when all his workers are on strike…

•Voice of Reason: With your standing as a voice of reason among your fellow Workers, you’re able to reign in the hotheads and cool tempers when things appear to be about to escalate. You understand that frustration must be carefully channelled in order to effect change, and the others respect you enough to heed your words. Once in the game, you are able to save a player who is about to be lynched.

Brawler: Your knuckles are scarred and you’re proud of it. You’ve been in your share of brawls and street fights and whatever the result, you’ve always got back on your feet and reported to work--sometimes a little worse for the wear. You can take and dish a punch, and sometimes you spend your free time in one of the brawling rings beneath the local establishment, taking on challengers for a few extra boxings.

•Fist Fight: Few of your fellow Workers can take you on a straight up fist fight: no holds barred, no weapons, no shirts. Every cycle, you can pick a fight with one player and administer to them the beating of their lives. While it’s nothing that won’t heal with time, the target is injured enough that they can do nothing else for the rest of the cycle.

Tineye: It should’ve been easy to find a honest work somewhere as a Metalborn, but instead, you find yourself working long shifts for dog’s wages at a foundry, until your clothes cling to your skin, soaked through with sweat. Still, you’ve just enough to buy yourself cheap vials of tin, and tin doesn’t burn that quick.

•Enhanced Senses: With tin, your senses are enhanced several times beyond their usual capacities. You’re able to stealthily follow one of your fellow Workers from the usual meeting place, to see what they’re up to without being detected. Every cycle, you may choose to follow one player from a distance and discover their actions for the cycle.

Thug: You headed from the Roughs to the octants of Elendel in search of jobs that didn’t involve you working protection all day. The job at Heron Foundries isn’t what you expected, and sometimes, you work extra shifts back-to-back just to earn more boxings to set aside. You’re pretty sure your overseer knows you’re a Pewterarm, but you’re still getting paid as though you’re one of those thousands of itinerants to enter the foundry looking for work.

•Toughness: You’ve been frequenting the metallurgists to make sure you have enough pewter. Sometimes, pewter-dragging is the only thing that keeps you on your feet as you grit your teeth and work forty-eight hours in a row with scarcely time to grab a baywrap. Still, because you’ve been burning pewter so often, you begin burning it instinctively when attacked. This allows you to survive one kill directed at you.

Crasher: You don’t tell anyone you’re Twinborn, because they inevitably ask you why you ended up working at the foundry instead of becoming some lone lawman or something, and you’re not really into explaining your life and your choices. You keep your mouth shut, avoid attracting notice, and work, curse, and drink as hard as the rest of the other Workers. Life at the moment has an attractive sort of simplicity, and you’re hardly the kind to invite complications, whatever your past may be.

•Vigilante Kill: You’ve spent most of your time storing weight and you’re very precise with your Steelpushes, since you’ve been surreptitiously burning steel to avoid accidents at the foundry. Although you’re not invincible, someone’d have to be very brave or very reckless to tangle with you. Every cycle, you may kill one player.

Worker: Whatever the story that brought you to Heron’s Foundries in the Fifth Octant of Elendel, you’re increasingly discontented with your pay and your working conditions. The whispers of discontent have brought you to Farren’s where your fellow foundry workers talk about banding together over drinks. Maybe something will come of it. You’re street-wise enough to know the winds of change are blowing, but first, you’ve got to root out those Informants from among you...

Informant: At the end of the day, work’s work, and you’re saving and counting the days until you can find better digs, and a better life. You aren’t particularly attached to working for Karden Heron, but you’re looking out for yourself, and what have your mates done for you anyway? At least the boss’s promising to pay you well...as long as you get your job done and discreetly point out all the people talking about strikes and collective organisation to his enforcers. Anyway, ain’t you that’s taking them out, is it?

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I don't have a full game idea but I thought of an interesting idea for a possible mechanic. I got this idea from the Debtor role in LG12 sort of. It is mostly just the name I stole and I can't think of an alternate name for it.  I think it would work best as an add-on to a role instead of a role unto itself:

 

Debtor: You have spent beyond your means and owe a great deal of money to some unscrupulous folk. Your Debt-holder has the ability to call in your debt once in the game and take control of your lynch vote or special role ability. However they do not automatically know your special role ability and must guess in order to take control of it. If they guess incorrectly your debt is cleared without any negative effects. The Debt-holder gets all results and information from any action they force you to perform. 

