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Long Game 12: Shadows of Elantris
Herowannabe replied to Herowannabe's topic in Sanderson Elimination
Rule Clarifications: Hoed When an Elantrian becomes a Hoed, he is limited to 5 words/smileys in ALL his communications- including the main thread, PMs, and the Cultist Doc. Note that using bolded/underlined/italicized/etc letters and words is allowed (in other words, I don't mind if you use secret codes to communicate as a Hoed). A Cultist Hoed still has access to the cultist doc, but is unable to use the Cultist kill action. Even Eviler Odivs If a Cultist is made an Odiv, that player retains his role as Cultist, but his faction is now Shu-Dereth. So he still has access to the Cultist doc and can still be selected to perform the Cultist kill action, but his goal is to see Shu-Dereth succeed by turning all surviving players into converts. Note that the Cultist kill and the Odiv conversion are both night actions, so he would only be able to perform one or the other in the same night, but not both. Love Triangles If it should turn out that a player ends up with more than one lover, the following ruling is in effect: If all your lovers die then you die too. As long as you have at least one lover still alive you're fine. UPDATE: If you are in the middle of a love triangle, and your lovers are of different factions, then all 3 of you cannot win the game together unless everyone is converted to Shu-Dereth. At some point you will have to choose between your opposing lovers! Private Preaching The selection of the Odiv and the Shu-Koreth conversions will all happen secretly- there will be no mention of them in the write ups. However, the converts will privately be told who all of the converts are each day, so it should be obvious to those paying attention that the Odiv had been selected once the conversions start happening twice per day. Cultist Conflicts I will leave it up to the Cultists to sort out who to make the kill each night. If I get more than one kill order for the SAME person, then the first cultist to have sent me an order will be the one who actually performs it. If I get more than one kill order targeting DIFFERENT people, then no kill will take place that night. Night Vote Manipulations All Vote-manipulation roles only apply to the lynch vote. In the case of any vote that takes place during the night phase, such as the Elantrian Exploration vote, there are no roles that can alter the outcome of the votes. No-Lynch Lynches As per most games, it takes a minimum of 2 votes to lynch a player. The whole point of the Debtor is to ensure that someone dies each lynch. In the case of say, 1 player receiving 1 vote and nobody else receiving any votes, it would still count as a tie vote, and the Debtor would die. Lovers Quarrel If someone tries to vote for their lover (or for any invalid target, for that matter), it will count as if that player did not cast a vote. Write ups The following things will be revealed in the writeups: If someone is saved by the Jindo Warrior If someone is saved by a Korathi Pendant, and what the pendant saved them from Exactly how each player dies (ie: by Cultists, lovers, pirate, etc.) The identity, role, faction, and items of every player that died. (Note: Names of Seons that pass on to heirs will not be revealed) The following things will NOT be revealed in the writeups: The identity+role of anyone who survives the night Conversions to Shu-Dereth Becoming the Odiv The passing of an item to another player The names of Seons of dead players This list will be added to as needed. Tis a gift to be simple Giving an item as a gift does not take an action. The "giving" takes place at the end of the phase. Thus, the receiving player will have to wait until the next phase to use the item. (ie: say Raoden somehow knew that the Cultists were going to target Sarene during this night phase. He gives her the Korathi Pendant. However, she doesn't receive it until the end of the night phase, so it arrives too late to save her.) Choosing someone to be the heir of your Seon does not count as an action either, and may be changed at any time. The change takes place immediately. A flock without a Shepherd If the Gyorn and the Odiv are both dead, Shu-Dereth cannot win the game. Even if all the remaining players are converts. No need for Nightlock If the lovers are the last two people still alive in the game, they win, even if they are from opposing factions.- 1221 replies
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Long Game 12: Shadows of Elantris
Herowannabe replied to Herowannabe's topic in Sanderson Elimination
Player List Edrab Leah (Haelbarde) Jain (Lightsworn Panda) Locke (OrlokTsubodai) Kae (Winter Cloud) Mainem (Mckeedee123) Borter Clams (Bort) Gerald Hobbes (Kipper) King Walin (spencer12347) Maisao (Mailliw73) Clankii (Clanky) Edaan (Alvron) Dow (dowanx) Arfear Quinn (Araris Valerian) Hene Bata (The Honey Badger) Duke Pifferdan (Lord Pifferdoo) Clancy (lord Claincy Ffnord) Kaian (Kasimir) Redodaa Tialehe (ostrichofevil) Kiireon (little wilson) Sienene (phattemer) Fernarnia (Feligon) MenE (Metacognition) Karlin (Surgebound Rainspren) Nathanael (Aonar Faileas) Sheon Idris (Seonid) Tehen (twelfthrootoftwo) Won LenReen (Wonko the Sane) Liala (Luckat) Elantrians Diren (Zas678) Neo (neodymium) Riingar (Renegade) Pinch Hitters Wyrmhero The Only Joe A Smart Guy- 1221 replies
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It's official: Sign ups are now open for the Elantris game that Tulir and I will be co-GMing! This will be a typical Long Game, and follow all the outlines for that format. Day phases will last 48 hours and Night Phases will last 24 hours (though if it turns out that players need more time for the night phases then we will extend those to 48 hours also). Please review the rules below, and let me or Tulir know if you have any questions about them. Shadows of Elantris Rules Setting For Roleplaying purposes, the entirety of the game will be held inside the King's Palace, centered on the King's court, with the exception of those players who are taken by the Shaod and cast into Elantris. At the beginning of the game, all the players are gathered in the Court to hear a grand announcement to be made by Patriarch Seinalan. Also, if there is anyone who would like to sign on as a "pinch-hitter" (someone who stands by to take over for someone who goes inactive) for whatever reason, please PM me and let me know. Quick Links
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You want this game, don't you? The desire is swelling in you now. Take your up-vote button. Use it. I am unarmed. Strike me down with it. Give in to your desire. With each passing moment you make yourself more my servant. It is unavoidable. It is your destiny. You, like Snoopy, are now mine.
