Sart he/him Posted August 25, 2016 Posted August 25, 2016 I'm feeling nostalgic, so I'm going to run my Mid-Range game again. I'm going to mix some things up though. Changes are in bold, with explanations in parentheses. Rules: 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 containing only two players are allowed in this game. (The biggest disadvantage last time was no coordination of lines of Warding. This change really helps the village. Of course, PMs must include me, especially since there are roles that mess with them.) Each Cycle will last 48 hours. Defense: Since the camp is on the front-lines, 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 various other bonuses (see below). If the power of the chalklings is greater than the defense of the camp, a random player is converted, and becomes a Forgotten. (This might be overpowered, but I want to emphasize the importance of protecting the camp. Make your lines of Warding!!!) This conversion ignores Lines of Forbiddance. The camp will know when this happens. As a consolation prize, a random person will be given the Sentry specialization. If the camp's defense is equal to, or greater than, the power of the chalklings, nothing happens. The camp will not be told what the total defense was for the camp. Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Due to new breakthrough discoveries, normal Rithmatists now have access to Lines of Revocation and Silencing. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row. Line of Warding: The camp gains one defense for the cycle. Line of Forbiddance: Protect yourself or another player from any actions taken against them. (I wanted this to be a little bit more powerful) Can be broken by Lines of Vigor. Line of Vigor: Break target player's Line of Forbiddance or Warding. You will be told which type line you break, if any. (This ability was way too powerful in the original game. It's a lot less useful now, but it can confirm that a player was telling the truth about lines of Warding) Line of Making: You create a chalkling that will spy on a target player. You will be told what Rithmatic line, if any, that player drew. (Chalklings get a much needed buff) Line of Revocation: Role-block a target player, preventing them from taking an action this cycle. This is blocked by Lines of Warding or Forbiddance. (Giving everyone a kill was way overpowered. This is a bit more balanced, especially since it doesn't destroy Lines of Warding) Line of Silencing: Prevent a player from making PMs next cycle. If you hit a Forgotten with this, they will be unable to talk in their doc for the next cycle as well. Silenced players will be informed that they have been silenced. They can still talk and vote in thread. (This is silly, but might lead to some interesting strategies) Specializations: Due to the new breakthroughs, there are now upgrades to the basic forms of lines. A Rithmatist starts out with one specialization, but they can gain more by listening to the Non-Rithmatist. Sentry: Your Lines of Warding give the camp two defense. (It's a nerf to the original Sentry role, but it fits with the other specializations better) Guardian: Your Lines of Forbiddance protect yourself and another player. (It seemed like the obvious choice) Duelist: Your Lines of Vigor damage the chalkling horde, giving the camp one defense for the cycle. (It makes up for accidentally hitting a Line of Warding) Artist: Your chalklings also tell you what specializations, if any, that player has. (More information is always a good thing, plus it fits with the theme of the original role) Assassin: Your Lines of Revocation kill your target instead of stunning them. (It's the original role) Eavesdropper: Your Lines of Silencing also give you a copy of the PMs that your target was in the cycle you targeted them. (Remember to practice PM safety) Special Roles: 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 have access to a Google Doc to formulate plans, but that access can be hindered by Lines of Silencing. You are immune to the Wild Chalkling Conversion. Non-Rithmatist: You are clearly crazy. You sneaked onto the front-lines without having any powers! However, you have studied Rithmatics extensively, and have learned about the different Specializations. You cannot use Rithmatics. As an action, you can give a Rithmatist an additional specialization. You can only teach each Specialization once. If your action fails, you can still attempt to teach that Specialization on a latter night. (It's the same principle as before, but it gives them more incentive to teach people) Acid-Specialist: The first time the camp's defense fails, you will use up the camp's acid supply to prevent the conversion. You do not have a Specialty if you have this role. This role will only be added if the numbers aren't balanced. (This is just to give the camp a fighting chance if there's a slightly unbalanced number of Forgotten) 4
Metacognition he/him Posted August 25, 2016 Author Posted August 25, 2016 I remember this one. It was a blast to try to balance the defenses with the need to find the Forgotten. Not that I survived long in the first game. Â If I recall correctly, the Forgotten were the ones that protected the villagers most of the time that game! I'll look over the new changes later, but I highly recommend this game and I hope other people will chime in on how to make sure it's balanced as well.
Amanuensis he/him Posted September 30, 2016 Posted September 30, 2016 (edited) Hello folks. I'm up to run the next MR as soon as Straw's QF finishes, so I've decided I'm going to post all of the rules here now, for people to ask questions and do some preemptive signing up, if you so desire.  Disclaimer  This is a game based off of the Red Rising Trilogy by Pierce Brown. It is highly recommended that you read the books first (because they are awesome) but it is not a requirement in order for you to play. Participating in this game will not spoil the story, although I will attempt to provide enough context and worldbuilding so that player’s can feel comfortable roleplaying. To avoid potentially unintentional spoilers, some creative liberties have been taken with the setting, which those who have read the books will quickly notice.  Premise  736 P.C.E: Tiberius au Bellona is the ArchGovernor of Mars. Despite having served the Sovereign faithfully since being appointed to the position, she is starting to grow impatient with his failures to quell the rapidly growing terrorist organization known as the Sons of Ares. Even worse, rumors of allies turning their cloaks in favor of his mortal enemy, Imperator Nero au Augustus, begin to circulate, while Tiberius' vast network of spies continuously uncover new schemes of the Lion’s, each one designed to undermine his rule and usurp his throne. Although Tiberius had never been a very paranoid man, the sensation of power slipping through his fingers, combined with testaments from rebels who claim a bloody coup will soon be underway, has forced him to recall his sworn lancers back to his palace in Agea for protection. Unbeknownst to him, a few have since given their fealty to Nero in exchange for power, wealth, and in the case of some, revenge...  Overview  Hic Sunt Leones is a standard mid-ranged elimination game with a combined day/night turn (one 46-hour cycle with a two hour gap for the GMs to work out the results and produce the write-up). In this game there are two factions: the Faithful and the Forsworn. The Faithful win when all of the Forsworn are dead, while the Forsworn win if they outnumber Tiberius (the GM) and his Faithful Lancers. Neither the Faithful or the Forsworn begin the game knowing who their allies are, although both factions begin the game knowing how many members of their House are in the game. In the case of the Forsworn, they also start the game knowing which Houses their fellow traitors belong to.  Duels  When a lancer accuses another of treason, they challenge that lancer’s honor and initiate a duel. Uninvolved lancers can then cheer for one of the available combatants. Multiple lancers can be accused in a single cycle, however, only the duel with the most cheers overall will occur. Between those two combatants, the lancer with the most cheers will be determined the victor. In the case of a tie, a coin will be flipped to determine the outcome. At any time, a lancer can retract their accusation, however this will not cancel the duel unless the accused lancer accepts the retraction. If this occurs then all relevant cheers will be automatically canceled as well. Bystanders can cease supporting a combatant in favor for another whenever they please. No lancer can accuse or cheer more than a single lancer at a time, although an accused lancer can cheer on another dual.  Kills and Comms  At the start of every cycle, the Forsworn who earned the most Merit that cycle will be smuggled a free ionBlade by their secret benefactor. If two Forsworn are tied in Merit gain than a coin will be flipped to determine who obtains it. Each cycle, each Forsworn is also provided a whisperGem, which allows them to draft a free anonymous message for their team to read at the start of the next cycle. All lancers are in possession of a dataPad that allows them to establish a permanent individual or group conversation at the cost of 1 Merit per recipient.  Houses  Before graduating the Institute as a Peerless Scarred, Tiberius’ lancers had been raised by a particular House, each with it’s own focus in the Society. As such, his lancers have a wide variety of skills, which they can use to their advantage once every cycle. Below is a list of Houses as well as their specific ability.  Thorne: You were raised among many cousins from a minor family and thus possess no unique, worthwhile talents. Fabii: You were raised by Mars’ most cunning politicos, allowing you to change who a single lancer cheers for every cycle. Rath: You were raised by the descendants of history’s most despicable traitors, teaching you the importance of maintaining a fluid allegiance. Once during the course of the game you can defect to the opposite team from which you started. Julii: You were raised by the wealthiest of the interstellar merchants, making you capable of convincing anyone to exchange a single Item with you once per cycle. Unless both Items are specified and accurate the whole trade will be randomized. Telemanus: You were raised with the sole purpose of protecting the heirs of House Bellona, instilling within you the discipline needed to defend another lancer from assassins in the night, killing them at the cost of your own life. Lune: You were raised within the Sovereign’s own household, providing you the resources to discover the family name of a single lancer each cycle. Arcos: You were raised by the former Rage Knight, Lorn au Arcos, himself, making you undefeatable in one one one combat. Due to your pride you are unable to initiate a duel; you can, however, cheer another one on. Bellona: You are an heir of the ArchGovernor himself. Among his lancers you are his most favored, allowing you to earn an additional 10 Merit per cycle. However, if you do not participate in a cycle you will lose 10 Merit instead of the usual 5.  Merit  At the start of the game each lancer begins with 0 Merit. Each cycle, Merit can be gained or lost depending on how much a lancer participates. 1 Merit is earned whenever a lancer makes a post that includes at least 100 words of RP or an on-topic contribution to the discussion (including, but not limited to, suggesting a plan, initiating a duel, cheering a combatant, or analyzing a lancer). Note that simply voting will not be enough; an explanation must be provided alongside it. It is up to Tiberius to deem if your contribution is worthy of Merit. If a lancer believes they deserve more Merit then they were given, they can plead their case via the GM PM. A total of 20 Merit can earned this way per cycle.  In the event that a lancer goes a full cycle without participating they will lose 5 Merit. However, if a lancer posts in blue text that they will be too busy to participate due to other commitments, they will not be penalized for the duration in which they specify.  Additional Merit can be earned with no cap in three different circumstances. X Merit will be given to the victor of a duel where X = half the opponents total Merit. The same rule applies if a Forsworn is killed by a Faithful with an ionBlade, although a Forsworn earns no merit for murdering a Faithful. If a Forsworn is killed in a duel, the second half of their Merit will be divided up among those who cheered for the victor.  Items  At the start of the game some lancers will begin with a randomized Item. Each cycle, a list of how many Items are in stock will be included, which can be purchased with Merit via their GM PM. All Items expire after a single use. When used, the Item will be restocked in the shop after an additional cycle has passed. In addition to the fixed base cost, lancers can allocate an optional amount of Merit as a bid, which will determine who receives the Item if multiple lancers attempt to purchase a single Item simultaneously. Lancers who lose this bid will be refunded the Item’s initial fee, but not their extra allocation. Unwanted Items can also be sold directly to the shop via the GM PM for half of the Item’s base cost.  Below is a list of each Item as it will appear in the write-ups, preceded in parenthesis by how many are currently in stock and followed by their base cost, as well as their subsequent ability.  (?) HoloCam(s) / HoloBox(es), 10 Merit: Via your GM PM you can gift your holoBox to another lancer. During the same cycle, any action that you take or that is taken against you is recorded by your holoCam and relayed to the holoBox. (?) JamField(s), 20 Merit: Any device that is used within close proximity of you and another lancer you target is disabled (not destroyed) this cycle. (?) StunFist(s), 30 Merit: Select another lancer to stun, preventing all actions they take from succeeding that cycle. If your target is protected by a pulseShield they will not be stunned, although their pulseShield will be destroyed. (?) FleshMask(s), 40 Merit: Disguise yourself as another lancer for the duration of this cycle. Any action that would target you fails, however, any action that targets the lancer you are impersonating may target you instead of them. Likewise, any action you take that is observed will be seen as being done by the lancer you are disguised as. (?) GhostCloak(s), 40 Merit: Stealth yourself, causing any action that targets you to fail. In addition, you are able to stalk another lancer to discover either their targets or the actions they take. (?) PulseShield(s), 50 Merit: Passively protects you from a single death (including duels). (?) IonBlade(s): 60 Merit: A concealed weapon that allows you to attack another lancer.  Flow  There is no limit to how many different Items a lancer can use at once; however, the same does not apply for multiples of the same Item. In the case of active actions, they always occur in the following order: Rath → Accusation → Fabii → Cheer → Duel → Julii → jamField → whisperGem → fleshMask / ghostCloak → stunFist → Telemanus → ionBlade → Lune → holoCam / holoBox Edited October 2, 2016 by Amanuensis 3
