Straw he/him Posted August 15, 2017 Posted August 15, 2017 @Aonar Faileas I just noticed your comment about there being only one kill (the lynch). Actually, if you look under the basics section, you'll notice that there's an anonymous lynch each night cycle.
Darkness Ascendant he/him Posted August 17, 2017 Posted August 17, 2017 16 hours ago, winter devotion said: Hide contents Steven Universe Game! All roles are known, but the information about what each role means in unknown. The Off Colors are only known about by Off Colors and Crystal Gems, although the Crystal Gems don’t know who the Off Colors are. The game is won by the Crystal Gems when any GM is lynched. Manipulated votes count towards this goal. Standard long game cycle length. Off Color gems win if the majority of them survive. Failing that, the rest win if the Crystal Gems win. The Homeworld Gems win if they lynch all of the Crystal Gems. The Crystal Gems can chose to convert instead of kill, but it's only successful if they chose an Off Color to convert. Preferable three GMs, one Blue Diamond, one Pink Diamond, and one Yellow Diamond. If not three, then two with one Diamond being managed by the main GM. They would each oversee their court’s document and have their own Pearl. They also manage the DMs of all gems associated with them. All Gems are sorted into one of three courts: Blue Diamond, Yellow Diamond, or Pink Diamond. Each court has a group PM during the day. Off Colors are slightly more common in Pink Diamond’s court. The Off Colors don't have the normal abilities of their class, instead, they have a twisted version of it. They do have a doc. The specific subtype of each gem, as long as it is in accordance to the color assigned to them, is open each roleplayer. For example, a Jasper can choose which specific kind of Jasper they are. Due to open roles, every player is asked to wait on choosing their official roleplaying nicknames until the game begins. Anyone who wants to roleplay with a random gem until the game begins is permitted to, but this won't affect their role at all. (Roles organized by level of rarity and nobility. Gems that can be assigned to other gems are more common in the higher ranked gems..) Pearl- A Pearl may be assigned to any player who is above a Peridot. They cannot vote, unless they are a Diamond's Pearl (See Diamond's Pearl's role). If their owner is lynched and they're a Crystal Gems, the Pearl is killed too. If their owner is lynched and they're either an Off Color or a Homeworld Gems, they're reassigned to a gem of the same rank as their previous owner if possible, or if not, a lower ranked gem of the same court. Their victory condition is the same as their current owner. They can PM their owner during day and night a Crystal Gems Pearl has the passive ability to defend themselves from one attack and can vote. This is not revealed in the write up. An Off Color Pearl has to passive ability to redirect a single attack. They must designate a player as the character they'd redirect it to. A Pearl voting will give away their alignment. In the same court as their owner.Ruby- A bodyguard gem, can be assigned to any gem above a Peridot or just go on jobs. A Ruby that goes on jobs can only be targeted for actions every other night. Rubies on missions have a group PM. A Ruby that works as a bodyguard can protect another gem. They don't have to protect their owner, but since the owner and the Ruby have a PM, the owner will probably be miffed if they let them did. An Off Color Ruby has an extra life. Rubies are reassigned when their owner dies, in accordance to the same rules as a non Crystal Gems Pearl. Gems Aquamarine/Emerald and above can have both a Ruby and a Pearl. In any court.Bismuth- You're muscular from building the structures on Homeworld. You can survive one attack. If a Bismuth is a Crystal Gem, they have one extra attack that doesn't count as their eliminator attack, but won't have an extra life. An Off Color Bismuth can survive one turn past an attack. Any court.Peridot- A peridot has advanced technological skills. They can scan one gem and find out who they targeted with their action at night. An Off Color Peridot can scan one gem and find out their targeted action in the day. In Blue or Yellow's courts. They can vote. Ziricon- You're a lawyer, and as such are experienced at making your argument. You can change one gem's vote every day to another of your choosing. An Off Color Zircon can nullify a single vote. Quartz Soldier- Each Quartz soldier gets one attempt to kill in the entire game. An Off Color gets one protect in the entire game. They can