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Everything posted by Wyrmhero
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Not Hellsing, though you're getting warm, as it is a manga. You're in for a long journey
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We felt it best now one of us is actually running a game
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Thanks for that, Hreo. Should've been Traitors/Eliminators indeed, yeah. Breaths and Awakening certainly do have an impact on the game's Roles, but they're not alone... Everyone starts this game exactly the same - Roleless Explorers. I must admit though, I'm not planning on running it too soon. I do want to run at least one of my Mistrunner games beforehand. Problem with me is that I make games quicker than I run them I have fond memories of 'Professor Iron Man' from my first game at university four years ago... (I had the suit of armour, skull ring and revolver, and so was fairly robust). Everyone should play Betrayal at least once. I've actually bought the board game for my dad for his birthday this year, since he's rather a fan of that sort of B-movie horror/Lovecraftian horror. I wrapped it up twice; once for father's day last weekend, and once for his birthday next month. He's only undone the first layer, so he has no idea what it is yet . But what if I don't want to be forgiven >>. While there is not a lynch, there is still the Day Turn on the first Cycle. Basically, that Turn is just used for Exploration. Some Omens will be public knowledge, some not, so there will always be a little ambiguity as to how many Eliminators there are. But the players are aware that no-one is a Traitor on the first day, and that there is no lynch.
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Well, I don't need to have all the particulars figured out yet, I suppose, since most of the stuff is hidden. The Awakening at the House on the Hill (LG) There is a House on the Hill at the end of the road. It is a large and foreboding mansion, grandiose but quiet. In fact, it is almost eerily so, the only noise coming from it the chirping of insects or the whines of birds and beasts. It is surrounded by an acre of land, and the high walls give it a measure of privacy, a feeling of defensiveness and isolation. The parts of the House that can be seen from the road are grey and dull, a blot of darkness in the colourful outskirts of Hallandren. While it seems to be in perfect condition, if it weren't for the bright candles bathing the rooms in a pale yellow light at seemingly random times, one might think it was abandoned. That no-one lived there. In this, the public are actually right. There has not been anyone living there for as long as people can remember, even if, people reason, someone must visit now and again to dust and replace the candles and so on. Its owner died many, many years ago, and presumably now the only people who go in are the people who take care of the place in preparation for its eventual reuse. There are rumours, of course. Everyone has an idea of what happened, even if they are all contradictory. The rich owner killed his wife and then himself when he discovered her tryst; The Returned who claimed it as his court gave away his Breath in a final act of selflessness long since forgotten; It was built for the God-King, but twenty builders died in its construction, their bones holding the foundations in place; Lifeless prowl the hallways, obeying a last command from a mad Awakener, who died (or perhaps lives yet in a state of unlife) when she decided to replace her own blood with ichor. Yes, everyone has an idea of what happened. Whatever really happened, it seems that none of these rumours hold any truth to them, for the eventuality seems to be now. A 'for sale' sign is up at the rusted and ancient iron gates, and people are arriving to have a look around. Not just prospective purchasers, but the usual sort that turn out at any open house - Nosy neighbours who cannot remember anyone living there in all the time they've lived on the road, gawkers hoping to see the place the previous occupant died, thieves trying to make off the with any Awakened Objects scattered in the House while no-one notices. All sorts stand before the gate, shoulder to shoulder as they try to peer within the grounds. Whatever reason you have for your actions, you have turned up on the first day that the House has been opened to the public for sale. It might be a pointless endeavour, or it could turn out to be an opportunity of a lifetime. But in either case, you don't feel too bad about being one of the first at the gate, waiting for the tour to begin. After all, what could possibly happen to you at the House on the Hill? General Rules For the most part, the game is similar to a normal Sanderson Elimination game, except for the fact that the game is a Hidden Information game. Please be aware of this before you sign up. There are two Turns in a Cycle as normal, Day and Night. The game starts on the Day phase. Players can only use PMs during the Night. The Traitors win when they outnumber the Explorers. The Explorers win when all the Traitors are dead AND the House has been killed. This