Aonar he/him Posted October 2, 2016 Posted October 2, 2016 A couple months ago, I got an idea for a game. I don't know if it'd even work, and I don't know if it'd be considered a really fast paced LG, or a particularly intense MR. Has anyone heard of a webcomic by the name of Gunnerkrigg Court? If you have, (or haven't and don't care about minor spoilers) spoilered below are the rules. So, before we get started, this game is going to be a little unusual. This is not a standard Elimination game. This is not a Faction game. This is not a free-for-all. It’s a bit of all three.  For this game, there will be two game threads, not one. One for the Court, and one for the Wood. Players can only communicate with or PM players in their respective threads, outside of special circumstances. Likewise, there are two factions, Gunnerkrigg and Gillitie. In the Court thread, Gunnerkrigg is Village, and Gillitie Eliminator, and vice versa in the Wood thread. When one game ends, both do.  Because of the nature of this game, and the source material, there are a few additional mechanics.  The Test. Each player can, once per game, choose to die. If they do, they will be resurrected into the other thread, given a random role and alignment.  Mediums, and Meetings. In addition to the lynch vote that each thread has, each thread also has a Medium vote, where a player can be given or stipped of the Medium role. Mediums may post/PM in both threads, and gain a neutral alignment. Additionally, they can appoint a Guardian from their original thread. This Guardian gains either the Dragonslayer, or Protector of the Forest role, depending on their thread, and gains the win-con of ensuring their Medium’s survival. If the Medium loses their role, so does their Guardian.  In addition to the powers the Medium had before, the appointed Medium gains the ability to call a Meeting. During a Meeting, there is only one thread, and all players can take actions on each other, or PM each other, and they have a group lynch.  Furthermore, all players have the option of taking the Explore action. You never know what you will find. It might be an item, it might be a new role, or it might even be your untimely death. Neither the Court nor the Wood are safe places for the unwary. (If you have read the comic, you will have a better idea of what sort of things may happen than others, but a general rule is; if you can think of it, it can probably happen.)  Roles are, again, a little different. A list will be given below of possible roles. Not all will be included if the game is ever run, and I might think up more. Most of the descriptions are vague and incomplete. You'll have a a rough idea of what sort of things are in the game, and what they'll be capable of, but exact details will have to be determined on the fly. And as forewarning, some of the roles are going to be weird.   Roles:  Forest: (All forest roles are inherent, and etheric, except where otherwise noted.)  Hollow Faerie: Hollow Faeries cannot undergo the Test. However, if they are killed, they are automatically resurrected in the other game, following standard rules.  Regional Faerie: You have a small power over the Ether. (Weak specialized role.)  Forest Creature/Supernatural Entity: You are X and can do Y. (Weak-strong specialized.) (Ex. Minotaur, Anwyn, Elemental, Shadow, etc.)  Ysengrin: An ancient wolf spirit, you have an enormously powerful etheric presence. (Kill/Protect)  Reynard: An ancient trickster-spirit, your etheric skills revolve around misdirection and illusion. (Redirect/Conceal)  Protector of the Forest: Gifted enormous power by Coyote to protect your Medium, the very trees have become an extension of your being. In Gillitie Wood, you are all but omnipotent, although you feel your physical body atrophying. Kill, Protect, Roleblock, Redirect, Extra Life. Can use up to two powers simultaneously, however, additional uses count towards atrophy. If powers used three cycles in a row, dies. Powers weakened during Meetings.  Quicksilver: For reasons that are his own, Coyote has deemed fit to mark you with Mercury’s sigil, allowing you to possess others at will. However, the possession is imperfect; it kills your host whenever you leave their body.  Court:  Etheric: (Can be started with, or gained by Testing.)  Mage: You have a small talent with the Ether. Weak specialized/general. (Barrier Mage, Witch, Telepath, etc.)  Demi-Elemental: Strong specialized. (Fire; kill, Earth; roleblock, Water. Heal, Air, redirect.)  Dragonslayer: Trained and warded to enhance your physical abilities to a superhuman degree, you are the greatest warrior of the Court. Two extra lives, kill/protect.  Talented: You have a significant ability to affect the Ether in specific ways. Mid-specialized. (Teleport, Spontaneous Order, Zeta, etc.)  Technical: (Can be started with, or found by exploring.)  Roboticist: You can create or enhance robots. Mid-weak general.  Robot: One of the Court’s many robots, you are fast and hard to kill, if a little lacking in the subtly department. (Extra Life.) Can be enhanced by roboticist. (One robot, if there are sufficient players, will be the Prophet.)  Engineer: You’ve always had a knack for mechanical things, and have built yourself several gadgets to help in your day to day life. Mid-weak specific.  Angel: For some reason, you’ve gathered quite a following of robots. You find it a little strange, but they can be useful. Sometimes, however, very strange things seem to happen around you… Mid-general, strong specific. (Very situational, generally dealing with tech. Immune to most Etheric powers.)  Etheric Scientist: While you have no talent with the Ether yourself, you’ve devoted all your time to studying it. Largely powerless on your own, although you can disrupt or enhance Etheric abilities.   Mostly I'm just wondering if people think that a game in this style could even work. 1
Metacognition he/him Posted October 2, 2016 Author Posted October 2, 2016 Never heard of that one before, but after reading the first few pages, I think I'll start! In that idea though, I'll wait to read your game until I've gotten a decent way in.Â
Elenion he/him Posted October 2, 2016 Posted October 2, 2016 17 hours ago, Aonar Faileas said: A couple months ago, I got an idea for a game. I don't know if it'd even work, and I don't know if it'd be considered a really fast paced LG, or a particularly intense MR. Has anyone heard of a webcomic by the name of Gunnerkrigg Court? If you have, (or haven't and don't care about minor spoilers) spoilered below are the rules.   Reveal hidden contents  So, before we get started, this game is going to be a little unusual. This is not a standard Elimination game. This is not a Faction game. This is not a free-for-all. It’s a bit of all three.  For this game, there will be two game threads, not one. One for the Court, and one for the Wood. Players can only communicate with or PM players in their respective threads, outside of special circumstances. Likewise, there are two factions, Gunnerkrigg and Gillitie. In the Court thread, Gunnerkrigg is Village, and Gillitie Eliminator, and vice versa in the Wood thread. When one game ends, both do.  Because of the nature of this game, and the source material, there are a few additional mechanics.  The Test. Each player can, once per game, choose to die. If they do, they will be resurrected into the other thread, given a random role and alignment.  Mediums, and Meetings. In addition to the lynch vote that each thread has, each thread also has a Medium vote, where a player can be given or stipped of the Medium role. Mediums may post/PM in both threads, and gain a neutral alignment. Additionally, they can appoint a Guardian from their original thread. This Guardian gains either the Dragonslayer, or Protector of the Forest role, depending on their thread, and gains the win-con of ensuring their Medium’s survival. If the Medium loses their role, so does their Guardian.  In addition to the powers the Medium had before, the appointed Medium gains the ability to call a Meeting. During a Meeting, there is only one thread, and all players can take actions on each other, or PM each other, and they have a group lynch.  Furthermore, all players have the option of taking the Explore action. You never know what you will find. It might be an item, it might be a new role, or it might even be your untimely death. Neither the Court nor the Wood are safe places for the unwary. (If you have read the comic, you will have a better idea of what sort of things may happen than others, but a general rule is; if you can think of it, it can probably happen.)  Roles are, again, a little different. A list will be given below of possible roles. Not all will be included if the game is ever run, and I might think up more. Most of the descriptions are vague and incomplete. You'll have a a rough idea of what sort of things are in the game, and what they'll be capable of, but exact details will have to be determined on the fly. And as forewarning, some of the roles are going to be weird.    Roles:  Forest: (All forest roles are inherent, and etheric, except where otherwise noted.)  Hollow Faerie: Hollow Faeries cannot undergo the Test. However, if they are killed, they are automatically resurrected in the other game, following standard rules.  Regional Faerie: You have a small power over the Ether. (Weak specialized role.)  Forest Creature/Supernatural Entity: You are X and can do Y. (Weak-strong specialized.) (Ex. Minotaur, Anwyn, Elemental, Shadow, etc.)  Ysengrin: An ancient wolf spirit, you have an enormously powerful etheric presence. (Kill/Protect)  Reynard: An ancient trickster-spirit, your etheric skills revolve around misdirection and illusion. (Redirect/Conceal)  Protector of the Forest: Gifted enormous power by Coyote to protect your Medium, the very trees have become an extension of your being. In Gillitie Wood, you are all but omnipotent, although you feel your physical body atrophying. Kill, Protect, Roleblock, Redirect, Extra Life. Can use up to two powers simultaneously, however, additional uses count towards atrophy. If powers used three cycles in a row, dies. Powers weakened during Meetings.  Quicksilver: For reasons that are his own, Coyote has deemed fit to mark you with Mercury’s sigil, allowing you to possess others at will. However, the possession is imperfect; it kills your host whenever you leave their body.  Court:  Etheric: (Can be started with, or gained by Testing.)  Mage: You have a small talent with the Ether. Weak specialized/general. (Barrier Mage, Witch, Telepath, etc.)  Demi-Elemental: Strong specialized. (Fire; kill, Earth; roleblock, Water. Heal, Air, redirect.)  Dragonslayer: Trained and warded to enhance your physical abilities to a superhuman degree, you are the greatest warrior of the Court. Two extra lives, kill/protect.  Talented: You have a significant ability to affect the Ether in specific ways. Mid-specialized. (Teleport, Spontaneous Order, Zeta, etc.)  Technical: (Can be started with, or found by exploring.)  Roboticist: You can create or enhance robots. Mid-weak general.  Robot: One of the Court’s many robots, you are fast and hard to kill, if a little lacking in the subtly department. (Extra Life.) Can be enhanced by roboticist. (One robot, if there are sufficient players, will be the Prophet.)  Engineer: You’ve always had a knack for mechanical things, and have built yourself several gadgets to help in your day to day life. Mid-weak specific.  Angel: For some reason, you’ve gathered quite a following of robots. You find it a little strange, but they can be useful. Sometimes, however, very strange things seem to happen around you… Mid-general, strong specific. (Very situational, generally dealing with tech. Immune to most Etheric powers.)  Etheric Scientist: While you have no talent with the Ether yourself, you’ve devoted all your time to studying it. Largely powerless on your own, although you can disrupt or enhance Etheric abilities.    Mostly I'm just wondering if people think that a game in this style could even work.  What prevents faction members from purposefully using the Test to defect to the other side?
