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Wyrmhero

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Everything posted by Wyrmhero

  1. The Seer is a part of the Eliminator team, so they have the ability to use the shared Eliminator kill. However, they personally cannot do both convert and kill on the same Night, as each player can only do one thing a Cycle.
  2. As GM, I can confirm that I asked Orlok to do so in his capacity as a moderator. The reason I asked him instead of Alv is because Orlok is on my timezone, so I was sure of getting a response before rollover.
  3. Day 2: Phantom Thief Waern was awoken by a crash in the night. An almighty thunderous smashing, shattering and splintering that reverberated through his ears and made him sit upright in his bed. “Lord Ruler, what was that?” he asked, throwing the duvet off and quickly throwing on a cloak over his nightclothes. Had they come for him? Did the skaa wish to try and face him for the key to escape? Well, he would not face them unprepared. From under his pillow, he grabbed a pair of obsidian daggers, tucking them in the belt, before unlocking his bedroom door and peering out. The corridor was empty, which was as much a relief to him as it was a disappointment. He lit a candle and crept out, following the source of the noise. He stepped carefully and slowly, every footstep on the cold stone ground prickling his skin. He shielded the light of the candle with his hand, every moment he remained hidden potentially crucial. A light shone ahead of him, as someone hooded and cloaked left a room and made to follow down the corridor in front of him. Waern crept down the corridor after them, and was pleased to be rewarded for his caution. As they turned to investigate the other light source in the corridor, he started to walk more briskly. The hooded figure was surprised and stood paralysed, as if unsure what to do. Then they dropped their candle to shroud them in darkness, and ran. Waern grinned and sped up into a run, relishing the pursuit. This was what he was here for, this was his purpose in life, the hunting of the enemies of The Final Empire. All that he could think of was the chase now, the fact that his prey was running before him, and the promotion that was dangling tantalisingly before him. There was a second crash as Waern tripped over a protruding chair leg in the atrium and collided with the wall of furniture. This was followed by a secondary crash as more wood shattered and fell on him, an avalanche of chairs falling down as if to bury him. “Lord Ruler, what the hell is this?!” he yelled, even though it was unlikely anyone would hear him and come to see what was happening. “Uh… sorry sir...” a voice said from under a few chairs. As his candle rolled towards Waern, it faintly illuminated the face of Joe underneath them.. “Obligator,” Waern said, mustering up as much indignation as he could manage in order to hide his embarrassment at the situation, being knocked to the floor and defeated by furniture, “I asked you already; what the hell is this? That racket was you earlier, I assume?” “Well, sir,” Joe said, his mouth rattling off, “seeing as you said no-one was to leave, I thought it would be a good idea to blockade the door as well, so that no-one could even try to pick the lock, sir… Unfortunately, while I was placing the last chair on top, sir, it kind of… Fell on me…” “It kind of fell on you,” Waern repeated, sighing as he shuffled around. Ah, good, there was some give here. He just needed a bit of exertion… Lord Ruler, it was far too early to deal with this. No, it was always too early to deal with this. “Yes, sir,” Joe nodded. “You’re just lucky I’m not stuck here.” He said, heaving himself up and dislodging more chairs. “Though you have stopped me from capturing our likely suspect.” He brushed off some splinters off his coat. “Sorry sir!” Joe said, groaning a little as more of the debris displaced by Waern fell on him. “Uh, sir?” “What?” Waern said, sighing as he picked the candle holder up, and then picked the candle up carefully to place within it. There was no point in running after them now. Whoever it was, they would have disappeared by now. “Can you help me out of here, sir?” Waern made a show of considering it, before walking away. “Sir!” “You can lie there and think about what you’ve cost us,” Waern yelled back. “Maybe someone will be sympathetic enough to free you in the morning.” “Uh… Very good sir!” Waern shook his head and returned to the room that the figure had appeared from. His face fell when he realised what room it was. “No, no!” The heavy metal door remained open, the lock damaged and jammed, displaying all that lay inside the vault. Boxings littered the floor haphazardly in a pile, a fortune tossed aside as though it was worthless. Waern ran inside, scooping up the coins and throwing them aside as he searched for the real prize this room was meant to securely contain. He found it eventually, a small wooden box. The lock was broken on the box too, and he futility tipped it upside down, as though that would make the atium it used to contain magically reappear. The thief had stolen their atium. That meant that either the skaa was just trying to hurt them financially, or they were going to use them as covert bribes. The first was annoying but seemed like a poor end to years of hiding amongst them, but it would certainly get him into trouble if anyone found out outside these walls. The second though was downright dangerous, and could lead to a cull of this outpost if every bead was not fully accounted for. No, there was a third potential use here, he realised, with dawning horror. While it was not common knowledge amongst the general nobility, the Steel Ministry knew a lot more about the allomantic arts than they did, and the Inquisition’s knowledge dwarfed even that. The most threatening possibility of all was that the skaa was a Seer, able to use the most powerful metal to see the future. Even without the use of other metals like a Mistborn, they would be almost impossible to kill, and could easily kill anyone here in a fight. Waern growled and glared at the box, and contemplated throwing it as hard as he could against the wall, just for the cathartic release. Instead, his rage gave way to a sigh of despair, and he let the box fall out of his