 

Debt-holder: You have made an enormous sum of money by through your money lending business. However not everyone can pay in traditional means. You hold the debt of player name. You have the ability to call in your debt once in the game and take control of your debtors lynch vote or special role ability. However you do not automatically know their special role ability and must guess in order to take control of it. If you guess incorrectly their debt is cleared without any negative effects. You get all results and information from the action you force your debtor to perform. 

 

 

I think this works best as a secondary role for at least the debtor so that it isn't just a one shot vote manipulator. 

 

Any thoughts? Has someone already thought of tis? Also if it is any good you feel free to use it. 

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In celebration of the trailer for Dishonored II, I decided to write up a basic description of a Dishonored variant for Mafia.

 

Name: Plague of Dunwall

 

Type: Medium Game

 

Universe: Dishonored (Game, Bethesda Softworks)

 

Factions: Village, Cult of the Outsider, Weepers (yes, I know, generic)

 

Summary

 

A plague has struck the city of Dunwall.

 

Three weeks from the city, refugees flee like rats from a sinking ship. At first, towns and villages are all too happy to show their philanthropy and welcome them in. But then, inhabitants start bleeding from the eyes. The plague strikes, and as news spreads, more and more places shut their borders.

 

Now, a group of some twenty refugees are camped miles from a populated town, from where they have been barred. They have nowhere to run; the road ahead is barred. The roads to the side are impossible to traverse. The road behind is diseased. No, they can only wait this out in the hollow shell of another village decimated by the plague. As whispers start to spread of a cult walking among their number, plague rats slowly filter back in, spreading the disease to an unlucky few.

 

Factions/Roles

 

Neutral

 

These are roles that can be both Survivors and Cultists.

 


Detective

 

Information is your specialty. Of course, people wouldn't give you information if they knew you were paid to get it, and so you took on another identity built of disguises and false accents during work hours.

 

The Detective can choose one of two actions during the night; either following someone to find out who they interacted with and who interacted with them that night, or searching through someone's property for a list of their items.

 

Player Number: 2

 

Role Type: Private


 

Natural Philosopher

 

You are a man of the sciences, a student under the great Sokolov himself. He taught you how to make his machines, but lacking the proper materials, any you made would be incredibly fuel-inefficient. You start with four canisters of whale oil. You may construct one device for a single player during the night phase. Sokolov technology kills also destroy items. The devices you can construct are, as follows;

 

Alarm. Reveals two random letters from the names of everyone who visits the target. Uses one canister per night. When re-wired, the intruder can decide what it reveals.

 

Ark Pylon. A pylon that fires bolts of electricity at anyone unregistered within a certain distance. You can set up an ark pylon to kill anyone who visits your target at night. Uses two canisters per kill. When re-wired, kills the person it was set up to protect.

 

Wall of Light: A literal force field that prevents all access to an area. Cannot be re-wired. Stops anyone from interacting with the target at night, but stops the target from performing any actions at night aside from searching for items. Uses one canister per night.

 

Player Number: 1

 

Role Type: Public (everyone knows your role)

 

Survivors

 

Victory Conditions

 

Kill all Cultists and Weepers

 

Defeat Conditions

 

All members have been killed

 

Overseer

 

You are a champion of the Abbey of the Everyman, one of the few actively fighting against the evils of the Outsider's magic.

 

The Overseer can order executions, but only against people for whom he has proof own a Rune. Whenever a Detective searches another player's property, the GM sends him a message telling him what was found. Proof means the Overseer was included in that message.

 

Player Number: 2

 

Role Type: Public (everyone knows who you are)

 

Survivor

 

A survivor. Enough said.

 

Player Number: Everyone who wasn't assigned one of the other roles.

 

Role Type: Private

 

Cultists

 

Victory Conditions

 

Kill all Survivors and Weepers.

 

Defeat Conditions

 

All members except the Outsider have been lynched.

 

The Outsider

 

The Outsider is the unseen deity who meddles in human affairs. He prefers to simply observe, and cause indirect chaos if the world begins to bore him, but is incapable of direct action. The Outsider is unique among other roles in that he cannot be targeted or lynched during the game.

