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Everything posted by Wyrmhero
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I presume that Kas has won with that question, since it's been a day. Organisation XIII is a group of Nobodies, emotionless people without hearts, from the Kingdom Hearts video game series. There are 13 of them, and their names are an anagram of their real name with an X added to it (if you're wondering why, it's basically a glorified tracking system they aren't aware of). We also don't know all their original names. So, the most complete list I can give... Organisation XIII 1. Xemnas (from Ansem, but his original name is Xehanort, in the body of someone known as Terra) 2. Xigbar (Braig) 3. Xaldin (Dilan) 4. Lexeaus (Aeleus) 5. Vexen (Even) 6. Zexion (Ienzo) 7. Saix (Ais) 8. Axel (Lea) 9. Demyx (original name unknown) 10. Luxord (original name unknown) 11. Marluxia (original name unknown) 12. Larxene (original name unknown) 13. Roxas (originally Sora, appearance off Ven) Technically number 14. Xion (replica of Sora, 'original name' of No. i) Alternatively, from Kingdom Hearts 3D, and in no particular order: Kas thinks we're on the next question, so I will indeed ask something. Without looking it up, name five characters, each from a different universe, who are able to travel between different 'planes' of existence.
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Now Kas I can understand, but what did poor little Wyrm do? All he did was protect Nebrask... from you
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Wyrmhero Kasimir Lord Claincy Ffnord Ashiok Lightsworn Panda The Only Joe Aonar Faileas Mailliw73 Mckeedee123 Macen Quiver Renegade Unodus Seonid luckat a smart guy jasonpenguin Sarcomere Araris Valerian Awesomeness Summoned Alvron Edgedancer Tulir Winter Cloud Ostrich of Evil Herowannabe Newan Nepene twelthrootoftwo Jasnah Damodred Dyring (if I don't count, then this makes 30) ...Yup, a list of Sanderson Elimination players >>. Without looking it up, name 10 characters who were once human, but become ageless either over the course of the story, or in their own backstory.
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Solely everyone vs. Dimir, unless there are a lot of players. There aren't meant to be more than one or two per Guild in this version at the moment. The conflict is meant to mimic the original Ravnica plotline (but only the first part. No other Guilds are Eliminators here). Originally, I was just going to have the other nine Guilds, and not even mention the Dimir, and have them as a 'secret' faction, but I felt that it might be cruel for the people who don't know how Ravnica originally worked and couldn't guess at their existence. So instead, the info is just hidden.
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And now for the actual game I was intending to post today. Mistrun: In Search of Ruin (LG) Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died. Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial. Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World. But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix. For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile. There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source. But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still. You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next. Setting This game builds on my previous game idea, also titled 'Mistrun'. These take place in the same universe, and can be considered to be sequels/prequels to each other, depending on which gets run first. This game is also based on the Shadowrun universe, story-wise, but the mechanics are derived from Resistance. General Rules While the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance game. The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched. During the Planning Turn, one player chosen at random and publicly known must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission. The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not inform the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote. Eliminators Traitorous crewmembers know the identity of their allies automatically. Each Night, one of them may inform the GM of a player that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die. Specialisations Unlike previous games, your Roles are not based on your character's abilities - Your character may be completely disparate from the specialisation of their crew, so feel free to pick whatever Allomantic/Feruchemical power(s) you want. Communications - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Day and Planning Turns. No PMs may be sent during the Night. As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical - Your crew has an extensive knowledge of healing and surgery, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Fast Talking - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target a player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassinations - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, not only will your action be negated, but you will lose this ability and become a non-specialist Crew. Hacking - Your crew is good at sniffing out hidden information, no matter where it may be. Each Night, you may invade Heron IndustriesTM' computers and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips. The problem is just finding it, which will take quite some time. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you may target yourself and another player, hiding your Alignment and Role during the next Cycle. Non-Specialist - You provide the brute force (or brute intelligence, as it may be) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. I wouldn't mind possibly a few more Roles with this, but otherwise I'm happy. A friend mentioned Temporal Displacement and Assassinations' mechanics being used in one of his games a few days ago, and I was rather excited to add them to one of mine when I could.
