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Metacognition

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  1. Of course. That would be two hits, which is all the more that a Gunner could take. Just because both hits happen during the same cycle doesn't change the fact that they were technically targeted twice.
  2. Week 3- Idle Hands If there is anything worse than a pirate crew that doesn’t trust each other, it’s a pirate crew that doesn’t trust each other and don’t have anything to do with their time! That was the position that the Crew of the AonTeo found themselves in. There was no wind in the Doldrums and without wind, there was no reason to work the sails. There was no reason to be on the lookout for hazards like reefs and shoals. There wasn’t much reason to do anything as they were cast adrift. Kiin tried to keep them occupied as much as possible, but there were only so many times you could tell them to scrub the deck. By the end of the first day, there were already signs of restlessness so Kiin did the only thing left to him; he opened up cask after cask of alcohol and left them to it. The alcohol would curb some of the cabin fever affecting the Crew, but he had no illusions that, if they didn’t get out of the Doldrums soon, things were likely to get worse before they got better. The alcohol did it’s trick incredibly well. During the first night, the crew threw an impromptu party. They sang, they danced, they almost seemed to forget that some of their number were out to kill them even! Of course, it seemed like the Mutineers had mostly forgotten that they were trying to overthrow the Captain’s reign as well… mostly. ------------------------------------------------------------------------------------------------------------------------------------------ Ratel woke up the next day in the crow’s nest with a splitting headache. He didn’t remember climbing up there last night, but he must have considering he still had all of his possessions. Even good and loyal pirates would’ve at least stolen his dagger. How he managed to get up there was of minor concern to him at the moment. All he wanted right now was to get back down and get some hair of the dog that bit him. When he finally reached the deck, he found most of the Crew passed out. It seemed he wouldn’t be the only one with a headache today. He made his way to the galley where, surprisingly, Riitiidiikiir was actually up and cooking. A little stew would probably help his head as well, Ratel decided and he made his way across the galley to Riitiidiikiir. “If ye be cookin’, I be eatin’!” Ratel said with a smile. “I must’ve been loaded to the gunwalls last night, as I can’t remember a thing! How ‘bout yerself, Tie-dye?” Riitiidiikiir smiled as he looked up from his stew. But when his eyes reached Ratel’s face, his smile faded and he went bleach white. Stew forgotten, he screamed in surprise and backed as far away from Ratel as possible. Ratel winced. “Didn’ I just say that I had far too much ta drink an’ here ye be screamin’? What’s wrong with ye anyways?” Riitiidiikiir couldn’t speak. He raised a shaky finger and pointed to Ratel’s cheek. Ratel, starting to get worried, searched the nearby area for a mirror. The closest thing he found was a pot that was polished to a shine. He held it up and did his best to inspect himself. While the reflection wasn’t very clear, it was good enough to confirm why Riitiidiikiir was so scared: Ratel had been marked with the Black Spot. -------------------------------------------------------------------------------------------------------------------------------------------- It wasn’t long before the entire Crew knew about Ratel. Evidently, things hadn’t been as cheery the night before as everyone thought it was and soon enough, the Crew was back to glaring at each other with the added bonus of a hangover this time. Luckily, everyone felt the need to nurse their skulls before they tried to figure this situation out. ------------------------------------------------------------------------------------------------------------------------------------------- The next day, the Crew gathered around the mast. Ratel was among them, but everyone shied so far away from him that he stayed near the back. Since they were still in the Doldrums, the Crew spent the entire day arguing about who obviously had it out for Ratel. There were literal fistfights multiple times throughout the day and even a few drawn weapons, though no additional blood was shed. Eventually, they came back around to three people; Jene, Wrym and Kal FangShi. The Crew seemed fairly divided about it. So, like the democracy that pirating is, they held a vote. “All of ye who think it was Jene, tha scondrel be to strong fer ‘is own good, raise ye hand!” And the Crew voted. “Any of ye who think it’s that bloody liar, Wyrm, raise ye hand!” And the Crew voted. “Finally, all of ye who think it was that foreigner, Kal FangShi, raise yer hand!” And the Crew voted… except for one person, who when they went to raise their hand, they found their sleeve caught on a grappling hook. They struggled to free themselves, but by the time they were capable of ridding themselves of the hook, the Crew had decided that this was useless and had wandered away. Already there were a few that were back to the drink. “No, wait!” The person called, but the Crew was already gone…. ---------------------------------------------------------------------------------------------------------------------------------------------- It had been 2 days since he’d been marked and Ratel was jumping at shadows. He hadn’t slept since he had found himself marked. He’d been marked for death and he knew they weren’t going to just leave him be. He spent most of his time up in the crows nest now. At least from up here, he could probably see anyone coming. As the night wore on, he found himself nodding off to sleep for about the hundredth time. His nerves were shot and his body needed a rest, but he just knew that the second he fell asleep was when they would come for him. He was partially right. As he had been dozing, someone had climbed up the rigging and they were now just underneath the crows nest. With a strong thrust, they shoved their blade up through the floor and through Ratel’s body. Then, as silently as they came, they climbed back down the mast, but not before feeling a breeze start blowing through their hair. It seemed that the Crew was finally out of the Doldrums. ...Too bad they weren’t out of danger. _____________________________________________________________________________________________ Week 2 has ended and you have 24 hours before the end of Week 3! No one was lynched! Ratel turned out to have chosen the wrong profession. While he was a loyal Powder Monkey, he probably should’ve stuck to mining. Votes Jene- ll (Mai, Wyrm) Kal FangShi- lll (Kai, Riingar, Riitiidiikiir, Hreo) Wyrm- lll (Jene, Jeno, Luka) Luka- l (Jatae) Ratel- l (Jain) Mai- l (Ratel) Kai- l (Matim) No Votes- (Kal FangShi)
  3. You guys have got to be kidding me! How am I suppose to do a write up on time with you guys switching votes at the last second? Just messing with you guys, take the time and such that you need. The Cycle is over now and I'll get the write up done shortly.
