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Posted
5 hours ago, CRichardThrone said:

I can see myself playing forum mafia here sometime.

we have a game about to start soon if you want to join us. 

  • 1 month later...
Posted

Obligatory please don't use the entire ruleset here on 17s until I get a chance to run it.

Also, if something similar has already been done before lmk so I can look at it. Too similar and I might not want to run it, similar enough and I can learn what works and what doesn't from it.

Spoiler

Scadrial vs Roshar Cold War: The Nalthian Proxy Incident

Flavor incoming. Role names and abilities may not match standard SE roles.

 

Alignments:

2 equal sized factions, plus possible vagabond.

  • Each faction Scadrians/Rosharans gets a factional kill via vote when they have fewer members, in case of ties, both factions vote on a combined kill unbeknownst to them. Alignments are not announced when players die/are execed. Factions win when the other faction is eliminated.

  • Hoid only exists in odd player counts. Gets x kills depending on the player count. Selects which faction each kill is from, but not what player. Wins when at parity with both factions. During day cycles, Hoid may see whether a given player is in the majority party(after the exec), ties returning yes.

 

Roles:

Each faction has identical distro of roles, Hoid may also have a role

  • Connector/Truthwatcher can select two characters during day to see if their alignments match

  • Trueself/Windrunner can block exactly 2 kill votes at night if the/a leading selection would be from their team, but one of those votes is redirected at them. This ability must explicitly be used ahead of time. It does block if the leading target is themselves. (if two or more leading selections are from their team, one vote each from 2 targets is removed)

  • Leecher/Decayform can roleblock a chosen player during either day or night.

  • Nicroburst/Stormform doubles a chosen other player’s exec vote.

  • Rioter/Lightweaver can redirect a kill vote to match theirs.

  • Kandra/sleepless once per game can vote on the other faction’s kill.

 

Day cycle actions:

  • Exec vote

  • Hoid faction check

  • Connector/Truthwatcher check

  • Leecher/Decayform roleblock

  • Nicroburst/Stormform vote double

 

Night cycle actions:

  • Kill vote

  • Hoid kill(s)

  • Trueself/Windrunner vote block

  • Leecher/Decayform roleblock

  • Rioter/Lightweaver vote steal

  • Kandra/sleepless double vote

 

Misc:

  • Player PM’s closed, completely.

  • Exec votes may be received via GM PM, but votes in the main thread trump votes in PM

  • Kill votes via PM

  • Roles and Alignment not announced on death, but instead at game end.

Open to feedback for sure. I'm still new to the SE scene in general.

  • 4 months later...
Posted (edited)

I've been playing around with a low power Scadrial ruleset that I'd like some thoughts on if anybody minds. I have no intentions of running this game, so anyone is free to run it. It's just been stuck in my head because there's been two different mechanics I've been wanting to make a game for; Player List Distance, and Role Charges.

Misting Elimination Game

Spoiler

The player list in this game functions as an distance measurement. Some actions will target groups of players based on how far they are from your target.

Example Player List:

  1. Alcatraz
  2. Brandon
  3. Chiri-Chiri
  4. David
  5. Elend
  6. Frava
  7. Galladon
  8. Hrathen
  9. Iriala
  10. Joel

Frava is in place Six. That means she is 1 place away from Elend and Galladon, and she is 2 places away from Hrathen and David. The Player List wraps around, so Joel and Alcatraz are only 1 place away.

Roles in the game:

Every player is a Misting, Mistborn, or Metalurgist. Mistings start with 1 to 3 of their Vials, Mistborn start with 4 random vials, and Metalurgist start with 1 of each Vial.

Each Cycle, in addition to their standard vote, a player may take 1 of three actions; Giving 1 vial of Metal they own to another player, Burning Vials of Metal to use that power, or Faction Kill Ability.

THUG: Starts with 1 to 2 vials. During the night, Thugs may burn 1 vial of Pewter to stand guard over 1 player. If anyone attacks that player, or the players that are 1 place away from their target, the Thug will block that attack. They may guard themself.

TINEYE: Starts with 1 to 3 Vials. Tineyes may burn 1 vial of Tin to watch a player's house. They will see who visits that house, or the houses of players up to 2 places away. They will not learn what actions those players took.

SMOKER: Starts with 3 Vials. Smokers may burn 1 vial of Copper to hide themself and players 1 place away from them. Hidden players cannot be detected by Seekers. (If the days and nights are combined, this role could also protect players from being affected by Soothers or Rioters.)

SEEKER: Starts with 3 Vials. Seekers may burn 1 vial of Bronze to target a player and learn what Metal they burn that night. They will also learn what metals are burned up to 2 places away from their target, but not which player burned those metals.

COINSHOT: Starts with 1 Vial. As long as the Coinshot has at least 1 Vial of Steel, they may check 1 player a night to learn how many Vials of Metal they have. This does count as burning Steel for the Seeker. They may burn 1 Vial of Steel to attack a player, killing them if they are not protected by the Thug.