 

Powers

 

The Outsider can hear any paragraph that uses his name, even in private messages and docs.

 

The Outsider is able to follow a single person per night, and track their action. That person is unaware they are being followed, unless they are either Marked or have a Rune.

 

The Outsider is able to suppress a single person's vote per day.

 

The Outsider is able to Mark a cultist who has a Rune in his possession. He cannot Mark another cultist until the first one dies.

 

Player Number: There is only ever one Outsider.

 

Cultist

 

Cultists have no role abilities, but can commune in a doc. They can perform a private lynch vote at night in their doc for whom to murder.

 

Player Number: There are four cultists at the start of a game.

 

Converter

 

The Converter may attempt to Convert a single target, turning them into a Cultist and removing their Role ability. The Converter may only do this once every two nights, and only three times through the entire game. He cannot convert the Overseer.

 

Player Number: There is only one Converter.

 

Marked

 

The Marked uses different mechanics compared to other Cultists, being a normal cultist that is elevated to its position. If a cultist has a Rune, the Outsider may Mark them. The Marked cannot become a Weeper. The Marked has the following abilities. Note that each ability used requires the Marked to expend a Rune.

 

Agility - this triggers automatically if the Marked is attacked at night and has a Rune. The Marked evades death.

 

Blink - Blink allows the Marked to target two different players during one night phase. This is used in conjunction with other abilities.

 

Bond - the Marked can use a single rune to create a link between himself and two other Cultists. This Bond has to be renewed every four days, and dissipates if the Marked dies. While the Bond is active, the other Cultists can use their Runes as though they were also Marked.

 

Dark Vision - the Marked can use this to find out what every other player is doing that night.

 

Devouring Swarm - the Marked can summon a swarm of plague rats. These Rats will not attack Weepers, but act as an instantaneous kill to anyone not protected by Sokolov technology.

 

Grasp - the Marked steals a random item from a target's inventory.

 

Possession - the Marked can possess someone during the day phase, changing their vote, or during the night phase to decide on their action (or lack thereof). They can also force that person to disarm their Sokolov technology by removing the canisters, and to give one item to someone else. Said person will know that they have been possessed. Possessing someone reveals their role and inventory.

 

Weepers

 

Victory Conditions

 

Kill all Survivors and Cultists

 

Defeat Conditions

 

All Members Killed

 

Weepers function across three different stages, advancing once per cycle.

 

Stage 1: The Weeper still looks normal, and still thinks lucidly. Even they are unaware they are infected at this early stage. Using a cure item, such as Sokolov's Elixir or Pierro's Remedy, will switch them back to their former faction.

 

Stage 2: The Weeper has begun bleeding from the eyes. His vote is disqualified, and his faction is immediately changed to Weeper. He can no longer perform actions from his former role. The Weeper may either 'murder' or 'infect' a target during the night phase. An Infected target goes into Stage 1. The Weeper hides in his home, and can only be killed with a unanimous vote (representing an angry mob) wherein he will infect a random person come to kill him, or with an item.

 

Stage 3: The Weeper has gone insane. The Weeper may choose nine words at the start of Stage 3 and repeat them in any order, but those are the only words the Weeper may use until the end of the game.

 

Player Number: Two weepers at Stage 1 when the game begins. They are aware that they are Weepers.

 

Items

 

A note on items: Aside from Runes, players can spend their night action searching for an item. They have a 50% chance of actually finding an item. The item they do find is picked at random. A player's items are either distributed to those in his will when he dies (except for Runes, if there are any remaining Overseers) or randomly distributed to those who voted for his death. If he was killed by a night action, the killer takes his items.

 

Elixir: Sokolov's Elixir is not only a cure for the early stages of the rat plague, it is also used as a common healing remedy. You can use it to cure yourself if you are a Stage 1 weeper, and to survive one attack on the night you take it.

 

Pistol: A single-shot pistol, which can be used to kill one person during a night cycle. The killer will be revealed the following morning.