  4. Week 2- The Doldrums After a few days without pursuit, the Crew began to relax. It seemed that their last haul would become another missing vessel amongst the many they had taken over the years. But with the fear of pursuit behind them, they soon realized that they had another problem ahead of them; that of finding those “Brethren” that Paan had mentioned. Pirates tend not to be the most trusting of folk in the first place and now, with actual reason for their distrust, the entire Crew began looking sideways at each other. They began to distrust each other so much, that even their 3rd favorite past time, gambling (the first being pirating and the second being drinking) ground to a halt. But nothing came of all this distrust at first. It wasn’t until their 3rd night out that they realized just how serious their situation had become…. ---------------------------- Aonar wasn’t taking well to the pirate life. Try as he might, he was a scholar, not a sailor and he still wasn’t sure which side the other crewmembers were talking about when they called for port or starboard. The Crew, realizing that he was out of his league, typically gave him the easiest (but also the dirtiest) jobs they could think of. Everything from scrubbing the decks, to mucking out the bilge. Perhaps that was why he spent so much time trapped in his books. If he couldn’t be helpful in one way, he would try to be helpful in another. The few books he had in his possession probably wouldn’t do them any good (one was on the husbandry and cultivation methods of the Dula, which he didn’t think they’d be raising many crops or animals out here in the middle of the ocean), but he still poured over them in case one of them might reveal something worthwhile. Or perhaps it was his way of trying to escape into another world; one where Captains didn’t cut down members of his crew. Just the memory of Paan’s death still caused him to shiver sometimes. On their third night out, the Crew relented a bit and gave Aonar Lookout duty throughout the night. This suited Aonar just fine, as it gave him time to read and so with a lantern at his side, he sat crosslegged at the bow of the AonTeo, diving into the book on his lap in a mad hope to regain some of the comfort and stability he had when he was still in school. It wasn’t until a Shadow fell across the pages that he realized that he wasn’t alone on deck. He looked up to see who else would be up at this hour, but all that did was expose his throat. The Shadow drew a cutlass across Aonar’s throat. As Aonar tried to gasp in pain and shock, he surprised himself in recognizing that cutlass. It had been Paan’s. Aonar slumped forward, looking as he had a moment before, but when the Shadow retreated, the pages were covered in blood. --------------------------------------- When the Crew awoke the next day to find Aonar’s body, all the distrust boiled to the surface. It didn’t take long for them to start accusing each other the grisly deed. They argued themselves in circles and then back around again. Eventually, they decided that Jene, Crushthroat’s 1st Mate must have had something to do with it. After all, if Captain Crushthroat falls, then who would be next in line? As pirates are not much for ceremony, the second that it seemed enough of the Crew agreed, someone drew their sword and tried to slice Jene’s throat. Jene hadn’t become 1st Mate for his slow reflexes, nor for his weakness to pain. At the blade whistled through the air, Jene used his arm as a shield and caught the blade on his bone. As everyone stood by stunned, Jene reached back with his other hand and punched the sailor smack-dab in the middle of his face. As the sailor crumpled to the ground, Jene pulled the sword out of his still bleeding arm and glared at the rest of the Crew. “Anyone else want a shot?” Everyone seemed to have had enough for one day and slowly backed away. As Jene went to get some supplies and to be stitched up by Matim, the Crew went to return to their work. It was then that they finally noticed that somewhere during their debate that the winds had stopped. They had no way of moving anywhere. There were more than a few curses, as they realized that they must have sailed directly into the Doldrums and were now adrift. They were at the mercies of the sea on one end and hatred of the Mutineers on the other. ….In other words, they were feeling very, very unlucky. _____________________________________________________________________________ Thus ends Week 1! You now have 24 hours before the end of Week 2. Sorry for the length. This one kind of got away from me, so here’s hoping it’s at least worth it! - Aonar was a good and loyal Powder Monkey, even if his time on the AonTeo was short. - Jene was injured but not killed! Jene- lll (Mai, Kai, Riitiidiikiir) Jain- l (Ratel) Luka- l (Jeno) Riitiidiikiir- l (Jene) Matim- l (Wyrm) Hreo- l (Jatae) Jeno- l (Riingar) Kal FangShi- l (Jain) Jatae- l (Hreo) Wyrm- l (Matim) Aonar- l (Kal FangShi) Ratel- l (Aonar) Mai- l (Luka)