vote. They belong mostly to Pink's court, but different varieties of Quartz can belong to a different court. (Rose Quartzes are pink exclusive, Amythests are Pink and Blue, and Jaspers are Pink and Yellow.) Agate- You are just above Quartz soldiers. You are in charge of all lower gems and directing their movements. Each cycle you can redirect an action, day or night, but this is public. Any court. Aquamarine/Emerald- You’re an elite gem who goes on important missions. You can roleblock anyone during either the day or night, but only once each cycle. Aquamarines are exclusivew to blue gem, but only once per cycle. Aquamarines are exclusive to Blue Diamond’s court and Emeralds are Blue or Yellow. Topaz- The same rank as Aquamarines or Emeralds. They come in pairs and each pair can DM. They must both decide on a target to roleblock. If one is Off Color, then they are informed their roleblocks don’t go through, but they're not informed why. If one is a Crystal Gem and one is not, the other is not aware of the fact and can still roleblock. Both have to send in orders for the same person. One person can refuse to send in an order or target someone else and it won't go through. A pair of Topazes would share a Pearl, Ruby, or both. Lapis Lazuli- You are a terraformer with massive levels of control over water. You also can fly. For (amount of time determined by number of players and input from other GMs) per game, you can fly up in the sky for a cycle and not be affected by any actions taken by other players. However, your vote won't count. You're also prone to fits of edginess. An Off Color Lapis can have all actions on them redirected to a player they designate for that cycle. Their vote also doesn't count. Sapphire- Can chose a gem to target during each cycle and is told all of what happened to them and by them during the same cycle. An Off Color Sapphire can do the same, but they're told what happened the cycle before instead. They can't do anything on the first cycle. Any court. Diamond’s Pearl- outside of the ranking. Cannot be Off Color. Can vote, but their vote will not do anything if they are the only person voting for one person. One for each Diamond. Can ask their Diamond a question about hidden roles or the secret alignments once each cycle, but cannot ask any direct questions about who the eliminators are.. I dunno if anyone here is into SU like I am, but here's a SUE (steven universe elimination) game suggestion. think you might have to change GM and DM XD I haven't watch as much Steven Universe as I would like, but what I have seen has been flipping awesome and amazing I like the double power thing, but it would be easy to tell the difference between the two and deduce what each player is...perhaps should have kept them hidden? *shrugs The rank thing is cool. Not sure how it would work distribution-wise.
Straw he/him Posted August 17, 2017 Posted August 17, 2017 Winter, it's a non-Sanderson game so wouldn't you have to get Wyrmhero's backing?
Straw he/him Posted August 17, 2017 Posted August 17, 2017 The non Sanderson game rules are that you have get the backing of one of the three AG CR contest winners, however, Mathilda and Sart have already given their backing to non Sanderson games. 1
Amanuensis he/him Posted August 17, 2017 Posted August 17, 2017 42 minutes ago, winter devotion said: I'm not sure about the non Sanderson game rules, so, I guess yes? 39 minutes ago, Straw said: The non Sanderson game rules are that you have get the backing of one of the three AG CR contest winners, however, Mathilda and Sart have already given their backing to non Sanderson games. New AG coming soon mean more Non-BS Credits, I reckon
Steeldancer he/him Posted August 17, 2017 Posted August 17, 2017 2 minutes ago, Amanuensis said: New AG coming soon mean more Non-BS Credits, I reckon Hmmm I'm all over that. Look out guys, I'm looking at creating another brilliant character. His name is Jai.
Sparkrunner he/him Posted August 17, 2017 Posted August 17, 2017 Every year they have an AG, or anniversary game. CR stands for Cosmetic Role, which a few people win for doing something with cosmetics and roles.
Steeldancer he/him Posted August 17, 2017 Posted August 17, 2017 1 minute ago, winter devotion said: I was in the first one, and I'm really confused. I think it's a newer thing, with AG3.
Steeldancer he/him Posted August 17, 2017 Posted August 17, 2017 Just now, winter devotion said: What does cosmetic role mean? Is it something with roleplaying or just doing something extremely convoluted with roles? They did it in AG3 and MR something. The MLP one, my first game.