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Well the way it works is that an attack that goes unanswered for 2 hours gets through and hits. Th duel will last for a full Bay cycle (24 hours), and at the end whoever has scored the most hits wins. Most people have to sleep sometime, so I figure that eventually someone is going to miss a post or two and fall behind. And while I really hope that there will be some quality RP it won't be the deciding factor.If, after 24 hours, both players are tied the duel will go on hold until the next Bay cycle. Hopefully that clears it up.
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Well, my post got 8 likes within the first 12 hours of it being up, so I'll take it that the reception for the game is "good enough." Moderators, please officially add me to the Mid-range GM list.
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Whoops, I mean the "let the Wookie win" ability. I'll fix that now. And yeah, I was just clarifying that you can't stop the "let the Wookie win" ability with the arc welder.
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Happy Star Wars Day everyone! May the 4th be with you! So with all the hype over Star Wars Episode VII it got that creative bug stirred up in my mind, and I came up with another rule set I want to try out. We've had a few non-Sanderson games so far, and have a few more lined up, so hopefully people will be accepting of (and interested in) a Star Wars themed game. If this gets a good enough reception, I'd like to officially add my name to the Mid-Range Games GM list. Hopefully the timing can work out such that I'll be GMing this game around the time that episode VII hits theaters. Anyway, here it is: Star Wars Elimination Game Rules
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That's exactly what I was going to suggest, Kas. I think this would work just fine, and I like Wilson's added suggestion too, that any pinch hitters who get put into play get added in to any communications that have taken place. Seeing that I'm up for my Elantris game next, I'll give it a shot and we'll see how it works.
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For those paying attention, I tweaked a few things in my Elantris rules- namely, I changed the Seons so that they are a little easier for both the players and GMs to manage and keep track of. Also, I added a new item, because I felt like we needed more than two types of items in the game. All changes are noted in red. You can see the changes in this post here.
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Thank you!
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Oh I'm not saying my game isn't complex, I just don't think it rightfully deserves the title of "most complex" anymore. Thanks for your advice. I'll definitely remember that when distributing roles.
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"3 factions, lots of vote manipulation, and discoverable secrets hidden within the ruined city of Elantris!"
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I don't know how other GM's handle it, but for me personally when a player gets killed I select his whole row in the spreadsheet, change the background color to gray, then move it to the bottom of the spreadsheet.Edit: All of that being said, I for one would be honored if someone else wanted to GM a game using a ruleset or idea that I came up with- even if they tweaked it and modified it and made it their own. I'm sure most of the other game creators would feel the same way. If there is a set of rules you want to use, just PM the creator and ask them.Edit2: @Moderators: also, while you are at it, would someone please go to my Elantris Game in the first post and update the link to the recent ruleset? (oops, it looks like someone already did. Thanks.) Also, the game description ought to be changed. Wilson's Kingkiller game rightly deserves the "Most complex game ever" title now.
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Good catch. Fixed. Remember too that once you have copied it into your own Google Drive you are free to alter it and modify it however you want.
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Gah! Curse you Meta! Cuuuuuuurse Yoooooouuuuu!!!! *shakes fist at the sky*
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Aha! That was it! Okay nobody else go look at that link unless you've sent me $5 first!