hands to the ground. He stayed like that for a moment, before rising slowly to his feet. He contemplated calling everyone together to inform them, but dismissed it. There was little that could be done for now. He’d tell everyone else in the morning. Well, it already was the morning. He’d tell everyone else when it wasn’t quite so early, then. For now, he needed to go back to bed. He doubted though that he would get any sleep. Day 2 has begun! It will end at 21:00 BST on Saturday 14th. There is a Tineye alive, so PMs may be continue to be sent. For the new players who are unfamiliar with our/my writeups, I will just take a moment clarify that the presence of Joe in this writeup at the same time as a mysterious figure appearing means nothing for his alignment. These writeups are just a fun bit of story, and never contain any relevant information you need unless noted otherwise. As GM, the only times I will ever confirm the alignment of a player in this game are privately to the player in their PM at the start of the game, and publicly on the player's death. Players Quick Links:
  4. The Turn is over! Please stop PMing each other until the new one begins and you are given the go-ahead.
  5. You are; the fact that Gaskon was an Obligator shows that he had no role, but was village-aligned.
  6. Sony, just to clarify - Voting takes place in the Day Turns, not the Night. While you can post in this thread during the Night, any votes posted on it aren't going to be counted.
  7. Night 1: Dead Man's Boots “You’re joking,” Nickel said, with a frown. “Have you ever known me to joke?” Waern asked, with a frown. “This is entirely serious business, I assure you.” “We can’t just turn on each other like that!” Gaskon said. “For a start, we’d practically be guessing. How can we just point at someone and magically decide that this person that we’ve known for years is actually secretly someone that has been lying to us all that time? Lying to us well enough that we don’t know that, despite having worked with them closely for so long?” “I’m afraid you don’t have a choice in the matter anymore,” Waern replied, crossing his arms. “No-one’s getting out of here until we find out who it is. I’ve made sure of that. And since this place is locked, and I can promise you that no-one will find the key, there is only one way any of us are getting out – Either this spy kills us all, or we kill them and any of the people here they have subverted… Do I make myself clear?” “We… we will need to think about this, I suppose,” Sony said. “Talk to each other and figure out which of us is the weirdest.” Waern shrugged. “That’s fine by me. As far as I’m concerned, this is your work now for the next however long it takes. And if two dozen of the Empire’s Obligators can’t solve this mystery, then there truly is no hope. I would like to believe that we’re better than this. So, go on.” He waved them away with his hand. “Go discuss. At the very least, consider that the death of those standing beside you offers some interesting opportunities.” “You- You can’t seriously suggest that any of us would put our own advancement over the good of the Empire?” Joe said, mouth dropping open. “That would defy everything we stand for!” “Would it?” Locke asked, folding his arms over his chests and leaning against the wall. “You forget your history, and even your present, Joe. The Final Empire is built on climbing ever higher by treading on the fingers of your peers. It is practically an unspoken tenant of our society - no, our very religion - that the strong rise up and the weak are rightfully crushed below. Why else would The Lord Ruler turn a blind eye or even encourage the infighting within the Great Houses in Luthadel? It helps to strengthen ourselves and the Empire, that's why.” “And yet,” Joe said, clenching and speaking through his teeth, “We are meant to be professionals and to work together. You might think it’s all very well for this little bit of chaos to propel you to greater heights, but what about what comes after? When we all start to see knives at our backs, and we cannot trust that our co-workers aren’t secretly trying to kill us all?” “Simple,” Locke shrugged. “Lose the naivety and idealism. Become pragmatic. Realise that this is a unique situation that does not reflect life as we know it here. For what it’s worth, if anyone does try to kill me for the sake of their own career and fails, there will be no hard feelings. I would do the same in your position.” He grinned, chuckling a little. “Though if you do succeed, I can’t promise I won’t hold a grudge.” “Madness,” Joe muttered, “Absolute bloody madness.” “Agreed,” Gaskon said. “Madness.” “It seems to me,” Edguardo said, “that we should look to those least keen on the idea for our first suspect.” “Wait, what?” Gaskon rounded on him. “Makes sense to me,” Mira nodded. “What would a skaa spy want to do more than delay any action?” “Anyone have a better suggestion?” Waern asked. “I-” Gaskon began. “No? Very well,” Waern said. He pointed at Mira and Edguardo. “You two accused him, so you can help me bundle him into the chamber.” “Wait!” Gaskon tried, before the pair put their hands on his arms and started dragging him away. “I’m not a bloody skaa!” He tried to fight against them, but if there was one thing the Obligators of the Inquisition were trained in, it was how to hold down people and drag them away. “Well, hopefully then your death will point us in the right direction,” Waern said, as he watched Gaskon being pulled away. “If it’s not him, then you all will need to do some thinking,” he added to the rest of the assembled. “I’ll let you know if the questioning brings anything up that you need to know.” And with that, he followed Mira and Edguardo to the torture chamber. Duty called. Gaskon Renaud (Amanuensis) was an Obligator! Gaskon Renaud/Amanuensis (2): Edguardo/Paranoid King, Mira/Frozen Mint Joe/A Joe in the Bush (1): Hadrian/Araris Valerian Rin/doc12 (1): Sart Edguardo/Paranoid King (1): Jaina/little wilson Night 1 has begun! It will end at 21:00 BST on Thursday 12th. There is a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  8. Yes, but only if they have one or more beads of atium left to spend. When all their conversions/lives are used, they appear as powerless to scans. Scans do not detect Alignment in this game, only Roles.