Steeldancer he/him Posted August 17, 2017 Posted August 17, 2017 Just now, winter devotion said: What does it mean? Follow the link in my signature about the evil ponies. That's the game.
Jondesu he/him Posted August 17, 2017 Posted August 17, 2017 11 minutes ago, winter devotion said: What does it mean? This post includes the explanation of the Cosmetic Roles themselves: And here's the announcement of the winners and their prize: 2
StrikerEZ he/him Posted September 4, 2017 Posted September 4, 2017 (edited) Oh, I just came up with an idea for a QF based on Sixth of the Dusk. Spoiler Basically, it's a group of people going on an expedition to reach the pool thingy where the worms that the Aviar eat to get powers are. There's the main faction/group which is the expeditioners. The game would last ten cycles, and at the end of the ten cycles if any of them remain, they win. Hidden among them are two groups: the trappers and the Ones Above. The trappers' goal is to make sure that there are no Ones Above remaining when the game ends. The Ones Above have the goal of surviving to the end of the game. This is very basic right now, but that's the basic idea. Ever player would have about a 20% chance of getting an Aviar. You don't have to be a trapper to have one, though all trappers have an Aviar. Ones Above do not have an Aviar. Who has an Aviar would be common knowledge. I would just need help coming up with ideas for Aviar abilities. It might actually be better as a MR. Edited September 4, 2017 by StrikerEZ
Straw he/him Posted September 4, 2017 Posted September 4, 2017 Could you put the game into a rules format?
Steeldancer he/him Posted September 6, 2017 Posted September 6, 2017 (edited) Ok so last night I had a crazy idea that I need to work out the kinks in, but I think would be really cool. It's based on Inception. So there are 2 factions: the Inception team and the Constucts. Inception team has most of the roles, and is the "elim" team. But here's where it gets fun. They, at the beginning of the game, get to choose how "deep" they will go. the deeper they go, the greater the probability of winning. However, with each level, extra time is added, probably a turn for each level. Going to level 5 would be a 100% chance of successful Inception. They also have to have at least one person survive the game. The constructs win if they prevent the Inception team from winning. So the first turn would be in the top level, and the Inception team would decide how many levels down they think they can go, and have at least one person survive, and have successful inception. The second turn would be in the first level of dream, and would be 1 day. The second level would be 2 turns. 3rd level, 3 turns. Then, once max depth has been achieved, they go back up. 3 turns, 2 turns, 1 turn. I have the vague idea of having an architect, and I, the GM, being the "dreamer." A kick mechanic of some sort may be necessary to make a win possible for the Inception team. I still have to work out the specifics. I also know it's non sanderson, so I'll take care of that eventually. I also have a really cool inception worthy twist. I've also worked out a cool game based on Dreamer, which would probably end up being a quick fix. that is sanderson. It focuses on body hopping from person to person. It's interesting because the bodies aren't cosmere bodies, but normal people bodies, with items like that. I think it would be a cool mechanic. edit: Ok I've been thinking it over some more, and I've worked out a few more details. The Inception team will not have a night kill. Instead, each level will have an architect in the team. I will set up the general set up for each dream level (each one will have the village start off with different items and such. Items will not transfer into other levels). but the architect will have the power to change things (pending my approval). All changes will show up in the Write ups, as each little change calls more attention from the dream constructs... Also, only active people from a dream level will be put into the next dream level. Once Inception has been achieved, the kick will occur, and instead of a pyramid formation in terms of number of turns, it will be 1 turn in each level, ascending until the game ends. If you're confused, I'll explain it again for you in another post. Each turn will have a lynch. I will work on the rest of the team roles, and incorporating the totem item. If an architect dies, the dream will descend to the next level, and when ascending, will only spend one turn in that dream level. I'll try to organize this into something other than discombobulated thoughts. Edited September 6, 2017 by Flash
DrakeMarshall he/him Posted September 7, 2017 Posted September 7, 2017 16 hours ago, Flash said: Ok so last night I had a crazy idea that I need to work out the kinks in, but I think would be really cool. It's based on Inception. So there are 2 factions: the Inception team and the Constucts. Inception team has most of the roles, and is the "elim" team. But here's where it gets fun. They, at the beginning of the game, get to choose how "deep" they will go. the deeper they go, the greater the probability of winning. However, with each level, extra time is added, probably a turn for each level. Going to level 5 would be a 100% chance of successful Inception. They also have to have at least one person survive the game. The constructs win if they prevent the Inception team from winning. So the first turn would be in the top level, and the Inception team would decide how many levels down they think they can go, and have at least one person survive, and have successful inception. The second turn would be in the first level of dream, and would be 1 day. The second level would be 2 turns. 