LURCHER: Starts with 1 to 3 Vials. The Lurcher may burn 1 vial of Iron target a player and steal 1 of their Vials of metal at random. They will also learn how many Vials combined are owned by their target and the players 1 place away from their target.

SOOTHER: Starts with 1 to 3 Vials. the Soother may burn 1 vial of Brass to cancel 1 player's vote, or they may burn 2 vials of Brass to target 1 player and cancel their vote, as well as the votes of the players 1 place away from them.

RIOTER: Starts with 1 to 3 Vials. The Rioter may burn 1 vial of Zinc to double 1 player's vote, or they may burn 2 vials of Zinc to target 1 player and double their vote, as well as the votes of the players 1 place away from them.

MISTBORN: Starts with 4 Vials chosen by the GM. The Mistborn may use 1 of the above abilities each round.

METALURGIST: Starts with 1 of each of the 8 Vials, but cannot burn them.

Obviously whoever runs this game is free to change anything about it. The numbers of starting Vials probably need tweaking, as do the areas of affect. Perhaps it would be more balanced if the seeker can sense up to 4 places away, or maybe everyone should have a standard burn and a Flare effect, like the Soother and Rioter do.

If you wanted to make it more complicated, you could also include a mechanic for changing positions in the player list.

I just really needed to get this game out of my head.

Edited by A Joe in the Bush
spelling and adding a note.
Posted (edited)

Lol, thank you two for preventing me from Double Posting.

This is an improved version of my previously posted game, and is once again free for anyone to run. I may eventually run it myself, idk.

Allomantic Scarcity

Allomantic Scarcity is a Mid Range Game revolving around Allomancy. Any setting/flavor works. The two main twists of this game are Role Charges and Areas of Affect. Most Roles will affect multiple players, based on their positioning in the player list. Most Roles can be used a limited number of times without careful planning.


The Player List

Spoiler

The Player list is numbered in order of Sign-Up. Most actions will target a player and affect them and players up to X places away. The playerlist ‘wraps around’ such that the first and last players are considered to be 1 place away from each other.

Ava
Bob
Cal
Dax
Ema
Fox
Gus

In the above player list, Ava is 1 place away from Bob and Gus, and 2 places away from Cal and Fox. If an action targets Ava and does a secondary effect to all players within 2 places of them, then Bob, Cal, Fox, and Gus will be affected.

The numbering of the player list will change as players are killed. If Ema is executed, the player list will change to the following:

Ava
Bob
Cal
Dax
Fox
Gus


Action Economy

Spoiler

Each turn, players may make 1 vote and take 1 action. Actions are ‘Burn’, ‘Flare’, ‘Gift’, and ‘Faction Kill’. Players do not have to vote, and do not have to take actions.

Burn

Mistings and Mistborn may Burn, consuming 1 Vial of Metal to take the associated action. 

Flare

Misting and Mistborn may Flare, consuming 3 Vials of Metal to take the associated action.

Gift

Any player may Gift 1 of their Vials to a player. The Recipient does not know who gave them the Vial.

Faction Kill

Eliminators have access to the this Action. Only 1 Eliminator may make this action per turn. The Eliminator will kill a target player.

There may be Lone Wolves with a Faction Kill as well.

 


Order of Actions:

Spoiler

1 - Metal Actions (Burning and Flaring starts in this step. Vial counts are updated.)

2 - Hiding (Smokers activate in this step.)

3 - Protecting (Pewterarms stand guard in this step.)

4 - Voting (Standard Votes are counted in this step.)

5 - Strengthening (Rioters increase Votes in this step.)

6 - Weakening (Soothers decrease Votes in this step.)

7 - Gifting (Vial counts are updated.

8 - Learning (Tineyes, Lurchers, Coinshots are given information in this step.)

9 - Stealing (The Lurcher activates in this step. Vial counts are updated.)

10 - Killing/Executing (The targets of the Execution and the victims of the Coinshots are killed in this step. Vial counts are updated.)

Game Masters could decide to change this to have Stealing go sooner in the OOA, but doing so will allow the Lurchers to act as Roleblockers. Be sure you want to do that before changing their position in the OOA.


Roles

Spoiler

 All players will have 1 of 3 roles: Mistborn, Misting:<subtype>, or Metallurgist.

Metallurgist

Metallurgists do not have access to the Burn or Flare Actions. Instead they start with 8 Vials of Metal, 1 for each of the Allomantic Types.

Metallurgist Variant: The Wronged

If your game is being played with Lone Wolves, you could add the following Stipulation:

If the Metallurgist is targeted by a Lurcher, their Faction becomes Lone Wolf: Executioner. Their target is automatically set to the Lurcher/Mistborn that Stole from them.

Mistborn

Mistborn have access to the Burn and Flare Actions for all Metals. They do not have access to the Luck Passive for any Metals. Mistborn start with 4 Vials of Metal, chosen/randomized by the Game Master.