  9. We meet today to commemorate the passing of Straw, who sadly, accidentally brutally cut his head off while shaving. ...Seriously, it's very tempting to off your character if you keep the vote on the head of the local chapter of the Inquisition. To clarify a bit on the lynch, you cannot vote for 'no lynch', that's not a thing. You can choose to abstain though (which is what 'no lynch' really means). Bear in mind, for a lynch to go ahead, the person with the most votes on them must have at least two votes on them, and there cannot be a tie. A plurality for 'no lynch' means nothing in this game, but it does make me want to make a character called 'No Lynch' next game.
  10. Some answers to questions during the night: They do indeed. They will not be.
  11. It's just to give me leeway to call the game early if the Obligator side has a large number of inactives, or if the Traitors have enough emotional Allomancy to consistently swing the vote in their favour. A failed lynch does not lead to an Eliminator victory.
  12. Day 1: The Formerly-Of-House-Heron Inquisition Almost two dozen Obligators were assembled in the meeting room the next morning. Male or female, there was very little difference between them in appearance – All were bald-headed and had tattoos around their eyes to denote their job and rank, and they all wore the similar clothes of the priesthood, though tailored to be slightly more practical. Some had obsidian daggers in their belt. They might not have been Inquisitors, but they might be called upon to perform similar tasks in their role as low-ranking members of the Canton of Inquisition. The mood in the room was generally frustrated. While most of them would have been present regardless of whether the Prelan had called them in, one or two were complaining about it being their day off. “I was going to go visit some friends,” Edguardo muttered. “We were going to have lunch together. They were paying,” he capped his complaint off with. It was a great honour and privilege to be asked to serve in the most important and exclusive branch of the Steel Ministry, of course, but it wasn’t always well compensated. “I’ve half a mind to walk off now. To hell with this meeting.” “I’m sure that will go down well with the Prelan,” Jaina said, digging into her pocket and pulling out a few leaves. She deposited them in another pocket inside her coat. There was a chewing noise. “What?” she asked, raising an eyebrow at Edguardo’s disbelief and daring him to say anything. “...Nevermind,” Edguardo sighed. “I just hope this is worth it.” “Oh, I’m sure it will be,” Locke said, clapping Edguardo on the back enthusiastically. “If nothing else, Waern isn’t the kind of man to jump at the shadows, is he? If he’s called us all here for a purpose, well… He’s called us here for a purpose. There’s not much that would require everyone to be here, that’s for sure. Maybe a rogue Mistborn, but what are the chances of that out here?” “Maybe not as low as you think,” Marsh interjected, a grimace on his face. “I have heard of someone causing havoc in the capital. Definitely a Mistborn of some kind, maybe more. Doesn’t seem like they belong to one of the Great Houses though, from what the rumours say.” “I don’t know of any rumours,” Locke said, frowning. “I have had no important news from Luthadel, especially not of this nature. My House has not spoken of this.” “Perhaps they simply don’t see the point of telling you of it,” Marsh said. “Since we are so distant from them. Besides,” he added, “we are meant to cut ties with our families, are we not? Or are you of the opinion that the High Prelan being a Tekiel affords you the opportunity to flout the rules?” “I simply get news from them, nothing more,” Locke said firmly, raising a hand to cut the conversation off. “But, it is as you say, we are remote. So whatever it is, I doubt it is related to Luthadel in any way.” “Perhaps best to leave speculation aside?” Jaina said, patting the outside of a lumpy coat pocket in a soothing manner. “We of all people should know not to simply guess the answer to problems. It would be terribly embarrassing if we were wrong. Regardless of what the problem is, and what we were meant to be doing today,” she added, throwing Edguardo a glance, “we were called here, and we are here. I’m