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The Art of Game Creation


Metacognition

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Like the recent trend in the QFs, I've been trying to put together a QF-type game which is based more heavily on deduction and the efforts of regular players rather than role abilities. That being said, it does use the Avalon mechanics again (I love that game, can you tell?) and the Renegade/Lawkeeper roles will (under the optional/special rules) have a bit of a chance-based twist built in, though strictly confined by rules.

Specifically, this game will not be kind to the town if the regular town players are inactive. Activity (lying, claiming, mass hysteria,--oh sorry, wrong quote) is highly encouraged and necessary for both teams to win. Feedback would be appreciated :)

Unalloyed Trouble: Scadrial Elimination

The Northern Roughs are a dangerous place to live in, far from the civilised city-centre of Elendel. In the Roughs, the town of Cade’s Respite is about as far as you can get from Elendel; further than even Callingfale. Recently, the town has been plagued with a series of messy killings. A bloodied sliver of metal has been discovered near the scene of one of the murders, puzzling the town’s inhabitants.

This is the first rule of the Roughs: the more alone you are, the more you need someone you can rely upon…

General rules:

1. The standard QF rules apply. Each cycle will last 24 hours and voting will be done publicly, in-thread. Actions, however, will be sent in by PM to the GM where applicable.

2. Writeups will reveal the standard amount of information: roles and allegiances of the dead, as well as the breakdown of the votes and vote tallies. The lawkeeper detention will appear in the write-up, but not who was detained or who did the detaining. The same goes for if the gunsmith hands someone a gun.

3. PMs are not permitted. That being said, the crew members are allowed to send one PM to the crew member making the kill each cycle. The GM must be included in the PM.

4. The crew kill will be passed around according to a randomly drawn player order. Every cycle, a different member of the crew will make the kill. (If a member of the crew gives at least 24 hours notice of absence, then the kill will be passed to the next member on the list. Otherwise, the kill will not go through if the assigned member does not make the kill.)

5. Lying, especially about roles, is strongly encouraged. To reflect this, there will be no GM confirmation of any role allocations.

Win conditions:

Town: Eliminate all the crew members.
Crew: Outnumber the town or kill the Agent of Harmony.

Roles:

Agent of Harmony: Chance, or the interference of Harmony has brought you to the mostly-dead town of Cade’s Respite, where your investigations have allowed you to identify the members of the crew plaguing the town in their attempt to revive one of the lost Metallic Arts. While it’s clear that Harmony intends for you to help the town, how you are to go about doing it is a different matter altogether.
Ability: Knows who all the crew members are.

Pathian: As a dedicated Pathian, you converse regularly with Harmony through your earring. Or at least, you would like to think you do. Perhaps it’s just you filling in the blanks there, but you have the feeling that Harmony is listening to you, and guiding you.
Ability: Knows the Agent of Harmony. (In practice, this translates to knowing the identity of two people, only one of whom is the Agent.)

Lawkeeper: You do what it takes to bring in your targets, put some money in your pocket and generally make life out in the Roughs a little less dangerous for others. Years of tracking down criminals and taking them down have made you an experienced and dangerous foe.
Ability: Can detain one target for a cycle. During that cycle, no action may be taken against the target. By that same token, the target cannot take any action during that cycle.

Conman: A little nudge here and there with emotional Allomancy never hurt anyone, and you have a defter hand with your metal than most. You’re one smooth operator and you know it.
Ability: Appears to be the Agent of Harmony to the Pathian.

Elendel Lord: You are the lord of a wealthy and powerful House in Elendel. As the backer of the crew, your wealth and influence has allowed them to be more successful in their endeavours than they would have normally been. In addition, your experience with politics makes you a difficult person to read.
Ability: Unknown to the Agent of Harmony.

Sharpshooter: Your skill with firearms combines with your Allomancy to make you a formidable marksman. You never miss a shot, and you know just when to flare your steel to give a bullet that extra push.
Ability: Can make an unblockable instant kill. This overrides any and everything, including the Lawman’s detention ability and the Koloss-blooded’s resilience. This ability is single-use.