requires the players to find the Heart of the House, as well as a method of slaying it. Neither of these can be found before the first Traitor is killed. While the House is dead, no more players can be converted to Traitors. Each Day Turn, a player may choose to vote for another player that they think is a Traitor. At the end of the Turn, the player with the most votes is lynched. If there is a draw, or the player with the most votes gets less than two votes, then there will be no lynch. Some players may have Actions to use during the Day Turn. If they do, they cannot use an Action during the Night Turn. Each Night Turn, if a player did not use an Action during the Day, they may use one now. All players, regardless of Alignment, have the ability to Explore during the Night Turn. While exploring, a player may discover one of three things (or they may discover nothing): Event - An Event is a single-time immediate effect that will usually grant some kind of Role to your character. Roles require an Action to use. Item - An Item usually has multiple charges that allow it to be used a few times. They require an Action to use. Items are reclaimed by the House upon player death. Items can be given away using an Action. Omen - An Omen is a symbol of fear. When an Omen is discovered, a player has their will subverted by the House, gains a Role and access to the Traitor doc, and their Alignment changes to ‘Traitor’. All Omens grant different Roles depending on what is discovered. During the Night Turn, if there are no Traitors, the House will kill a player at random. Otherwise, the Traitors will have the chance to confer amongst each other and target a player for death instead using an Action
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How could I pass up an opportunity to kill Kas again play MR1 again? Cang Lu surveryed the tea shop, listening to the news and saying very little. Hope, Kaleva said. Hope for a smooth transition. Hope sprung eternal, they said, and yet he did not feel that hope within his bones. Fifty-three years he had been part of the dangerous game of the elite of society, and not once had he seen a smooth transition, whether for the position of Emperor or just some simple pen-pusher at a desk. Even his own progression up the ranks to the higher echelons of society was not without its own, unique brand of chaos. He stared at the dregs in his cup, watching them carefully for any hint of the future. The wise man did not force change, but took change and made it his own. Cang Lu had survived all this time by reading the direction of the wind and riding the inevitable storm it would unleash. Many would be unseated by the turbulence, but he would let it propel him to even higher heights - provided no-one had the exact same thoughts of grandeur as him, had their eyes on the same prize he dreamed of. It was all too easy, sometimes, to make plans and forget about the other players in the game. He scowled as he saw a shape in the leaves remaining in his cup. A dark time, it said to him, a dangerous time. A warning, but a pointless one; he didn't need to read tea leaves to see that this was going to be worse than anything he had seen before. The factions were too large, too strong, to let any of them roll over and accept a new Emperor. Not without making their minds known, verbally and physically. No, he had no hope that there would be peace in the coming days. At least one body would be discovered, he thought to himself as he watched Kaleva leave the shop, he was certain of that.
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A family originating from England fight vampires through the ages using fabulous posing techniques.
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Bleach. Ichigo becomes a Shinigami ('god of death') to protect his family from an attacking Hollow. Orihime is a classmate that hopes that Ichigo will finally notice her affects (so he's not actually her senpai). Rukia is a Shinigami who gets punished for commiting the sin of making a human into a Shinigami.
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In all seriousness, this goes all the way back to LG5, the first Sanderson Elimination game I played (and Wyrm's second). We were on opposing sides back then, and so didn't have much interaction (Until Wyrm directly started badgering me in a PM right at the end and then got me killed). So after that, we were then placed in the same document as each other in MR1, the game after that, and just proceeded to chat. And chat. And chat. ...Then he got me killed again. I felt that was rather mean of him, but he was on the other team. Anyway, moving swiftly on, we've known each other in- and outside of the forum now, talking on Facebook as well as on here. We decided to do this confusing thing when we both happened to be exactly the same Role in the latest Elimination game. We decided that we might as well be each other at this point Edit: Hello, people of the future!
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Blast, that's our mission failed...
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Why what? You've only been gone a short while, I'm sure not much can have changed in that time...