Misting:subtype

Misting have access to the Burn and Flare actions of a single Metal. They also have access to the Luck Passive for that Metal. Mistings start with 4 Vials of Metal, at least 2 of which are the Metal they can use. The other 2 are chosen/randomized by the Game Master.

Spoiler

Pewterarm - Pewter

Luck As long as the Pewterarm has at least 1 vial of Pewter they will survive any Kills made against them. Doing so spends 1 vial of Pewter, and cancels any other action they were taking that turn if it happens later in the OOA.

Burn The Pewterarm may Burn 1 vial of Pewter to target a player and Protect them and players up to 1 place away from one Kill. If multiple Kills happen, the Pewterarm will prioritize Protecting their target, followed by whichever player is closer to them. If the Pewterarm is attacked, their Luck cancels this Protection.

Flare The Pewterarm may instead Flare 3 vials of Pewter to target a player and Protect them and players up to 2 places away.

Tineye - Tin

Luck As long as the Tineye has at least 1 vial of Tin they will Learn the identity of every player that targets them specifically.

Burn The Tineye may Burn 1 vial of Tin to target a player and Learn the identity of everyone who targets that player that turn, as well as Learn the names of everyone who targets any of the players within 2 places of their target, but not specifically who they targeted.

Flare The Tineye may instead Flare 3 vials of Tin to target a player and Learn the identity of everyone who targets that player, and the players within 1 place of them.

Smoker - Copper

Luck As long as the Smoker has at least 1 vial of Copper they will be Hidden.

Burn The Smoker may Burn 1 vial of Copper to target a player and Hide them from Soothers, Rioters, and Seekers. Seekers will not be informed of any metals burned by Hidden players. Votes made by Hidden players will not be weakened or strengthened. Hidden players are not informed they were Hidden.

Flare The Smoker may instead Flare 3 vials of Copper to target a player and Hide them and players within 1 place of them.

Seeker - Bronze

Luck As long as the Seeker has at least 1 vial of Bronze they will Learn what metals affect them, but not whether they were being targeted or not.

Burn The Seeker may Burn 1 vial of Bronze to target a player and Learn what metal their target Burned or Flared. Seekers cannot detect Luck. They will also Learn what metals were burned by players within 1 place of their target, but not which player burned what metal.

Flare The Seeker may instead Flare 3 vials of Bronze to target a player and Learn what metal their target and players within 1 place of them Burned or Flared.

Coinshot - Steel

Luck As long as the Coinshot has at least 1 vial of Steel they will be told how many vials of metal a random/ordered player has.

Burn The Coinshot may Burn 1 vial of Steel to target a player and Kill them, removing them from the game unless they are Protected by a Pewterarm.

Flare The Coinshot may instead Flare 3 vials of Steel to target a player and kill them twice.

Lurcher - Iron

Luck As long as the Lurcher has at least 1 vial of Iron they will be told how many vials of metal a random/ordered player has.

Burn The Lurcher may Burn 1 vial of Iron to target a player and Steal 1 vial of metal at random from them. They will also Learn how many vials of metal their target has left, as well as how many vials of metal players within 1 place of them have.

Flare The Lurcher may instead Flare 3 vials of Iron to target a player and Steal all vials of metal from them. They will also learn how many metals players within 1 place of them have.

Soother - Brass

Luck As long as the Soother has at least 1 vial of Brass they will not be affected by Rioting.

Burn The Soother may Burn 1 vial of Brass to target a player and Weaken two votes at random from among the target and players within 1 place of them.

Flare The Soother may instead Flare 3 vials of Brass to target a player and Weaken your target's vote by 1, as well as 2 votes at random from among players within 2 places of them.

Rioter - Zinc

Luck As long as the Rioter has at least 1 vial of Zinc they will not be affected by Soothing.

Burn The Rioter may Burn 1 vial of Zinc to target a player and Strengthen two votes at random from among the target and players within 1 place of them.

Flare The Rioter may instead Flare 3 vials of Zinc to target a player and Strengthen your target's vote by 1, as well as 2 votes at random from among players within 2 places of them.

 

 


Factions:

Spoiler

Village

The Majority of players. They do not start knowing any other members of their faction. They win when all surviving players are Village.

 

Eliminators

A small minority of players. They start knowing who each other are. They win when more than half of all surviving players are Eliminators, and there are no Lone Wolves present. They have a Doc to Communicate in, and have access to the Faction Kill ability.

Lone Wolf

Several possible variants would work for this game:

Executioner

You start with a Target. Your goal is to ensure they are executed. If they are otherwise killed, your faction is randomized with an equal chance of (Lone Wolf/Faction opposing your Target’s Killer) You lose if you die before your target is Executed.

If your target is executed, work with your Game Master and choose one of the following options:

  • It is announced that you have won. You leave the game as if you have died, and the game continues on.

  • It is announced that an Executioner has won. Your Faction is changed to Village, and you gain the Mistborn Role. The game continues.