Koloss-blooded: Your koloss blood makes you stronger and tougher than an ordinary person, enabling you to withstand more physical punishment.
Ability: Can survive a single lynch or kill.

Townsperson: For reasons of your own, you’ve settled for life far out in the Roughs than in the stifling bustle of Elendel. While the quiet town of Cade’s Respite has been recently plagued by murders, you have every confidence that you and your fellow townsfolk will see this spot of troubles through.

Crew member: For reasons of your own, you’ve joined as a member of the crew. Certainly, you’ve had more money in your pocket than you can possibly remember, and the Roughs aren’t a place for people who can’t hold their own. You like to think you most certainly don’t belong to that sort. Recently, there have been plans to rediscover a lost Metallic Art, something that you’re told will bring you great power and wealth. Doing so, however, will require that you can carry out your crew’s plans in Cade’s Respite unhindered.

Gunsmith*: Out here in the Roughs where the likes of Bloody Tan and Harrisel Hard operate, you have no lack of customers for your guns. While you’re not a Ranette or a Nouxil, your guns are well-made and can withstand a good amount of abuse. And in the Roughs, that’s really all a person needs.
Ability: 1. Every cycle, you can pick a person. For the next cycle, and the next cycle only, that person will have the ability to change someone’s vote.
2*. Once in the game, you can pick one person to receive one of your guns. For the rest of the game, that person has the ability to make an additional kill. This ability is single-use and removes the rest of your abilities.

The Trapper*: They call you the Trapper, because that’s what you used to be. You’re good with a shotgun and always brought in a brace of rabbits to the butcher’s to sell…until you turned your attention to other, more interesting game. While there’s quite the bounty on your head at the lawkeeper’s station, they’ve yet to be able to catch you.
Ability: Unknown to the crew, and does not know who the crew members are.

Renegade*: You’re a lawman who’s seen too much, and grown too hard. Eventually, you’ve decided that society’s too broken, and too corrupt. There’s no difference between the criminals in the Roughs and the people living there and you’re determined to bring the law back to the Roughs…whatever it takes.
Ability: Cannot be detained. Does not know who the rest of the crew are.

*denotes optional roles that may or may not be included in a game, depending on the number of players and the general consensus.

Special rules*:

1. The death of the Gunsmith means that the gun never leaves their possession. The death of the Gunsmith does not mean that their killer obtains the gun.

2. The Agent of Harmony knows who the crew members are, including the Conman and the Renegade. He also knows who the Trapper is, but fails to recognise the Elendel Lord. However, while he knows who the crew members are, he does not know what their roles are.

3. Because the Conman appears to be the Agent of Harmony, the Pathian in effect will be told the identities of two people, both of whom will appear to be the Agent of Harmony.

4. The Trapper wins with the crew, but neither knows the identity of the crew members, nor do they know his identity. As such, he cannot make the group kill.

5. The Renegade and the Lawkeeper are two sides of the same coin. As a result, in every cycle, a die will be rolled. There is a 20% chance that the Renegade and the Lawkeeper will switch sides. If the Renegade has a change of heart, this will be publicly announced in the write-up, but the identities of the Renegade and the Lawkeeper will be kept silent. In addition, upon trading sides, the Renegade and the Lawkeeper swap abilities and win conditions.

5a. A switch of allegiances is no longer possible after the third cycle.

5b. The Renegade will not know the identities of the crew members. A Lawkeeper who has swapped allegiances will not know the identities of the crew members. Past the third cycle, the identities of the crew members will be revealed to the Renegade/Turned Lawkeeper. They will then be eligible to make the group kill.

5c. If there has been a swap in allegiances, then the Agent of Harmony will not be made aware of who the Turned Lawkeeper is. Nor will he know that the Former Renegade is now on his side.

5d. These are all possible: More than one change of allegiance, no change of allegiance, or one change of allegiance.

Edited by Kasimir
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@Kasimir: The Pathian can just tell everyone in the main thread who the two agents are. They both give a list of the Crew, then the Villagers lynch one of them to see which list is Authentic, and go to town on the Crew.

 

Just a possible abuse.