sure we can all wait a few more minutes.” “Fair,” Marsh said, shrugging. “Must be a pretty big announcement either way though. Waern’s late, and that’s not like him.” “Is there a problem if I am running slightly behind?” Waern asked, closing the door behind him. “If you wish to complain, Marsh, feel free. We will all wait for you to be done.” “No sir,” Marsh said, wincing at being discovered. “What is the problem?” “The problem,” Waern said, turning to everyone in the room, “is that one of you is a damned spy! A damned skaa at that!” “You think a skaa could infiltrate our ranks?” Hadrian asked, scoffing at the very idea. “We would know. They would not know what we know, would not look how we do.” “It’s not impossible,” Waern said. “There’s not much difference physically between us and them, and while such knowledge might be hard to come by, we cannot discount corruption elsewhere causing us this problem. No, I have it on good authority: one of you is definitely a skaa spy.” The room was quiet for a moment. “...Well, who is it?” Alrin asked. “I hardly see why this needs us all here, let’s take them down to the dungeons, torture them a bit to see who they’re working for, and continue on with our lives.” Waern sighed. “That’s the problem, we don’t know who it is. I received a letter yesterday from the High Prelan...’s office.” Honesty won over pride. “They intercepted a messenger from here, bound for a known skaa thieving group. Neither the messenger or the message could tell us who it was from, only that it was from someone in this building.” “So what do we do?” Straw said. “Most of us have been working here for a good while, so if you aren’t sure about them, then… They must have been here for some time. They know a lot about us, about us all. We’ve not had any suspicion about each other in that time either. How are we meant to figure that out now?” "Not now, necessarily,” Waern shook his head. “I understand that it will take time to unfold this treachery from within us. As such, I have made two provisions today – Firstly, that no-one else is present within the building. Secondly, the building is locked, and I have hidden the key.” At their surprise, disbelief and even outrage, he smiled. “We won’t starve, I have ensured that there are enough provisions to keep us going for many weeks. I’m afraid it will be canned food for some time, but perhaps that will serve as extra motivation.” “No-one leaves this building until we have removed all stain of corruption from it. All other work is suspended. Do I make myself clear?” “Yes, Prelan,” they all said, through gritted teeth. “Good,” Waern smiled, “I look forward to seeing the Canton of Inquisition work.” Day 1 has begun! Roles have been sent out! There is a Tineye alive! Players may send out PMs without restriction until further notice. The Day will end at 9PM BST (or 8PM GMT) on Tuesday. Player List: Quick Links: Questions:
  13. It's nine o' clock, it's time to shop kill each other! PMs will be going out soon.
  14. Whoops, good catch Joe - We're up to 17 players in that case then.
  15. Indeed, it gets a bit awkward when you mention times by GMT in Britain at this time of the year, since we're not on it anymore and it can cause confusion if people don't realise. It is important to note that we will move from British Summer Time back to GMT later in the month, but I will try not to change the length of any Cycles because of it. Speaking of which, there are 26 hours left to register, and we only have 12 people. People on the fence, can we convince you to change your minds?
  16. Yup, that's what you get with me - Simple games. (Excuse me while I hide the rules for Heirs, LG7, LG15, LG17, LG28, MR4, QF7, QF22...) Actually, some of those are simple, I guess. Usually it's simple with a slight twist to make it different, which I feel is the best way to create new rulesets. Too many additional variables makes it impossible to balance and just adds too much stuff to keep track of. I must say though, it is nice to have my return to GMing met with delight. I'm sure you'll be back to cursing me by the end though :P. Updated the list of players. Spec Doc people, I will send it out when I've made it, which will be before the game starts. If the game starts and you haven't been sent it, please let me know.
