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Posted
15 minutes ago, randuir said:

I quickly looked it up, and the winners of the contest that allows them to pick a non-sanderson game are @Wyrmhero, @Madagascar and @Sart. I believe Madagascar has already made her choice (the MLP game was her choice, I believe), but he others can still greenlight one.

You're always helping me out when I'm lazy...you're a true friend lol :lol: :P

Posted
On 6/29/2017 at 8:56 AM, The Flash said:

Ok i have hashed out the General rules. I would LOVE to GM this game. 

Villagers: kill all of the Prince's Guards  (including the Prince and the Count) also known as Robert's Pirates. 

Man in Black (villager role): win condition- survive with Buttercup. Night kill. 

The Spaniard: (villager role): win condition- kill the 6 fingered Count. Each night can scan a player to see if they have 6 fingers. 

The Giant: (village role) invincible to lynch. NOT invincible to Pit of Despair or MiB kill. 

Buttercup- (village role)  win condition- survive with MiB. Night action block ability? 

Neutral- Miracle Max- win condition: Prince Humperdink must die. Has 3 chocolate covered life- saving pills. Can give them away for someone else to use. Can administer during day or night to a "mostly dead person." Is open to bribery by money or righteous causes:P

Prince Humperdinks men:

Prince Humperdink- win condition- kill the Man in Black

The Count- win condition- kill the Spaniard

Prince's Guards- kill all villagers to put down the rebellion. 

Guards and Count and Prince are all in Elim doc and can choose a person each night turn to stick in the Pit of Despair. 

Dying takes 2 turns. When you are killed, you become "mostly dead" for the following turn. So if lynched, it would take until the beginning of the next day turn to be "completely dead". anyone with a chocolate pill (acquired from Miracle Max) can revive a "mostly dead" player. Alignment is not revealed until "completely dead."

Oh and a player, instead of taking an action during the night turn, can create a permanent PM. 

Denying a Princess Bride game would be... Inconceivable!
By the power vested in me by winning the cosmetic role achievement, I hear by grant you permission to run your game.

Posted
14 minutes ago, Sart said:

Denying a Princess Bride game would be... Inconceivable!
By the power vested in me by winning the cosmetic role achievement, I hear by grant you permission to run your game.

Thank you :D this makes me very very happy.

Posted
2 hours ago, Sart said:

Denying a Princess Bride game would be... Inconceivable!
By the power vested in me by winning the cosmetic role achievement, I hear by grant you permission to run your game.

:lol:!!!!! This is a happy day! @SartMajor coolness level achieved! :P @The Flash nice one! 

@Ecthelion III and @Elithanathile aka (Prince Humperdinck and Wesley) did you hear the news ;)

Posted
2 hours ago, Sart said:

Denying a Princess Bride game would be... Inconceivable!
By the power vested in me by winning the cosmetic role achievement, I hear by grant you permission to run your game.

I recognize and verify this. Congrats Flash as the 2nd Non-Sanderson game to be approved! 

Posted (edited)

@BrightnessRadiant I have now! That's awesome! Sounds really fun, Flash! I don't have cosmetic role powers, but it gets a thumbs up from me at least.

And BR, does that make me Wesley? I did have the sword in MR22 for it. It's probably still in my attic somewhere...

And a question. If Miracle Max gets lynched/PoD'd, can he use the pill on himself?

Edited by Elithanathile
Posted
16 minutes ago, Elithanathile said:

@BrightnessRadiant I have now! That's awesome! Sounds really fun, Flash! I don't have cosmetic role powers, but it gets a thumbs up from me at least.

And BR, does that make me Wesley? I did have the sword in MR22 for it. It's probably still in my attic somewhere...

And a question. If Miracle Max gets lynched/PoD'd, can he use the pill on himself?

Haha yes it does :P (Ecth told me about that convo y'all had on discord haha) 

Posted
59 minutes ago, Elithanathile said:

@BrightnessRadiant I have now! That's awesome! Sounds really fun, Flash! I don't have cosmetic role powers, but it gets a thumbs up from me at least.

And BR, does that make me Wesley? I did have the sword in MR22 for it. It's probably still in my attic somewhere...

And a question. If Miracle Max gets lynched/PoD'd, can he use the pill on himself?

No. But he can give a pill away before hand, and whoever he gave the pill to would save him. Also when he became alive again he would still have his pills that he hadn't used. 

Posted

Okay I am writing out a SE game for I Hate Dragons which is only four chapters long, so this will be loosely sanderson based, but he gives out just barely enough info on setting, etc. that I can make it work. Also, I think I will have everyone write in dialogue. :P

Posted

“So how do you like it here in Tarsel?”

“Well, it is a pretty big city.”

“Ha! Big city! Where are you from, Forestface?”

“Uh… Yeah. I am.”

“Um. Wow. I did not even know that was a real place.”

“You didn’t?”

“No, and how are people listening to us supposed to know what we are talking about?”

“Well if they do not know what we are talking about then they should read  I Hate Dragons, a short story by Brandon Sanderson.”

“Yeah, they should. They should read it carefully.”