Edited by The Only Joe
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Not exactly. If I understand Kas' win conditions correctly, the Villagers effectively auto-lose if they do that. The Crew doesn't have to kill every player. Just the Agent. When you have a Conman role, and add the possibility for the Lawkeeper to switch sides, there's really no way for the Agent of Harmony to abuse their info. I'd personally hate to have that role. All that power, and no way to effectively use it without revealing myself... it'd be torture. :P

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Yeah, Joe, Aonar's right--basically, it's possible to fakeclaim being the Pathian but not picking out the Conman would be a giveaway for Team Evil, and a real claim would have the Agent assassinated by the Sharpshooter almost immediately. (The Crew could, naturally, try for the normal outnumbering win condition, as it's either-or: they can aim to outnumber the Town, or they can aim to take down the Agent, or they can be overachievers and attempt both at the same time :P )

 

Aonar: With great power knowledge comes great responsibility ;)

 

Technically, that's why the Pathian's been built in. I've just thrown in the Conman to force the Pathian to be very cautious about who he trusts. (In that respect, IDK--this game may be more suited for a full one rather than a Quick Fix, after all :S)

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Just a couple of Roles I though up:

 

The Kicked Puppy: If he's the last Evil person left, He gets to convert one person.

 

The team Killers: 2 people. One on each side. They get a kill, but they share it. They have to agree on who to kill. If one of them dies, the other loses their kill. If the Evil person is the last one left, the Good one can switch sides.

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The Alethi War of Unification

 

Good news, you managed to get a job in the finest army this nation has seen or will ever see, under the just Galivar and his powerful brother Dalinar! Fight for the unity of all Alethkar! Fight for glory! Fight for riches! Fight for Shardblades!

 

...But it's not that simple. It never is. Hidden in within your army are spies and saboteurs – And not just from one Brightlord's army either! All you know is that the spies have been sent into your army in pairs to ensure secrecy, and that they're from several different armies.
 

Even worse, you've not fought with most of the people around you before, and rare is the soldier who can vouch for someone else here. You don't even know what their job is around the camp, though you can probably guess in some cases. It will take careful thought and cooperation to find the ones that might be secretly planning your deaths...
 

The General Rules

 

Each player is a member of The Blackthorn's army, and has their own position in the camp. Each cycle, four things things happen.

  1. The players are notified of this cycle's Event at the start of the day.
  2. The Blackthorn calls together his most trusted people and asks who they believe is a Spy. That player is placed at the vanguard of the next battle to prove their valour, and will almost certainly die during it. If there is no battle this cycle due to a Highstorm, they will instead be forced to take a walk in it, and will definitely die.
  3. Each player trains themselves in the arts of war, improving their attack and defence scores.
  4. Combat occurs, unless there is a Highstorm.

Any player that fails to report for either the lynch duty (that is, posting) or training for two cycles in a row will be executed. Cycles last for 48 hours. A player may use all possible actions in one cycle - Lighteyed Vote, Role Actions, Spy Actions, Training and Shardblade Kills.

 

Training

 

During each cycle, all players must report for training. People start with an amount of attack and defence depending on their role (usually around 4 or 5 for both), and each day they improve these stats in some way. Every day a player may increase these stats by a combination of two points (+2/+0, +1/+1, +0/+2). A Spearman or a Swordsman may increase their stats by any combination of three points instead.

 

Events

 

At the end of each cycle, one of three things will happen: A Highstorm (20%), a Skirmish (50%), or a Battle (30%).

  • During a Highstorm, no actions may be taken at all. Voting will still occur, however, and so the lynch will still take place.
  • At the end of a Skirmish, a player will die, chosen at random but weighted by their defence stat. For each player that dies in combat like this, there is a 50% chance that another player will die. However, there is also the chance that a player may exalt themselves during combat, and each battle will bestow upon a player a bonus. Similarly to the death mechanic, this is weighted by the players' attack stats, and there is a 50% chance that for each player who proves themselves, another will do the same.
  • A Battle is similar to a Skirmish, except two players die and two players exalt themselves during it, which is then followed by the random chance for extra occurrences. The good thing about a Battle is that an additional prize is added to the list – a Shardblade (10%).