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Not quite the game I was planning to write up this morning, but I'm halfway through writing that one up and I'm at Uni, so I might as well write up the other idea. This one is brought to you by 3AM in the morning, which is according to my friend, 'the best time to plan Mafia games'. This one's non-Sanderson, but I have a feeling that a large number of you will recognise the setting . For those that do not, it is Magic: The Gathering. Ravnica, The City of Guilds (MR) The world of Ravnica is littered with concrete buildings and urbanisation. The entire Plane is covered with the city which shares its name. This is only possible thanks to the Guildpact, a magical contract formed 10,000 years ago which defined how Ravnica would be run. Nine Guilds oversee control of the city, and life has continued efficently and, for the most part, peacefully, thanks to this division. But there are whispers of Dissension amongst the people, both Guilded and Guildless alike. Something is changing, and its up to the Guilds to figure out what that is, before it overtakes them all and shatters this peace. General Rules While this is a standard setting, there is one main difference to take note of. Ravnica is a loud city, and it can often be hard to organise people in any specific direction - and even then, half will complain about where they're going, and the other half will complain about how they're getting there. As such, a consensus is needed when it comes to important decisions, and enough people must be asked in order for it to be democratic. A lynch cannot happen unless half the players (rounded down) vote. Guilds are not revealed upon death. Guilds Most players will belong to one Guild or another, and as people prove themselves worthy and others are shuffled off this mortal coil in the ensuring chaos, there are opportunities for other people to step up and be Guilded. At the start of each Cycle, a Guildless player at random will be chosen to be advanced into a position in a random Guild. I've included the Colours for the Guilds, in case anyone wants to look more into MtG's system. The Azorius Senate (WU) - The beaurocrats of Ravnica, they oversee the creation of laws for the Guilds and the people to obey.The Azorius employ Archons to help keep the peace and draft new rules. Each Cycle, they may target a player to get their vote lost somewhere in the wrong paperwork, changing their vote to be on a player of the Azorius' player's choice. House Dimir (UB) does not exist. The Boros Legion (RW) - The counterpart to the lawmakers, the Boros are the lawmen, discovering crimes and punishing the offenders in a rather heavy-handed manner. Most Angels belong to the Boros. Each Cycle, they may target a living player and prevent them from taking any Actions that Cycle. House Dimir has never existed, by the laws of the Guildpact. The Golgari Swarm (BG) - The Golgari fulfil the less pleasant needs of the city. They are the morticians and gravediggers of the city, as well as the farmers. Sadly, some people can't see this past the necromancy and the Liches. Each Cycle, they may target a dead player to learn their Guild, if any. The Dimir are hidden by the powers of the Guildpact. The Gruul Clans (RG) - The Gruul ensure that some parts of Ravnica remain green and beautiful. While they tend to be brutish, they are also firm defenders of parks and their Centaurs are put to great use as park wardens and huntsmen. Gruul members are tough and difficult to kill, surviving the first death inflicted upon them. The Dimir are the thieves and assassins of Ravnica. The Izzet League (UR) - The Izzet are thinkers and tinkerers, playing with science and engineering for the benefit of the city. Their most notable strange creature is the Weird, a plasma of magic and energy formed from experiments. At the beginning of each Cycle, Izzet players are granted one random Guild power for the duration of that Cycle. Even thoughts are not safe, thanks to their Vampires. The Orzhov Syndicate (WB) - The Orzhov are both the religious leaders of Ravnica, as well as the merchants and bankers - And the number of Spirits they have in their employ suggests quite heavily that a soul is not absolved of all debts in death. At the end of each Cycle, the dead may speak to their Orzhov representatives, in the form of a short message given by the GM, five words per dead player. The Dimir hide within other Guilds and the Guildless, and have their abilities. The Cult of Rakdos (BR) - The Rakdos own the entertainment in Ravnica, from food to music to less pleasant matters. They attract all kinds of hedonist, so it's no surprise that Demons and Devils tend to claim it as their Guild. Each Cycle, a Rakdos player may target a player for death. They do not like the Guildpact, as people cannot even acknowledge their Guild's existance. The Selesnya Conclave (GW) - The Selesnya provide the backbone of both the community and the Guildpact itself with their magic. Their Dryad leader's magic allows them to speak to one-another without words. All Selesnya players know of each other. As long as one Selesnya player is still alive, PMs may be sent between players. Dimir players have a private doc to discuss in. The Simic Combine (GU) - The Simic are biologists, the counterpart to the Izzet's physical experimentation. They have their own strange creatures - shapeless Oozes that were once people. Each Cycle, the Simic may target a player and save them from being killed that Cycle, except by the lynch. As a group, the Dimir may kill one person each Cycle as an Action. The Guildless - You have no Guild yet, but you hope to be employed by one at some point soon. Each Cycle, there is a chance for you to be elevated to a membership permission and attain all the benefits that come from that. The Dimir win if they outnumber the Guilded. They lose if they all die.