  5. With about 2 hours to go before the cycle ends, I think it's about time for Round 2 of Rule Clarifications! For write up purposes, there will not be any difference between whether someone was protected via a Buckler or is a Gunner. No ones alliance will be revealed until their final death. If the Quartermaster dies, there will only be so many of each item available. Since the items are no longer returned at the end of the cycle (so no, you cannot hang onto an item before the Quartermaster is dead. Well, you can, but it doesn't do you much good. All items return to the vault at the end of the cycle), you are capable of having more than one item. You cannot have duplicates of the same item however and you still can only purchase one item per cycle. If there are more people purchasing an item than there are items, then the decision for who gets an item will be decided randomly. For example: The Quartermaster dies and Person A purchases a Grappling Hook. Until Person A uses that Grappling Hook, Person A cannot purchase another. They can, on the other hand, purchase a Buckler or a set of Loaded Dice during the next cycle. During the next cycle, 3 people decide to purchase a Grappling Hook. Since there are only 2 Grappling Hooks left, it will be randomly decided who out of those 3 receives a Grappling Hook. Concerning Order of Actions: Grappling Hook Votes Tallied Coins Received Bidding/Gambling/Use an Item Kills Receive Items If I have missed anything, please let me know and I'll update it. And finally, a current vote tally. Jene- lll (Mai, Kai, Riitiidiikiir) Jain- l (Ratel) Luka- l (Jeno) Riitiidiikiir- l (Jene) Matim- l (Wyrm) Hreo- l (Jatae) Jeno- l (Riingar) Kal FangShi- l (Jain) Jatae- l (Hreo) Wyrm- l (Matim) Aonar- (Kal FangShi) No Votes: Aonar, Luka
  6. The Grappling Hook does not remove the Gunner's ability, but it does affect everything else. A Grappling Hook will stop both actions by a person, their vote and their secondary. It can also remove the protection of a Buckler. This is why it is more expensive than the Buckler, even though the Buckler still allows the use of the secondary action.
  7. Okay, first round of rule clarifications from here, in thread, and in PMs to me. First off, the coins. Everyone starts off with 2 coins. A post within a cycle counts for one more (it must be on topic. You can just post, "Hi!" and get a coin) and a vote will net you another. If you retract your vote, then it is the same as having not voted and you will not receive that coin. This means that you can get a maximum of 2 coins per cycle without gambling. Those coins are usable during that cycle. While you don't technically get the additional coins until the end of the cycle, they are first in the order and will be received before any bids, gambling, etc. take place. An example: Someone decides to bid 4 coins on a Grappling Hook this cycle. As long as they have posted and voted, they will have the 4 coins necessary to complete their bid. Now, let's say that they retract their vote and do not vote again. They would only have 3 coins by the end of the day and their bid would not be counted. Next, everyone gets two actions and only two actions per cycle (the only exception to this is the PM that the Mutineers can send to the person making the kill for them and the kill itself. That is not considered an action). The voting action is self-explanatory; it is for voting. The secondary action is used for bidding, gambling, or using an item. You can not bid and gamble at the same time, even if you have the coins for it. There are two items that have their own rules for use: Loaded Dice- If someone purchases the Loaded Dice, their use an item action automatically allows them to gamble. Loaded Dice also allow the user to waive the entry fee for that attempt (as they paid for it with the buying of the Loaded Dice). Buckler- The Buckler is a passive item and does not need to be activated with the use item action. Thus, someone with a Buckler can still perform other actions. And Gambling. Gambling can either be broadcast here or in a PM to me. It costs two coins to gamble. If you win, you get 3 coins (the 2 you used plus 1). If you lose, your coins are forfeit. It is called Gambling for a reason. On the other hand, if you bid on something and lose, your coins will be returned to you. I will also post this in the third post, so that all clarifications will be available on the first page.