Deaths occur before prizewinning. A Spy cannot be killed during combat with their own faction's army. Items may not be given away (or returned for their monetary value).

 

Prizes that may be obtained from a Skirmish or a Battle include a better weapon (+2/+0, at 40%), a better shield (+0/+2, at 40%) or even a decently forged suit of armour (protects you from the next death, 20%). Players may receive the sword and shield multiple times, but will not receive duplicates of armour. A player may not be rewarded multiple times in a combat.

 

Only one Shardblade can be obtained per Battle, and it allows the wielder to make an unblockable kill action each cycle, occurring just before a battle. The bestowal of a Shardblade is a public event, and any Darkeyes or Heterochromic who wins one will become Lighteyed, with all that entails. It also increases the wielder's capabilities by +5/+0. If a Shardblade is won again by that player in another Battle, they may give it away to a player of their choice.

 

Spies

 

There are a number of spies, all working in pairs, from different armies. They do not know the identity of spies from other armies. Spies may be of any eye colour and may have any role. The spies all win together, providing their faction survives. A Google doc symbolises their Spanreed. Unlike most Eliminators, they all get a special action, which is to disrupt a player's training and prevent it having any effect.
 

Eye Colour

 

Being a Darkeyes sure is tough, huh? All the rotten jobs, the late night watches, being forced into battle every day and being kicked around like that. Still, what can you do? The answer is you can win a Shardblade and escape your horrible background. But will you forget that you were once a downtrodden serf, or will you forget it all in your moment of glory and turn your back on your once-friends?

  • Darkeyes have no special abilities (isn't it sad?).

Being a Lighteyes though is great – You get to boss people around, use swords, and you can even skip a battle if you want (just not too often – Dalinar's watching, after all. Maybe once a campaign, if you ask nicely). Of course, you also have an amount of influence with your fellow Lighteyes, and even the ear of the king in some cases!

  • Lighteyes may secretly send a PM to the GM once per cycle containing the name of a player. An extra vote will be placed against that player, and the source will not be known. They may also choose, once per game, to skip this cycle's combat.

With one murky eye and one shining brightly, Heterochromics occupy a strange place in Vorin-based societies. No-one is ever really sure how to react to them, for a start. Add to this the fact that they're more often than not bastard children, and the issue is even worse. Heterochromics are technically Lighteyes, but the stigma of being born of Darkeye stock means that they're socially worthless.

  • Heterochromics are Darkeyes with a Lighteyes role.

The eye colour of each player will be known at the beginning of the game. There will be many more Darkeyes than Lighteyes, and (most likely) only one Heterochromeric.

 

Roles

 

What's your job around the camp? Well, I'm glad you asked...

  • Watchmen [Darkeyes] (4/4) pick a six hour slot in the cycle to patrol during, and at the end of the cycle they get sent a list of all the actions sent in during that period, but not who did them or the result.
  • Messengers [Darkeyes] (3/4) are able to start a PM chain between themselves and one other player, but only to one person per cycle. To start a new PM, they must stop the old one.
  • Spearmen [Darkeyes] (4/4) can increase their stats by any combination of three points, rather than two, whenever they train.
  • Guardsmen [Darkeyes] (5/5) can choose another player to protect each cycle, and they stop a player from being affected by the Spies that cycle.
  • Quartermasters [Lighteyes] (5/5) know what rewards are given out after a combat, and to whom.
  • Surgeons [Lighteyes] (4/4) can choose another player each cycle, and that player will be saved if they die via a lynch or combat.
  • Swordsmen [Lighteyes] (5/5) are the Lighteyed equivalent of Spearmen, and also get three points per round of training rather than two.
  • Officers [Lighteyes] (6/6) can single out another player during training. They improve that player's stats by an additional +1/+0 or +0/+1 (the Officer's choice). In addition to this, they learn that player's attack and defence.
  • The King's Wit [Lighteyes] (0/8) wins a personal victory if they are either lynched (and not saved) or killed by a Shardblader. The player that killed them or voted for them first will lose their role, and if they are a Lighteyes, they will be treated as a Darkeyes for the rest of the game.