  17. LG39: Blood Money In the safety, even if not comfort, of his office, Praelan Waern read by the dim light of a candle. The Farmost Dominance was not known for having the trappings of modern civilisation readily available, even for one of the most important people within it. The mists washed across the open window like a wave, never entering but ushering in more cold. He shivered, reaching over his shoulder and covering more of himself with his coat. Lord Ruler, he felt old at times. Stress of the job, rather than actual age though. He shrugged off the cold as best he could and continued to read the missive he had been sent from Luthadel. The letter was signed by the High Prelan himself, and even if they were of different Cantons, it was no less an honour to have a letter written by the man addressed to him personally. Well, perhaps not written, more likely dictated. But it was regardless an important moment in his career. Perhaps his exile from the capital might soon be over, if he played his cards right. How best to start loosening The Lord Ruler’s grip on The Final Empire than by removing His agents from the most lawless and displaced parts within it? The Farmost Dominance was a nightmare to control, especially with all the tiny little communities that had fled there and never been brought fully to heel. Settlements dotted the near-wasteland like flies on excrement, each one eking out a feeble existence in some kind of act of defiance against The Lord Ruler and against the world. It had been, lamentably, his home for many years now. Unfortunately, being as he was the highest ranking member of the Canton of Inquisition here, it fell to him to counter this insidious attempt at rebellion. All the Inquisitors he could have called upon were in distant lands, and while they were not unreachable, they would take time to get here. Time he may not have. Besides which, how best to prove he should be looked upon more favourably than if he dealt with this problem himself? He might never become an Inquisitor, his lack of Allomancy sadly a black mark he could not overcome, but at the very least he might be able to return to Luthadel with his head held high. He reached over for a rope connected to a bell outside his office. He rang it three times, and then waited. A lower ranked Obligator knocked on the door shortly afterwards. Waern smiled a bit. He had respect here at least. “You rang, sir?” they asked, letting themselves in and closing the door behind them. “Yes. Tomorrow, I will see all the Obligators for a meeting, first thing in the morning. And I do mean all of them,” he added. “Effective immediately, I am cancelling all holiday and annual leave. Understood?” The Obligator winced, but then reluctantly nodded. “Understood, Prelan.” They bowed and left the room. Waern sighed and returned to the letter. A single person was not a threat, this much he knew, especially not a Skaa. But if they had gone unnoticed here for as long as the letter suggested, then who knew how much information they had at their disposal? How much leverage they could bear against those who considered them a peer? An Obligator’s life was given to The Lord Ruler and his Empire, and none would easily betray Him. But the problem with people is always that they are simply people. The Canton of Inquisition wouldn’t exist if they didn’t stray from their duty and purpose and their laws. And some might be lax in their understanding of the rules, especially when circumstance made it seem like a good thing for them to do. Maybe a long friendship would exploited to provide an alibi. Perhaps a small bit of blackmail would convince someone to do something they consider minor, but that was ultimately part of an unknown, larger plan. And then there were those Waern was sure would betray the Canton for something as base as financial gain. Those were the most detestable people of all. They considered there to be only one higher power in the world, but it wasn't The Lord Ruler. Waern sighed and pinched the bridge of his nose to ward off a headache. It looked like he would have to add ‘executioner’ to his list of duties. Rules The rules for this game are fairly standard for a Conversion game. There are two teams, the Obligators and the Traitors. The Obligators win if all the Traitors are dead. The Traitors win if they have the capability to prevent the Obligators from getting a successful lynch again, usually by the Traitors outnumbering the Obligators. As this is a Conversion game, the Traitor faction consists of just one person to begin with – The Seer. All other players are Obligators. The game is broken down into two Turns across each Cycle of play – The Day Turn, and the Night Turn. The game begins on a Day Turn. Day Turns last 48 hours, Night turns 24 hours. The end of each turn will be 9PM in the GM’s timezone (currently BST, will be GMT from 29th October). During the Day Turn, players vote for another player to lynch. As long as a player has two or more votes, the player with the most votes dies. If there is a tie, or no player has two or more votes, no lynch occurs. During the Day Turn, Rioters and Soothers may use their abilities. Players may send PMs to each other as long as a Tineye is alive (you will be told if they are not). During the Night Turn, the Traitor team can use an Action by one of their players to make a kill attempt. In addition, the Tineye, Coinshot, Lurcher, Seeker, Smoker and Seer may use their Role Actions at this time. Players may send PMs to each other as long as a Tineye is alive (you will be told if they are not). Players may only make one Action per Cycle (going Day-Night), regardless of how many Actions they might be able to perform. Sending a PM is not an Action. Roles Thug – The first time a Thug would die for any reason (whether at night or in the lynch), they instead survive. If it’s during the Night, their attack and survival will not be publicly noted. The Thug will know if they were attacked during the Night, however. This is a passive effect and does not require an Action to use. Tineye – As long as a Tineye is still alive, players can send and receive PMs to each other. Group PMs are allowed. If all Tineyes die, players cannot send messages to each other anymore. As an Action, Tineyes may also send a message at Night to the GM to include within the next Day’s writeup. Coinshot – A Coinshot can use their Action at Night to attempt to kill another player. Lurcher – A Lurcher can use their Action at Night to save another player from being killed. The Lurcher will be aware that their target was attacked, but no-one else, including the player being attacked, will know. Rioter – A Rioter can target a player in the Day with their Action, at the cost of nullifying their own vote, to change who another player has voted for. Soother – A Rioter can target a player in the Day with their Action to nullify their vote. Seeker – A Seeker can use their Action during the Night to discover what Role that player has. Smoker – By using their Action during the Night, a Smoker can protect themselves and up to one other player that Night and the following Day from Rioting, Soothing and Seeking. The Seer The Seer is the sole Traitor at the start of the game. The Seer begins with a number of beads of Atium depending on the number of players in the game. A Seer cannot be detected by a Seeker if they have no Atium left. Seers cannot give their Atium to other players other than as a bribe. Atium may be used in two ways: The Seer can use their Action during the Night to gift a bead of Atium to another player and bribe them onto the Elimiantor faction. This takes place at the end of the Night and will fail if the target dies, not costing the Seer any Atium. Coinshots will automatically cost 2 Atium. The Seer does not have to be aware that someone is a Coinshot to bribe them. If they don’t have enough Atium, the Action fails. If the Seer would die, they instead automatically burn one of their beads of Atium if they have any left to avoid the death, to all appearances in the same way as a Thug or as if they were saved by a Lurcher. This is a passive effect and does not require an Action to use. The game will begin on Sunday 8th at 9PM BST. Rollovers will be at the same time each day. Players: Quick Links:
  18. For what it's worth, I'm not planning on running any non-SE games in the near future, as I feel it's easy enough to twist concepts to fit the Cosmere or other Sanderson works. As such, I am open to suggestions if they're PMed across - Make your cases as to why yours should be run more than any other :P. And speaking of manipulating settings to fit Sanderson works... The following game rules and mechanics contain no spoilers other than the basic concepts for the NieR: Automata game, and the actual SE game itself should not contain them either, as I do not intend to explore any of the plot points beyond the basic setting (I have my own ideas for that at present, to avoid spoilers for the game itself). The Roles are almost entirely standard, what I like to think of our 'base Roles', because I want the focus to be on the slightly different voting mechanics. Please, people who have actually played the game, do not point out that I have changed the nomenclature for Android types. I have removed Brass and Zinc to simplify things a little, but am open to suggestions if there's a different thing they can do or if there's a fairly simple way to implement them. Mistborn: Automata (LG) Transmission from the Council of Humanity This transmission is to all androids fighting for humanity on the surface of Scadrial. It has been many thousand years since we humans have been driven from our homeworld, but thanks to your tireless efforts in the war, we have not given up hope. While the war continues in a deadlocked state at present, it is only through an unwavering resolve that we will break through this stalemate and take back our planet from the invaders and their machine lifeform slaves. We ask that you continue to fight for humanity, knowing that it is only thanks to your efforts that we remain safe and have hope that we shall see its end. Glory to mankind. Transmission from the Council of Humanity The following transmission is to all androids fighting for humanity on the surface of Scadrial in camp two-five-five. One of our scouts has reported that he has discovered plans from our enemy that suggest there are traitors within your camp. We do not know why they would turn against us in this way, but we believe that this is merely a new form of warfare. Our theory is that the machine lifeforms are the true instigators here, and have corrupted them through some kind of virus, and that their full intentions are to use this trial to eventually corrupt all androids on the surface. We cannot allow this to happen. Your current scounting and raiding duties are hereby suspended for the time being, aside from those that are necessary to protect the camp. Your new priority task is to use any means necessary to find and destroy these traitors before they destroy this foothold on our world. The data generated from this hunt will be used to improve androids elsewhere, to prevent this from happening again. Our hope is that the YoRHa units that are within your number are not compromised, but we believe that to be wishful thinking. Any YoRHa units that are destroyed in the course of this duty should have their spikes sent to The Bunker in the usual method. We wish you luck in rooting out those who would wish to do humanity harm. Glory to mankind. Rules This game differs from a standard LG game somewhat. The Day Turn does not last a pre-determined amount of time, and instead continues on until either a player or 'No Lynch' has more than half the (active) votes in the game. At the point where the 50% threshold is passed (and thus the game cannot have a tied vote), the Day Turn ends, though the Night will not begin until the rollover time. Any votes submitted or retracted after this would be ignored (the deciding vote will be clarified at the time of rollover). Players who have not posted, sent in an Action or responded to a PM for a complete Cycle are ignored for the purposes of counting the threshold for both votes and win conditions. At the next rollover time after the threshold vote has been sent in, the Night Turn begins. It lasts for 24 hours. The game begins on a Night Turn. As is standard in these games, the Corrupted Androids have a doc to collaborate on, and have a group kill action that one of their players may make during the Night. The first kill sent in by a Corrupted Android player will be accepted and all others ignored, unless the first is retracted. The win conditions for both teams are also as normal. The Corrupted Androids win if they equal or outnumber the Resistance players. The Resistance wins if they kill all the Corrupted Androids. Android Types Android - You are a normal android, fighting to save humanity from the alien invaders. You have no special abilities. YoRHa Type B - You have been imbued with Bronze Allomancy, and can detect the Corruption within the spikes of other players. During the Night, you may target a player and scan them. If successful, you will discover their Role and Alignment. YoRHa Type C - You have been imbued with Copper Allomancy, allowing you to hide yourself and your allies. During the Night, you may target yourself and up to one other player. Anyone attempting to use Bronze on you will be instead informed that you are Uncorrupted and Roleless. YoRHa Type I - You have been imbued with Iron Allomancy, and can defend other people from attack. Unfortunately, this protection does not extend to yourself. During the Night, you may target another player and protect them from any attack made on them. The attacked player will be revealed. YoRHa Type P - You have been imbued with Pewter Allomancy, making you more resiliant. The first time you would be killed, you instead survive, but your identity and Role are revealed to the other players. YoRHa Type S - You have been imbued with Steel Allomancy, making you a potent fighter. During the Night, you may target a player and kill them. YoRHa Type T - You have been imbued with Tin Allomancy, perfect for a scout and messenger. While you are alive, players may send PMs to each other at any time and to any number of players. You may also send a message to the GM during the Night, which will be posted when the Day begins. YoRHa Type M - You are an experimental Android, given one of each of the spikes. You may choose one to use each Cycle (Day-Night), but after using a spike, its charge is depleted, and you cannot use that Spike again.