  8. Sign ups are over! May the Mayhem begin! Week 1- In the Wake of the AonTeo It had been years since Kiin was driven from his home. Or at least that is how it felt to him. Still, there was something to be said for his new life on the sea. He loved the freedom from the responsibilities of his former life. He was even beginning to get to the point where he almost forgave Eventeo… almost. He supposed he would never fully forgive him; not until he finally stepped off the deck of the aptly named AonTeo. He had named his ship such to remind him of what he had lost and until he could give it up, he would continue to sail the seas. The fact that he seemed to finally start coming to peace with his own past made the whispers he was hearing in his present all that more hurtful. He tried to be a fair and honest Captain… Well, fair and honest for a Pirate Captain at least and now he had heard that there was talk of mutiny amongst the Crew. The mere mention of it had sent more than one Captain to the depths, as Mutineers weren’t known for keeping the former Captains around as a possible rally point for the Crew to turn on them! This needed to be put to a stop before it began. -------------------------------------------- When Crushthroat emerged from his quarters, his famous axe in hand, the Crew was busy at work. The day before they had attacked another ship and they all wanted to be long gone before any pursuit could be started. “Lads, gather round,” Kiin called. It took some time for everyone to congregate to the deck, but once they were assembled, he addressed the crowd. “Now, seems to me, there be possible talk of mutiny upon me ship and I won’t stand for it. We may be pirates, but we ain’t no politicians! We don’t go ‘round stabbin each other in the back. So if there be any one here who doesn’t think I should be in charge, speak now and we’ll settle this like men.” At first, no one spoke. Just as Kiin was about to lay the matter to rest, a voice called out from the back of the crowd. “Aye! I challenge ye, Crushthroat! Yer goin soft and the whole Crew knows it!” The Crew parted, revealing a gruff looking sailor they all only knew as Paan and he was glaring daggers at Kiin. “I ain’t afraid of a yellow-belly like yerself, so I’ll say it again. Ye’ve grown soft, Captain. Ye don’t take no chances anymore and ye sure ain’t deservin’ of respect! Bah! How many survivors did ye let go yesterday? Is this what’s left of the fear’d Captain Crushthroat? With me at the helm, we’ll earn the reputation that ye’ve been given! I’ll take yer title as I take yer life!” Kiin stood calmly, his axe resting at his side, as Paan ranted and drove himself into a frenzy. He didn’t even flinch as Paan drew his sword and charged him from across the deck. As Paan drew close, Kiin whispered, “You should’ve listened to yourself, lad. You’re right; I don’t take chances.” Just as it seemed like he’d be struck down, Kiin erupted into a flurry of motion. His axe swung up, slicing directly through Paan’s sword arm. Paan cried out, but he didn’t have long to focus on it, as the axe swung back around and raked across his stomach. As he fell to his knees directly in front of Kiin, he still glared up at his “Captain.” “Ye think ye’ve finished it, don’t ye?” Paan said. He turned his head to spit out some blood before his focus returned. “This ain’t over; not by a long shot. Me Brethren will avenge me, just you wait!” Paan never broke eye contact until he finally passed away. Neither did Kiin. A shiver ran up his spine. If Paan was right, then this was, indeed, far from over…. ----------------------------- The Crew, on Captain’s orders, gave Paan a rightful burial at sea. He may have been a Mutineer, but he was still part of the Crew. As they sailed off towards the horizon, only a few of the Crew bothered to look back. Some of them were making vows of vengeance as they did so. _________________________________________________________________________________________________ Cycle 1 begins! There is still only 24 hours between cycles, but each cycle will count for a week or so in game time. This won't affect the game any; it's more for write ups. Player List The Only Joe- Jeno (Former Bargeman/Accidental Murderer) Mailliw73- Mai (No Description) JasonPenguin- Jene (1st Mate) Wyrmhero- Wyrm (Definitely not a Fjordan) Kasimir- Kai (Maybe Wyrm's half brother... perhaps) Jaelre- Jatae (No Description) Renegade- Riingar (Former Captain) Lightsworn Panda- Jain (Jindonese Sailor) Alvron- Ratel (Gold Miner turned Pirate) Herowannabe- Hreo (Runaway) New One- Riitiidiikiir (Wealthy Runaway) Theorymaker- Matim (Ship's Doctor) Luckcat- Luka (Dula Adventurer) Kal Dell- Kal FangShi (MaiPon Loyalists/Adventurer) Aonar- Aonar (Svordish Graduate/Stowaway) Good Luck Everyone!