Aonar he/him Posted October 3, 2016 Posted October 3, 2016 @ElenionThe fact that it's a random chance, and you have no way of proving your new alignment, if you got one. The Test is very much a double edged sword; whatever your reasons are for taking it, it has a good chance to backfire on you. Taking defection as an example, there's a 50% chance it just straight up fails, and even if it doesn't, no one is going to trust you anyways.
Jondesu he/him Posted October 12, 2016 Posted October 12, 2016 So this is a huge thread, and thus I apologize if this has been suggested before, but I had an idea I'd love to see tested. I saw there was a mention of a prisoner/jailer role mechanic, but it seemed to be merely an extra role in addition to the usual cycle of a mafia kill and a lunching each cycle. What if instead the lynching was completely replaced by a jailing or a similar RP mechanic? Townspeople placed in jail wouldn't be silenced, but they wouldn't cast votes. They could also be broken out of jail or set free by the lawmen, probably only once per game for each side. No one would be permanently eliminated by the town that way, just neutralized with a small chance of returning. You could even allow the town to choose to free a prisoner rather than jailing someone during each day cycle. jW 1
Elenion he/him Posted October 12, 2016 Posted October 12, 2016 9 hours ago, Jondesu said: I saw there was a mention of a prisoner/jailer role mechanic, but it seemed to be merely an extra role That was for my QF30, and you are right about that one. 9 hours ago, Jondesu said: What if instead the lynching was completely replaced by a jailing or a similar RP mechanic? Townspeople placed in jail wouldn't be silenced, but they wouldn't cast votes. They could also be broken out of jail or set free by the lawmen, probably only once per game for each side. No one would be permanently eliminated by the town that way, just neutralized with a small chance of returning. You could even allow the town to choose to free a prisoner rather than jailing someone during each day cycle. The problem with allowing the dead players to talk to living ones is that then they can't collaborate with other dead players in a Dead Doc, as is usual with SE. Other than that it wouldn't be too different from a reviver mechanic.
Jondesu he/him Posted October 12, 2016 Posted October 12, 2016 2 hours ago, Elenion said: That was for my QF30, and you are right about that one. The problem with allowing the dead players to talk to living ones is that then they can't collaborate with other dead players in a Dead Doc, as is usual with SE. Other than that it wouldn't be too different from a reviver mechanic. True, but the one interesting difference would be that only those who the town jailed could be brought back. Others would be dead for good. jW
Elbereth she/her Posted October 12, 2016 Posted October 12, 2016 Ooh. I do quite like that idea, Jondesu. Similar things have been suggested before (I'm pretty sure I brought up a variation on that in the QF14 jail doc), but not for quite a while at least. It would definitely be different than a normal game in some ways, but it would be very cool. The issues you'd have to deal with - one, the eliminators can't silence people who are getting too close/being too smart/whatever. So they're at something of a disadvantage there. (Now, it does help the eliminators in that they can still all plot together ala LG14. Not as much of an advantage, though.) I'd also recommend that jailed players cannot take actions either, just to inconvenience them a bit more (and obviously they would no longer be included in the count of people who the eliminators have to outnumber). One question I would have is whether you're saying this should only apply to the lynch, or also to vigilante/eliminator kills? Either works, but they do have somewhat different effects. I think you're saying that it's only lynching, yes? Not including town vigilante kills? Oh, and then the other thing is alignment. You would have to not reveal alignment of anyone in that game, otherwise if someone were lynched they would be completely cleared (or not, if they're evil) and still able to talk with everyone able to completely trust them. That's a recipe for a broken game. But take out alignment, and you'd be fine. 1
Jondesu he/him Posted October 12, 2016 Posted October 12, 2016 (edited) 1 hour ago, Elbereth said: Ooh. I do quite like that idea, Jondesu. Similar things have been suggested before (I'm pretty sure I brought up a variation on that in the QF14 jail doc), but not for quite a while at least. It would definitely be different than a normal game in some ways, but it would be very cool. The issues you'd have to deal with - one, the eliminators can't silence people who are getting too close/being too smart/whatever. So they're at something of a disadvantage there. (Now, it does help the eliminators in that they can still all plot together ala LG14. Not as much of an advantage, though.) I'd also recommend that jailed players cannot take actions either, just to inconvenience them a bit more (and obviously they would no longer be included in the count of people who the eliminators have to outnumber). One question I would have is whether you're saying this should only apply to the lynch, or also to vigilante/eliminator kills? Either works, but they do have somewhat different effects. I think you're saying that it's only lynching, yes? Not including town vigilante kills? Oh, and then the other thing is alignment. You would have to not reveal alignment of anyone in that game, otherwise if someone were lynched they would be completely cleared (or not, if they're evil) and still able to talk with everyone able to completely trust them. That's a recipe for a broken game. But take out alignment, and you'd be fine. I meant to specify that jailed players wouldn't have actions either, yeah (though perhaps a specific role could still carry out an action, like a mafia godfather type).  I would only apply it to the lynch, though, meaning the eliminators would have a chance to silence those they're worried about, but the town would still get to talk with those they jail.  The mod definitely wouldn't want to reveal the alignment when people are jailed, but I don't expect it would really affect whether people who are lynched/jailed could be trusted or cleared, so I suspect that wouldn't alter too much.  I don't like revealing roles when someone's lynched anyways, though I get that it can be helpful. EDIT: I'm already in a very different style game anyways, in MR17, so that's part of what prompted me to start think of other ways the game could work and still be fun. jW Edited October 12, 2016 by Jondesu
Elbereth she/her Posted October 12, 2016 Posted October 12, 2016 Yeah. This is actually a lot like QF14, then - players still existed in jail after they were lynched. Difference is that their alignment was revealed (the alignment of those killed by other means was not), and they couldn't talk in thread either nor initiate PMs, only respond. That said, they did also have a doc in which to talk together and pool information, which was minorly useful. And so you know, alignment and role reveal upon death is fairly common in SE. Not every game, but most. The only ones without that come to mind at moment are MR10 and LG26, actually. Perhaps one or two more. Glad to see you thinking about game creation already! It's a great idea, and hopefully someone (maybe you, even?) will run it someday. Â
Assassin in Burgundy he/him Posted October 13, 2016 Posted October 13, 2016 (edited) This is pretty out there, but has anyone heard of the game The Resistance? There's also another version called Avalon if you've heard of that. It would probably be possible to convert it into a very very modified round of SE. As in taking the existing rules and transmuting them into a forum game. Really random thought. Just wondering what people's feedback is on this. Edited October 13, 2016 by Assassin in Burgundy 1
Elbereth she/her Posted October 14, 2016 Posted October 14, 2016 That's been done once, actually! Â Look at LG17 for specifics. It could definitely be done again, though. I know that a few other SE players (Hael and Burnt, most definitely, and a few others that I can't call to mind at moment) have played it as well.Â
Seonid he/him Posted October 14, 2016 Posted October 14, 2016 (edited) I'm going to be running LG29, a rerun/sequel to LG21: To Reforge a God. The rules have been significantly revised, and I hope that the game is much better balanced at present. I'd like some feedback on the updated rules, if anyone has any thoughts on it.  Factions: Shardic Coalition: Win Condition: Eliminate the 17th Shard  17th Shard: Win Condition: Acquire all 10 Shards. If not possible, outnumber all other factions combined. The 17th Shard has a Faction Conversion ability. It may convert any player except Odium, Autonomy, or Survival. This Conversion may only be used a limited amount of times - the exact number will be determined by the number of players in the game. If the 17th Shard converts Odium’s Champion or a convert of Autonomy (including an Agent), the player gains access to the doc and win condition, but does not lose their previous win condition.  Autonomy: Win Con: Have all living players converted. Autonomy’s conversion ability is a Shardic ability, not a faction ability, but may be used any number of times. It may not convert other Shards or Hoid. If Autonomy converts Odium’s Champion or a member of the 17th Shard, the player gains access to the doc and win condition, but does not lose their previous win condition.  Odium: Win Con: Shatter all other Shards. Odium may hold other Shards, but may not use their abilities.  Survival: Win Con: Be alive at the end of the game.  The game lasts until either the village or the 17th Shard meets their win condition. Any factions who also meet their win condition at this time also win.  Death and Returning: After dying - whether to an attack or the lynch, players go to an intermediary doc - the Cognitive Realm - for one cycle. At the end of every Turn, the Cognitive Realm doc is closed, and all players have been there for a full cycle are sent to the final dead/spectator doc - the Spiritual Realm - unless one of them is Returned by Endowment. A new Cognitive Realm doc is opened at the start of each Turn. Roles and alignments are not revealed until players have passed on to the Spiritual Realm.  Actions and Turns: Each Cycle consists of a Day Turn and a Night Turn. Day Turns will last approximately 48 hours, and Night Turns will last approximately 24. The GM rserves the right to extend Cycles when necessary. During the Day, the following actions may be performed: voting in the thread, worldhopping, investing another player with Shardic power, and passing a Shard, and using minor role or investment abilities that affect the lynch. During the Night, the following actions may be performed: using minor role abilities, using Shardic abilities, using investment abilities, and using the 17th Shard faction conversion. Each player may take up to three (3) actions over the course of one Cycle (Day + Night). If a player votes in the thread, but later retracts all of their votes before the rollover of the Day Turn, they are not counted as using an action.  