  19. I'd like it to be, but we do need more interest before anything can go ahead. @Silverblade5 Depends on what you're asking for. There are a few places you can go to find the lore - First is on the cards, which do a decent enough job of explaining the overarching story. Then there's the story articles they post on the website, which tell the story of Magic rather than talking about the worlds themselves per se. The third way, pre-Tarkir, is the books they released. There are also Planeswalker Guides, which give a much more in-depth look at the worlds, though these seem to have been replaced lately by the D&D-styled guides.
  20. My apologies, the post changed quite a bit as I wrote my thoughts on it, so I realise that it's a bit misleading now. The part I disagreed with was the 'awesome just to survive either way' part of it, because to me as a Villager, I feel it's a little disappointing to survive a losing game. Reason being, it means that the Eliminators did not consider me a threat and my analysis was nowhere near the mark. But that's a personal view, not one I apply to other people. Ultimately, my thoughts are that if I have been killed, then my alignment has been confirmed and my analysis can now be looked at in a new light. If I have been Eliminator killed, then there is a reason for it, and that is either contained within my analysis, the playstyle of the Eliminators, or the players on the Eliminator team. My death can be turned into a useful thing for the Village, which is great, and improves my team's chances. So I see it as a good thing to die early, because it means I'm doing something right.
  21. I disagree quite strongly with this. I mean, yes, it's disappointing when you die and sit out the rest of the game, but that shouldn't make you want to survive more for the sake of surviving. I think that we, as a group/metagame, need to 'get over' dying and start to acknowledge that it's not a bad thing to die in these games if we can ultimately help our side win. Remember, it's a team game, and you can still win (or lose) whether you're alive or not. The plays you make should not be based on whether it's more or less likely to get you killed, as that leads to bad plays and ultimately people becoming disenfranchised and not really playing for fear of being killed early, but whether it's going to help your team. I'd rather die and help my team than survive to the end, and that should be a viewpoint we encourage.
  22. So, there are two things to address here - Concept and then balance. Overall, I feel the concept needs some tweaking, but in general it worked and was fun. People enjoyed the game, which is always the best thing to aim for, and it looks like the pairing idea was a hit. It promoted a bit of social behaviour between players that tend not to be social, which was nice. And when I originally developed this idea (in the same way you would say 'that bastard developed my thunder'), one of the reasons was that it could be a nice place for new players to begin playing. We didn't have many, admittedly, but as an experiment it seems to have gone well and been enjoyed. At one point someone, I can't remember who I'm sorry to say, asked whether I deliberately made it so that the players seen more as analytical and heavy thread contributors were Night Turn players. Of course I had to say yes as I can't suggest that I have made things anything less than random, but in this case and in all honesty, this was just a coincidence. I didn't change any of the Turns players were on, and barely changed the pairings as well, as I felt the initial distribution given was good. One thing that I really wanted to avoid this game was one player basically dominating the pairing and running roughshod over the other player. It'd be unlikely to happen with our players, but it was a concern. That is why the aspects of the game were divided so neatly in concept - Votes and main thread posting for the Day player, and PMs and Actions for the Night player. I'm pleased to say that there was none of this. A benefit of dividing the game was that it could also mean that if a Night player had suspicions, they could share them in a safer manner via the Day player, and not have it traced to them, or that Day players could say whatever and be relatively safe from being bumped off during the Night. I think the issue with this though was regarding the timing for the players themselves. By limiting the amount of time people have to have an effect on the game, ignoring the PM with their partner, it made things very awkward for players with less time on their hands. I did also note that there was less discussion than I would have liked for such a quick game, which I would also say is due to the splitting of players into distinct halves that never touch. I think that I would ideally like to change the concept to try and find the sweet spot for the pairing mechanic. Firstly, I would get rid of the Day/Night distinction, and just run with a single Turn per Cycle. Players could all vote in the thread, working together but appearing separate. This would basically make all the players secret lovers that share an action, rather than control the 'same' character. The benefit of this would be that it encourages discussion by having everyone able to talk to everyone. The disadvantage is that you have to figure out how to deal with a situation when a player-pair is in second and third place for the lynch, but their totalled votes add up to make them first, and how to accept actions