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Straw

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Posts posted by Straw

  1. 18 minutes ago, Gears said:

    Messages are limited. Tied votes call upon fate’s mercy [see the Bar]. There is no manipulation of opinions, so orchestrating a tie is simple. Sabotaged parts are repaired in a relatively short duration, though it seems that the crew needs more mechanics. Take advantage of this delay when time is needed.

    18 minutes ago, Gears said:

    Bar: Ties no longer kill, low priority target [There’s no manipulation, so ties can’t be orchestrated, and sabotage is public, so everyone will know to avoid the tie.]

    The Bar was removed during the game approval process. It's not in this version of the rules.

  2. 4 minutes ago, Dannex said:

    Im confused about the messenger role. Can they create PMs between two other people, like AG Prudence? Or do they just create as many one-on one PMs with themselves and someone else? If it’s the first one, I guess we only have one. If it’s the second, I guess we have 2, with one Elim.

    The messenger only has their one PM restriction removed. They can't create PMs between two other people. So the second one.

  3. With both crewmembers and saboteurs aboard, The Southern Wind has started on its flight to the Pantheon archipelago.


    GM Notes:

    • The cycle will end on February 8th, at 5:00 PM EST.
    • Remember that there is no vote minimum, and that ties are random.
    • Remember that each player can only make one one-on-one PM per cycle, unless they are a Messenger. Remember to include me in all PMs you make!
    • If you did not receive a GM PM, let me know ASAP!

    Ship Status:

    Spoiler

    Role-Specific:

    • Aviar Holding Area
    • Brig
    • Main Office
    • Laboratory
    • Trapper’s Quarters

    General:

    • Crew’s Mess
    • Hospital

    Player List:

    Spoiler

    1. @Ashbringer - AraRaash AKA First of the Bone
    2. @Quintessential
    3. @The Unknown Order - Third of the Moon
    4. @Gears - Fourth of the Dark
    5. @Liranil - Third of the Dawn
    6. @Archer - Third of the Eclipse
    7. @Orlok Tsubodai - Locke Tekiel
    8. @Dannex
    9. @BrightEyes2 - Second of Noon
    10. @Matrim's Dice - Philico
    11. @Kings_way - Sixth of the Twilight
    12. @Shard of Reading
    13. @Random Bystander - First of the Stars
    14. @Illwei
    15. @Young Bard - Second of Daybreak
    16. @TJ Shade - Sixteenth of the Night

     

  4. 5 minutes ago, The Unknown Order said:

    It's not an AG, and the point isn't to have them all, I have a list of 22ish roles I want to include, that would likely be 30ish if i make it a long game.

    I think Quinn's point about the AG is that the AG usually gets a large amount of players and gives you a good idea of the maximum number of players you're likely to get.

    If you only want to include certain roles, why do you have roles that you don't want to include? All that does is expand the ruleset with no benefit.

  5. 1 hour ago, The Unknown Order said:

    I have updated my game, I mostly just clarified roles, but some major additions are,

    New copper ability, now knows who takes an action, but not what it does or who it effects. 

    New zinc and brass roles, add a vote and take a vote away respectively. 

    New Awakener ability, make a players action effect a second player of your choice. 

    And a new neutral, the neutral is called the Dakhor Monk and was originally a normal role, now they are a neutral with a mostly survival win-con.

    https://docs.google.com/document/d/1R7D2IG2_L9LXaQ6bajQQwt4y_TYU8GNWC9Wsogpwvw4/edit?usp=drivesdk

    Opinions on the changes/additions?

    I really think you should start cutting things from the game instead of adding more to the game, particularly since it's currently a MR. My main recommendation would be to remove the neutral roles from the game. This is because the neutrals make the game overly complex and because I don't really see what they add to the game.

    Another major issue is the number of roles. You currently have 47 roles in the game, if I am counting correctly. This is far too many roles and some should be removed. This shouldn't be too difficult to do since it looks like a lot of the roles are similar to each other. Another easy way to reduce the number of roles is to cut out the meta roles (roles that only affect other roles) like Nicrosil. It also looks like there are a large number of redirects and roleblocks that you could cut.

    I think that Bronze is a bit too timezone dependant. Unlimited alignment detection seems far too strong.

  6. Just now, Quinn0928 said:

    I'm in! Er... name... uh. Well I've never read... the stuff set on First of the Sun. So Uh. I guess I don't have a name for this game XD

    Names are typically in the format of x of the y, with x being a number and y being a time of day. Ex: Sixth of the Dusk.

    1 minute ago, The Unknown Order said:

    I'll sign up as Third of the Moon. Is the security officer able to talk to the person in the brig Luke a standard jailor? Or just protection and roleblock?

    It's just protection and roleblock. The person who is thrown in the brig isn't told that they were thrown in the brig, which is a bit odd. :P

    Just now, Quinn0928 said:

    Okay having read what the factions are, is it just me or is this forum-based Among Us?