  9. Last chance to sign up! There is less than 24 hours left before the beginning of QF3! I'll take anyone who signs up before I post the first write up.
  10. I don't know. The idea that the Researchers have to play it safe as well (due to no PMs) is a lot of fun! I recently had to do that in another game and trying to point fingers at someone while playing it off as a hunch is surprisingly entertaining! ...Until the entire thread turns on you.... Still fun, but grrrr.... I could easily see this being run with no PMs, but I think limited PMs (probably on people that aren't the Researchers as to make it interesting) could make for some interesting situations. I think the group kill plus the conversions might be a bit much though. That's a hard nut to crack without something equally powerful on the other side. You're talking about 3 "deaths" per cycle (one from vote, conversion, and group kill) after the first cycle and that's not even counting the Renegade. Considering this is a QF, I'd make it so Hoid has to decide on conversion or using a power. If not that, then I don't think they need a group kill. Let people keep their roles on conversion to make things complicated, but unless Hoid converts the Renegade, they have to just overpower in the votes. Just something to think about. Having multiple scanners does help balance it a bit, but I think the number of players that will die each turn with the way it is now will keep them from being too effective as is. You've made an incredibly complex game while working within the confines of a QF! It will be interesting how if plays out no matter how you choose!
  11. So here's the list I have so far: The Only Joe- Jeno (No Description) Mailliw73- Mai (No Description) JasonPenguin- Jene (No Description) Wyrmhero- Wyrm (Definitely not a Fjordan) Kasimir- Kai (Maybe Wyrm's half brother... perhaps) Jaelre- Jatae (No Description) Renegade- Riingar (Former Captain) Lightsworn Panda- Jain (Jindonese Sailor) Alvron- Ratel (Gold Miner turned Pirate) Herowannabe- Hreo (Runaway) New One- Riitiidiikiir (Wealthy Runaway) I have absolutely no problems running with this count, but if anyone else wants in, there's only a day or so more to sign up! That said, if people would like me to start after the 4th and (this is the deciding factor) it would allow a few more people to sign up, I will extend it until after, but only for the following day (the 5th) and sign ups will end once I get online and can post the first write up. So there would be no defined time to get in. I leave it up to you, the players, to decide. While I run this game, it's you who write the story. I just scribe it down for the records.
  12. If you feel comfortable playing in multiple games, you're more than willing to sign up for as many as you like. If we had 5 games running at once, you could play in all of them if you think you could keep them all straight! O.o
  13. I have to disagree. I listened to the complaints people made about the randomness of other games and decided to make my QF something where that randomness no longer plays a factor. The only randomness is in the Gambling and if you're gambling, well then you already know that randomness is a factor! This game is entirely based on the player's ability to find and locate the Mutineers without the help of any roles. You have to rely on your skills at analyzing the actions of others and detecting lies. Which, to me, is the exact opposite of chance. Is that person trying to manipulate you or are they telling the truth? What information can be gained off of what has happened before? Is that person suspicious because of their actions or did someone lead me to that conclusion? People seem to have become reliant on the seekers, in my opinion. Honestly, it's more random to wait for a seeker role to give you confirmation than it is to use your skills of deduction. After all, the seeker has a random chance of hitting someone as much as anyone else. The seeker just still gets rewarded (by knowing that someone is good), even if they guess wrong. That's why I made sure that the one role that I have multiple of in this game is the Gunner/Thug. This allows for mistakes to be made, but still makes it so that you're still relying on your own skills. I don't think that this relies on chance at all, but that's just me. True, it will likely get much easier after you hit your first Mutineer, but that doesn't mean that your ability to find Mutineers is based on chance, in my opinion.
  14. By all their coins, I'm assuming you mean the 2 coins it takes to gamble. In that case, yes; they lose the coins they used to gamble with. A Smart Guy- I was going to give it a week from when I started this for sign ups, so around Thursday of next week. I'll remind you that you only die if you haven't posted for 3 consecutive cycles, but I completely understand. It would be a lot to catch up on. Let me know if that means you won't be playing. We'll miss you, but we'll get the chance to kill you again some other time, I'm sure.