3rd level, 3 turns. Then, once max depth has been achieved, they go back up. 3 turns, 2 turns, 1 turn. I have the vague idea of having an architect, and I, the GM, being the "dreamer." A kick mechanic of some sort may be necessary to make a win possible for the Inception team. I still have to work out the specifics. I also know it's non sanderson, so I'll take care of that eventually. I also have a really cool inception worthy twist. I've also worked out a cool game based on Dreamer, which would probably end up being a quick fix. that is sanderson. It focuses on body hopping from person to person. It's interesting because the bodies aren't cosmere bodies, but normal people bodies, with items like that. I think it would be a cool mechanic. edit: Ok I've been thinking it over some more, and I've worked out a few more details. The Inception team will not have a night kill. Instead, each level will have an architect in the team. I will set up the general set up for each dream level (each one will have the village start off with different items and such. Items will not transfer into other levels). but the architect will have the power to change things (pending my approval). All changes will show up in the Write ups, as each little change calls more attention from the dream constructs... Also, only active people from a dream level will be put into the next dream level. Once Inception has been achieved, the kick will occur, and instead of a pyramid formation in terms of number of turns, it will be 1 turn in each level, ascending until the game ends. If you're confused, I'll explain it again for you in another post. Each turn will have a lynch. I will work on the rest of the team roles, and incorporating the totem item. If an architect dies, the dream will descend to the next level, and when ascending, will only spend one turn in that dream level. I'll try to organize this into something other than discombobulated thoughts. The dead doc would naturally be called limbo, I hope. Also what if the dreamer was an actual, uninformed player (possibly with some rather interesting abilities... in the very least, a vote manip), and part of the eliminator team's goal involved locating / doing something to the dreamer?
Steeldancer he/him Posted September 7, 2017 Posted September 7, 2017 (edited) 5 hours ago, Drake Marshall said: The dead doc would naturally be called limbo, I hope. Also what if the dreamer was an actual, uninformed player (possibly with some rather interesting abilities... in the very least, a vote manip), and part of the eliminator team's goal involved locating / doing something to the dreamer? Good idea, but I don't think it'll work. Simply because if they die, both teams lose, because the dream should collapse. Therefore, it would be in their interest to promptly claim, at which point they would experience no danger, like it L35. Plus, I'm not sure what the win condition would be. Still a cool idea though. Limbo obviously lol. How could it be anything else. Edited September 7, 2017 by Flash
DrakeMarshall he/him Posted September 24, 2017 Posted September 24, 2017 Hmmmm... Out of curiousity, what are some of the most complicated games that have been run on the shard? I am interested because I am making a game I suspect will end up being pretty complex (that said, I am inordinately pleased with all of the mechanics I have come up with so far). And I'd like to examine some of those past games and see what worked and what didn't work. I am fully aware that complex games are exponentially more difficult to balance, and I need all the information I can get if I am going to make this game into something that approximates my vision for it.
Straw he/him Posted September 24, 2017 Posted September 24, 2017 The ranking is probably: 1. LG26 2. LG33 (Re-run of LG18) 3. LG18
little wilson she/her Posted September 25, 2017 Posted September 25, 2017 LG18 would be worse than LG33, since the LG33 spreadsheet was much more automated than LG18's. But really, those two should just share. The only other complicated game I can really think of would be LG12. 1
DrakeMarshall he/him Posted September 25, 2017 Posted September 25, 2017 (edited) Interesting, thank you. Time to do some research. When I get time anyhow. This game is still quite a ways out. Hmmm so the most relevant takeaway I am getting from LG26 is to go easy on the defensive powers. Or at least, if there are a significant number of protective powers in play, then the eliminator team ought to have something to balance it out. Edited September 25, 2017 by Drake Marshall
Orlok Tsubodai Posted September 25, 2017 Posted September 25, 2017 20 hours ago, little wilson said: LG18 would be worse than LG33, since the LG33 spreadsheet was much more automated than LG18's. But really, those two should just share. The only other complicated game I can really think of would be LG12. Given I ended up doing a lot of the manual work in LG18, I cannot tell you how much of a difference the automation made. Wilson and I had a number of rollovers that took both of us working together more than four hours, whereas El and Lopen's rollovers were closer to two hours. That said, I don't think that necessarily means that LG18 was any more complicated, indicating just that past experience and time invested beforehand make a world of difference.