I know I have a game starting at the moment, but I had this idea for a Mid-Range game with a few twists (at 3AM, so bear with me if some parts just don't work).

 

I had a 10 minute discussion with a few friends over whether 'heterochromic' was right or not (I didn't think so), but there seems to be no official word for someone with heterochromia. If anyone knows, please let me know. I would also like suggestions for prizes, either rewording the basic sword and shield to something more flavorful or adding to the list a little.

Edited by Wyrmhero
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Hey, I'm currently the GM for Game 9. And I was wondering if people would prefer playing A Game of Shards, or Hemalurgy Elimination?

 

Note that I'm still tweaking the rules for both games, but advice would be appreciated.

 

@Wyrm:

 

  • Watchmen [Darkeyes] (4/4) pick a six hour slot in the cycle to patrol during, and at the end of the cycle they get sent a list of all the actions sent in during that period, but not who did them or the result.

 

Is the 4/4 their starting Attack defense? or the number of Players with that Role? Also, do you get to choose your job?

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Hey, I'm currently the GM for Game 9. And I was wondering if people would prefer playing A Game of Shards, or Hemalurgy Elimination?

 

Note that I'm still tweaking the rules for both games, but advice would be appreciated.

 

@Wyrm:

 

 

Is the 4/4 their starting Attack defense? or the number of Players with that Role? Also, do you get to choose your job?

 

I quite like the idea of Hemalurgy for a game, personally speaking, but the Shard one looks interesting (and very complex :P)

 

4/4 is meant to be their starting attack and defence. The players are given roles randomly.

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I'm agreeing with King and Tulir about the Shard game looking especially tantalising :)
 
Also: not particularly constructive, but as Joe threw two roles out here, I'm thinking this role could make for great funny/trolling if thrown into a Roshar game.

Adapted for Roshar:

 

Cultist of the Stick: You seek to emulate the Stick. In fact, you are a stick. At night, you can choose to complete your journey and become...a stick. You are a stick. Once a stick, you cannot vote or be killed. All posts must be punctuated appropriately with declarations ("I am a stick!") of your stick-ness. You are a stick!

 

>>
 

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Ok, So I'm going to be running A Game of Shards when I finnally GM. Quiver gave me permission to run because we made it together, although he did do most of it. (But don't tell him that. I have him firmly convinced I made the whole thing and let him post it.)

 

Anyway, Here's what I have so far. As usual, any problems, abuses, advice, upvotes, ect, ect,

 

 

A Game of Shards

 

Investiture

All of the roles take mantle of a Shard, and this does certain things. Each shard has a Shardic Power, and a Investiture Power. The Investiture Power is a power that they give to a non shard player, just for a cycle. If a shard doesn't give a power to someone, then they can't use their Shardic power that cycle. The same player may be invested by Multiple shards at the same time. If this happens, he chooses which power to use. If a Shard attempts to Invest in another Shard, they are told that the Investment Failed.

 

Roles:

ODIUM: Shardic: Once per night, Odium can target a player for death. If that player is a Shard, they die, and their power is shattered.

Investiture: During the Day, Odium can invest in a worldhopper. That player can kill a non shardic player during the night phase of the same cycle.

 

HONOR: Shardic: Once per night, Honor can target a Shard, and that Shard will be saved from death.

Investiture: During the Day, Honor can invest in a worldhopper. That player can Lash someone during the night phase of the same Cycle, saving them from death.

 

CULTIVATION: Shardic: Once per day cycle, Cultivation can submit their vote to the Game Master as a Private Message. Cultivation may also begin PM Conversations. These Conversations do not stop until Cultivation dies.

Investiture: Once per night, Cultivation can invest in a worldhopper. That player can cast their vote during the next day cycle in a Private message with the Game Master. This vote can be different from what they post in the thread, without needing to retract it. The Player may also start One Pm Conversation, with up to 3 other people. This Conversation ends once Cultivation takes her power back.

 

PRESERVATION: Shardic: Preservation can survive a single attack. If they are attacked again, they die. They also have a One time use of Ultimate Preservation. Once they activate their ability, all actions, investments, votes and retractions made after that point, are null, until that day/night ends.