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Generation 1: Turn 3 This write-up brought to you by the letter K, as Kasimir kindly wrote this for me. Thank you Kas Word travelled fast, among the skaa, Lord Erikell found himself thinking. His forces continued to push on south, into the rich farmlands. By now, the villages only put up a token resistance to his forces before surrendering and agreeing to send their harvests to him. Those pathetic would-be defenders, he ordered impaled. It was, after all, time they knew their place in the new empire taking shape right before their eyes. He stared into the frightened, broken eyes of the skaa and smiled. “Captain?” he called out, deliberately looking away from them, dismissing them as being of, ultimately, little importance in the grand scheme of things. “My lord!” the captain of his forces—a short, wiry man—snapped to attention immediately. He, at least, very much knew who was in charge. “If any of them so much as twitches a hand in the direction of the bodies,” he commanded, “You will immediately chop it off. Leave them for the carrion.” He strode off into the gathering gloom of dusk. The mists had only just begun to emerge, and as he burned tin, he felt the mists enshroud him, as though they were drawn to him, somehow. Odd, thought Lord Erikell. By now, he felt at home among these mists, despite the memory of the Deepness. He’d learned to accept them. The tin he was burning was the only reason he caught the movement in the mists. He saw it: an amorphous mass of mismatched limbs, twitching, fumbling blindly, and could not help but flinch. What, wondered Lord Erikell, is that--? “Can’t believe you made me come right after my shift for this,” Garret muttered. Farix elbowed him. “Well, maybe she’s a looker but she’s not really my type, y’know? A little on the old side, don’t you think?” “Gar’,” Farix managed, from between gritted teeth. “D’you think you could shut up and listen?” Farix was always like that, Garret thought. But he held his tongue and listened. And the lady was good, he had to admit it. What was her name again? Lutha? Sure, she wore fine clothes—the cloth alone’d take ten years of his salary to buy, but there was something about her… She captivated them. She told them her story: the story of how a simple servant, someone who’d once done as hard a day’s labour as any of them had risen to the highest of positions in the Lord Ruler’s Final Empire. She spoke to the gathered crowd with ease, and Garret realised, startled, that he was leaning forward, craning to hear her. Her voice had dropped to a hushed murmur, and he barely dared to breathe. She showed them her hands; callused from work, and then held them against the fine cloths of her skirts. “The Lord Ruler understands your struggles, just as he looked at me and saw someone of worth. This is a man worth following; not the King on his throne who dines richly and leaves all of you to suffer through hours of thankless labour. He offers you a way out of this. You there! How much do you earn?” Startled, Garret realised she was looking right at him. “T—ten an hour, your ladyship,” he stammered. He caught the coin purse she tossed to him, realised it was heavier than he’d expected. “His gift to you,” she said. “Lady, I—” his voice caught in his throat. “What’s your name?” “The Lord Ruler!” shouted someone else, a distant figure in the crowd. “The Lord Ruler offers gold and freedom! King Tremredare can keep his copper! We’re joining the Final Empire!” They were chanting it, Garret realised. The entire crowd was on their feet, screaming the names of the Lord Ruler and Lady Lutha, and people’d bent down and gathered stones. He clutched the coin purse to his chest, unsure what to do with it. It was more than he’d make in a year, at the very least, and— The crowd around him was surging. Someone’d gathered torches from somewhere; others picked up bits of cobblestone and were hefting it in their hands. Garret was shocked to notice that even the members of the city guard—originally intended to keep the gathering under control—had joined them and were marching among their numbers. “What’s going on?” he managed, to Farix. “We’re going to get rid of the King!” someone else called out, overhearing his question. “Tremredare for the Empire!” In the unsteady light of the torches, Lord Farrsolin sipped at his wine. Sentiment, he thought, with a quiet sigh. It was difficult to find this wine; the vineyards of its making were gone now, and the terroir just wasn’t the same. He’d never liked his father, and yet the wine reminded him of days long past. Distant green days before the Deepness, before the ashfalls. He was getting soft, Lord Farrsolin decided, wearily. His child and heir could not make the same mistakes. Everything he now did was aimed to strengthen the Farrsolin name as much as he could, to leave her the best legacy he could. Time, he thought wistfully, was something that was beginning to turn against him now, for all that it was his weapon. With time, the Farrsolins would become powerful. With time, he would bring the recalcitrant Fortess to its knees. Time, that was all he needed. So valuable, and increasingly dwindling, slipping through his fingers like water. He heard the light rap on the frame of his tent and cleared his throat, composing himself. “Enter,” he called out. He recognised the woman who let herself in; as it was, she was one of the best captains in his army—a steady, dependable woman, with a sharp understanding of strategy. “My lord Farrsolin, they’re breaking,” she said, without prelude. He glanced at her. “Finally?” he demanded. It had been a long and boring siege, all things considered, but as much as he had business elsewhere, he thought it