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With regards to keeping people happy, I meant your own House. They might get annoyed if you decrease their Skaa allowance, for instance, in order to keep in with the Inquisition I'm not sure if that's sarcasm or not... I've played many games with notably different endings, some of them reaching into the tens, which amounted to more than a simple bit of info at the end. The problem is that Bioware tends to leave all the endings for the epilogue, as it were. Dragon Age does this terribly - small changes in the story between, but you always end up fighting the Archfiend - and in this case in particular, your choices make no difference as you never have to go back to the places you affected with them. There is no difference in your ultimate end, and there's so little roleplaying left by then - It's just combat. You just get a bit of exposition at the end regarding your choices, and that's it. That's not a different ending, because your choices don't matter. I've not played Mass Effect 3 myself, but in the second game it was pretty much 'Here is this linear story to follow. At the end make this choice', which is just as bad for giving you arbitrary decisions to make. While Bioware is so much better at making you invested in your choices than, say, Bethesda, I still think they've fallen quite a bit in this.
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Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
You can see the Roles in the Votes/Night Actions chart. Jasnah was a Thug, but Dominic and Macen weren't Allomancers. -
Indeed, exactly the same! Either this is scary, or it's proof that it would make a perfect game . I see each generation having choices that need to be made as well. The first is one of the original nine Mistborn - Ridiculous power and no other Allomancers and all that entails. Throughout the generations, you have to marry for wealth, alliances and Allomancy, but your peers counteract by forming their own alliances, and Allomancy weakens through the game. And then there's the fact that you need to keep your own House in-line and prevent the Inquisition from being expected, but also prevent your people from being too annoyed with your policies. There's just so much potential here, and I can't actually think of a game that's really similar .
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Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
...It occurs to me that there was an important thing I forgot to say, because I've said it to half of the Spiked already... Well played. Claincy did really well to direct the village as he did, and the rest of you managed really well to occupy that ambiguous spot under the radar, despite us looking for that. A good game and a well deserved win, though I wish it was a bit closer at the end. That makes sense, Meta. I'm just surprised though, because with two Smokers, that would effectively mean that Seekers could only find one Spiked player. But it seems we were thinking about it wrongly - The Seeker this game was meant to find trusted players, not suspicious ones. Arguably, that's an even more powerful ability. It's just a shame we lost our Seeker so early. So, messages to people trying to talk to me in the dead doc... (my name comes up ~150 times? Seriously? >>) I apologise for failing my Spot Check. Mailliw looked more suspicious to me than Claincy, and because of that, I gravitated towards Claincy because I didn't 'need' them both to be Spiked to fit the facts. Even when Mek told me that I could find his allies in the previous Day's lynch, I still had Mailliw on that list as well as Claincy . And Ashiok... I'm sure I'll run LG7 again at some point (fixed! and made much harder for the Villagers by overcompensation, no doubt...), but other people have ones to run too . I'm 5th and 9th on the LG GM list, so it will be a while - and those are currently for other games. I'd like to run it again, that's for sure, but you'll have to be patient, I'm afraid. And to those who mentioned my stats... I will be getting back to them shortly. I've told myself that I'm not going to play another game until they're done (if I can pull myself away from Mount & Blade first >>). -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Wait, so... two Smokers and only one Seeker? Then that's my question >>. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Oh boy. Down the rabbit hole of the Spiked and Dead Docs we go... And I got lynched, which means I proved Kas wrong and did die this game >>. Wait a sec. After all that, Mailliw was innocent? Hrm. I completely misjudged the pair of Mailliw and Claincy. I guess this goes to show that you shouldn't really build coalitions like this and give away all your Roles unless 100% confirmed? I've got a question, Meta, regarding balancing (though this did not really crop up in-game). Since I now know there were only five Spiked players, the fact that they all had Roles makes a bit more sense to me (I had expected that Mailliw was a psuedo-Roleless Spiked player). But why did you give them both a Thug and a Lurcher, considering we only had one offensive Role? -
Not only did I double post, but my first part was ninja'd by Blaze
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I could see Awakening as an on-the-fly thing, but only at a terrible cost. You could perhaps use cloth from washing lines to fight for you, or use strawmen in order to take things without being seen. But it probably is better as a puzzle element/prepared ability, rather than for an action game. Allomancy and Feruchemy (and the world of Scadrial) would lend itself much better to Assassin's (Allomancer's?) Creed. I'm not sure about Bioware though for Roshar. Bioware do RPGs, and Roshar doesn't really fit the RPG world, in my opinion. Maybe as a group of Knights Radiant, but even they tend to be in large groups for battles, rather than adventuring parties. That's why I suggested a more open-world and war-like game in Mount and Blade, since it already deals with low-magic settings and skirmishing kingdoms and the like. But in the right setting and story, with a small group of Radiants for some reason, Bioware could do well with it. Or at least, Old Bioware could. I'm not so sure about their recent stuff.