Investiture: Once per night, Perservation can invest in a worldhopper. That player can survive one attack until the next night cycle.

 

DOMINION: Shardic: Once during the cycle, Domination can change a player's Target. If this happens during the day, their vote is changed. if it happens during the night, their Non Shardic power is changed. If they're not a Shard, then their Invested power's target is changed.

Investiture: Once per night, Domination can invest in a worldhopper. That player can change another players vote during the next day cycle. The invested player cannot change Dominion's Vote.

 

DEVOTION: Shardic: Once during the day cycle, Devotion can message the Game Master with the name of a player. This power may be exercised at any point during the day cycle. If the player Devotion saves has the most votes at the end of the day cycle, they survive and no one is killed.

Investiture: Once per night, Devotion can invest in a worldhopper. During the next day cycle, this player is exempt as a target for lynching.

 

ENDOWMENT: Shardic: When a Shard is shattered, Endowment picks up the pieces. They may use that Shard's Shardic Power once, then they must use their Investiture ability.

Investiture: Once per cycle, Endowment can Invest their Fallen Shard in a worldhopper. From this cycle on, the player is treated as being Invested by the relevant Shard, and may use the effect of it's Investiture for the remainder of the game. If this player dies, Endownment picks up the Shard again.

Passive: Endowment starts knowing who holds a shard. They cannot invest a shard with another shard.

Notes: If Endowment is killed, their shard is picked up by a random Worldhopper

 

RUIN: Shardic: Once per Cycle, Ruin can target a player for death. He can target a Shard or a Worldhopper. If he attempts to kill Preservation, He loses his Shardic power, as does Preservation. A Random Worldhopper gains both of their Shardic abilities, but neither of their Investiture abilities. (See Harmony)

Investiture: Once every day/night cycle, the invested player can target another player. During the day, a targeted Shards vote doesn’t count. During the night, a targeted Shard cannot use their ability, though they can still invest.

 

HARMONY: Shardic: Once per Night cycle, Harmony may target a player for death. But, this negates Harmon'y Passive ability.

Passive: Harmony may survive one attack on their life.

 

ODIUM’S CHAMPIONs: Odium's Champions get a doc to conspire in. They have no special abilities, but Odium can Invest in them.

 

HOID: If Hoid is invested by a Shard, he gain’s a copy of that Shards ability for the remainder of the game. Hoid may only use one of these powers for any day/night cycle.

Honor: If Hoid is invested by Honor, he can Lash players once during the night cycle for the remainder of the game, saving they from death.

Cultivation: If Hoid is invested by Cultivation, he can cast all his votes in Private Messages and communicate with any player at any time.

Preservation: If Hoid is invested by Preservation, he can survive a single attack for the remainder of the game.

Dominaton: If Hoid is invested by Domination, he can change one players vote during the day cycle.

Ruin: If Hoid is Invested by Ruin, he can prevent one player action during the night cycle.

Odium: If Hoid is invested by Odium, once a night he can target a player for death.

 

WORLDHOPPER: You aren't from this world. Perhaps you come from Yolen, Scadrial, Nalthis, Sel or Roshar. Maybe you were born on Threnody, or Ashyn. You might hail from Braize. Or are you one of those inhabitants of an unimportant Shardworld? Wherever it is, you have no abilities unless you're invested, but you can still vote during the day cycle.

 

(Depending on the amount of players):

INVESTED WORLDHOPPER: You're a survivor. You've seen this before. You have a minor role from a previous game. You may still be invested by a shard.

 

PM's: There are two ways to use PM's. One is to be in one with Cultivation, or a follower of Cultivation. The other is to be on the same world as a player. In addition to any other action a player may have, they may choose to go to a certain world. (The amount of Worlds depends on the amount of Players). All players on that world will be put in a PM group for the duration of that cycle.

 

Factions:

Voidbringers

17th Shard

 

Voidbringers: Odium and his Champions

17th Shard: Shards, Hoid and Worldhoppers.

 

Voidbringers Victory: "The Broken One Reigns"

All the Shards have Shattered at least once.