  15. I suppose the Crew could vote to lynch Crushthroat, but that would be suicidal. It works the same as any other lynch vote. It's like when people jokingly lynched Peng in game 3, except this time, it counts. It works like every other game, except that rather than just outnumber the Crew, the Mutineers get to perform a little celebratory action, so to speak. I'll give you a few examples of how it could play out: It is cycle 7 and the Mutineers now outnumber the Crew by a count of 5-4 respectively. Rather than that being game over right then and there, the Mutineers each now vote to lynch Crushthroat. Since the Crew doesn't have enough votes to stop the lynch, Crushthroat is lynched and the Mutineers have achieved their victory condition. Here's another one: It's cycle 3 and the Mutineers are still outnumbered by the Crew by a count of 4-10 respectively. Unfortunately, the Crew has been split between 4 different people in the votes, so no one has more than 3 votes. The Mutineers decide to all vote to lynch Crushthroat. The cycle ends without anyone switching their votes* and since Crushthroat would have a majority of the votes, the Mutineers have completed their victory condition and win. *Note: this is highly unlikely to happen, considering that the Mutineers are not able to collaborate as much as they're used to and if even one of them messes up, they've revealed themselves. Also, if any member of the Crew notices and switches their vote, they've revealed themselves and haven't completed their goal. That said, this is a possibility, so the Crew will want to be careful with their votes too! Final scenario: It's cycle 10 and the Mutineers outnumber the Crew 3-2 respectively. So, of course the Mutineers decide to try to lynch Crushthroat. Unfortunately, one of their players has been gone all day and doesn't get in their vote. Worse yet, this person was also the person that was to make their kill for the cycle and the Crew has the Axe! Now, two of their members are revealed and they didn't achieve their victory condition due to the Crew's votes making it a tie. Plus, with the Axe, the Crew is able to kill off one of the Mutineers and will be able to force a tie at best. Hopefully that explains things for you?
  16. Crushthroat is the GM. He's not taking part other than to act as the final authority and dealer of death. No one gets the role of Crushthroat. The only roles are Quartermaster, Gunner, and Powder Monkeys. As long as all the Mutineers are dead, the Loyal Crew wins.
  17. 1. Items (and coins)cannot be given. Even if they could, since the items go back to the Quartermaster after the next cycle, the recipient wouldn't be able to use the item by the time they got it. 2 & 3. All secondary actions (This includes the Mutineer's kill order) are done by PM. Look at it this way, if it's a PM to the GM, then it's hidden. Everything else has to stay in the thread only. I thought about doing the Gambling and Bidding in thread as well, but I figured that would benefit those that are online close to the deadline too much. Items that are used will be revealed in the write ups, but not who used them. 4. No, it has to be a lynch. It's effectively the same as always, as the Mutineers will likely have to outnumber the Loyal Crew to be able to pull off the lynch, but now they have the actual goal and it makes it so the Crew needs to be very careful with their voting. 5. Crushthroat is Captain. As Captain, he can kill any one he likes, whenever he likes, as he's just that awesome. 6. The Axe allows only one additional kill per cycle, but it is a permanent item; it won't disappear after use. The other items are all one-shot items 7. Only one PM Message and the message is directed at whichever Mutineer has their kill action for that cycle. This is so the person with the kill action will at least know the opinions of his peers on whom to kill, but they are free to discuss anything within that singular message. Like I said, they'd better make those messages count! I should also add that there is no penalty for not posting something in this game; although that will severely limit the amount of coins you have. That said, if someone is inactive for three cycles in a row, they will "fall" overboard and be lost at sea.
  18. Pregame Rule Clarifications 1. Items (and coins)cannot be given. Even if they could, since the items go back to the Quartermaster after the next cycle, the recipient wouldn't be able to use the item by the time they got it. 2 & 3. All secondary actions (This includes the Mutineer's kill order) are done by PM. Look at it this way, if it's a PM to the GM, then it's hidden. Everything else has to stay in the thread only. I thought about doing the Gambling and Bidding in thread as well, but I figured that would benefit those that are online close to the deadline too much. Items that are used will be revealed in the write ups, but not who used them. 4. No, it has to be a lynch. It's effectively the same as always, as the Mutineers will likely have to outnumber the Loyal Crew to be able to pull off the lynch, but now they have the actual goal and it makes it so the Crew needs to be very careful with their voting. 5. Crushthroat is Captain. As Captain, he can kill any one he likes, whenever he likes, as he's just that awesome. 