    DeTess and Bard were before their time. :P

  7. In the past, the Southern Influence Commerce Syndicate successfully sabotaged their rival’s airship, The Northern Wind. This sabotage bought them the time necessary to finish the construction of their own airship, which they named The Southern Wind in “honor” of their rival’s destroyed airship. This new airship is set to take off in one week, and crewmembers are currently being selected. Below is a brief overview of the ship, covering both the layout of the ship and the jobs available.


    Basics

    Spoiler

    Cycles: Cycles are 48 hours long.

    Rollover: Rollover is at 5:00 PM EST.

    PMs: PM openness varies depending on the status of certain airship parts. Remember to include the GM in any PMs. See the Crew’s Mess airship part and the Messenger role for more information about PMs.

    Voting: There is no vote minimum. Ties are decided randomly.

    Roles: This game may have players with no role. Players will have at most one role.

    Inactivity: If you do not post for two cycles in a row, you will be replaced.

    Kills: Kills will not be distinguished. If someone is protected from a kill or survives due to holding an Aviar, it will be stated that they were attacked but survived.

    Sabotages: If a part of the ship is sabotaged, it will be announced in the writeup. All sabotages are repaired three cycles after they were sabotaged. For example, if the Hospital was sabotaged on C1, it would be usable again on C5 unless it was Sabotaged again on C4.

    Factions

    Spoiler

    Southern Influence Commerce Syndicate Crewmembers: After your company’s successful mission to destroy the Northern Wind, you want to make sure that your own company’s airship does succeed. You are the village faction. Your goal is to remove all of the Saboteurs.

    Northern Interest Trading Company Saboteurs: Your own airship was destroyed by the Southern Influence Commerce Syndicate, and you want revenge. While they’ve made it so you can’t bring down the airship by sabotage alone, you can still destroy parts of the ship. You are the eliminator faction. Your goal is to reach parity with the Crewmembers. You have a document to communicate in. Each cycle, you can kill a player and sabotage a part of the ship. The kill and sabotage actions can be put in by the same player. A player can put in these actions and still take a role action.

    Airship Parts

    Spoiler

    Role-Specific: All roles are tied to parts of the airship. If a part of the airship is sabotaged, people with the associated role(s) cannot use any of their abilities.

    • Aviar Holding Area: Aviar Holder
    • Brig: Security Officer
    • Main Office: Messenger, Bookkeeper, Doctor
    • Laboratory: Biologist
    • Trapper’s Quarters: Trapper

    General: Some parts of the airship grant abilities to all players. If that part of the airship is sabotaged, the associated ability is gone.

    • Crew’s Mess: All players can create one one-on-one PM each cycle. That PM lasts for that cycle only. If a player wishes to continue their PM with another player during a future cycle, they may simply post in their previous PM with that player.
    • Hospital: All players who are killed by a Trapper or the Saboteurs will be able to talk in a document for one cycle after their death. This document will be published one cycle after they die. Their role and alignment reveal will also be delayed for one cycle.

    Roles

    Spoiler

    Aviar Holder: You’ve been given one of the few Aviar on the ship. Your Aviar’s abilities allow you to avoid the first Trapper or Saboteur kill that targets you.

    Biologist: While you were brought along to help with the life on the islands, your skills can be used to help figure out what’s happening on the ship. Each cycle you can target a player and see who they target. If someone targets an airship part, you do not see that. If you target a Saboteur who uses both a role ability and their kill, you see both targets.

    Bookkeeper: You are responsible for keeping logs of the ship’s crew. Each cycle, you may discover another player’s role.

    Doctor: While you’re not actually very good at saving people, you can still access the Hospital. You can talk with the dying in the Hospital document. If the Hospital is sabotaged, you can still talk in it, but you will only have your fellow Doctors to speak with. Doctors are anonymous.

    Messenger: You help take messages around the ship. You are able to create as many one-on-one PMs as you want.

    Security Officer: Your job is to deal with any possible trouble on the airship. Each cycle, you may choose one player and throw them in the Brig. That player will be both protected and roleblocked. You cannot throw the same person in the Brig two cycles in a row.

    Trapper: Like the Security Officer, your job is to prevent any trouble on the ship. However, you tend to take a more violent approach to removing threats on the ship. Once per game, you may kill another player.

    Welcome to Mid-Range Game 48! I am the GM for this game. @Araris Valerian is the IM.

    All credit for the original game/ruleset goes to @DeTess and @Young Bard. This game is an altered rerun of MR36. Lots of stuff was changed though, so don't go by that ruleset. If you have any questions, just @mention me. Any clarifications will be put here.

    Signups will end on February 5th at 5:00 PM EST. This will probably be the normal rollover time.

    RP Background: You're crewmembers on the Southern Wind. This airship will be used to explore the Pantheon Islands. This game is set on the planet of First of the Sun.