 

Remedy: Pierro's Remedy is used to cure the earliest stages of the Rat Plague, and contains chemicals to induce a sense of thoughtless bliss. The Marked can use a vial of Pierro's Remedy instead of a Rune to fuel one of their powers, and it can cure Stage 1 Weepers. If anyone but the Marked takes it, they cannot vote the following day.

 

Rewire Tool: When targeting someone with Sokolov technology, you may use the Rewire Tool to reverse the effect of their defenses. Details will be included in the Natural Philosopher section in Factions/Roles.

 

Rune - Once per night, a random player will find a Rune. Runes are generally useless to anyone but the Marked, save for the fact that the Overseer can order an execution on anyone carrying a Rune. A Rune cannot be discarded, though it can be traded.

 

Seven Scriptures: The seven tenants preached by the Abbey of the Everyman. Renders the holder immune to being converted, and tells them the identity of the person come to convert them.

 

Whale Oil Canister: A small canister of volatile whale oil. It can either be thrown at a target during the night phase, incapacitating them and preventing them from voting or taking any actions for the next cycle, or be used to power Sokolov technology.

 

To those who haven't played Dishonored

 

Essential lore - the city of Dunwall recently went through a technological revolution, once a scientist discovered that whale oil was a good source of electricity. The Empire of the Isles, of which Dunwall is the capital, is a partial-theocracy, in that the Abbey of the Everyman holds more power than a normal religious organization, but still answers directly to the Empress. 

 

The Abbey of the Everyman has two types of priest, Overseers (male) and Oracles (female). After the assassination of the Empress, the Abbey is given the right of martial law and the authority to execute civilians without trial. The Abbey has no deity, and indeed opposes worship in the traditional sense. Instead, it is built around opposing another deity, known as the Outsider, to whom humans are things to amuse himself with. The Outsider meddles with humans simply for the sake of it, occasionally granting select people magical powers to cause chaos.

 

Around a year before the Empress's assassination, a plague came to Dunwall in the form of carnivorous rats. These rats are twice the size of other rodents, far more intelligent, and vicious. The plague they spread has mild symptoms at first, but then causes the victim to start bleeding from the eyes, before going insane and attacking others. Those who survive a 'Weeper' attack usually contract the plague themselves.

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So, with my Roshar LG apparently coming up soon, I figure I should post the most recent version of the rules. What do you think? Any obvious imbalances? Any clarifications you'd like to ask ahead of time?
 
Traitors on the Plains:
 
The Everstorm has come. Heralds and Voidbringers alike are returning. The Vengeance Pact has broken, shattered like the Plains themselves. Some Highprinces flee, returning to their princedoms, trying to prepare as best they can. Others rally to Dalinar’s call, fighting their way across the near impassable Plains to the Oathgate, and Urithiru.
 
Your small group once belonged to Highprince Thanadal’s camp, but now you are searching desperately for the Oathgate, hoping against hope that you arrive before you succumb to the elements. Bound together by adversity, you would like to believe you can trust each other. Not all is as it seems, however.
 
Trouble seems drawn to your expedition like rotspren to a wound. Bridges collapse, chulls die; your progress has been hindered left and right. And it’s beginning to seem as if it might not all be coincidence…
 
Factions:

In this game, there are two factions. The Refugees, and the Diagramists.
 
The Refugees wish to survive and reach Urithiru. To do this, they must kill all the Diagramists.
 
The Diagramists wish to prevent the group of Refugees and the nascent Radiants within it from reaching Urithiru. To do this, they must kill enough Refugees to outnumber them. As a group, they may make one kill each cycle, and they are allowed a google doc to conspire in.


 
Roles and Powers:

There are twenty possible roles in this game, but unless we get in excess of thirty people, (unlikely, based on past amounts) a good number will not be used. There are no safe roles.
 
Knights Radiant: Radiants gain two charges of stormlight each Highstorm, and may use these charges in a variety of ways depending on their Order. The two powers that each may use are listed listed below. Both charges may be used in the same night, but one cannot use the same power twice in the same night.
 
Windrunner: Adhesion, Gravity
Skybreaker: Gravity, Division
Dustbringer: Division, Abrasion
Edgedancer: Abrasion, Progression
Truthwatcher: Progression, Illumination
Lightweaver:  Illumination, Transformation
Elsecaller: Transformation, Transportation
Willshaper: Transportation, Cohesion
Stoneward: Cohesion, Tension
Bondsmith:  Tension, Adhesion
 
 
Adhesion: You may stop one player from performing any actions for a full cycle. This includes voting and all actions, save those boosted by Gravity.
 