Action Order The following will be the order of actions during the Day Turn: destroying a planet/freeze round* investment passing a Shard, passing stolen investiture, burning stolen investiture vote manipulation actions (Elantrian, Cultivation's investment ability) Forging lynch worldhopping all investment effects from the previous Cycle end The following will be the order of actions during the Night Turn: destroying a planet/freeze round* Other roleblock actions (Ruin's investee, Investigator, Returned roleblock); Dominion's redirect; Autonomy's Agent ability (remove investiture); Preservation's Shardic ability** Survival's Shardic ability, Mastrell's screen ability, Cultivation's Shardic ability, Returned replenish items ability, Autonomy's conversion, 17th Shard Conversion, passing stolen investiture, burning stolen investiture Awakener scan Protection actions (Honor's Shardic ability, Champion of Honor, Knight Radiant, Returned protection ability, Lifeless Commander***) Poison action Returned remove poison ability Kill actions (Ruin's Shardic ability, Mistborn roleblock/kill, Odium's Shardic ability, Odium's Champion, Voidbringer) Trapper's scan Returned loses a life if they used an action The following abilities are passive, and do not require an action to activate: The Feruchemist's role ability**** The investment abilities of Preservation, Survival, Devotion, Endowment, and Dominion*****  * If Preservation freezes the round, all orders placed in after the round is frozen are ignored. Any orders places before the freeze are resolved according to the normal action order. If Ruin destroys the planet that preservation begins on before Preservation freezes the round, Preservation's freeze is blocked and does not happen. Preservation still expends a use of his power, even if he is roleblocked by the planet's destruction. Any other roleblock action does not block Preservation from freezing the round. ** If Dominion's redirect is roleblocked, the redirect fails unless Dominion's redirect target's the roleblock that targeted him. If Dominion is roleblocked by multiple players, the redirect fails even if it was directed at one of the players who roleblocked him. If Dominion redirects a roleblock action or the Agent's ability, it is redirected. If Autonomy's Agent is roleblocked, their action fails unless the Agent removes the investiture of the player targeting them and removing that investiture would stop the roleblock action. If Preservation is redirected or roleblocked, Preservation's action is moved or blocked unless Preservation targeted the player that roleblocked or redirected them. If Preservation is roleblocked by multiple players, his action fails even if it was directed at one of the players who roleblocked him. If Preservation is redirected and roleblocked, his action fails. *** All attacks are blocked by protection actions first, and then remove extra lives. **** If the Feruchemist is roleblocked, his passive ability is blocked as well. ***** The players invested by these Shards cannot have their passive abilities roleblocked. To block these abilities, the investment action of the Shard must have been blocked during the Day Turn. If one of the listed Shards uses their investment ability instead of a Shardic ability, it requires an action, just as if they had invested in another player.  Planet PMs and Worldhopping: There will be 7 worlds available: Scadrial, Roshar, Nalthis, Sel, Taldain, Yolen, and First of the Sun. Each of these worlds will have a PM associated with it. Anyone on that world may use the PM freely. Other than these planet PMs and PMs that may be created by Devotion, no PMs between players are allowed. Players will be evenly but randomly distributed across the 7 worlds. If you have a particular preference for a starting world, let the GM know, along with your second choice of worlds. Not all requests may be honored - the distribution will be as close to even as possible, but if it is possible to honor the requests while leaving the distribution even, it will be done. A player that wishes to worldhop may use an action to do so during the Day Turn. At the start of each Night Turn, new world PMs will be created and all of the old ones will be closed. If no player worldhops to or from a world, the PM will not be closed.  Shards:    The Shards of Adonalsium are roles of immense power, held by the Vessel roles. Each may survive two kills from any source (except Odium or Ruin’s Shardic abilities), and each has a powerful Shardic action that may be used during the Night Turn. In addition, during the Day Turn, each Shard may invest in another player. That player gains the investment ability of the Shard. The effects of investment do not begin until the beginning of the Night Turn, and last until the end of the following Day. If a Shard attempts to invest in another Shard, the investment will fail, and the other Shard will not gain any abilities. They will be notified that a Shard attempted to invest in them, but the Shard that attempted the investment will not be notified of the failure.  Odium, Autonomy and Honor have special investment roles. Their investment creates a Champion or Agent, and each Shard has a doc to which their Champion or Agent is added. Odium and Autonomy's Champions/Agents are converted to the win condition of the Shard for the duration of the investment. At the end of the Day cycle, the investment ends like normal, the Champion/Agent is removed from the doc, and any changes to win conditions due to the investment are reverted. If the Shard chooses to renew the investment, the Champion is not removed from the doc. Champions and Agents will not be told (by the GM, at least) the identity of the Shard who invested them.  If a Shard is killed, the Shard is given to the last player they invested in, or to a random player (chosen from among the players who are not currently Vessels) if no living player has been invested by that Shard. In addition, a Vessel may choose to pass their Shard to another player, including another Vessel.  Holding Multiple Shards - A player may hold more than one Shard at a time. However, a player that holds multiple Shards may only use one Shardic action per turn, regardless of the number of Shards they hold. If they use a Shardic action, they may only invest using the same Shard. If a player holding multiple Shards does not use a Shardic action, they may invest using as many Shards as their action limit allows.  Shattered Shards - A Shard that has been killed by Odium’s Shardic ability becomes Shattered. The Shard is passed to the last player to be invested by it as normal (or remains with the player, if the Vessel survives the attack). A player holding a Shattered Shard may not use its Shardic ability or invest in another player with it. The holder of a Shattered Shard counts as having been invested by that Shard, and may use the ability granted that Shard’s investee. A Shattered Shard may be passed to another player.  Win Conditions - Three Shards have separate win conditions from the other factions - Odium, Autonomy, and Survival. These win conditions apply only to the original holder of the Shard. If these Shards are passed to another player, they do not affect that player’s win condition.  Preservation: Shardic Ability: Preservation may target one player (alive or dead) during the Night Turn. During that Night and until the end of the following Day Turn, that player remains in the same state they were when they were targeted. If they were alive, they do not die. If they were dead, they may not Return. All actions targeting them fail, and all actions they take fail. Preservation may not use this ability on himself.  Twice per game, instead of using this ability, Preservation may instead freeze the round. From the moment the ability is activated, no actions, investments, or votes will be counted until the end of the current Turn. Preservation may set a time for this ability to activate if they won't be online when they want it to start. After it has been activated, Preservation may not cancel the order. Unlike the Shardic ability, this limited use ability may be done in either Day or Night Turn. After using this ability for the second time, Preservation may no longer use his Shardic ability. Investment Ability: Preservation’s investee gains an extra life until the end of the investment. If Preservation does not invest, he may use this ability instead of his Shardic ability.  Ruin: Shardic Ability: Ruin may attack one player during the Night Turn. This kill ability bypasses a Shard’s inherent protection, though it may be blocked by protection roles. Twice per game, instead of using this ability, Ruin may destroy a planet. The PM for that world is permanently closed, and all players on that planet have all of their actions roleblocked. Players on a destroyed planet are evenly and randomly distributed throughout the remaining PMs. Unlike the Shardic ability, this limited use ability may be done in either Day or Night Turn. After using this ability for the second time, Ruin may no longer use his Shardic ability. Investment Ability: Ruin’s investee may roleblock one player during the night turn. If Ruin does not invest, he may use this ability instead of his Shardic ability  Devotion: Shardic Ability: During the Night Turn, Devotion may create up to 3 PMs as a single action. These last until Devotion chooses to end them or the Shard is passed. Each PM may have up to 1/3 of the players still alive at the time it is opened. The PMs open at the start of the next Day. Devotion may have any number of PMs open at a given time, but may not open more than 3 in a cycle. Investment Ability: Devotion's investee is protected from the lynch. If Devotion does not invest, she may use this ability instead of her Shardic ability.  Dominion: Shardic Ability: During the Night Turn, Dominion may redirect all actions made by his target to another player. Alternatively, Dominion may choose a single action that the target can perform to redirect. If he does so, this action occurs even if the player who is targeted did not use it. This cannot be used to force a player to use an action that they could not normally use at night, and may not be used to force Preservation to freeze the turn or Ruin to destroy a planet. Investment Ability: Any actions (including votes) taken by Dominion's investee cannot be blocked or redirected except by a Shardic Action. If Dominion does not invest, he may use this ability instead of his Shardic ability.  Endowment: Shardic Ability: During the Night Turn, Endowment may target any player in the Cognitive Realm doc. This player becomes a Returned at the beginning of the next Day. Investment Ability: Endowment’s investee gains one of the following minor roles based on the Shardworld they are on, as follows: Mistborn (Scadrial), Knight Radiant (Roshar), Trapper (First of the Sun), Awakener (Nalthis), Elantrian (Sel), Mastrell (Taldain). They do not gain any items - the role is fueled completely by Endowment's power. This is in addition to any other roles the player may have. If Endowment does not invest, she may use this ability instead of her Shardic ability.  Cultivation: Shardic Ability: During the Night Turn, Cultivation may target a player. If this player has a minor role, they gain new items equal to the amount they started the game with. If this player holds a Shattered Shard, the Shard is unshattered. If the player possesses both a Shattered Shard and a minor role, the Shard will be unshattered, and the player will not gain a new set of items. If the player holds an unshattered Shard, or does not have a minor role, this ability does nothing. Investment Ability: Cultivation’s investee may change one vote to another target. This may be used to move a vote to a no-vote or a no-vote to a vote. If Cultivation does not invest, she may use this ability instead of her Shardic ability.  Honor: Shardic Ability: During the Night Turn, Honor may target a single player. They are protected from one attack. This protection will prevent Odium from Shattering a Shard. If Honor protects himself, and is attacked by a Shardic ability, the attack is still effective. Investment Ability: Honor’s investee becomes a Champion of Honor until the end of the following Day Turn. If Honor attempts to invest in another Shard, he is told that his investment failed.  Odium: Shardic Ability: During the Night Turn, Odium may attack one player. If the player Odium attacked was a Shardholder, the attack bypasses a Shard’s inherent protection, killing the Vessel and Shattering their Shard. A Shard that is protected by a protection ability survives the attack, but the Shard is still Shattered (unless protected by Honor’s Shardic ability). A player with extra lives must have all of them taken away before their Shard is Shattered. If Odium attacks a Shard that is also a Feruchemist, the Shard will be Shattered, but the Vessel will survive holding the Shattered Shard until their charges run out. Investment Ability: Odium’s investee becomes a Champion of Odium until the end of the following Day Turn. If Odium attempts to invest in another Shard, he is told that his investment failed.  