“So how do you like it here in Drakeface?”

“There are so many dragons! How do you deal with it?”

“Well I always carry my dragon-b-gone, my dragon repellant, my dragon away, my dragon patch, my dragon taser, my dragon decoys, my...”

“OK, Yeah I get that, but none of that really stops a dragon, does it?”

“No, you just have to be lucky, which is why I carry my lucky half-penny, my lucky chain, my lucky twig, my lucky leaf, my lucky dog, my lucky button, my lucky statue, my lucky totem, my lucky pocketknife, my lucky snail, my lucky... ”

“”OK OK OK. Yeah. The other thing I do not like is all these Dawnfacers.”

“Well nobody likes them.”

“Is it true that some of them are sorcerers, and that they do not have knacks?”

“That’s what I heard from old man Merp before they made him disappear.”

“Disappear? Into thin air?”

“Well, fat air. He put on a little weight at the end there.”

“So you guys are just letting that slide? The Dawnfacers getting old man Merp?”

“Well no, not exactly. There is a… purge planned for tomorrow. We are going to set up a court, with the old War Bird in charge, the whole town in martial law, and figure out once and for all who these sorcerers are and then get rid of them.”

“The old War Bird? He fought the drakes up in Wingosia, didn’t he? And how are we going to figure out who the sorcerers are? Won’t they just disguise themselves with magic?”

“Yeah he did, and yes they will disguise themselves, but once we have a good idea that someone is one of those stinking Dawnfacers, we will feed them to the dragons. We made an agreement with them, see, they will surround the town to keep anyone from escaping while we are in lockdown, and eat the person who we decide is a magician.”

“Wow.”

“Say, sir, I never caught your name. In fact, how do I know you are even one of us? You could be one of them!”

CRACK! POOF!

(rules soon to follow)

Posted (edited)

Basic Setup

There are two teams, the Drakeface Villagers and the Dawnface Sorcerers. The sorcerers have infiltrated the town, but the hardy villagers have struck a deal with the dragons to rid themselves of the Sorcerers. The sorcerers can communicate telepathically (Faction Doc) and can use their magic to "Get rid of" a villager each night turn. They win when they outnumber the villagers. The day turn is 24 hours and the night is 12. (For now) Rollover TBD. During the day turn, everyone votes on who to throw to the dragons. You may open a PM during the night turn, and it it will last until the next night turn.

 

Knacks

Knacks! Before the game starts, there will be an extra large rollover, where you will receive your GM PM. You may tell the GM what knack you want, ie. "I want to be able to hear gossip about myself!" And the GM will decide a role that goes with your knack, and give it back to you, ie. "You know one person who has mentioned you in a PM." Sorcerers do not get a knack.

 

Food

You need food to live. Every day turn, you will consume one food. If you run out of food, you die. You will receive a food every day turn, as long as you use dialogue in all of your posts, and roleplay a bit in every post.

 

Sell Your Soul

At any point during the game, you may sell me your soul. I will purchase your soul. Your soul is worth three foods. You may only sell your soul once. I accept hemalurgically modified souls. You may not make the excuse that you do not have a soul. If you try, I will take your soul and one of your limbs.

 

Sorcery

Sorcerers have a kill every night turn. They may, once during the game, revive one of their members with sorcery. They may only do this once one of their members has been killed. (A random person will be converted to the elim team, and the dead elim will stay dead, but Shh.)

Edited by Roadwalker
Posted
1 minute ago, Roadwalker said:

There are two teams, the Drakeface Villagers and the Dawnface Sorcerers. The sorcerers have infiltrated the town, but the hardy villagers have struck a deal with the dragons to rid themselves of the Sorcerers. The sorcerers can communicate telepathically (Faction Doc) and can use their magic to "Get rid of" a villager each night turn. The day turn is 24 hours and the night is 12. (For now) Rollover TBD. During the day turn, everyone votes on who to throw to the dragons. Pm's are allowed, but only during the night turn and only one per turn.

Now for the interesting part (number 1)

Instead of pre-determined roles, you make up your own role or knack! Knacks are basically watered down roles. For example, instead of PM spying, you could have the knack to hear two random sentences from a PM. Knacks must be approved by the GM. Knacks can be during the night or day, or both.

Now for the interesting part (number 2)

In keeping with the spirit of the short story, and because I am evil and have power Everyone must write in DIALOGUE! MWA HA HA HA!!!

 

The sorcerers can do more with their magic than just kill, of course! They can, in addition to their kill, roleblock one person. That person is roleblocked for the following day and the night after that. They can take control of someone. They can keep control indefinitely, but cannot kill/roleblock while they are in control of someone. The person will receive an anonymous message, basically telling them what to do, who to vote for, what actions to use, etc. They gain the Mafia win condition until they are released.

Sign me up prematurely. is simultaneously reading I Hate Dragons.

Posted

@Roadwalker, this knack thing could get terribly out of hand. How about, for every "good" knack (as determined by the GM), you must have one or two "bad" knacks (depending on how good the good knack is). And cut out the chosen roles, because that will get really hard to manage and balance.