  • It is announced that an Executioner has won. Your Faction is changed to either Arms Dealer or Serial Killer.

  • It is announced that an Executioner has won and joined the Eliminators. Your Faction is changed to Eliminator, but you do not learn their identities, nor they yours. Eliminators gain the ability to invite one player of their choice to their private doc per turn.

Serial Killer

You have access to a Faction Kill, and win if half or more of all living players are Serial Killers.

Arms Dealer

You start with a list of everyone’s Role. You win if the game reached a certain number of rounds before you died.

 


Complexity

If you wish to remove Complexity, I recommend removing Luck Passives, then Lone Wolves, then Flaring Actions for 4 different levels of Complexity.

If you wish to increase Complexity, I recommend Doubling the Starting Vials of all players, and changing the Action Economy to allow players to Burn/Flare and Gift/Faction Kill in the same turn.

If there are less than 15 Players, I recommend removing Lone Wolves.

Edited by A Joe in the Bush
Formatting Errors and adding a G-Doc link
  • 1 month later...
Posted (edited)

MR##: The Politics of Gods

It is up to the Returned in Hallandren to decide whether or not War is necessary to bring the Idrian Rebels into line. It is the Gods who vote on such matters of great importance, not their Chosen Priests. The priests job is to give advice, both about whether or not to go to War, and about which of the other priests are Pahn Kahl Dissidents. 

 

This is a game in which everyone is equal under the Gods, and therefore has no role specific to them. Everyone will belong to a specific God, and be able to talk to the other priests in the privacy of their Court. The priests will be able to influence their God into voting to Execute a certain priest as a Dissident. Eventually, each god will give up their Divine Breath, to a priest chosen by their Court.

 

Let’s talk actual mechanics now.

Factions

Chosen Priests

This is the Village Faction. None of them know anything special, and they do not have a factional ability. They win once all the Pahn Kahl Dissidents are killed.

 

Pahn Kahl Dissidents

This is the Eliminator Faction. They have a secret Google Doc to communicate in, and start knowing each other’s identity. Each cycle, they make kill one player. They win once the Chosen Priests cannot win, even through perfect play. Generally this means the Pahn Kahl win if  they outnumber the Chosen Priests, but it is technically possible for this to not be the case.

The Courts

Each of the 10 Returned Gods has a Court (Google Doc) that is accessible to only their priests. The priests inside the Court know who each other are, but that information is not publicly available. Inside the Court, the priests may discuss at will. During the Cycle their God will be Giving Away their Divine Breath, the priests of their court will vote on whom the Recipient of that Divine Breath will be.

 

All Courts will have at least 3 players in them. If a priest’s death brings the occupancy of the court to 2 or less, the court will either be scattered to other courts, or an excess priest from another court will be brought in to make up the numbers. Whenever a new priest is added to the court, the Doc will be made anew, so they do not have access to prior conversations.

 

If there is not enough players to populate all 10 courts, some of the courts will have Zero players inside them. These are referred to as Empty Courts, and is not publicly known information.

Seniority

All Priests and Gods have a Seniority ranking that is Public Knowledge. All ties will be broken in favor of Seniority, leaving nothing to RNG. Gods will give up their Divine Breaths in order of Seniority, from oldest to youngest.

Voting

In this game, Voting is done via Bold, Red Names in the thread as normal, but the count of those votes will be very different. You will be advising your God on what Priest should be removed, and your God has all the sway of their Priesthood. Each God votes in favor of the Plurality of their Priesthood, effectively casting all their Priest’s votes for the same person. 

 

Each Court (Doc) has a Voting Power Equal to the number of Priests inside it. If Nounverb the Descriptive has 5 priests, then his vote is worth 5.

 

If a Court is Empty, it will vote randomly for a player that was voted on, but does not currently have the most or secondmost votes. IE: Empty Courts will vote without truly affecting the Execution.

 

Example Vote:

 

Spoiler
Seniority Player Of the court of. . . Votes for: Then the ending vote is thus: HENRY IS EXECUTED
1 Alice Lightsong Daniel Lightsong casts 3 votes for Henry's Execution
2 Bob Blushweaver Daniel Blushweaver casts 3 votes for Daniel's Execution
3 Carol Tanavast Alice Tanavast casts 3 votes for Alice's Execution
4 Daniel Blushweaver Alice  
5 Eclair Tanavast Ginny Lightsong's court voted 2 to 1 to execute Daniel
6 Frank Tanavast Iguana Blushweaver's court had a tie, so Bob broke it as the seniormost Priest
7 Ginny Lightsong Henry Tanavast's court had a tie, so Carol broke it as the seniormost Priest
8 Henry Blushweaver Frank  
9 Iguana Lightsong Henry The God's had a tie, so Lightsong broke it as the seniormost God

 

Divine Breaths

When a God becomes Seniormost, their priests will have the opportunity to vote on who their god will give their Divine Breath to. That player will either gain a One-Use ability that must be used on the following Turn, or they gain a Passive Ability.