best to see matters through in person. The Fortress of Seran was a key defensive point; situated in the middle of gentle hills. Whoever first took the fortress would strengthen their grip on the surrounding land, and it was that consideration which had first driven him to besiege it. The fortress, after all, was a tough nut to crack, and Lord Farrsolin was enough of a tactician to know it was far better to sit tight and to wait for them to come out. His engineers had blocked the water supply, and it was all but time the starving soldiers surrendered. She nodded, her posture tight and formal. “Yes, my lord. They sent an emissary asking for the terms of surrender.” “No terms,” Lord Farrsolin said, firmly. “I want an unconditional surrender, and until they’re prepared to do so, the siege continues.” Barely two hours later, the fortress had fallen. * Tremredar is now a part of The Final Empire! The Fortress of Seran has been conquered! The following canal trade routes have been built: Luthadel to Austrex The following road trade routes have been built: Luthadel to Austrex, Luthadel to Tathingdwen. * The following children have been born: Leo Venture (male), Walina Walin (female), Kliss Tormander (female), Fia Urbain (female), Jorah Farrsolin (male), Emmaline Elariel (female), Maerys Izenry (female), Rolan Queade (male), Kinna Erikell (female), Arandar Penrod (male), Erinald Garde (male). A word of 'warning', as much as it is a warning: I am considering limiting Public Actions somewhat to prevent having children be the only thing you do publicly. Alternatively, I could remove the need for Public Actions entirely, but it is somewhat meant to prevent the entire game taking place behind closed doors, so... I'm not sure at the moment. Peoples' thoughts would be appreciated. Generation 1 Player List * This Turn will end on Sunday the 28st of June, at 6 PM BST. Information will be sent out shortly. If any player wishes to sell the Goods they produced this turn to the NPC Nobles and that did not happen, please tell me within the next 24 hours. Hurry, this offer can't last! Also, Adamir, the Urbain Inquisition is all the way back from Long Game 7 in the Sanderson Elimination forum, in which I ran a Scadrial game dividing players into Houses. Ren was in House Urbain, with Gamma as House Lord.
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Once again, atium (and to a lesser extent the fact that gold is Allomantic) is not known about at this stage in the game. Only the eight basic metals are known. There are ~4 hours left in this Turn.
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Considering I've had them all in my Kas' signature since the beginning of the game, and my name literally means those things, I think I win at it automatically?
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Since the Queenship was never mentioned, I seize Wilson's crown? Good game, Hreo, and thank you for running it. I think I agree with your comments about the game, but I would also add that I feel that the Gyorn and Odiv need some way to remove players from the game. Normally, the Cult (not Jeskeri, the general Mafia term) is able to take over the game slowly by converting players to their side. This gives them a measure of control over the lynch as well as allowing them to neutralise players. In this game, the converted players did not gain the win condition and did not help the Cult (in fact, they hurt them by narrowing our search for the Gyorn down), and so they were basically 'marking' players and saying 'when the number of marks equals X, I win'. It makes it very easy to take the Cult out once the two players have been discovered, particularly since they had no way to permenantly deal with search Roles. I would suggest either giving them a limited number of kills, the ability to overwrite the Roles of the converts, or protection from being found by Priests. Just something to let them affect the Village more than once, basically. I'm also not sure what I feel about the Pinch-Hitter system, to be honest. It works quite well if something comes up, but we did have at least one player who was inactive but did not make use of it. People who were semi-inactive decided to use it rather than hang on, which was useful, but took away the option for the people who really needed it. It also hurts the Village due to the fact that the new player can't exactly answer questions about what the previous guy did. I feel it needs to be stressed that it's an emergency use, and that if you know you can't join actively all game at the start, then you still should probably not sign up. But, speaking as a Pinch-Hitter, I had fun. At the very least, I helped get Jain discovered, which I call a win. I enjoyed my PMs with Kas, and am secretly glad to have become an Elantrian at the end, though I wish it happened a few Cycles earlier . Edit: Kas made a liar out of me. I said the Dula weren't shipped
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You can only Try for an Heir once per Turn, Joe. And do you have names for those children, Araris?
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I apologise for voting for you, Araris, as it was never my intention to lynch you. However, very good job in taking a Cultist out with you. luckat could be the last one left - though obviously we'll know after tonight, with our Elantrians poised to take her out. And it's nice to be fairly sure about some of the others on our suspicion list as well, in the case of luckat not being last. To Meta, I am at a bit of a loss as to who I would suggest you scan. I think practically anyone not on the soft-confirmed list would be a good choice. Edit: Perhaps Kipper? Edited because I forgot we'd only found five, not six.