Autonomy: Shardic Ability: During the Night Turn, Autonomy may convert another player. The player is given a link to Autonomy’s faction doc, and their win condition changes to match Autonomy’s. Autonomy may not convert another Shard or Hoid. Investment Ability: Autonomy’s investee becomes an Agent of Autonomy until the end of the following Day Turn. If Autonomy attempts to invest in another Shard, he is told that his investment failed.  Survival: Shardic Ability: During the Night Turn, Survival may target a player (including herself). That player shows up on any Awakener scans that Night as a single minor role from a planet of Survival’s choosing. Passive Ability: Survival has an extra life. Investment Ability: Survival’s investee gains an extra life. If Survival does not invest, she may use this ability instead of her Shardic ability.  Roles:    Vessel (various Shardworlds): You hold one of the Shards of Adonalsium. A player who is given a Shard gains the role of Vessel, and a player with this role retains it even if the Shard is passed to another player.  Hoid: The current leader of the 17th Shard, Hoid has collected a wide array of investiture and knowledge over the years. Hoid begins play with a list of all players who hold Shards, but not which Shards they hold. Hoid may hold Shards, but may not use Shardic Actions or invest using Shards. If Hoid holds a Shard or is invested in by a Shard, he steals a charge of investiture from it for later use in addition to having the normal invested ability. Hoid may use an action to pass a charge of stolen investiture to another player. Stolen investiture may be used in one of two ways. It may be burned to give the player the investment ability of the Shard it was stolen from for the duration of the Turn (although players who use stolen investiture to gain the investment abilities of Honor, Odium, or Autonomy do not gain a PM with that Shard and do not have their win condition changed), or it may be used instead of an item to power the ability of a minor role. Burning a charge of stolen investiture does not cost an action, but using any abilities gained due to it does. A player who receives a charge of stolen investiture from Hoid may use an action to pass it to another player. Passing stolen investiture may be done during either Turn.  Stolen investiture does not show up to Awakener scans until it is burned, at which point the player scans as invested by the appropriate Shard.  Hoid may not make any kill actions, including the Mistborn kill, Poison actions, or using the kill gained from burning investiture stolen from Odium. Hoid begins the game with one charge of investiture from each of the Shards.  Minor Roles:    Mistborn (Scadrial): You may target a player during the Night Turn. If they make a kill action, you burn a vial of metals to block the kill, and attack the player taking the action. You begin the game with 2 vials of metals.  Feruchemist (Scadrial): With your goldminds, you are used to being protected from danger. However, against the power of Shards and their Invested agents, the most you can do is survive a little longer. After being successfully attacked, you begin to consume investiture at a rate of one charge per Turn for each time you have been successfully attacked over the course of the game. You die on the Turn when you reach zero. Your goldminds start with 1 charge.  Elantrian (Sel): You may draw an Aon in order to pick one player and have a vote on them redirected to a player of their choosing. You may not choose which vote on that player is redirected - it will be chosen at random. This ability may be used to move a vote to a no-vote or a no-vote to a vote. You begin with 3 Aons.  Forger (Sel): During the Day Turn, you may use a stamp to target two players (including yourself) and switch any minor roles they have (and any items associated with them) with each other. At the end of the following Day Turn, the switch expires, and the players have their original roles returned. This does not affect Hoid, investment abilities, or Shards. You begin the game with 2 stamps.  Awakener (Nalthis): You may drain color from a scarf to scan another player’s investiture level. If they have no role, or are a Vessel that does not currently hold a Shard, you will be told that they have Normal Investiture. If they have a minor role, or have been invested by a Shard (including holding a Shattered Shard), you will be told that they have High Investiture. If they are a Vessel that currently holds a Shard, you will be told that they have Shardic Investiture. You will also be told the world that the investiture originates from. If you scan a player with multiple levels of investiture, you will only be told the highest level. If you scan a player with multiple sources of investiture of the same level, you will be told all of the worlds that the investiture of that level originate from. You begin the game with 3 scarves.  Lifeless Commander (Nalthis): During the Night Turn, you may send a squad of Lifeless out to protect a player (including yourself). A player protected by a squad of Lifeless has an extra life. If they are successfully attacked, the Lifeless are removed along with the extra life. If a player is protected by two squads of Lifeless, they receive one extra life for each successful attack they are targeted by during the Night. If they are targeted by more than one attack, then both squads of Lifeless are removed. Squads of lifeless remain protecting the player you assigned them to until you move them or they are removed by an attack. You begin the game with 2 squads of Lifeless.  Knight Radiant (Roshar): During the Night Turn, you may protect another player. If they are attacked, you may spend a charge of Stormlight in order to block the attack. You begin the game with 1 charge of Stormlight.  Voidbringer (Roshar): During the Night Turn, you may spend a charge of Stormlight to make an attack against another player. You begin the game with 2 charges of Stormlight.  Mastrell (Taldain): During the Night Turn, you may target another player. If you or they are scanned by an Awakener or a Trapper, you may use a bag of sand to screen yourself from the scan. They are told that you have normal investiture or that you performed no actions. The scanner’s item is still consumed. You begin the game with 3 bags of sand.  Investigator (Taldain): During the Night Turn, you may spend a charge of investiture to roleblock all of the actions taken by another player during the Night. Alternatively, you may choose to block one specific action. If they do attempt to perform that action, you are told who the target would have been in addition to roleblocking it. You begin the game with 2 charges of Investiture.  Trapper (First of the Sun): During the Night Turn, you may use an Aviar to target another player. You are told all actions they took during that Turn, but not who the targets were. You begin the game with 3 Aviar.  Poisoner (First of the Sun): During the night Turn, you may use a vial of poison to poison another player. If the player you target is protected on the turn you target them, or if you are roleblocked, your action is blocked, but you retain the poison vial. If you are killed, any players you have poisoned take an attack. This attack bypasses the protection abilities of Honor, his Champion, and Lifeless Commanders, and cannot be roleblocked. If it targets a Shard, it counts as one attack towards the number they can survive. If it targets a player with more than one life, it consumes one of the lives. If the player you target is killed before you die, you are given a vial of poison back. You begin the game with 1 vial of poison.  Investment Roles:    Returned (Nalthis): After being Returned by Endowment, you return to life in the thread. You no longer have your old role, but you may at any point choose to do one of the following - Roleblock another player’s action, protect another player from all attacks in a cycle (including from the lynch or a poison attack), give a minor role a number of items equal to the amount they started the game with, or remove poison from a player. Using one of these action costs you a life. Protection roles cannot protect against this, but extra lives such as those gained by Survival’s investee can. If you die again after being Returned, you do not go to the Cognitive Realm doc, but go immediately to the Spiritual Realm.  Champion of Honor (Roshar): Upon becoming a Champion, you have a PM opened up with Honor. Each night cycle, you may protect a player from a single attack. If you are killed by the Champion of Odium, Honor may no longer Invest in another player. You retain your role and PM until Honor withdraws his investment or is killed. If Honor is Shattered, you receive his Shard and remain a Champion.  Champion of Odium (Roshar): Upon becoming a Champion, you have a PM opened up with Odium. In addition, your win condition is changed to match Odium’s. Each Night Turn, you may make a single kill that is effective against any non-Shard player, or against players who hold shattered Shards. If your kill is protected against by the Champion of Honor, you die and Odium is unable to invest in a new Champion.  If Odium voluntarily withdraws the investment, you cease to be a Champion, and your win condition reverts to your original one. If you are targeted by an Agent of Autonomy, you lose the investment as normal and may not use your kill, but the PM is not closed and your win condition does not change unless Odium chooses to invest in another player. If Odium is killed but not Shattered, you receive his Shard, and maintain your win condition, but are no longer considered to be invested by Odium and may invest in another player as you wish. If Odium is Shattered, you receive his Shard, but remain a Champion.  Agent of Autonomy (Taldain): Upon becoming an Agent, you have a PM opened up with Autonomy. In addition, your win condition is changed to match Autonomy’s. Any investment actions targeting you fail as if you were a Shard, and the investment abilities of players Invested by another Shard fail if they target you (Shardic abilities and minor roles function as normal). During the Night Turn, you may target a player. If they have been invested by another Shard, the investment is removed, and any actions using the investment ability are cancelled.  When Autonomy’s investment ends, you cease to be an Agent, and your win condition reverts to your previous one unless you have been converted by Autonomy or the 17th Shard in the meantime. If Autonomy is killed but not Shattered, you receive his Shard, and maintain your win condition, but are no longer considered to be invested by Autonomy. If Autonomy is Shattered, you receive his Shard, but remain an Agent.   Edited October 14, 2016 by Seonid
averyp1017 she/her Posted October 14, 2016 Posted October 14, 2016 On 1/26/2014 at 7:51 AM, Swimmingly said: Well, you could have three factions: honorspren, cryptics, and corrupted(who can be either cryptic or honorspren as well). Only the corrupted know what they are. Any spren can examine any other once per night to find out whether that spren is good or bad, and the corrupted can kill one spren collectively by voting in a separate doc or electing a leader or something. The thing is, investigating a cryptic always gives you a false result, and investigating an honorspren always gives you a true result. Each day, there is a vote on who is banished to the Physical realm. The game ends when every corruptionspren is dead. Other Roles could be rotspren(choose a target one night, dies the next), deathspren(kill one every night), lifespren (protect), fearspren(take away another spren's night action), Axies(who investigates for cryptic, honorspren, or other rather than for good or evil), windspren(who can switch one pair of spren for a night action) Would it play like the game 'Mafia'?