 

The Following Gods are listed in order of Seniority, from oldest to youngest.

Spoiler

When Elsecaller the Careful gives their breath away, the Recipient will choose two priests to join them in a random court. Those three will become the only members of a random court.

 

(Example: Elsecaller gives their Breath to Alice. The next turn, Alice chooses Bob and Carol, The next turn, Alice, Bob, and Carol are moved to a court, where they are the only priests inside it. If RNG places them in a court that already had players in it, those players will be moved to other courts, as if the Court had dissolved.)

 

When Stoneward the Resourceful gives their breath away, the Recipient will rearrange the Seniority of the Priests as they see fit. 

 

When Bondsmith the Pious gives their breath away, the Recipient will rearrange the Seniority of the Gods as they see fit. (This will go into effect after the next god dies,)

 

When Willshaper the Resolute gives their breath away, the Recipient’s court (google doc) will not become inaccessible upon the death of that god or the lack of priests. The Recipient and their fellow court-members will still be moved to other courts as normal, but they may continue to talk in the old doc as well.

 

When Windrunner the Protecting gives their breath away, the Recipient gains the Passive Ability to survive one Execution. Instead, the player with the secondmost votes on them will be executed.

 

When Dustbringer the Brave gives their breath away, the Recipient will remove a God and their Court from the game. Their priests will be moved as normal, but the god’s Divine Breath will not activate.

 

When Skybreaker the Just gives their Breath away, the Recipient will target a player and kill them. If their alignment matches the Recipient, the Recipient will also die. Neither player’s alignment will be revealed upon death, regardless of how many of them die.

 

When Edgedancer the Loving gives their Breath away, the Recipient will join in all Courts for the next Cycle. Their vote still only counts for their actual court.

 

When Truthwatcher the Learned gives their Breath away, the Recipient’s alignment will be revealed to everyone.

 

When Lightweaver the Honest gives their Breath away, the Recipient will be able to choose which court their vote belongs to, even as they stay in their own court.

 

If the game is still going after all 10 gods have given their breath away (or been killed by Dustbringer), 10 new gods with near identical names, and identical powers and seniority will be born, and the rotation will continue.

PM's: None of that now. Talk in your Court or in the Thread.

Edited by A Jo in the Bush
  • 4 months later...
Posted
2 minutes ago, Hoid Slayer said:

Just wondering, if I were to sign up to run a game, roughly how long would it be until I actually ran it?

Anywhere from 5 minutes to 3 years

Posted

The current policy is that players should only sign up for a new slot if they don't have one for that type of game yet. Some folks have multiple slots that they are holding, but we changed the rule this year so the wait time for new GMs would come down a bit.

Posted
2 hours ago, Araris Valerian said:

The current policy is that players should only sign up for a new slot if they don't have one for that type of game yet. Some folks have multiple slots that they are holding, but we changed the rule this year so the wait time for new GMs would come down a bit.

Wait this actually happened? I thought there was never a decision made.

  • 3 weeks later...
Posted

Roughly how long is an MR?

I’m thinking of running a game based around the Ten Final Days, but I’m unsure how to make that time frame work

24 hour cycles seem too short, but I don’t want to drag too long

Posted
22 minutes ago, Hoid Slayer said:

Roughly how long is an MR?

I’m thinking of running a game based around the Ten Final Days, but I’m unsure how to make that time frame work

24 hour cycles seem too short, but I don’t want to drag too long

MRs are 48 hours a cycle. On occasion they are split into two 24 hours day/night turns. That would make a ten cycle MR three weeks long, which is unusual for an MR. A game that long would probably have to be a LG, though the mods (or just someone smarter tbh) can correct me if I'm wrong. 

Posted
4 minutes ago, The Unknown Order said:

MRs are 48 hours a cycle. On occasion they are split into two 24 hours day/night turns. That would make a ten cycle MR three weeks long, which is unusual for an MR. A game that long would probably have to be a LG, though the mods (or just someone smarter tbh) can correct me if I'm wrong. 

Yeah…

Does it have to be 48 hours per cycle?

How weird would 36 hour cycles be?

I guess I’ll just have to keep working on it 😔

It would be great as an LG, but it’ll be forever before I get to run one of those 😭

Posted
1 hour ago, Hoid Slayer said:

Yeah…

Does it have to be 48 hours per cycle?

How weird would 36 hour cycles be?

I guess I’ll just have to keep working on it 😔

It would be great as an LG, but it’ll be forever before I get to run one of those 😭

I'm not sure anyone would stop you (I feel like someone, maybe me actually, ran something along those lines), but rollover would be changing every cycle, which is annoying for the GM and the players. 

BTW, I don't really think MRs are much closer than LGs. Because of how we run MRs and QFs, it takes twice as long, which makes MRs roughly equal to LGs I think. QFs are the fast track to GMing right now. 