DrakeMarshall he/him Posted September 26, 2017 Posted September 26, 2017 (edited) My one regret is that this game will probably run some time after Oathbringer comes out, and while it isn't meant to be strictly canonical, I will still probably need to make some tweaks in response to Oathbringer's release. The other side of that coin of coarse is that Oathbringer will be out, and I'll get to read one of the books I've really been looking forward to. So I suppose I can't really complain. Edited September 26, 2017 by Drake Marshall
Aonar he/him Posted September 27, 2017 Posted September 27, 2017 (edited) Okay. Time to post the final version (maybe, we'll see) of yet another non-Sanderson idea I've had. (Only good ideas I'm getting lately, sorry. :P) A Practical Guide to Elimination: Spoiler The world has changed. Callow has been subsumed into Praes, and the forces of Evil are itching to extend their reach even further. Procer fights itself, subtly led on by the Dread Empress. The White Knight is holed up in the Titanomachy; the Calamities stand without equal. Creation demands a balance, and that means one thing. Heroes. More and more appear every day, and some are beginning to slip through the cracks, despite the best efforts of Scribe and Assassin. They need to be quelled, before rebellion can begin. Factions: This game has one Village faction, and two Eliminator factions. Eyes of the Empire: You serve Praes, under the Scribe, Eudokia. You have been tasked to find and destroy the heroes that have arisen. Some of you are Named, sent by the Calamities. You have a doc to speak in, and once per cycle can request for Assassin to kill a player. You goal is to kill all Named Heroes. Callowan Countryman: You care little for the struggles of good and evil. All you want is to return to your normal life. But when you hear the heroes speak, you can’t help but wonder if life could be better without Praes rule…. You have a special ability you may use once per game. You may Choose. If you Choose Evil, you gain the Eyes of the Empire win condition, although you do not gain access to their doc or group abilities. If you Choose Good, you gain the Heroes of Callow win condition, although you do not gain access to their doc or group abilities. After Choosing, you have a much greater chance to gain a Name, based on activity and RP. If you do not Choose, your win condition is to survive, or have only neutral players remaining. Named may gain special win conditions. Heroes of Callow: You are Named, given power to start a Rebellion and free Callow from the Praes occupation. You have a doc to speak in. Additionally, once per cycle you may target a player. If they have not Chosen, or have Chosen Good, you convince them to join the rebellion. Their win condition does not change, and they are informed that they are now a part of the rebellion. If they Choose after this, they remain a part of the Rebellion. As an action, instead of doing this you may incite a riot. All players you have convinced to fight will attack another random non-rebel player; when this attack is successful,.there is a 50/50 chance the rebel will die as well as the targeted player. When the attack fails, the rebel dies. Additionally, every time you incite a riot, one of your teammates must lead it, and is revealed publically. In lieu of this group ability, you may attempt to kill a player. Your goal is to eliminate the Eyes, and have all living players be a part of the Rebellion. Names and Roles: In Calernia, stories have power, and the more power you give them, the more you gain in return. You character’s actions shape their story, and their story shapes the power they can wield. As you write your character’s tale, you can guide them towards a Name, an archetypal Role. Dramatic actions, narrative patterns, thought patterns, strengths, weaknesses, background, etc., all contribute. Names will be handed out at the GM’s discretion, with input from the player. (It can be assumed however that someone who RP’s consistently and of consistent quality (say 2-3 hundred words a turn) are much more likely to gain a Name than someone who does not, even if the Name has to be shoehorned somewhat to fit.) Names will be tied to their RP and alignment; a Good orphan who has devoted themselves to swordsmanship is for example far more likely to become the Lone Swordsman than a wandering noble or drunken minstrel. (Who are, in turn, more likely to become the Exiled Prince or Wandering Bard, respectively.) The powers you gain are in turn determined by the Name earned as well as your RP. While powers vary, it can generally be assumed that, for example, a martial or combative Name (like Squire, Ranger, Champion, etc.) will gain an ability related to attacking others, or defending oneself, while Administrative Names (Like