AliasSheep Posted October 14, 2016 Posted October 14, 2016 (edited) 15 hours ago, Seonid said: I'm going to be running LG29, a rerun/sequel to LG21: To Reforge a God. The rules have been significantly revised, and I hope that the game is much better balanced at present. I'd like some feedback on the updated rules, if anyone has any thoughts on it.  Hide contents Factions: Shardic Coalition: Win Condition: Eliminate the 17th Shard  17th Shard: Win Condition: Acquire all 10 Shards. If not possible, outnumber all other factions combined. The 17th Shard has a Faction Conversion ability. It may convert any player except Odium, Autonomy, or Survival. This Conversion may only be used a limited amount of times - the exact number will be determined by the number of players in the game. If the 17th Shard converts Odium’s Champion or a convert of Autonomy (including an Agent), the player gains access to the doc and win condition, but does not lose their previous win condition.  Autonomy: Win Con: Have all living players converted. Autonomy’s conversion ability is a Shardic ability, not a faction ability, but may be used any number of times. It may not convert other Shards or Hoid. If Autonomy converts Odium’s Champion or a member of the 17th Shard, the player gains access to the doc and win condition, but does not lose their previous win condition.  Odium: Win Con: Shatter all other Shards. Odium may hold other Shards, but may not use their abilities.  Survival: Win Con: Be alive at the end of the game.  The game lasts until either the village or the 17th Shard meets their win condition. Any factions who also meet their win condition at this time also win.  Death and Returning: After dying - whether to an attack or the lynch, players go to an intermediary doc - the Cognitive Realm - for one cycle. At the end of every Turn, the Cognitive Realm doc is closed, and all players have been there for a full cycle are sent to the final dead/spectator doc - the Spiritual Realm - unless one of them is Returned by Endowment. A new Cognitive Realm doc is opened at the start of each Turn. Roles and alignments are not revealed until players have passed on to the Spiritual Realm.  Actions and Turns: Each Cycle consists of a Day Turn and a Night Turn. Day Turns will last approximately 48 hours, and Night Turns will last approximately 24. The GM rserves the right to extend Cycles when necessary. During the Day, the following actions may be performed: voting in the thread, worldhopping, investing another player with Shardic power, and passing a Shard, and using minor role or investment abilities that affect the lynch. During the Night, the following actions may be performed: using minor role abilities, using Shardic abilities, using investment abilities, and using the 17th Shard faction conversion. Each player may take up to three (3) actions over the course of one Cycle (Day + Night). If a player votes in the thread, but later retracts all of their votes before the rollover of the Day Turn, they are not counted as using an action.  Action Order The following will be the order of actions during the Day Turn: destroying a planet/freeze round* investment passing a Shard, passing stolen investiture, burning stolen investiture vote manipulation actions (Elantrian, Cultivation's investment ability) Forging lynch worldhopping all investment effects from the previous Cycle end The following will be the order of actions during the Night Turn: destroying a planet/freeze round* Other roleblock actions (Ruin's investee, Investigator, Returned roleblock); Dominion's redirect; Autonomy's Agent ability (remove investiture); Preservation's Shardic ability** Survival's Shardic ability, Mastrell's screen ability, Cultivation's Shardic ability, Returned replenish items ability, Autonomy's conversion, 17th Shard Conversion, passing stolen investiture, burning stolen investiture Awakener scan Protection actions (Honor's Shardic ability, Champion of Honor, Knight Radiant, Returned protection ability, Lifeless Commander***) Poison action Returned remove poison ability Kill actions (Ruin's Shardic ability, Mistborn roleblock/kill, Odium's Shardic ability, Odium's Champion, Voidbringer) Trapper's scan Returned loses a life if they used an action The following abilities are passive, and do not require an action to activate: The Feruchemist's role ability**** The investment abilities of Preservation, Survival, Devotion, Endowment, and Dominion*****  * If Preservation freezes the round, all orders placed in after the round is frozen are ignored. Any orders places before the freeze are resolved according to the normal action order. If Ruin destroys the planet that preservation begins on before Preservation freezes the round, Preservation's freeze is blocked and does not happen. Preservation still expends a use of his power, even if he is roleblocked by the planet's destruction. Any other roleblock action does not block Preservation from freezing the round. ** If Dominion's redirect is roleblocked, the redirect fails unless Dominion's redirect target's the roleblock that targeted him. If Dominion is roleblocked by multiple players, the redirect fails even if it was directed at one of the players who roleblocked him. If Dominion redirects a roleblock action or the Agent's ability, it is redirected. If Autonomy's Agent is roleblocked, their action fails unless the Agent removes the investiture of the player targeting them and removing that investiture would stop the roleblock action. If Preservation is redirected or roleblocked, Preservation's action is moved or blocked unless Preservation targeted the player that roleblocked or redirected them. If Preservation is roleblocked by multiple players, his action fails even if it was directed at one of the players who roleblocked him. If Preservation is redirected and roleblocked, his action fails. *** All attacks are blocked by protection actions first, and then remove extra lives. **** If the Feruchemist is roleblocked, his passive ability is blocked as well. ***** The players invested by these Shards cannot have their passive abilities roleblocked. To block these abilities, the investment action of the Shard must have been blocked during the Day Turn. If one of the listed Shards uses their investment ability instead of a Shardic ability, it requires an action, just as if they had invested in another player.  Planet PMs and Worldhopping: There will be 7 worlds available: Scadrial, Roshar, Nalthis, Sel, Taldain, Yolen, and First of the Sun. Each of these worlds will have a PM associated with it. Anyone on that world may use the PM freely. Other than these planet PMs and PMs that may be created by Devotion, no PMs between players are allowed. Players will be evenly but randomly distributed across the 7 worlds. If you have a particular preference for a starting world, let the GM know, along with your second choice of worlds. Not all requests may be honored - the distribution will be as close to even as possible, but if it is possible to honor the requests while leaving the distribution even, it will be done. A player that wishes to worldhop may use an action to do so during the Day Turn. At the start of each Night Turn, new world PMs will be created and all of the old ones will be closed. If no player worldhops to or from a world, the PM will not be closed.  Shards:   Reveal hidden contents  The Shards of Adonalsium are roles of immense power, held by the Vessel roles. Each may survive two kills from any source (except Odium or Ruin’s Shardic abilities), and each has a powerful Shardic action that may be used during the Night Turn. In addition, during the Day Turn, each Shard may invest in another player. That player gains the investment ability of the Shard. The effects of investment do not begin until the beginning of the Night Turn, and last until the end of the following Day. If a Shard attempts to invest in another Shard, the investment will fail, and the other Shard will not gain any abilities. They will be notified that a Shard attempted to invest in them, but the Shard that attempted the investment will not be notified of the failure.  Odium, Autonomy and Honor have special investment roles. Their investment creates a Champion or Agent, and each Shard has a doc to which their Champion or Agent is added. Odium and Autonomy's Champions/Agents are converted to the win condition of the Shard for the duration of the investment. At the end of the Day cycle, the investment ends like normal, the Champion/Agent is removed from the doc, and any changes to win conditions due to the investment are reverted. If the Shard chooses to renew the investment, the Champion is not removed from the doc. Champions and Agents will not be told (by the GM, at least) the identity of the Shard who invested them.  If a Shard is killed, the Shard is given to the last player they invested in, or to a random player (chosen from among the players who are not currently Vessels) if no living player has been invested by that Shard. In addition, a Vessel may choose to pass their Shard to another player, including another Vessel.  Holding Multiple Shards - A player may hold more than one Shard at a time. However, a player that holds multiple Shards may only use one Shardic action per turn, regardless of the number of Shards they hold. If they use a Shardic action, they may only invest using the same Shard. If a player holding multiple Shards does not use a Shardic action, they may invest using as many Shards as their action limit allows.  Shattered Shards - A Shard that has been killed by Odium’s Shardic ability becomes Shattered. The Shard is passed to the last player to be invested by it as normal (or remains with the player, if the Vessel survives the attack). A player holding a Shattered Shard may not use its Shardic ability or invest in another player with it. The holder of a Shattered Shard counts as having been invested by that Shard, and may use the ability granted that Shard’s investee. A Shattered Shard may be passed to another player.  Win Conditions - Three Shards have separate win conditions from the other factions - Odium, Autonomy, and Survival. These win conditions apply only to the original holder of the Shard. If these Shards are passed to another player, they do not affect that player’s win condition.  Preservation: Shardic Ability: Preservation may target one player (alive or dead) during the Night Turn. During that Night and until the end of the following Day Turn, that player remains in the same state they were when they were targeted. If they were alive, they do not die. If they were dead, they may not Return. All actions targeting them fail, and all actions they take fail. Preservation may not use this ability on himself.  Twice per game, instead of using this ability, Preservation may instead freeze the round. From the moment the ability is activated, no actions, investments, or votes will be counted until the end of the current Turn. Preservation may set a time for this ability to activate if they won't be online when they want it to start. After it has been activated, Preservation may not cancel the order. Unlike the Shardic ability, this limited use ability may be done in either Day or Night Turn. After using this ability for the second time, Preservation may no longer use his Shardic ability. Investment Ability: Preservation’s investee gains an extra life until the end of the investment. If Preservation does not invest, he may use this ability instead of his Shardic ability.  