Posted
38 minutes ago, The Unknown Order said:

'm not sure anyone would stop you (I feel like someone, maybe me actually, ran something along those lines), but rollover would be changing every cycle, which is annoying for the GM and the players. 

Alright, thanks

Yeah, that’d be a struggle for me too

Either way, I can design the game and just change the timekeeping when it comes to that

41 minutes ago, The Unknown Order said:

BTW, I don't really think MRs are much closer than LGs. Because of how we run MRs and QFs, it takes twice as long, which makes MRs roughly equal to LGs I think. QFs are the fast track to GMing right now. 

Huh…

I hadn’t thought about that

I guess we’ll see how it works out 🤷‍♂️

  • 1 month later...
Posted (edited)

I currently have a Quick Fix game in the works called Shrapnel Grenade that I would love to get eyes on.

Spoiler

Quick Fix ##: Shrapnel Grenade
    Shrapnel Grenade: A hand held explosive device filled with metal shards. When thrown, it explodes and scatters those pieces of metal in unpredictable directions. If not handled very carefully, this device will cause damage to everyone involved it the usage. It is an apt metaphor.

    QF##: Shrapnel Grenade takes place in the early days of the Final Empire. Everyone involved is a Mistborn of the highest power, and newly acquired skill. It will be chaos. No steps have been taken to mitigate this chaos.

    The Loyalists of Luthadel have learned that there are Separatists among the newly born Noble Class. People who wish to take their god-given gifts and found an empire of their own away from the Lord Ruler. The Loyalists do not know who the Separatists are, and must fight to exterminate every last one of them. The Separatists know each other, and are willing to die to ensure any of them escape the oppression of the Lord Ruler, but to do that, they must outnumber the Loyalists.

    All players are Mistborn, unskilled in their art, with limited resources to power their abilities. Thus, each player may use each metal action once per game. There is no limit to how many abilities are used in a single turn. All actions can self-target.
    
    There are no PM’s in this game.

Seeker: Learns all the Metal abilities used by a player during this turn.
Smoker: Your target is protected from Seekers, Soothers, and Rioters.
Tineye: Learn everyone your target visits.
Pewterarm: Your target is protected from 1 kill, or kill actions targeting your Target are increased by 1.
Rioter: Your Target’s vote is doubled.
Soother: Your Target’s Vote is halved.
Coinshot: Learn your target’s remaining metal actions.
Lurcher: Any action targeting your target targets you instead.

If there is a tie for execution, we shall enter a Sudden Death Turn.
During a SDT, no abilities may be used. No conversation may happen outside of the thread, including the Eliminator Doc. Everyone must vote on one of the players who were tied for Execution. If there is another tie, all the players tied for most votes are executed. Anyone who does not vote in a SDT will have a 1 vote penalty applied to them for the rest of the game. This penalty vote can stack. If you receive 3 Penalty votes, you are executed along side the regular execution target.

Complicated Action Explanations:

Spoiler


Seeker: Learns all the Metal abilities used by a player during this turn.
When you target someone with your Seeker ability, if they take no Mistborn Action, or they are smoked, you will be told “TARGET burned no metals this Turn.”
When you target someone with your Seeker ability, if they took 1 or more Mistborn Actions and they were not smoked, you will be told “TARGET used their X, Y, and Z actions this Turn.”

Smoker: Your target is protected from Seekers, Soothers, and Rioters.
When you target someone with your Smoker ability, their vote cannot be affected by Soother and Rioter abilities, and Seeker abilities will return the result of “TARGET burned no metals this Turn.”
Using your Smoker ability on someone else does NOT affect you. A Seeker targeting you will learn you used your Smoker ability. This is not lore accurate, I know, complain about it to Brandon Sanderson and get me banned.

Tineye: Learn everyone your target visits.
When you target someone with your Tineye ability, you will be given a list of everyone they targeted this turn, including with the Separatist Kill ability. You will not learn if they targeted a player more than once. You will not learn what action they used on a player. 

Pewterarm: Your target is protected from 1 kill, or kill actions targeting your Target are increased by 1.
The way you use this ability is determined by your alignment. The two versions are indistinguishable to Seekers, Tineyes, Lurchers, and Coinshots. Pewter cannot be used to block the Execution.

Rioter: Your Target’s vote is doubled.
Normally, a Player’s vote counts as 1. If one rioter targets the player, their vote counts as 2. If two rioters target the player, their vote counts as 4. If 3 rioters target the player, their vote counts as 8. Etcetera ad nauseum. If they target a smoked player, that players vote will count as 1.

Soother: Your Target’s Vote is halved.
All votes will be rounded down to the next integer. Normally, a Player’s vote counts as 1. If one Soother targets the player, their vote will count as 0. If one Soother and one Rioter target the player, their vote will count as 1. (1 times 2 divided by 2 is 1) 

Coinshot: Learn your target’s remaining metal actions.
When you target someone with your Coinshot ability, you will learn what abilities they have not used yet. This means that abilities that are currently being used will not count as remaining. This ability cannot detect the Separatist Kill.
Lurcher: Any action targeting your target targets you instead.