Gravity: Any effect that would hinder your actions, or those of your target, is cancelled out for this cycle. Includes Progression, Transportation, Adhesion, Tension, etc.
 
Division: You may kill one player per cycle.
 
Abrasion: You are untargetable for this cycle. This includes any and all abilities (PMs, kills, Seekings, direct roleblockings etc.), other than those boosted by Gravity.
 
Progression: You may save one player from death each night. Each attack made on them will drain one more charge of stormlight.
 
Illumination: You may open PMs with as many players as you like for this cycle, and this cycle only. The GM will make the PMs at the end of the night, and they will last until the beginning of the next day. Transportation, Adhesion, Tension, Abrasion and Cohesion can all interfere with PMs. PMs are one-to-one, unless messed with by Cohesion.
 
Transformation: You may learn the powers and alignments of one single person.
 
Transportation: You may redirect any powers used on one player to another.
 
Cohesion:You may choose one target who will be affected by any powers used on you.
 
Tension: You may cancel one random action against another player.


 
Mechanics:

  Squiring:
Each Knight Radiant can choose to spend their night creating a Squire. They can choose one other player, and assuming that player is not already Squired, or a Radiant, turn them into a Squire. Radiants may PM freely with their Squires, and their Squires will know who their benefactor is and what powers they have. Squires gain one of their patron Radiant’s Surges at random, and gain one charge of stormlight each Highstorm.
 
The number of Squires that each Radiant will be able to create will depend on the total number of players. The game is designed for 21+ players, in which case there would be between seven and ten Radiants, with each being able to create one to two Squires.
 
Highstorms:
There will be a Highstorm every three cycles. It will be noted in the write-up, and each Highstorm will grant Radiants two charges of stormlight, and Squires one charge. The first cycle will start with a Highstorm.


 


 

Also, if you're interested, I've got a couple non-Sanderson games in development (Garth Nix's Old Kingdom and Brian McClellan's Powder Mage series) that I wouldn't mind some help with. Those can be found here. (Just scroll down a little ways.)

Edited by Aonar Faileas
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Looks good Aonar. A couple questions:

 

I take it that any use of a power consumes one charge of stormlight? So for example, Division says that you can kill one player per cycle, but really you mean that each cycle you have the option of spending a charge of stormlight if you have one to kill a player.

 

Gravity: So am I to understand that it works like the traditional coppercloud power, allowing you to affect yourself and one other player each time you use it? Or are you simply allowed to target any one player, including yourself?

 

Progression: If you use it to target a player and they are not attacked, do you still lose a charge of stormlight? I take it from how you've written it that if your target is:

  • attacked 0 times     ->     you lose 0 (1?) charges of stormlight
  • attacked 1 time       ->     you lose 1 charge of stormlight
  • attacked 2 times     ->     you lose 2 charges of stormlight
  • attacked 3 times     ->     you lose 3 charges of stormlight
  • etc.

Illumination: PMs are one on one, you say, so not 1 PM with a bunch of players, but a bunch of PMs with you and one other player. So with this power, you could theoretically spend 1 charge of stormlight to open a one on one PM with EVERY other player in the game? It's hard to envision exactly how the game will play out, but that may be a bit OP. For one it would allow the Illuminator to immediately discover everybody who has been hit that cycle by things like abrasion, transportation, and Cohesion. I would suggest a cap of some sort. 1 charge of stormlight for 5 (or however many PMs), with the option of spending more than one charge for more PMs.

 

Transportation and Cohesion: These sound remarkably similar, or am I reading them wrong? For cohesion, does anything that target you ALSO affect your target or does in ONLY affect your target and leave you untouched? If the latter, it is too similar to Transportation (albeit weaker, since you can only protect yourself) for my tastes. I'd suggest something to make the powers a bit more distinguished from each other- maybe one could let you transfer 1 vote (at random) from yourself to another player for each charge of stormlight used?