Ruin: Shardic Ability: Ruin may attack one player during the Night Turn. This kill ability bypasses a Shard’s inherent protection, though it may be blocked by protection roles. Twice per game, instead of using this ability, Ruin may destroy a planet. The PM for that world is permanently closed, and all players on that planet have all of their actions roleblocked. Players on a destroyed planet are evenly and randomly distributed throughout the remaining PMs. Unlike the Shardic ability, this limited use ability may be done in either Day or Night Turn. After using this ability for the second time, Ruin may no longer use his Shardic ability. Investment Ability: Ruin’s investee may roleblock one player during the night turn. If Ruin does not invest, he may use this ability instead of his Shardic ability  Devotion: Shardic Ability: During the Night Turn, Devotion may create up to 3 PMs as a single action. These last until Devotion chooses to end them or the Shard is passed. Each PM may have up to 1/3 of the players still alive at the time it is opened. The PMs open at the start of the next Day. Devotion may have any number of PMs open at a given time, but may not open more than 3 in a cycle. Investment Ability: Devotion's investee is protected from the lynch. If Devotion does not invest, she may use this ability instead of her Shardic ability.  Dominion: Shardic Ability: During the Night Turn, Dominion may redirect all actions made by his target to another player. Alternatively, Dominion may choose a single action that the target can perform to redirect. If he does so, this action occurs even if the player who is targeted did not use it. This cannot be used to force a player to use an action that they could not normally use at night, and may not be used to force Preservation to freeze the turn or Ruin to destroy a planet. Investment Ability: Any actions (including votes) taken by Dominion's investee cannot be blocked or redirected except by a Shardic Action. If Dominion does not invest, he may use this ability instead of his Shardic ability.  Endowment: Shardic Ability: During the Night Turn, Endowment may target any player in the Cognitive Realm doc. This player becomes a Returned at the beginning of the next Day. Investment Ability: Endowment’s investee gains one of the following minor roles based on the Shardworld they are on, as follows: Mistborn (Scadrial), Knight Radiant (Roshar), Trapper (First of the Sun), Awakener (Nalthis), Elantrian (Sel), Mastrell (Taldain). They do not gain any items - the role is fueled completely by Endowment's power. This is in addition to any other roles the player may have. If Endowment does not invest, she may use this ability instead of her Shardic ability.  Cultivation: Shardic Ability: During the Night Turn, Cultivation may target a player. If this player has a minor role, they gain new items equal to the amount they started the game with. If this player holds a Shattered Shard, the Shard is unshattered. If the player possesses both a Shattered Shard and a minor role, the Shard will be unshattered, and the player will not gain a new set of items. If the player holds an unshattered Shard, or does not have a minor role, this ability does nothing. Investment Ability: Cultivation’s investee may change one vote to another target. This may be used to move a vote to a no-vote or a no-vote to a vote. If Cultivation does not invest, she may use this ability instead of her Shardic ability.  Honor: Shardic Ability: During the Night Turn, Honor may target a single player. They are protected from one attack. This protection will prevent Odium from Shattering a Shard. If Honor protects himself, and is attacked by a Shardic ability, the attack is still effective. Investment Ability: Honor’s investee becomes a Champion of Honor until the end of the following Day Turn. If Honor attempts to invest in another Shard, he is told that his investment failed.  Odium: Shardic Ability: During the Night Turn, Odium may attack one player. If the player Odium attacked was a Shardholder, the attack bypasses a Shard’s inherent protection, killing the Vessel and Shattering their Shard. A Shard that is protected by a protection ability survives the attack, but the Shard is still Shattered (unless protected by Honor’s Shardic ability). A player with extra lives must have all of them taken away before their Shard is Shattered. If Odium attacks a Shard that is also a Feruchemist, the Shard will be Shattered, but the Vessel will survive holding the Shattered Shard until their charges run out. Investment Ability: Odium’s investee becomes a Champion of Odium until the end of the following Day Turn. If Odium attempts to invest in another Shard, he is told that his investment failed.  Autonomy: Shardic Ability: During the Night Turn, Autonomy may convert another player. The player is given a link to Autonomy’s faction doc, and their win condition changes to match Autonomy’s. Autonomy may not convert another Shard or Hoid. Investment Ability: Autonomy’s investee becomes an Agent of Autonomy until the end of the following Day Turn. If Autonomy attempts to invest in another Shard, he is told that his investment failed.  Survival: Shardic Ability: During the Night Turn, Survival may target a player (including herself). That player shows up on any Awakener scans that Night as a single minor role from a planet of Survival’s choosing. Passive Ability: Survival has an extra life. Investment Ability: Survival’s investee gains an extra life. If Survival does not invest, she may use this ability instead of her Shardic ability.  Roles:   Reveal hidden contents  Vessel (various Shardworlds): You hold one of the Shards of Adonalsium. A player who is given a Shard gains the role of Vessel, and a player with this role retains it even if the Shard is passed to another player.  Hoid: The current leader of the 17th Shard, Hoid has collected a wide array of investiture and knowledge over the years. Hoid begins play with a list of all players who hold Shards, but not which Shards they hold. Hoid may hold Shards, but may not use Shardic Actions or invest using Shards. If Hoid holds a Shard or is invested in by a Shard, he steals a charge of investiture from it for later use in addition to having the normal invested ability. Hoid may use an action to pass a charge of stolen investiture to another player. Stolen investiture may be used in one of two ways. It may be burned to give the player the investment ability of the Shard it was stolen from for the duration of the Turn (although players who use stolen investiture to gain the investment abilities of Honor, Odium, or Autonomy do not gain a PM with that Shard and do not have their win condition changed), or it may be used instead of an item to power the ability of a minor role. Burning a charge of stolen investiture does not cost an action, but using any abilities gained due to it does. A player who receives a charge of stolen investiture from Hoid may use an action to pass it to another player. Passing stolen investiture may be done during either Turn.  Stolen investiture does not show up to Awakener scans until it is burned, at which point the player scans as invested by the appropriate Shard.  Hoid may not make any kill actions, including the Mistborn kill, Poison actions, or using the kill gained from burning investiture stolen from Odium. Hoid begins the game with one charge of investiture from each of the Shards.  Minor Roles:   Reveal hidden contents  Mistborn (Scadrial): You may target a player during the Night Turn. If they make a kill action, you burn a vial of metals to block the kill, and attack the player taking the action. You begin the game with 2 vials of metals.  Feruchemist (Scadrial): With your goldminds, you are used to being protected from danger. However, against the power of Shards and their Invested agents, the most you can do is survive a little longer. After being successfully attacked, you begin to consume investiture at a rate of one charge per Turn for each time you have been successfully attacked over the course of the game. You die on the Turn when you reach zero. Your goldminds start with 1 charge.  Elantrian (Sel): You may draw an Aon in order to pick one player and have a vote on them redirected to a player of their choosing. You may not choose which vote on that player is redirected - it will be chosen at random. This ability may be used to move a vote to a no-vote or a no-vote to a vote. You begin with 3 Aons.  Forger (Sel): During the Day Turn, you may use a stamp to target two players (including yourself) and switch any minor roles they have (and any items associated with them) with each other. At the end of the following Day Turn, the switch expires, and the players have their original roles returned. This does not affect Hoid, investment abilities, or Shards. You begin the game with 2 stamps.  Awakener (Nalthis): You may drain color from a scarf to scan another player’s investiture level. If they have no role, or are a Vessel that does not currently hold a Shard, you will be told that they have Normal Investiture. If they have a minor role, or have been invested by a Shard (including holding a Shattered Shard), you will be told that they have High Investiture. If they are a Vessel that currently holds a Shard, you will be told that they have Shardic Investiture. You will also be told the world that the investiture originates from. If you scan a player with multiple levels of investiture, you will only be told the highest level. If you scan a player with multiple sources of investiture of the same level, you will be told all of the worlds that the investiture of that level originate from. You begin the game with 3 scarves.  Lifeless Commander (Nalthis): During the Night Turn, you may send a squad of Lifeless out to protect a player (including yourself). A player protected by a squad of Lifeless has an extra life. If they are successfully attacked, the Lifeless are removed along with the extra life. If a player is protected by two squads of Lifeless, they receive one extra life for each successful attack they are targeted by during the Night. If they are targeted by more than one attack, then both squads of Lifeless are removed. Squads of lifeless remain protecting the player you assigned them to until you move them or they are removed by an attack. You begin the game with 2 squads of Lifeless.  Knight Radiant (Roshar): During the Night Turn, you may protect another player. If they are attacked, you may spend a charge of Stormlight in order to block the attack. You begin the game with 1 charge of Stormlight.  Voidbringer (Roshar): During the Night Turn, you may spend a charge of Stormlight to make an attack against another player. You begin the game with 2 charges of Stormlight.  Mastrell (Taldain): During the Night Turn, you may target another player. If you or they are scanned by an Awakener or a Trapper, you may use a bag of sand to screen yourself from the scan. They are told that you have normal investiture or that you performed no actions. The scanner’s item is still consumed. You begin the game with 3 bags of sand.  Investigator (Taldain): During the Night Turn, you may spend a charge of investiture to roleblock all of the actions taken by another player during the Night. Alternatively, you may choose to block one specific action. If they do attempt to perform that action, you are told who the target would have been in addition to roleblocking it. You begin the game with 2 charges of Investiture.  Trapper (First of the Sun): During the Night Turn, you may use an Aviar to target another player. You are told all actions they took during that Turn, but not who the targets were. You begin the game with 3 Aviar.  Poisoner (First of the Sun): During the night Turn, you may use a vial of poison to poison another player. If the player you target is protected on the turn you target them, or if you are roleblocked, your action is blocked, but you retain the poison vial. If you are killed, any players you have poisoned take an attack. This attack bypasses the protection abilities of Honor, his Champion, and Lifeless Commanders, and cannot be roleblocked. If it targets a Shard, it counts as one attack towards the number they can survive. If it targets a player with more than one life, it consumes one of the lives. If the player you target is killed before you die, you are given a vial of poison back. You begin the game with 1 vial of poison.  Investment Roles:   Reveal hidden contents  Returned (Nalthis): After being Returned by Endowment, you return to life in the thread. You no longer have your old role, but you may at any point choose to do one of the following - Roleblock another player’s action, protect another player from all attacks in a cycle (including from the lynch or a poison attack), give a minor role a number of items equal to the amount they started the game with, or remove poison from a player. Using one of these action costs you a life. Protection roles cannot protect against this, but extra lives such as those gained by Survival’s investee can. If you die again after being Returned, you do not go to the Cognitive Realm doc, but go immediately to the Spiritual Realm.  