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The question is not whether Clanky started with a vial of Poison, but whether or not he still has the vial on him. We have been trying to track the Eliminator who poisoned Meta, after all, and we have no way to automatically check whether or not someone still has it without them using it. If Clanky still has it and is able to poison someone, then we could quite safely say he is not the one we're looking for. Otherwise, we have our (probably last) guy, I think. I'm going to put a vote on Araris, as it seems as though he hasn't quite been paying attention. Sure, Seonid didn't say why he was voting as he did, and that's not the best for people to do, but we have pretty definitely confirmed innocence there, with Seonid being a Jindo Warrior and having been attacked twice. So, which side of Wyrmhero's Law do you fall upon? Is it maliciousness, or a lack of attention?
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That's actually a very good point. Certainly I want to see Clanky respond to the votes, and I believe he's actually the one up for the chop currently anyway. An Elantrian Cultist is way more dangerous than an Odiv Cultist, after all. Also, general public service notice to all ye friendly pirates out there. Remember to be up-to-date with regards to your hostages. Good targets are luckat (if we don't lynch her) and any of the others currently under suspicion.
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Point of order, I'm a super useful Dula, not a super useful Priest. You may have crossed a few wires there somehow. I definitely agree with Kas that Clanky is looking odd - Well, we did discuss this all last night. Definitely want to lynch luckat today, but we shouldn't get bogged down by it. Clanky suggested not looking at Jain's list of Cultists, which is fine on its own - Meta and I both agreed it was probably misdirection, so he's not alone in that thought. However, he is also one of the people on that list, which makes it seem very odd to me. It's also probable that The Panda and The Cultists (good name for a band?) were in contact, since one of them was on both sides, and so Jain's list is starting to look a little to me like a double bluff. Editing, since no-one's posted that's still alive in the game... Could the Debtors in this game come forward? There's no point in you remaining hidden at this point.
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Not at all! Just give me a character name and a House name that hasn't been taken.
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For 20 players, there would be 10 pairs, probably 3 of which are Eliminators. Paired players are always on the same team. People control the same character, basically. Otherwise, yes. Whenever a player dies, their partner dies as well. The reason I listed it as a QF is because the game will finish half as quickly as usual due to the fact there are 'half' the number of players. The length of the Turns is due to a combination of the fact that both halves need to talk, and that it helps mitigate the timezone issue a bit.
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I'm fine with that list, assuming we are only looking for Cultists right now and not the Odiv (which, as I've said before, is not as important as the Cultists at the moment). With regards to inactives/non-contributers, it's a real shame we have no kill roles to start picking them off. That means we have to waste a Day Turn putting the fear of the noose into them. I'd rather we followed current suspicions first, even if it gives less active players a bit of leeway. Out of curiosity, who would you flag up as 'needing to contribute more'? Oh, and Kas and I are trying to take over the world find an Eliminator again. Wish us luck!
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Generation 1 is underway, but you can sign up to play when Generation 2 begins (like Kasimir has done), which will be on the 12th of July.