6. The Axe allows only one additional kill per cycle, but it is a permanent item; it won't disappear after use. The other items are all one-shot items 7. Only one PM Message and the message is directed at whichever Mutineer has their kill action for that cycle. This is so the person with the kill action will at least know the opinions of his peers on whom to kill, but they are free to discuss anything within that singular message. Like I said, they'd better make those messages count! I should also add that there is no penalty for not posting something in this game; although that will severely limit the amount of coins you have. That said, if someone is inactive for three cycles in a row, they will "fall" overboard and be lost at sea. First Round of Rule Clarifications First off, the coins. Everyone starts off with 2 coins. A post within a cycle counts for one more (it must be on topic. You can just post, "Hi!" and get a coin) and a vote will net you another. If you retract your vote, then it is the same as having not voted and you will not receive that coin. This means that you can get a maximum of 2 coins per cycle without gambling. Those coins are usable during that cycle. While you don't technically get the additional coins until the end of the cycle, they are first in the order and will be received before any bids, gambling, etc. take place. An example: Someone decides to bid 4 coins on a Grappling Hook this cycle. As long as they have posted and voted, they will have the 4 coins necessary to complete their bid. Now, let's say that they retract their vote and do not vote again. They would only have 3 coins by the end of the day and their bid would not be counted. Next, everyone gets two actions and only two actions per cycle (the only exception to this is the PM that the Mutineers can send to the person making the kill for them and the kill itself. That is not considered an action). The voting action is self-explanatory; it is for voting. The secondary action is used for bidding, gambling, or using an item. You can not bid and gamble at the same time, even if you have the coins for it. There are two items that have their own rules for use: Loaded Dice- If someone purchases the Loaded Dice, their use an item action automatically allows them to gamble. Loaded Dice also allow the user to waive the entry fee for that attempt (as they paid for it with the buying of the Loaded Dice). Buckler- The Buckler is a passive item and does not need to be activated with the use item action. Thus, someone with a Buckler can still perform other actions. And Gambling. Gambling can either be broadcast here or in a PM to me. It costs two coins to gamble. If you win, you get 3 coins (the 2 you used plus 1). If you lose, your coins are forfeit. It is called Gambling for a reason. On the other hand, if you bid on something and lose, your coins will be returned to you. Round 2 of Rule Clarifications For write up purposes, there will not be any difference between whether someone was protected via a Buckler or is a Gunner. No ones alliance will be revealed until their final death. Though the Grappling Hook can remove a Buckler. If the Quartermaster dies, there will only be so many of each item available. Since the items are no longer returned at the end of the cycle (so no, you cannot hang onto an item before the Quartermaster is dead. Well, you can, but it doesn't do you much good. All items return to the vault at the end of the cycle), you are capable of having more than one item. You cannot have duplicates of the same item however and you still can only purchase one item per cycle. If there are more people purchasing an item than there are items, then the decision for who gets an item will be decided randomly. For example: The Quartermaster dies and Person A purchases a Grappling Hook. Until Person A uses that Grappling Hook, Person A cannot purchase another. They can, on the other hand, purchase a Buckler or a set of Loaded Dice during the next cycle. During the next cycle, 3 people decide to purchase a Grappling Hook. Since there are only 2 Grappling Hooks left, it will be randomly decided who out of those 3 receives a Grappling Hook. Concerning Order of Actions: Grappling Hook Votes Tallied Coins Received Bidding/Gambling/Use an Item Kills Receive Items
  19. Ahoy, me hearties and welcome aboard The AonTeo! Ye be part of Crushthroat's crew now and we be raidin' all over the Northern Sea! Aye, by the time we're done, every vessel from Arelon to Sycla will know our name and will fear it. So cast off, ye mangy dogs and don't let our Captain hear any grumblings about any mutiny! He don't take too kindly to that. He be likely to send ye down to Davy Jones' Locker for it! Besides, ye be paid yer fair share and when next we make port, ye'll be loaded to the gunwalls and cracking Jenny's tea cup in no time! The Game You're a member of the dreaded pirate Dreok Crushthroat's crew. This takes place before the events of Elantris, obviously, while he's still out sailing and making a name for himself. As with any place filled with criminals and villainy, not everyone likes the way Captain Crushthroat is running things. They think they should be in charge. You know the hardest part about mutinies? They're bloody hard to know which of the crew is a part of it until it's already happening.... The Rules As this is a Quick Fix, Day and Night turns will be combined together and each cycle is 24 hours long. Every player has two actions during each cycle; a voting action and a secondary action. Secondary actions are for Roles, Items, or Events use. Players will vote for one person to be given the hempen halter every cycle. It takes two votes for someone to be lynched and ties result in a no lynch. There are two Factions; the Mutineers and the Loyal Crew. The Mutineers will know who each other are and they have the goal of lynching Captain Crushthroat. This is accomplished when they can get a majority vote for the Captain (this could happen at any time, so be careful!). The Loyal Crew's job is to find and lynch all of the Mutineers hiding among them. Then they can get back to some decent pirating! Role and Alliance will be revealed on death. In other words, pretty standard. This is where it gets interesting: EVERYTHING WILL BE DONE IN THREAD*. This includes the Mutineers. They do not get a Doc to conspire in. The Mutineers group kill will be passed around