being sent in (you could potentially make players just in effect be lovers, with each having a potentially different role, but this would introduce higher variance if a double-role got killed). The second alternative is that you make the pairings public and actually treat the players as the same character. The disadvantage with this though is that there's not as much of a benefit for doing so, it just halves the number of players. Moving on to balance, I feel this was tipped in the Eliminator's favour. In retrospect, I feel I should have either kept at two Eliminators and made one a Thug, or given the village a Thug. The reason I went for 3 in the end was because the village players basically had a confirmed villager to talk to, whereas the Eliminators didn't get any real benefit from the doubling up mechanic other than potentially being harder to kill at night. I think a large part of the reason that the village lost was because they focused down on certain players and did not have enough time to correct the mistake, unlike in a normal game where the first few lynches can go badly but the game can be turned around later. The lynch of Sart also taking out Elbereth was very fortunate for them, as El was close to calling Orlok out as an Eliminator. Admittedly, this would have done little unless his partner was found, but it would have been a start. The Role distributions were picked because I wanted an essentially Roleless game. This game contained 10 Roleless players and 1 Messenger. I distributed Roles with no actual effect to make it harder to realise that this was what I did. Unfortunately, I feel that this was a bit too clever, as the timescale of the game meant that this was never going to be realised. In any case, the idea was to focus on the discussion and analysis, as well as subvert expectations. As I say though, I feel I should have given a Thug out to one side, either in addition to the or instead of the Messenger on the Village side, or instead of a third player on the Eliminator side. Interestingly, I also think that there are arguments for removing the Messenger entirely. The Night Turns were very quiet, when in actual fact they could have been used just as easily to have discussions about the Day Turn with other Night players. Instead, these discussions were mostly confined to PMs, which is okay, at least something is happening, but not great. The PMs were there to feel the other Night players out and try and get a read on them, while having a public examining in the thread. This did not happen, however, but I think it's as much a consequence of the metagame on this forum as anything else, as we do tend to neglect the thread when PMs are up, when it should really be used for further discussion. Another point which is not a consequence of balance per se but of prediciton and how the game went. There was no lynch on Day 1. This was very important, and I could have perhaps expected that players would not want to kill two players off. The original idea meant that on Day 3, it would be lynch-or-lose, and you would have the most information possible to prevent the latter. Unfortunately, by not killing anyone, it meant you had much less information to go on and thus it was harder to prevent the losing lynch on Day 3, which may not have been apparent. As I say, I could have predicted this. My personal opinion though is that if I was playing, I would've definitely voted to make it a lynch regardless of whether it'd get me lynched the following Day, and that it's more of a lesson on not being afraid to kill someone in this game than anything balance-wise. So, a quick summary of my findings: People enjoyed being paired up. The ability to bounce ideas off someone you know is safe seems to have been used quite well. Limiting players to half a Cycle though really hurts players with less time on their hands and limits discussion a lot more than expected. Would suggest using a method more akin to 'The Lovers' than the Day/Night split, to help encourage thread-use. There's definitely a potential for similar games in the future, but I would like to find the sweet spot where it works best. And notes on balance: Eliminator team was slightly pushed, and I could've done with erring on the side of caution. It wasn't unwinnable though. When the game is short, Village players need to act aggressively to provoke as much discussion as possible. PMs tend to prevent discussion in the thread over the Night Turn. I would probably remove it to force players to discuss, but my concern is that it might lead to Night players feeling they had absolutely nothing to do, when that's not true at all. Players really don't like lynching two people on the first Day. I would really like to find a way to encourage D1 lynches. And now for something completely different. Write-ups are hard, and I have at this point written so many variations (including trying different styles of write-up as well) of various lengths (LG7 had some that were 3k words long!) that I have some difficulty figuring out what to do next. This was compounded in this game by the fact that we have two characters per player, essentially, and I would have had to meld them together to do them justice. So, in order to deal with the fact that the characters were harder to write for the write-ups, I intentionally removed them from the equation and wrote an essentially RP-piece. What did people think of the write-ups and the direction I chose for them?
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