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So we have a couple of RPs ongoing on the forum, and a few games here and there (like Sanderson Elimination. You should join us >>), but what games would you like to see? Be it card, board or computer game, what settings and rules would you want to play in one of the Shardworlds? I've had two computer game ideas that I really wish were things, myself: Firstly, a generational game in which you (as the current head of your House) lead your House in Scadrial right from the beginning of The Lord Ruler's ascent up to the events of The Final Empire. I'd particularly like this because it would give us so much more information on the early empire, and we could first-hand see events such as TLR's burning, the creation of the Contract, the subjugation of all the other cultures around TLR's budding empire, and stuff like that. I think it'd also have the potential to be a brilliant multiplayer game, as the amount of backstabbing in the lore would pale in comparison to when friends are involved . Alternatively, it could be done as some kind of Dominion-style card game, developing your House after turns with added Mistings or Mistborn or the like. This would be very different from the former incarnation, since it wouldn't have a narrative behind it, but it would be good for quick games with betrayal. The setting also lends itself to a more interactive set of rules than Dominion, which can sometimes be basically solitare in multiplayer, trying to compete to just be first to achieve a point score. The other idea I would really like to see is a Mount and Blade-style game set on Roshar, preferably before or during the Alethi war of unification. Over the course of the game, you would travel Alethkar's nine Princedoms, raise armies, win renown and eventually work your way up to owning a slice of Alethkar for yourself, and winning Shards and the like. All this set in the backdrop of the war, allowing you to help determine the outcome. I just love the idea of developing yourself up to being a Shardbearer, or perhaps even becoming a Highprince. Not only that, but there would be so much replay value, with whether you are male or female (and thus a potential pariah in the eyes of Vorinism) or a Dark or Lighteyes. So what sort of stuff would you like to see?
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Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
What? Blast, that shouldn't have happened. Sorry Senn, thought that if I started the lynch, you'd be perfectly safe this Cycle. Let's go for Unodus. He's completely right, Misslynching him would put us two spots behind in voting. Let's give him what he wants, which is to properly lynch him instead! -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
That's a good point. Supposedly Melend drew Iron this Cycle, but that could just as easily be a lie. I was just going for one that confessed in a PM. However, since then, Senn has also confessed to me (and why not, when they cannot lose as long as they all vote the same, even if there are only four of them?). Might as well go for someone that will die in the lynch (how convenient, some might say, that I've also gone for the same person as Mailliw - Except I think Mailliw is Spiked and will change his vote, so I don't really care who he votes for). I'm doubtful that that there is a Spiked inactive, since Eliminators tend to be more invested in games. But I'm not quite giving up yet - prepare for the worst, hope for the best and all that. I'm preparing for this game to be over in 24 hours. I'm not sure what I'm hoping for, since I'd rather not just drag the game out another Day Turn unless we still have a chance. if it turns out that one of the players that Melend gave me is innocent, or more, then it is simply misdirection on his part which I am attempting not to fall into by voting for someone who has confirmed that they are an Eliminator to me - so far, Senn and Melend. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Indeed he is, according to you. Also worth noting that this 'bold strategy' you claimed I was using was the one you used last lynch. Sadly it worked for you, as it was just the right time to be able to get away with it. I was really hoping you would have an inactive, but us having three really hurt. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
When you say 'us', you do of course mean 'us Spiked'. Now, you see Melend, the first part there's kind of a bad lie to make. Everyone still playing knows that I've been asking people their Roles to make things fit together (before you just admitted it in response to my accusation). I am literally in contact with every player at the moment - including the inactives. Honestly, your allies should just lynch you out of principle for that. As for Unodus being up? Well, I suppose in general terms, yes, he is up for the chop at some point. But so far, the lynch has been on Mailliw - if anyone at all. So that's not really a compelling argument. Try again next time? -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