 

Tension: seems a little weak, especially when compared with other powers like Transportation and Abrasion. Not quite sure how I'd fix it though. Maybe a vote-manipulation power again? The number of votes your target receives the next cycle is cut in half (or doubled, depending on your preference)?

 

Overall it looks really cool though. Simple and straightforward yet thematic. I'll be signing up for this one for sure- I haven't participated in a good Rosharan game yet.

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Well, I don't need to have all the particulars figured out yet, I suppose, since most of the stuff is hidden.

 

The Awakening at the House on the Hill (LG)

 

There is a House on the Hill at the end of the road. It is a large and foreboding mansion, grandiose but quiet. In fact, it is almost eerily so, the only noise coming from it the chirping of insects or the whines of birds and beasts. It is surrounded by an acre of land, and the high walls give it a measure of privacy, a feeling of defensiveness and isolation. The parts of the House that can be seen from the road are grey and dull, a blot of darkness in the colourful outskirts of Hallandren. While it seems to be in perfect condition, if it weren't for the bright candles bathing the rooms in a pale yellow light at seemingly random times, one might think it was abandoned. That no-one lived there.

 

In this, the public are actually right. There has not been anyone living there for as long as people can remember, even if, people reason, someone must visit now and again to dust and replace the candles and so on. Its owner died many, many years ago, and presumably now the only people who go in are the people who take care of the place in preparation for its eventual reuse.

 

There are rumours, of course. Everyone has an idea of what happened, even if they are all contradictory. The rich owner killed his wife and then himself when he discovered her tryst; The Returned who claimed it as his court gave away his Breath in a final act of selflessness long since forgotten; It was built for the God-King, but twenty builders died in its construction, their bones holding the foundations in place; Lifeless prowl the hallways, obeying a last command from a mad Awakener, who died (or perhaps lives yet in a state of unlife) when she decided to replace her own blood with ichor. Yes, everyone has an idea of what happened.

 

Whatever really happened, it seems that none of these rumours hold any truth to them, for the eventuality seems to be now. A 'for sale' sign is up at the rusted and ancient iron gates, and people are arriving to have a look around. Not just prospective purchasers, but the usual sort that turn out at any open house - Nosy neighbours who cannot remember anyone living there in all the time they've lived on the road, gawkers hoping to see the place the previous occupant died, thieves trying to make off the with any Awakened Objects scattered in the House while no-one notices. All sorts stand before the gate, shoulder to shoulder as they try to peer within the grounds.

 

Whatever reason you have for your actions, you have turned up on the first day that the House has been opened to the public for sale. It might be a pointless endeavour, or it could turn out to be an opportunity of a lifetime. But in either case, you don't feel too bad about being one of the first at the gate, waiting for the tour to begin. After all, what could possibly happen to you at the House on the Hill?

 

General Rules

For the most part, the game is similar to a normal Sanderson Elimination game, except for the fact that the game is a Hidden Information game. Please be aware of this before you sign up.

There are two Turns in a Cycle as normal, Day and Night. The game starts on the Day phase.

Players can only use PMs during the Night.

The Traitors win when they outnumber the Explorers.

The Explorers win when all the Traitors are dead AND the House has been killed. This requires the players to find the Heart of the House, as well as a method of slaying it. Neither of these can be found before the first Traitor is killed. While the House is dead, no more players can be converted to Traitors.

 

Each Day Turn, a player may choose to vote for another player that they think is a Traitor. At the end of the Turn, the player with the most votes is lynched. If there is a draw, or the player with the most votes gets less than two votes, then there will be no lynch. Some players may have Actions to use during the Day Turn. If they do, they cannot use an Action during the Night Turn.

Each Night Turn, if a player did not use an Action during the Day, they may use one now. All players, regardless of Alignment, have the ability to Explore during the Night Turn. While exploring, a player may discover one of three things (or they may discover nothing):

  • Event - An Event is a single-time immediate effect that will usually grant some kind of Role to your character. Roles require an Action to use.

  • Item - An Item usually has multiple charges that allow it to be used a few times. They require an Action to use. Items are reclaimed by the House upon player death. Items can be given away using an Action.