Spoiler

Lurcher’s are messy. 
Lurchers can redirect the Separatist kill onto themself. 
Players will always be told who they targeted, so when Lurcher’s redirect an action, the actor will know who did the Lurching.

Lurchers can redirect other Lurchers onto themself. If two Lurchers target the same player, all actions targeting that player will instead target both Lurchers. If Lurchers create a loop, but one lurcher is uninvolved in the loop, the uninvolved Lurcher will be the final recipient of the actions

If A uses Rioting on B, and C uses Lurching on B, then A will double C’s vote.
If A uses Rioting and Lurching on C, then A will double A’s vote.
If A uses Rioting on B, and C, D, and E use Lurching on B, then A will double C, D, and E’s vote.
If A Riots B, and if C kills D, and if E Lurches F, who lurches D, who Lurches B, then A will Double E’s vote, and C will kill E.
If A kills B, and B Lurches A, and C Lurches B, and A Lurches C, then A will kill A, B, and C.
If A Lurches C, who Lurches B, who Lurches A, and E kills A, and D Lurches B, then E will kill D.

 

 

 

 

Edited by A Jo in the Bush
Posted
On 10/12/2025 at 8:17 PM, A Jo in the Bush said:

I currently have a Quick Fix game in the works called Shrapnel Grenade that I would love to get eyes on.

  Reveal hidden contents

Quick Fix ##: Shrapnel Grenade
    Shrapnel Grenade: A hand held explosive device filled with metal shards. When thrown, it explodes and scatters those pieces of metal in unpredictable directions. If not handled very carefully, this device will cause damage to everyone involved it the usage. It is an apt metaphor.

    QF##: Shrapnel Grenade takes place in the early days of the Final Empire. Everyone involved is a Mistborn of the highest power, and newly acquired skill. It will be chaos. No steps have been taken to mitigate this chaos.

    The Loyalists of Luthadel have learned that there are Separatists among the newly born Noble Class. People who wish to take their god-given gifts and found an empire of their own away from the Lord Ruler. The Loyalists do not know who the Separatists are, and must fight to exterminate every last one of them. The Separatists know each other, and are willing to die to ensure any of them escape the oppression of the Lord Ruler, but to do that, they must outnumber the Loyalists.

    All players are Mistborn, unskilled in their art, with limited resources to power their abilities. Thus, each player may use each metal action once per game. There is no limit to how many abilities are used in a single turn. All actions can self-target.
    
    There are no PM’s in this game.

Seeker: Learns all the Metal abilities used by a player during this turn.
Smoker: Your target is protected from Seekers, Soothers, and Rioters.
Tineye: Learn everyone your target visits.
Pewterarm: Your target is protected from 1 kill, or kill actions targeting your Target are increased by 1.
Rioter: Your Target’s vote is doubled.
Soother: Your Target’s Vote is halved.
Coinshot: Learn your target’s remaining metal actions.
Lurcher: Any action targeting your target targets you instead.

If there is a tie for execution, we shall enter a Sudden Death Turn.
During a SDT, no abilities may be used. No conversation may happen outside of the thread, including the Eliminator Doc. Everyone must vote on one of the players who were tied for Execution. If there is another tie, all the players tied for most votes are executed. Anyone who does not vote in a SDT will have a 1 vote penalty applied to them for the rest of the game. This penalty vote can stack. If you receive 3 Penalty votes, you are executed along side the regular execution target.

Complicated Action Explanations:

  Hide contents


Seeker: Learns all the Metal abilities used by a player during this turn.
When you target someone with your Seeker ability, if they take no Mistborn Action, or they are smoked, you will be told “TARGET burned no metals this Turn.”
When you target someone with your Seeker ability, if they took 1 or more Mistborn Actions and they were not smoked, you will be told “TARGET used their X, Y, and Z actions this Turn.”

Smoker: Your target is protected from Seekers, Soothers, and Rioters.
When you target someone with your Smoker ability, their vote cannot be affected by Soother and Rioter abilities, and Seeker abilities will return the result of “TARGET burned no metals this Turn.”
Using your Smoker ability on someone else does NOT affect you. A Seeker targeting you will learn you used your Smoker ability. This is not lore accurate, I know, complain about it to Brandon Sanderson and get me banned.

Tineye: Learn everyone your target visits.
When you target someone with your Tineye ability, you will be given a list of everyone they targeted this turn, including with the Separatist Kill ability. You will not learn if they targeted a player more than once. You will not learn what action they used on a player. 

Pewterarm: Your target is protected from 1 kill, or kill actions targeting your Target are increased by 1.
The way you use this ability is determined by your alignment. The two versions are indistinguishable to Seekers, Tineyes, Lurchers, and Coinshots. Pewter cannot be used to block the Execution.