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This is a set of rules that can be applied to any ruleset without too much difficulty, but I feel there are circumstances under which this works best. Also, it turns out this isn't quite as mind-blowing an idea as I thought, as the Mafia Wiki has this on it as a rare but not unheard of variant >>. Ghosts in the Night (QF) Or: Two-Headed Elimination The Ghostbloods are well-known for being a secretive organisation. It could be said that this secrecy is the only reason they have existed for such a long period of time. They carefully pick and choose their people, evaluating each individually before adding them to their members. They operate in cells, each only aware of the one they report to. The secrecy the organisation has thrived on has now bled completely through into the very lives of their members. It is said that a half-decent Ghostblood could walk out the door, and suddenly they would be a completely different person. A different face, different hair, all changed within a matter of seconds. It is for this reason that they are known as ghosts, an ethereal presence that many doubt even exists. But through time, they have become complacent, and their hidden nature has started to work against them. Their recruitment methods have become lax, slowly, and they have been infiltrated by their enemies. The Sons of Honour walk amongst their members, their own secrecy preventing them from finding out who they are. The order came down from someone - who, no-one knew - to purge the Ghostbloods of these people. The ghosts are grim, but determined in their task. The Sons of Honour are their enemy, they know this, and if they are left unanswered, they will slowly dismantle the organisation from within. They must be eradicated before that can happen, they say. But when everyone in the organisation is two-faced, how can one tell who is a friend, and who is a foe? The Rules The variant is the same as a normal set of Elimination, but with one major difference; At the beginning of the game, the GM assigns half the players to be Day Players, and half the players to be Night Players. Players are then paired up, Day/Night, until everyone is in a pair. In the event of an odd number of players, the last player is both Day and Night. Day Players may not post in the main thread unless it is the Day, and vice versa. Day Players may not talk in PMs unless it is with their pair. The pairings between players are hidden, and only the player knows who their partner is. However, all players start the game aware of whether each player is a Day or Night Player. Each player pair shares an Alignment and has the same Role, and they share a Role/Action PM. Players may talk to their other half via a PM, regardless of whether it is a Day or Night Turn. If a player dies, then the paired player dies with them. During the Day, Day Players vote for another Day Player to lynch. During the Night, Night Players may target other Night Players with their Action. In order to account for the fact that players can only talk half the time, the Day and Night Turns are of equal length, and both last 48 hours. Due to the fact that Night Players cannot take part in the lynch, Actions can only take place during the Night Turn. There are no cross-Turn Actions. It is possible that the game will be Role Madness. Roles Assassin - The Assassin's job for the Ghostbloods is to take out anyone who may be a threat. They have the ability to use a Kill Action every Night. Backup - The Backup has been trained in one of the other Roles, but lacks the go-ahead to use his skills. If a player with the Role that the Backup has dies, then the Backup is then able to use his Role. Hired Thug - The Thug's job is to be a target while other Ghostbloods carry out a mission, and is hardened and tough in combat. The Thug cannot die at Night. Lookout - The Lookout is able to keep a careful watch on a player each Night, and is informed of whether they use a Kill Action. Messenger - While at least one Messenger is alive, players may send messages to other players within their Turn, while it is that Turn. Shadow - The Shadow is able to conceal his own nature, and potentially that of another as well. Players targeted by the Shadow's ability cannot have their Day Player, Alignment or Role discovered. Spy - Who said that the Ghostbloods didn't have their own agents amongst the Sons of Honour? Each Night, the Spy may dig up information on a player, confirming whether or not they are a Son of Honour. Stalker - The Stalker is able to stealthy follow a player back home each Night, and is informed of who they are during the Day. Strategist - The Strategist is privy to knowledge that most are not. Each Night, they may use their Action to discover another player's Role in the organisation. Surgeon - The surgeon's task is to prevent the deaths of the Ghostbloods. They may save a player (including themselves) from death each Night.
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Retcon! Apologies for this. I wasn't quite thinking about the headache that would be produced by giving numerical values to the number of things being created. And so I am going to call a retcon now and make things simpler. All Properties that produce something will produce one 'Shipment' per turn. Things such as Shipments and Wealth can only change hands in integer (whole number) values. A building that produces raw material Goods (Tier One Goods), such as ores, will produce one Shipment/Turn, which is worth 2 Wealth/Turn if sold to NPCs. Tier One Goods cost the players 3 Wealth if they wish to purchase any from NPCs. A building that uses up raw materials in order to produce Goods (Tier Two Goods), such as weaponry, will also produce one Shipment/Turn, but due to the cost of the raw materials involved, it will be worth proportionally more. Essentially, the building will add 2 Wealth to the value of the Tier One Good. Weaponry, for instance, will cost 3 Wealth for a Shipment of Ore as a raw material, and will produce one Shipment/Turn of Weaponry. The NPC rate on this Weaponry will be 5 Wealth if sold, or 6 Wealth if you buy it from them. Tier Two Goods will typically have additional uses when used alongside Actions. This will use them up, however. Remember that you can 'deactivate' Properties to reduce your Upkeep costs, you can change the production of your buildings as detailed in the other thread, and you can auto-sell what you produce. Costs are paid out of current Wealth, and the Wealth you make this turn (assuming production in cheapest order). If you cannot afford Tier One Goods to produce Tier Two Goods even after that, they will not be produced. To futher simplify things, I am also scrapping the 'shipping' cost for deals, as that just made things complicated and was pointless. Canals will produce the normal amount of Wealth/Turn instead. I am re-sending out the information from yesterday with this updated information. Those of you with kids already, remember that it is best if you designate Heirs before the Generation is over.
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