If any of it's a lie, then I blame a certain Spiked for telling me it (I'll give you a clue - his name sounds Scottish). But still... could've at least had the decency to set the vote up to be between us and make people choose who they believe more . -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Well, one of the Spiked has just told me that they gave us a list of who they are in the lynch last Cycle. Not too surprising, considering the state we're in and how they simply needed a lynch to get their victory. We also have no pretty much no control over the lynch this Cycle - There are 11 people left, and three of those are inactive. Any way you slice it, we're outnumbered as Villagers. Mek has claimed that his team is the following: Himself as Mistborn, Claincy as Thug, Mailliw as Tineye, Senn as Lurcher and Odustren as Rioter. Now, I obviously have no idea if he's telling the truth - Hence why I'm voting for Mek. I've messaged our inactives, to see if they can randomly get on and give us a surprise lynch, but... It's unlikely (10 shiny emerald broams on one of them being a Seeker, and another being a Coinshot). Maybe if we all pile our votes on Mek and he turns out to be lying and Odustren is in fact innocent and Riots a vote onto Mek, we can get something here. Maybe not. We'll see. Of course, if Mek is lying, and we're not definitely losing this Cycle, then all you really need to do to prove your innocence is vote for him this Day... And if not, then well played guys. I just wish you'd finished me off early in the game >>. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
I'm disappointed that Meta didn't mention that he had fixed the votes in the write-up, since that was what we focused on quite a bit here. So the question then is why Unodus Rioted me this Cycle. He has confirmed to me also that he Rioted the vote for Weiry too considering that our PM has basically been me pointing out that Villagers interfering is a bad idea and him saying we should probably lynch him for his mistakes before that... Yeah, I am now thinking that, since there was no change in tactics, Unodus was Spiked. Also, why was Pifferdoo killed? We were all ready to lynch him today as a Rioter, right up until your PM there. So why then did the Spiked kill him? I would say that either Joe or Mailliw wanted to be rid of a Soother. I think the Eliminators have recently been embarking on a campaign of external mental extermination, with their kills of Sarcomere, Jain and Pifferdoo. But I lean towards Mailliw being the guilty party here at the moment, not Joe. A few things make sense if Mailliw is Spiked - Wilson's death, Hreo's death, Eoladdin's death, Weiry's lurch... And the fact that Mailliw gave his Role away early, since he was not afraid of being killed at night. The Tineye message could just be attempting to show that he didn't know of Pifferdoo's non-Rioterness and put guilt on Joe simultaneously. Joe, did Mailliw see the PM before the Night was over? And regardless of that, at what time did Pifferdoo point out the mistake? -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Meta, if you Riot yourself, doesn't your vote get cancelled out before it gets switched? Or is it a bit different since we know where votes have gone this time from the write-up? Okay, so I really don't like the sudden lynch of Jain near the end of the Cycle. I admit that I wasn't exactly trusting of him before (He roleclaimed Rioter to me some time ago so I was keeping an eye on him), but I would've defended him if I had been online during this Cycle. What I want to know from you guys is why Jain was more suspicious than Unodus, who has interfered with recent lynches. And now we have Pifferdoo too. For what it's worth though, I have been in contact with Unodus this Cycle, and I am in fact leaning towards him being misguided rather than malicious. So are we going to do this again with Pifferdoo and Unodus? Are we just going to keep lynching roles until we hit a Spiked? Though I admit that I do find his reaction posts to our lynches to be odd. Hmm. Well, at least we can be fairly certain that Jain's lynch was orchestrated by the Spiked. We have 11 people in the game. Five votes went onto Jain. There are (most likely) 5 Spiked left. With the Spiked kill, that is almost certainly 5:5 during the next Cycle. If we're very lucky, it will be 6:5, or even 6:4, and at least one of our three inactives will be Spiked. So we still won't quite have lost, we just need to get everyone voting the same way at the end of the Cycle, and for our lynch to be accurate. Mailliw, I would say that you should give us the Roles. We can at least rule out some people on our search for the Lurcher. According to my notes, we have Peng, Claincy, Melend, Senn or Joe as a Spiked Lurcher. If you (or anyone) can rule some of these out, then we're a step closer. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Well, got a bit of discussion going, but nowhere near the amount I hoped for. I still want to know the answer to that question. But I will now be focusing not on Mckeedee, but on Unodus. We know that Unodus is a Rioter. The question though is whether he is malicious and Spiked, or misguided and Village. I'm currently putting my money on Spiked. -
Anniversary Game: In the Re-Wake of the Koloss
Wyrmhero replied to Metacognition's topic in Sanderson Elimination
Can someone please explain to me why we are looking for others as potential Rioters/Soothers? Afraid you have lost me there. I would not that Jain has been somewhat inactive this game though and would not mind hearing from him all the same.