each cycle. The Mutineers that are not making the kill will be allowed to send one PM to the person making the kill (I need to be included in those PMs), so they had better make them count! They don't even get to see the PMs being sent to the person making the kill from their other members. Voting will be done in thread, as per the general rules. Red for votes, Green for retractions. *Note: I can't stop players from PMing each other beforehand and setting up little codes and such, but I highly discourage it. Consider it part of the Fair Play Rules. By doing so, you're trying to give yourself an advantage over other players, or in other words, not playing fairly. I'd view this as akin to cheating, so please don't do this. I have faith in you guys, so I don't think this will be a problem, but please don't make me lose that faith in you by doing something like this. Roles, Items, and Events This is a Quick Fix, so there are very few roles and each side could have them. Quartermaster: As long as the Quartermaster lives, only one of each item per cycle is available. Players bid for the item of their choosing, because whoever heard of an honest Quartermaster on a pirate ship? Players bid on items starting with the minimum price (the Axe is not included). The item, if won, is usable for the next cycle, but then it is returned to the vault. If the Quartermaster dies, there will be a set number of each item available for a price and once they are gone, they are gone, but they last until used. There will be only one Quartermaster in the game. Gunner: The Gunner has an extra life from being so tough. There will likely be multiple of them in the game. Powder Monkey: Everyone else. Items These are the items that can be purchased each cycle. The first number represents the item's minimum bidding price. The second number represents the price for the item if the Quartermaster is dead and the final number is the amount of each item available if the Quartermaster is dead. You'll note that the Axe does not have a bidding price. This is intentional. The Quartermaster won't loan out the Axe. It only becomes available if the Quartermaster dies. (1)/(2 x 5) Loaded Dice: Re-roll the lowest roll when Gambling (2)/(4 x 4) Buckler: Blocks an attack (3)/(6 x 3) Grappling Hook: Role-block */(12 x 1) Axe: Allows multiple attacks Events There is only one Event in this game and it's an Event any true pirate can get behind; Gambling. Gambling: Every player starts out with two coins. A post during each cycle will give you another coin. A vote during the cycle will give you another coin. Thus, there are a possible 2 coins, per player, each cycle. Players can spend their coins bidding for items, or they can hold onto them, or they can gamble with them once each cycle. Gambling costs 2 coins and each player will have 3 six sided dice rolled for them (I will be using actual dice, so there won't be any funny business with random number generators). The faces on those dice will be added together and the player with the highest total at the end of the cycle will get 3 coins, thus retrieving the coins they had to begin with plus one coin. And that be the game, ye bilge rats! Now, who out of ye be ready to go on account and join the Crew? Quick Links:
  20. Because I'm the impartial Mod, in case any problems arise. Trust me, this looks like an amazing game and I wish I could, but I called dibs on Hero's game, thus Wilson got to beat me to this game! While I will help out with game mechanics and speculate on who is who, I have no stake in this game, thus if you have an issue that you don't feel comfortable bringing to Gamma, you guys can bring it to me. I will contact everyone involved and deal with the situation as needed. As such, I hope everyone has read the Etiquette thread and understands it. If not, feel free to ask. Don't worry, Lightsworn, you'll get a chance to kill me yet! Best of luck to you all!
  21. I put you down under the QF list for now, but once we finish updating everything, that might change. With the update, we'll go through and add a description for each GM as well, as that is a great idea. Thanks!
  22. Gamma, Wilson and I are in the process of overhauling the entire General Rules thread to include information on the (soon to be) three game types and while we're not going to limit run time, we do plan to give an idea of how long they typically take to complete. This will not only help out future GMs when planning their games, but it will give new players a better idea of when new games are likely to start. Along with this, we will detail out the order in which the three types of games will be played (EX: Quick Fixes run during Long Games and Mid-Range Games run in between Long Games, or however we set it up), so that everyone knows what type of games are upcoming. We're also working on a Lexicon of sorts so that we're all on the same page as far as terminology goes. So bear with us guys. We're still hammering out the details and all that, but once we finally get it all together, I think it will take care of a lot of these issues and will help keep things organized and orderly!
  23. (Worth the wait. Excellent Write up, Gamma! And good luck to the rest of you!)
  24. That is a wonderful way of doing it. It doesn't favor any person over the rest and yet it's still an actual gamble. I think that when you run with this, don't allow any haggling of the vote bribe bit though. No, "well, who do they want it changed to?" stuff. People have to decide if the bribe is enough without knowing whether their vote will be used for good or for ill, so better make that bribe worthwhile! I like it. I might test it out with the Quick Fix that I'm running during your game. It'll work out much better in a Main Game, but I think it's that solid of an idea!
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