Posted

@Straw I was Cluny the Scourge but a falling bell hit him and he died so a Roadwalker (Lazy Roadrunner) took his place.

@Hemalurgic_Headshot I will think about it. I like the bad knacks a lot, though. I was thinking of getting a co-gm to run this with me, and it is a QF, so I kind of think/hope that the chosen roles can be managed.

Posted
2 hours ago, Roadwalker said:

Any suggestions? Comments? Critique?

Suggestion: Make a role called the Marshall of Drakeface :D

Suggestion 2: Don't take my suggestions seriously.

 

Also, you're going to want to be careful about giving people open ended abilities. SE players in general are a rather devious lot, and if you aren't careful they'll break the system.

Posted

@Roadwalker, a way to prevent the knacks from breaking while keeping choice is to only have the players describe the fluff of the knack, and not the mechanics. For example, I say I have a knack that lets me hear gossip about me (which would be some sort of PM spy ability), and then you can decide exactly how much this ability can do (for example, I get to see any paragraph from a PM that contains my name, but I don't know who send the PM or who received it). I'd also limit it to one custom knack per person.

Posted

@Roadwalker That idea sounds really cool! I'd definitely play that if you do get to GM it.

As for me, I've come up with an idea. Basically, the premise is that it takes place around the time of the rebellions in the Elendel Basin. Out in the Roughs, there is a group of people that have gathered tons of Allomancers, Feruchemists, and a few Twinborn to train an army of really powerful metalborn to take over the Elendel Basin (it'd be role madness, and everyone would have an Allomantic or Feruchemical ability-both if they're Twinborn). However, there a few constable spies hidden among the group, and the group must weed them out before the constables take them all out. Depending on how many people joined, there'd be 2-3 Twinborn. There'd be more mistings then ferrings, as well. It would be a long game with 48 hour day cycles and 24 hour night cycles.

I'm still working out the mechanics for the feruchemical abilities, so if anyone would want to co-GM this game, I could use the help working on that.

Also, if this game got green-lighted, I wouldn't really have time to GM it until mid-November because summer band is starting soon, then school will start and it'll go crazy with marching band and school at the same time.

Posted

There have been Feruchemical games in the past, and they've all used variants of the same sort of system. PM me if you want more details on that. @StrikerEZ

Posted

As you can see on the GM spreadsheet, there are quite a few names ahead of you.  If you want to get into GMing sooner, I recommend going to other GMs and seeing if they would let you co-GM with them.  It's a great way to get some experience beforehand so you're not overwhelmed.

Posted
8 minutes ago, Alvron said:

As you can see on the GM spreadsheet, there are quite a few names ahead of you.  If you want to get into GMing sooner, I recommend going to other GMs and seeing if they would let you co-GM with them.  It's a great way to get some experience beforehand so you're not overwhelmed.

Okay, first, I've heard about your Reckoners game before, and I think it'd be cool to co-GM with you on that one, whenever you do it. 

Also, do you know around when my signed up game would be? And which signed up game would be played around November? Because that's when I could start co-GMing.

 

Posted
19 hours ago, StrikerEZ said:

Okay, first, I've heard about your Reckoners game before, and I think it'd be cool to co-GM with you on that one, whenever you do it. 

Also, do you know around when my signed up game would be? And which signed up game would be played around November? Because that's when I could start co-GMing.

Sadly that game is nowhere near ready to run.  Joe has two games coming up so he would be the best one to ask if you can Co-GM.  You should've been added to the GM PM so asking in there would be the best spot.

I like to give a month for each game to play out and since there are 18-19 ahead of you, it's going to be a while.  I would hazard a guess that Wyrm or Assassin would be up around then but both are inactive at moment so it might be Stink or Orlok.

Posted (edited)
On 7/9/2017 at 7:25 PM, Roadwalker said:

The sorcerers can do more with their magic than just kill, of course! They can, in addition to their kill, roleblock one person. That person is roleblocked for the following day and the night after that. They can take control of someone. They can keep control indefinitely, but cannot kill/roleblock while they are in control of someone. The person will receive an anonymous message, basically telling them what to do, who to vote for, what actions to use, etc. They gain the Mafia win condition until they are released.

 

There are a lot of possibilities for this to become broken. For example, what if the controlled player goes inactive- even for just a day or two? What if he decides to say 'screw it' and just tells everyone that he's being controlled (directly or indirectly)?

Basically, I can see only one way to possibly make this work. Limit the control ability to telling the player who to vote for. If the controlled player votes at all he must vote for the player the sorcerers tell them to. Also they are not allowed to give away that they're being controlled. If they break either of these rules they are eliminated on the spot. 

Also, as has been said, letting players pick their own knacks could get out of hand quickly, even with you deciding what exactly those knacks do mechanically. This is because you'd be picking powers basically on the spot, without having enough time to balance them in relation with other powers. 

All that being said, whether it ends up broken or not, it still sounds incredibly fun. :D I'd sign up in a heart beat (dibs on the knack of being mute. I can't wait to participate only using dialogue when my character can't speak. ;) )

Edited by Herowannabe

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