Hoid is killed

Worldhoppers/17th Shard are outnumbered.

 

17th Shard Major Victory

Odium is Shattered

Odium's Champions are killed

 

Edited by The Only Joe
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The reason it is in the General Rules Thread is so new players can see what games are coming up to help them determine whether they want to join. We have plenty of information already within the OP of this thread, including links to all the games that have been suggested. 

 

I think moving the GM list over here wouldn't really do us much good and could be confusing with the lists of games within this thread as is, especially for new people just looking over the sub-forum. The GM list is in a spot where everyone can get to it easily and it's no harder to open the General Rules thread than it is to go to the OP of this thread, IMO. 

 

I'll get you added New One. The more GMs, the merrier! :)

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  • 3 weeks later...

I’d like to run a Long Game in the (distant) future.  Here’s the game’s introduction:

 

The Pits of Hathsin.  Those words strike fear into any skaa of the Final Empire, almost as much as the name of the great Sliver of Infinity himself.  Unfortunately, that’s where you’ve been sent to.  After defying your plantation owner, you’ve been sent to the Pits to work until you die.  But somehow, you still have hope.  The tale of the Survivor’s escape from these very Pits keeps you going each week… but you can’t survive down here forever.  Someone must take action.  Deep down in the Pits of Hathsin, you and a group of comrades have devised a plan of escape.  Nevertheless, even with the Survivor’s courage, it will be difficult.  Sacrifices will need to be made.  But escape can mean a life free of the Final Empire’s shackles.  And for any skaa, that is worth more than all of the atium in the world.

 

I’m not going to divulge the details of the game yet, because, in the words of the Survivor, “There’s always another secret.”  (Also, I haven’t finished the rules yet.)  I will say that it’s shaping up to be a fairly complex game with an atium-based economy, kandra, and special events.  There’s also a small element of Allomancy added in there as well.  I think it'll be very entertaining, but I doubt I'll be able to run it until next May or June.  So, just keep that in mind.

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Hi guys, I'm going to be the next Mid-Range GM. I'm updating the rules for my Rithmatist game to balance the game. Once again, changes are in bold.

The Rithmatist Elimination

Setting: You are part of a group of Rithmatists, battling wild chalklings in Nebrask. However, it appears some of your battalion actually support the chalklings, and are secretly trying to sabotage the front lines.

 

General Rules:

This game has the day and night combined into one cycle. Players will vote on who to lynch in the thread, while sending the GM (me) their special action in PMs. PMs between players are not allowed in this game.  (I just added the section to avoid confusion)
 

Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row.

  • Line of Forbiddance: You protect yourself for the cycle. As long as this stays up, you can't be killed. (Again, another nerf to the villagers. This was necessary to avoid any confusion with the new Chalklings. As a bonus, you can survive a lynch this way.)
  • Line of Vigor: Target a player. If he has a Line of Forbiddance, it is destroyed. If he does not, cancel his action. If 2 lines of vigor are fired at a person with a Line of Forbiddance, that player will still lose his action for the cycle.
  • Line of Making: You create a chalkling that will spy on a target player. Unfortunately, chalklings are extremely dumb and can only be given extremely basic commands. Chalklings will walk in a straight line and will only return to you if they run into a wall. If a player was using a Line of Warding or Forbiddance, you will be informed that they were protected. Otherwise, nothing will happen. (This is a big change. It prevents the villagers from getting too much information, but it can still be useful.)
  • Line of Warding: The camp gains one defense for the cycle. (See below)

Advanced Rithmatics: You can substitute one of these for your special action, if you have been taught them.

  • Line of Revocation: Kill a target player, as long as they aren't protected by a Line of Forbiddance. This is only available to Rithmatic Scholars
  • Line of Silencing: During the day, you may silence a target player, and their vote will not be counted. Even better, you can speak up for them, and have your vote count double. Again, this is only available to Rithmatic Scholars (Since you can't spam this any more, I had to buff it up a little bit.)