Tyrant, Scribe, Adjutant, etc.) are likely to gain an ability related to information and manipulation, and so on and so forth. In addition to the base power a Named gets with their Role, each Named can gain access to three Aspects. These are more powerful abilities, but they have stricter RP requirements to use. An Aspect takes the form of an imperative verb, related to the intent and theme of the Name. (For example, a Black Knight might have Lead, Conquer and Destroy, while a Lone Swordsman might have Swing, Rise and Triumph.) When a player decides which Aspect they want to come into, they need to reference it by name (not as an Aspect, but the word/concept/action must appear) at least three times, or in every RP post you make that turn (whichever is more), and must be similarly referenced on any turn you decide to use the ability. You can only tap into one Aspect at a time, and must wait one cycle before gaining a new Aspect. Tapping into an Aspect may enhance the base abilities of your Name, or provide new abilities. The exact function or functions of any given Aspect are determined when the Aspect is gained. Notes: Claimants: If two or more players both attempt to take the same (or similar enough to be essentially the same) Name at the same time, they will be considered Claimants to the Name. As a Claimant, you will gain a base power, but cannot form any Aspects until all other Claimants are dead. Transitional Roles: Some Names are designed to transition into other, greater Roles. (For example Squire>Knight, Apprentice>Wizard/Warlock, Heir(ess)>Tyrant.) These roles cannot come into play unless their senior counterpart has already come into existence. In addition to being able to be gained normally, these Roles can be bestowed by their counterpart on to someone with the same Alignment. (This can be done even if there is already someone with the Role in play, in which case they become Claimants, following those rules.) Maintaining a Role: If your story begins to falter, or you act out of accordance with your Name and Role, you can damage your connection to it. At the GM’s discretion, or if you fail to maintain the RP requirements, you may lose the ability to access your Name’s power; leaving you unable to use your Aspects, or even possibly your base powers. During this time, other Claimants may arise. Aspect Conditions: Many Aspects, in addition to the RP requirements, require certain, flavour conditions to use. For example, Obey can be taken with another action, and makes said action unblockable. However, in order to use this Aspect, the action must be taken at the request of another player. Role Fulfillment: Many Roles come with certain burdens; the pull of your personal story is just as important as the rebellion you’re fighting in. Named may also gain additional, secondary goals and win conditions. Starting Named: Some Heroes and Villains will start with Names, however, these Names and stories are unformed. Named are encouraged to decide on their Name and Role as early as possible, so they can use their powers. The Rule of Three, and the Shape of Stories: A savvy Named, or even a regular mortal, con manipulate fate to their advantage, if they find the right story. Actions beyond the hard definitions of Names and mundane powers may be taken; however, they will require both justification and related RP to perform. However, this also means that the narrative can and will work against you; anything you come to over-rely on can and will fail you at the worst possible time. Likewise, with proper RP and justification, a Named can tie their fate to that of another, opposing player, forming a pattern of three. Fate will work to prevent their deaths until the pattern is complete and one has proven the victor, however it is not completely infallible. Mundane Abilities: Named are not the only people with power in Calernia, although they may reap the lion’s share of it. Magecraft: Some few Callowans, and more Praesi, have the ability to directly influence Creation. You may have access to one of the following abilities: Scrying: PM two players of your choice each turn, or set up a PM between any two players. Unless you choose to keep the PM going, it will end with the turn’s end. Warding: Target a player. You are informed of the actions that target them. Healing: Target a player and prevent their death or roleblocking. However, mage healing is not perfect, and tends to leave the healed person fragile. Cannot target a player consecutively, and the player cannot take actions on the turn following their healing. Evoking: Throw a sphere of heat and force at a player. While not quite hot enough to kill, it will hurt them badly enough they cannot take any actions. Veteran/Legionaire/Pit Fighter (Depends on starting Alignment/player preference.): Your days spent