Rioter: Your Target’s vote is doubled.
Normally, a Player’s vote counts as 1. If one rioter targets the player, their vote counts as 2. If two rioters target the player, their vote counts as 4. If 3 rioters target the player, their vote counts as 8. Etcetera ad nauseum. If they target a smoked player, that players vote will count as 1.

Soother: Your Target’s Vote is halved.
All votes will be rounded down to the next integer. Normally, a Player’s vote counts as 1. If one Soother targets the player, their vote will count as 0. If one Soother and one Rioter target the player, their vote will count as 1. (1 times 2 divided by 2 is 1) 

Coinshot: Learn your target’s remaining metal actions.
When you target someone with your Coinshot ability, you will learn what abilities they have not used yet. This means that abilities that are currently being used will not count as remaining. This ability cannot detect the Separatist Kill.
Lurcher: Any action targeting your target targets you instead.

  Hide contents

Lurcher’s are messy. 
Lurchers can redirect the Separatist kill onto themself. 
Players will always be told who they targeted, so when Lurcher’s redirect an action, the actor will know who did the Lurching.

Lurchers can redirect other Lurchers onto themself. If two Lurchers target the same player, all actions targeting that player will instead target both Lurchers. If Lurchers create a loop, but one lurcher is uninvolved in the loop, the uninvolved Lurcher will be the final recipient of the actions

If A uses Rioting on B, and C uses Lurching on B, then A will double C’s vote.
If A uses Rioting and Lurching on C, then A will double A’s vote.
If A uses Rioting on B, and C, D, and E use Lurching on B, then A will double C, D, and E’s vote.
If A Riots B, and if C kills D, and if E Lurches F, who lurches D, who Lurches B, then A will Double E’s vote, and C will kill E.
If A kills B, and B Lurches A, and C Lurches B, and A Lurches C, then A will kill A, B, and C.
If A Lurches C, who Lurches B, who Lurches A, and E kills A, and D Lurches B, then E will kill D.

 

 

 

 

It looks crazy! I like the sudden death turn, that seems like something that really would only work in a QF.

My main issue with these rules would probably be related to the vote manip, especially if we assume ~12 players. I think the elims ability to coordinate would give them a decent boost and let them close things out a cycle before they otherwise would be able to, which means the village would need to really have things together. Perhaps the number of protects and the coinshot scan would be enough to offset that though.

  • 3 weeks later...
Posted

Hey guys

I’ve been working on some rule ideas for an LG game, but I’m unsure where to post them

Would this be the right place? 

Posted
1 hour ago, Hoid Slayer said:

Hey guys

I’ve been working on some rule ideas for an LG game, but I’m unsure where to post them

Would this be the right place? 

Yes, and you can also post them on the discord, which has a place for discussion of rules. When the rules get to a more polished state you can also PM the committee for suggestions and/or pre-approval.

Posted
1 hour ago, Araris Valerian said:

Yes, and you can also post them on the discord, which has a place for discussion of rules. When the rules get to a more polished state you can also PM the committee for suggestions and/or pre-approval.

Alright, thanks

Here's what I've got:

Spoiler

The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG XXX! This is my first time running an SE game, and I’m excited to share it with all of you! 

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle starting on cycle 2, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. Unlike in regular games, the kill can be submitted whenever and will take effect immediately – or whenever I read it, which honestly, could be a while but I’ll do my best. 

Timekeeping: 

The game takes place over a process of 48-hour days, with no night turns. In world, each turn is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast. 

Each cycle has an execution, voted upon by all players. Votes should be written in RED while any attempts to unvote someone should be in GREEN. In the event of a tie, the victim will be chosen randomly. Exed players will have their role and alignment publicly revealed. 

Additionally, at any point during the day, a player may submit an action related to their Role, the result of which will be revealed at the start of the next cycle.

Roles: 

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide 😋. 

Mistborn: 

Each cycle, a Mistborn can choose to attack someone, and the next cycle, they will be Wounded (yes, I stole that from Aman). A Wounded player requires 50% of players to vote for their healing to survive. Otherwise, they die at the end of the cycle. 

Elantrian: 

Each cycle, the Elantrian can shield one person against any roles taken against them. The shield will not be applied to the Assassination. 

Knight Radiant: 

Each cycle, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Forger: 

Each cycle, the Forger can target a person to swap roles with. At the start of the next cycle, the Forger will have their targets’ role, and their target will become a Forger.  

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. If they choose to take an action, they may investigate another player to determine their target for that cycle. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1. 

Sand Master: 

Each cycle, the Sand Master may target a player to stop them from voting the next cycle. 

Other Rules: 

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob". 

 

Notes:

- Not sure if an Assassinated player should have their current votes erased or not. If yes, that could be kinda OP for elim vote manipulation

- Not sure how to make the Knight Radiant not OP

- I came up with abilities somewhat independent of the role names, so I don't think they really fit the flavor of the role that much for the most part. Suggestions are welcome

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