Special Roles:

  • The Forgotten: You command the wild chalklings, and you win once you outnumber the good-guys. Every night, instead of using Rithmatics, one of you can kill a target player. You are also immune to Wild Chalkling kills. Of course, you have access to a Google Doc to formulate plans.
  • Non-Rithmatist: You are clearly crazy. You snuck onto the frontlines without having any powers! However, you have studied Rithmatics extensively, and have learned about Advanced Rithmatics. Once per game, you can give a target Rithmatist access to these powers. (This is a nice buff to the good guys, so long as you give Advanced Rithmatics to a good guy.)
  • Sentry: As long as you stay alive, you passively give the camp 1 defense. See below for details. You are also immune to the Wild Chalkling kill. This role will be added if we have enough players.
  • Artist: Because you can draw them so well, your chalklings are smarter. When you use Lines of Making, you will learn what special action your target did that turn.

Defense: Since the camp is on the frontlines, there is always the threat of wild chalklings invading. The power of the chalklings is equal to the number of Forgotten. The camps defense is equal to the number of people making Lines of Warding plus the Sentry bonus. If the power of the chalklings is greater than the defense of the camp, a random player is killed. This kill ignores Lines of Forbiddance. If the camp's defense is equal to, or greater than, the power of the chalklings, the camp doesn't lose a player.

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A small idea for a Quick Fix Game. Also, I have now made a Google Doc with my current updated rulesets. Feel free to leave comments on there.

 

Living (and Dying) Rough

 

Notable new rules for this: Vote bribes and a random Villager can kill each cycle. Saving a player from death removes their Role. I am mostly looking for ways to get people to use this random kill, since that is what this game is built upon.

 

Scenario

Lawmen have infiltrated your little thieving band in The Roughs. It's up to you to get rid of them before they kill you all. But at the same time, life must go on. How do you expect to survive if you give all your time over to this?

 

Basic Rules

Each Cycle, one person will be lynched, the Eliminators will make a kill, and a random player will get a kill action only usable that Cycle (in addition to any normal actions they may take). If a player who gets a kill action does not state that they do not wish to use it, then they will die instead (to clear away inactives). No distinction will be made between the results of the two kill actions. A lynch requires at least two votes, and in the event of a tie, a random player of those tied players will be lynched.

 

The Lawmen win if they outnumber the Crew. The Crew win if they eradicate all the Lawmen. If the Crew win, the surviving member with the most money wins a personal victory and becomes their new leader.

 

A player who becomes injured will no longer be able to take any Role or Kill Actions for the rest of the game, but can continue to vote, use Barter Actions, and they still accumulate coins by posting and voting. An injured player is not eligible for the random kill.

 

The Eliminators will have a Google Doc to conspire on.

 

Money

A player gets a number of coins each day, based on the number of actions they perform. If they post in the thread during a Cycle, vote for a player or take a non-gambling action, they get a coin. All the players who support the lynch of a lynched player will split the coins equally, rounded down. A player who kills another player will get half of their coins. Players start with 2 coins.

 

Each Cycle, players may declare their vote up for sale on the thread as their action for the cycle (a Barter Action). Any other player may send an offer to the GM to purchase a vote from a specific player that offers it up, and who they would like it moved to. The highest bid wins, and that player's vote is changed. Players who put their vote up for sale may not bid on another vote. Players may not attempt to purchase multiple votes.


A player may also gamble their coins during the Cycle. X players bet one coin, and X+2 coins are distributed randomly between all players gambling that night.


Roles (most likely one of each)

Koloss-Blooded - A player who is Koloss-Blooded will survive the first lynch or attack on them in-game, completely unharmed.

Archivist - An Archivist able to use their Coppermind's stored knowledge on medicine to save another player each Cycle from an attack. That player will be injured by this attack instead.

Spinner - A Spinner's kills cannot be prevented (even by another Spinner), nor can their votes be negated. In addition, the first attack that would kill them will injure them instead.

Tineye - A Tineye may start a PM conversation with a player as their action, though it will only last for one Cycle.

Pulser - A Pulser may target a player during each Cycle. That Cycle, neither players' votes will count, nor will any of their actions (including others by the Pulser) nor will vote bartering occur.

Edited by Wyrmhero
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