fighting have granted you a superior constitution. While you may not be able to hold your own against the full might of a Named, you can shrug off one attack otherwise. Underworld Connections: You manage to know a bit of everything going on in Callow, thanks to your ties to the Dark Guilds.You may have one of the following abilities: Blackmail: One player changes their vote to a player of your choosing. Bribery: Target a player, and determine whether or not they have Chosen, and if they belong to the Rebellion. Pulse of the City: Determine roughly how close any one Faction is to completing their win condition/learn the current size of the rebel Faction. Alchemist/Sapper/Goblin Munitions: (Again, depends on Alignment/player preference.) You have somehow learned the secrets of goblin alchemy, and can use their powders and explosives to devastating effect, although without the reagents mined from the Grey Eyries, they are a little weaker than usual. Once per cycle you can detonate a Brightstick near a player, cancelling any action they take that turn. Some Named may be resistant to this. Any thoughts? I know it'll be a while before it gets run, even if I manage to get permission for it, but hey. Edited September 27, 2017 by Aonar Faileas 3
Arraenae Posted September 28, 2017 Posted September 28, 2017 Quote The Rule of Three, and the Shape of Stories: A savvy Named, or even a regular mortal, con manipulate fate to their advantage, if they find the right story. Actions beyond the hard definitions of Names and mundane powers may be taken; however, they will require both justification and related RP to perform. However, this also means that the narrative can and will work against you; anything you come to over-rely on can and will fail you at the worst possible time. Likewise, with proper RP and justification, a Named can tie their fate to that of another, opposing player, forming a pattern of three. Fate will work to prevent their deaths until the pattern is complete and one has proven the victor, however it is not completely infallible. This sounds both awesome and game-breaking. I'm going to list a bunch of scenarios, so could you say if they would work or not? 1. Let's say that before this game starts, I and another player plan characters together who are married. Let's also say that because of chance, or because the GM is a troll, we end up on opposing factions. Would I be able to use the power of True Love Beyond Factions to convince the other player to defect their faction or to convert them to my alignment? 2. Same married couple. Let's say the other player gets attacked. Could I use the power of Love Protects All to take the attack and die instead? 3. Same married couple. Say I get bored of the same old True Love RP and my character has an affair with a third player's character. The spouse finds out. Would that create a pattern of three, maybe with a win con of something where I have to run away with the player who my character had an affair with or the spouse has to kill both of us in vengeance?
Aonar he/him Posted September 28, 2017 Posted September 28, 2017 4 minutes ago, Arraenae said: This sounds both awesome and game-breaking. I'm going to list a bunch of scenarios, so could you say if they would work or not? 1. Let's say that before this game starts, I and another player plan characters together who are married. Let's also say that because of chance, or because the GM is a troll, we end up on opposing factions. Would I be able to use the power of True Love Beyond Factions to convince the other player to defect their faction or to convert them to my alignment? 2. Same married couple. Let's say the other player gets attacked. Could I use the power of Love Protects All to take the attack and die instead? 3. Same married couple. Say I get bored of the same old True Love RP and my character has an affair with a third player's character. The spouse finds out. Would that create a pattern of three, maybe with a win con of something where I have to run away with the player who my character had an affair with or the spouse has to kill both of us in vengeance? 1. Possible, with the right build up. However, note that this build up is rather public. If someone doesn't want it to happen, there's no reason they can't interfere. Also, if you do manage it, it might not turn out the way you expect. 2. Again, build up. Maybe. The Heroic sacrifice angle doesn't work for everyone. 3. Not quite right for a pattern of three. Rule of Three gets involved for more of a contest or confrontation, tending to involve a nemesis or rival of some sort. If that happened and then they found themselves in opposition, and they were both Named, then sure. (Pattern of Three tends not to be invoked by people without Roles.)
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