Champion of Honor (Roshar): Upon becoming a Champion, you have a PM opened up with Honor. Each night cycle, you may protect a player from a single attack. If you are killed by the Champion of Odium, Honor may no longer Invest in another player. You retain your role and PM until Honor withdraws his investment or is killed. If Honor is Shattered, you receive his Shard and remain a Champion.  Champion of Odium (Roshar): Upon becoming a Champion, you have a PM opened up with Odium. In addition, your win condition is changed to match Odium’s. Each Night Turn, you may make a single kill that is effective against any non-Shard player, or against players who hold shattered Shards. If your kill is protected against by the Champion of Honor, you die and Odium is unable to invest in a new Champion.  If Odium voluntarily withdraws the investment, you cease to be a Champion, and your win condition reverts to your original one. If you are targeted by an Agent of Autonomy, you lose the investment as normal and may not use your kill, but the PM is not closed and your win condition does not change unless Odium chooses to invest in another player. If Odium is killed but not Shattered, you receive his Shard, and maintain your win condition, but are no longer considered to be invested by Odium and may invest in another player as you wish. If Odium is Shattered, you receive his Shard, but remain a Champion.  Agent of Autonomy (Taldain): Upon becoming an Agent, you have a PM opened up with Autonomy. In addition, your win condition is changed to match Autonomy’s. Any investment actions targeting you fail as if you were a Shard, and the investment abilities of players Invested by another Shard fail if they target you (Shardic abilities and minor roles function as normal). During the Night Turn, you may target a player. If they have been invested by another Shard, the investment is removed, and any actions using the investment ability are cancelled.  When Autonomy’s investment ends, you cease to be an Agent, and your win condition reverts to your previous one unless you have been converted by Autonomy or the 17th Shard in the meantime. If Autonomy is killed but not Shattered, you receive his Shard, and maintain your win condition, but are no longer considered to be invested by Autonomy. If Autonomy is Shattered, you receive his Shard, but remain an Agent.   Oh man, I know exactly what my character is going to be for this one. 3 hours ago, averyp1017 said: Would it play like the game 'Mafia'? This is our Mafia section Edited October 14, 2016 by AliasSheep doublepost 1
Young Bard he/him Posted October 24, 2016 Posted October 24, 2016 Hmmm... I'll sign up to do a QF for my Trouble in the Homeland game I posted in Discord a while back. I didn't have time to fix all the issues with LG27 and there are a few fairly significant things I'd change already at Night 1, so I'll post a full draft of the rules now so there's plenty of time for editing before I run it. (Note: This is just a copy/paste of what I put on Discord a couple months ago - there's nothing new here.) QF: Trouble in the Homeland (has a game been called this already? It sounds familiar...) I wanted to create a game which had kandra shifting bodies as a mechanic, and this is how I did it. I basically remodelled the events of HoA to suit my needs after that, but I still quite like it. Note: This game has fairly major spoilers to the Hero of Ages in it. Don't open the spoiler unless you've red the Hero of Ages. Flavour: Do not kill. Do not assimilate bones unless commanded. Obey your master. Do not betray the secrets of the kandra. These are the laws of the First Contract, to be held over all others. And yet, an unrest has come over the homeland. The Second Generation, led by KanPaar, have attempted to take control of the homeland, imprisoning the First Generation, and have not suffered those who would stand against them. The New Thinkers alone stand against them, holding back the tide. And with all the atium of Hathsin at stake, the fate of Scadrial hangs in the balance... Rules: The village faction is the New Thinkers (new name to come pending GM laziness) The Eliminator faction is the Second Generation (new name to come pending GM laziness) There is no talk in the thread once the game has begun. All players will meet in a doc (seperate to the Eliminator Doc), and will be referred to by colour according to their sign-up names only. Once a turn, there is a lynch. The Eliminators also get to kill someone each turn. Eliminator kills are not announced. The bodies (a.k.a. pseudonum/character names) can either be taken by the Eliminators or left for a random player who performed the [insert name here] action the previous turn to find and add to their collection. If you have spare bones in your collection, you may choose to wear any pair of bones (i.e. you can adopt any one of the personas that you've collected) that you collected over the course of the game.(edited) However, you may only wear one pair of bones on a given Cycle (changing bones counts as an action) Roles: Scanner - you may learn what other persona's are in a players closet.(edited) Every turn, the persona list will be updated at the relevant poin in the doc. Example play through: 1,2,3,4, and 5 are playing. 1 is the Eliminator. 1 kills 2, and steals their bones. They are allowed to specify when submitting their orders whether or not they wish to adopt their kill's current persona. 1 decides to adopt 2. The next cycle, the GM will post an updated list of players. 1,3,4, and 5 are alive. Personas 2,3,4 and 5 are marked as being present in the game. That night, 1 kills 5. 1 chooses not to collect (or wear) 5's bones, and so it is given to player 3, who submitted a search action that turn. 4, who is a scanner, discovers that in 3's closet is 5's persona, thus placing suspicion on 3 when he is actually innocent. Obviously, there are fairly major holes in it, and I haven't placed roles or anything in it yet, but I really like the idea so far. What do you all think? 2
Jo and the Bush all/any Posted October 26, 2016 Posted October 26, 2016 (edited)  So! I appear to be running the Next QF. (Stay Inactive for just a month longer DeathClutch, please) I will be running the Game Noble Intentions. (Name subject to change if I can think of a clever enough Pun) This game is a old school classical game. Simpler rules, simpler roles, simpler everything. Flavor Text: After the Lord Ruler’s fall, only Urteau, city of Canals, followed the Survivor’s Edicts. Only they threw down the Nobility and established a pure Skaa Government. Quellion, the Citizen, First among Equals, is following the Survivor’s Legacy by hunting down all those with Noble Blood. Which means Allomancers of course. All of the cities Allomancers are in danger, and a small group of Noble bloods have banded together to try to bring Quellion down before they to are thrown on the Flames. But, there are rumours that not all the Allomancers he’s caught have been killed. . .  The Nobles are the Eliminator Faction. They have a doc and a group kill each cycle. The Noble who makes the kill cannot use a role ability the same turn. The Citizens are the Village Faction. They outnumber the Nobles, but have no doc or group kill.  PM rules: You can only Talk to Three people in PM's each turn. Talking includes any reply in the actual PM. You can receive any number of PM's, but you can only three people can receive Messages from you. PM’s can have up to three players in them. You cannot add players to a PM after you have made it.  Roles: Thug: You can protect one player each turn from an attack. (Classic Protect) You can protect yourself. You cannot protect someone from the lynch. Tineye: Learn who your target took an action on that cycle. If they took no action, you will be told who they voted on instead. You will not be told if you saw an action or a vote. If you target yourself, you instead learn who visited you. You cannot see who they PM'd. If the Rioter targets your target, you will learn who your target actually, targeted, rather than who they intended to target. Rioter: Change who your target’s action affects. (Classic Redirect) Your target will know they were redirected, and who they targeted. You can Redirect the Eliminator Kill. You cannot redirect another Rioter. You cannot redirect a vote. You cannot redirect a Smoked Player. Soother: You can cancel the vote of one player each turn. (Classic Vote Negate) Your Target will not even appear in the writeup. So it will be obvious who was soothed. If a Player is Smoked you cannot Sooth them. Lurcher: Cancel a Player’s Action by stealing their metal vials. (Classic Roleblock) You cannot give the metal vials to anyone else. They’re just gone. Your target will be told they were roleblocked, if they took an action. This cannot block the Eliminator kill. This cannot block PM's. Coinshot You can attack someone each turn. (Classic Kill role) If they are protected by a thug, they survive, Otherwise, they die. Seeker: Target a player and learn their role and alignment if they took an Allomantic action. Eliminators who make the Eliminator kill do not count as taking an Allomantic action. Smoked players do not count as making an action. Smoker: Smoking kills kids. Don’t do it.(Elenion is a Liar. Ignore Him) Each turn you can target a player, and protect them, and yourself, from all Seekers, Soothers, and Rioters. What? I didn't say anything? Ignore Elenion. He's a Liar. Edited October 27, 2016 by A Joe in the Bush Secrets and White text. . . And Formatting. 2
Elenion he/him Posted October 27, 2016 Posted October 27, 2016 18 hours ago, A Joe in the Bush said: Smoker: Smoking kills kids. Don’t do it.(No, that’s not a secret ability, Just a joke) Each turn you can target a player, and protect them, and yourself, from all Seekers, Soothers, and Rioters. . As the Survivor once said, there’s always another Secret. But it’s not the secret you all think it is.
Jo and the Bush all/any Posted October 27, 2016 Posted October 27, 2016 Why are you adding words to my posts?
Elenion he/him Posted October 27, 2016 Posted October 27, 2016 3 hours ago, A Joe in the Bush said: Why are you adding words to my posts? I thought you might have forgotten something.
Jondesu he/him Posted November 6, 2016 Posted November 6, 2016 Has anyone considering using the medallions from BoM in a game yet? I can see a really interesting mechanic where medallions can be swapped around and traded to other players to allow abilities to change. People expecting to die could pass their abilities to someone else, and perhaps one person could use two at the same time (but not more than two). It might have some potential to lead to a broken game, but I think that could be worked around. The entire game could end up hinging on keeping the medallions out of the Elims hands.
Elbereth she/her Posted November 6, 2016 Posted November 6, 2016 I know that they've been considered (Aman and Stink and I have a Bands of Mourning LG that'll play eventually), but the reason they haven't been used yet is partly the spoiler policy and partly the delay before a game created can run. What you're essentially describing, though, is an item-based game in which items can be traded, of which we've had several. MR17 couldn't pass objects except through special mechanics, but LG27 can, LG26 could, and LG20 in particular comes to mind as an excellent example of an exclusively item-based game. Or, sorry, it did have a few roles in addition to items... QF16 and QF14 both didn't, though (although all of those items were essentially one-use in both games). Doesn't mean we couldn't have more.  And trying to keep the medallions out of the eliminators' hands would be rather different than usual, if it could be balanced. 2
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