    Spectator/Pinch Hitter List

    Spoiler

    1. @Condensation - Pinch Hitter
    2. @Flyingbooks - Pinch Hitter
    3. @StrikerEZ - Spectator
    4. @Devotary of Spontaneity - Spectator

    Player List

    Spoiler

    1. @Ashbringer - AraRaash AKA First of the Bone
    2. @Quintessential
    3. @The Unknown Order - Third of the Moon
    4. @Gears - Fourth of the Dark
    5. @Liranil - Third of the Dawn
    6. @Archer - Third of the Eclipse
    7. @Orlok Tsubodai - Locke Tekiel
    8. @Dannex
    9. @BrightEyes2 - Second of Noon
    10. @Matrim's Dice - Philico
    11. @Kings_way - Sixth of the Twilight
    12. @Shard of Reading - Sixth of the Twilight
    13. @Random Bystander - First of the Stars
    14. @Illwei
    15. @Young Bard - Second of Daybreak
    16. @TJ Shade - Sixteenth of the Night

    Quick Links

  8. 13 hours ago, TJ Shade said:

    Hey, you have it easy. I might have to run my MR on the back of this QF :P Let's see: 

    1. @Elbereth
    2. @Kynedath
    3. @Zillah and @Kynedath
    4. @Elbereth
    5. @BrightnessRadiant

    If El doesn't want to run the game on the back of the AG, the others on the list have not been on the Shard for a while, then I'm at #6 and @Straw is at #7. I'd really rather take a break for a while, and Straw told he might whip something up if none on the list are ready.  

    If everyone else passes then I can take the MR.

  9. 1 hour ago, Ashbringer said:

    So I was looking through the Signup List and I have... two LG spots with one game in between them...

    I suppose the order is subjective enough for that not to be an issue but it might be an issue.

    You can always delay the second one, particularly since you might want to run it once it's out of the RoW spoiler period (which ends on August 17).

  10. 16 minutes ago, Sart said:

    When should I post signups for the next LG? The AG is winding down, and the villagers are doing well in the QF, so it should probably be soon.

    I think you're fine to post the next LG whenever (if you have your two approvals). I believe people can usually post the next LG signups when the current LG is on C6.

  11. 2 hours ago, The Unknown Order said:

    This is where you post game ideas, well I've done other forums social deduction games, so I'll do one. I have been enjoying the game I've been playing and this forums relaxed attitude, so I made a game, tell me if the link works.

    https://docs.google.com/document/d/1R7D2IG2_L9LXaQ6bajQQwt4y_TYU8GNWC9Wsogpwvw4/edit?usp=drivesdk

    Okay, here are my thoughts:

    Quote

    Ties are decided randomly for Elim-Elim and Village-Village exes, if it is an Elim-Village combo, the Elim will die.

    I would really recommend against this, since it allows people to abuse ties:

    • Village vs Village: Villager dies, other villager is cleared.
    • Elim vs Village: Elim dies.
    • Elim vs Elim: Elim dies.

    So, at worst you get a clear (this clear would also be on a suspicious player, which helps) and at best an elim dies. This makes the vote much much more powerful.
    Also, what would happen if there was a tie with 3+ people?

    Quote

     If there are ever less than four players, the Hemalurgist wins.

    The Hemalurgist, neutral faction, must get at least one Allomantic and one Feruchemical power. They may spike a person once every other turn, the person will not die for balancing purposes, the Hemalurgist will gain their ability.

    So, under what conditions does the Hemalurgist win? Do they have to get an Allomantic and Feruchemical power and make sure there are less than four people? Do they only have to complete one of those objectives? If the Hemalurgist wins, does everyone else lose? Can the Hemalurgist gain any ability from spikes, or only Allomantic/Feruchemical abilities?

    Quote

    Steel: One kill per game.
    Bronze: Once per game, know all actions taken and against who, but not who took the actions.

    If someone uses one of these actions and is roleblocked, what happens?

    Quote

    Copper: Roleblock the Bronze user, this will not count as their once per game use.

    Does the Copper user have to target the Bronze user? Can the Copper user use this ability as much as they want?

    Quote

    Cadmium/Bendalloy: Stop any actions taken against you from taking effect (except Elimination).
    Atium: Know all the people who target you, and once per game, not have them affect you (excluding Elimination).

    Is Elimination here referring to the elim kill or kills in general?

    Quote

    Iron: Roleblock someone, if twinborn, use your action twice.

    So people can have multiple roles?

    Quote

    Bronze: End a day turn at any time.

    This seems a bit unfair since it depends so much on people's timezone.

    Quote

    Returned: You get a second life and upon death, the knowledge of one Elim and one Villagers alignment.

    This is overly strong IMO. Being able to tell the entire village the alignments of a Villager and Elim is really strong.

    Quote

    Death Sense: Passively protect yourself from any form of kill until attacked.
    Mind Protection: Passively protect yourself from non-kill actions until someone targets you.

    Could you explain how exactly this would work?

    Quote

    Alignment Detection: Learn your targets alignment.

    This seems really really strong, particularly when compared to the other roles in the game.

    Overall, I'm also worried about the number of roles in play given that it's only a QF. I feel like it might be best if you made this a LG and/or removed some roles.

  12. 6 minutes ago, Quinn0928 said:

    Hey, so if I spent a couple of hours last night writing up a game on Nalthis where each person starts with one Breath, and can pass their Breath freely to anyone else, and you gain more abilities the more Breath you have, and if I wanted someone to look over the rules and inform me that they're broken (and how to fix that), would this be the place to put them?

    Yes.

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