  • Omen - An Omen is a symbol of fear. When an Omen is discovered, a player has their will subverted by the House, gains a Role and access to the Traitor doc, and their Alignment changes to ‘Traitor’. All Omens grant different Roles depending on what is discovered.

During the Night Turn, if there are no Traitors, the House will kill a player at random. Otherwise, the Traitors will have the chance to confer amongst each other and target a player for death instead using an Action

Edited by Wyrmhero
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@Wyrmhero: Ahh, I see you are also a fan of *Betrayal. Great game. I just played it again for the umptillionth time last night, actually. :)

I think you made one small typo: last paragraph, second to last line- that should be "eliminators," not "explorers," right?

Only a couple questions: so does nobody start out with any role other than explorer?

Since this game is taking place on Nalthis, will breaths and awakening have an impact on the game's roles, like LG4?

Do you have plans to host this game anytime soon? Because I'm definitely in if you do. ;)

(*Betrayal as in the fantastic board game: "Betrayal at the House on the Hill," not Betrayal as in the act of turning against your friends/allies when they least expect it. If you have never heard of the board game, go find it and buy it right now. Seriously. You will not regret it.)

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Wyrm, I am so madly excited for this game. I absolutely forgive you for telling Gamma to kill me in MR6. All is forgiven if I can play this game. I don't even care if I die the first cycle. I just want to play it!

 

One question though: Is there still a lynch during the day before the first traitor is converted?

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@Wyrmhero: Ahh, I see you are also a fan of *Betrayal. Great game. I just played it again for the umptillionth time last night, actually. :)

I think you made one small typo: last paragraph, second to last line- that should be "eliminators," not "explorers," right?

Only a couple questions: so does nobody start out with any role other than explorer?

Since this game is taking place on Nalthis, will breaths and awakening have an impact on the game's roles, like LG4?

Do you have plans to host this game anytime soon? Because I'm definitely in if you do. ;)

(*Betrayal as in the fantastic board game: "Betrayal at the House on the Hill," not Betrayal as in the act of turning against your friends/allies when they least expect it. If you have never heard of the board game, go find it and buy it right now. Seriously. You will not regret it.)

 

Thanks for that, Hreo. Should've been Traitors/Eliminators indeed, yeah. Breaths and Awakening certainly do have an impact on the game's Roles, but they're not alone... Everyone starts this game exactly the same - Roleless Explorers. I must admit though, I'm not planning on running it too soon. I do want to run at least one of my Mistrunner games beforehand. Problem with me is that I make games quicker than I run them :P

 

I have fond memories of 'Professor Iron Man' from my first game at university four years ago... (I had the suit of armour, skull ring and revolver, and so was fairly robust). Everyone should play Betrayal at least once. I've actually bought the board game for my dad for his birthday this year, since he's rather a fan of that sort of B-movie horror/Lovecraftian horror. I wrapped it up twice; once for father's day last weekend, and once for his birthday next month. He's only undone the first layer, so he has no idea what it is yet :P.

 

Wyrm, I am so madly excited for this game. I absolutely forgive you for telling Gamma to kill me in MR6. All is forgiven if I can play this game. I don't even care if I die the first cycle. I just want to play it!

 

One question though: Is there still a lynch during the day before the first traitor is converted?

 

But what if I don't want to be forgiven >>.

 

While there is not a lynch, there is still the Day Turn on the first Cycle. Basically, that Turn is just used for Exploration. Some Omens will be public knowledge, some not, so there will always be a little ambiguity as to how many Eliminators there are. But the players are aware that no-one is a Traitor on the first day, and that there is no lynch.

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Then I guess you shouldn't have made this game. I didn't tell you, but this was my payback for siccing Gamma on me. I made you create a game that I really wanted to play. :D

 

...Isn't that basically what I do? I just spend my days making games that you really want to play (this is, I believe, the third you've stated that about?) >>.

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...Isn't that basically what I do? I just spend my days making games that you really want to play (this is, I believe, the third you've stated that about?) >>.

 

Well, yes, but I gave you the idea for this one, because I didn't want to build it. I wanted to play it. Don't you remember that Facebook chat that one Sunday when I was supposed to be paying attention in church but instead I was talking to you about a game with rules that constantly change and then we realized that Betrayal would be perfect? Because I definitely do. It was glorious.

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