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To all other future GMs out there: As I've been working on setting things up for my Elantris game, I created what I consider to be a really nice and comprehensive Master Spreadsheet. It has spaces to enter character names, roles, and RP descriptions, and then it has spaces for up to 2 actions per player in each night phase, and each day phase has a space for an action, a cast vote, and an actual vote (for when you have vote manipulation roles at play. And, the best part is that it is set up so that when you record a vote you just select it from a dropdown list of all the available players in the game, and it automatically tallies all the votes for you. I made a copy of the spreadsheet to keep as a template, and I figured I would share it with all of you, in case anyone else would find it useful: https://docs.google.com/spreadsheets/d/1qXtFKOJlFpvKSPqr6XpmeqNqOqD4F4QMjfllm7EnfGY/edit?usp=sharing If you would like to modify it and/or use it in your game, follow these instructions: In Google Drive, go to "Shared with me" on the left. Right click on the Template, and select "Make a copy" The copy will appear in "My Drive" in Google Drive. Edit it to your heart's content. ... Profit! Enjoy! Let me know if you find anything that doesn't work right or that could be improved!
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So my Elantris game will be starting sign ups soon- I'm basically just waiting for the word from Meta as to how soon- to commemorate the 10 year anniversary of it's original release date. I've touched up my rules for the game, and am post them again below. Even if you have read through the rules before, please read through them again now- a few minor things have changed, but also just to refresh your memory. Also, this is your last chance to make comments and suggestions as to how I might do things better. Thanks in advance! Elantris Elimination Rules Factions & Faction Specific Roles Other roles Special objects Elantris Clarification on Win Conditions Clarification on "Actions" EDIT: 4/21/2015 Tweaked a few things- namely, I changed the Seons so that they are a little easier for both the players and GMs to manage and keep track of. Also, I added a new item, because I felt like we needed more than two types of items in the game. All changes are noted in red. EDIT: 5/14 Added some clarifications as to what counts as an action, how many can be performed, etc.
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I'm glad I've been able to help you flesh out these rules a bit, they seem like they're really coming together. Of course, now that I've been sucked into helping with the design stages of this game, I'm not going to be able to resist actually playing it when your turn comes up, even if it is going to fall right during my busy season at work. I can't wait!
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Oops, I meant Underthing, not Underdark. Underdark is from a different series. my bad. Yes, very much so, thank you. Cool, I'm glad you like it. I have another suggestion to add onto it, relating to complaints/votes: I think it would be cool to work up a system where the more you impress a particular master the more likely that master is to vote in your favor if you get brought up on the horns. It wouldn't be too difficult to set up to run automatically, and it's very thematic with how it seemed to work in the books when Kvothe gets brought up on the horns. There are a lot of different ways you could do it, here is one possible way: Give each student a set number of chances to impress the Masters each cycle. For this scenario, lets say 3 chances / cycle. A student can spread those out over several different Masters, or focus them onto one Master. The "impressions" add up cumulatively, and remain with that Master until spent- either on an elevation or on a vote. Example: Wyrm spends his first cycle impressing the Master Linguist 3 times. The next turn, he decides to diversify a bit, and impresses the Master Linguist, the Master Archivist, and the Master Namer. At the end of his second cycle, his impression scores are as follows: Master Linguist: 4, Archivist: 1, Namer: 1 The amount of impressions a student makes on a Master determines the odds that the Master will elevate that student instead of any of the other students (The Master could simply choose the player with the most impression points, or it could be determined randomly, weighted so that players who have a higher number of impression points are more likely to be chosen over players who have less). When a Master elevates a student, it uses up a certain amount of impression points (I'd say like 5, making it so that only players who currently have 5 or more impression points with a Master can be chosen to be elevated). Example continued: After the second cycle, Wyrm hopes to be elevated by the Master Linguist. However, Master Linguist chooses to elevate Aonar instead, who has accumulated 6 impression points with him so far. 5 of Aonar's impression points are spent on the elevation. If a student is brought up on the horns each Master casts a number of votes determined randomly- say 0-4 votes- towards that student's punishment. A die is rolled for each Master separately. However, the number of votes is then reduced by any impression points that player has accumulated with that Master. Those impression points are spent, and must be re-earned. Example Continued: That same cycle, Wyrm is brought up on the horns. After the number of votes for each Master has been randomly determined, the vote tally sits thusly: Linguist: 4, Archivist: 0, Namer :3, and etc. All 4 of Wyrm's Linguist impression points are spent reducing Master Linguist's votes to 0, and his 1 point with Master Namer is spent reducing Master Namer's votes to 2. His vote tally is 2 (from Master Namer) plus however many votes the other 6 Masters cast. He now only has 1 impression point, with Master Archivist, remaining. If/when a player is elevated to a Master position, he is informed of all the impression points each student has in that Master's field, and points are still gained and spent normally, but the random element is taken out. The player gets to choose which students to elevate and how many votes to cast towards each student's punishment. Example continued: Several terms later, Aonar is promoted to Master Linguist. Upon occupying the position, he finds that Wyrm has accumulated 16 impression points in Linguistics, and has yet to receive an Elevation in his field. Finding that tremendously amusing, Aonar continues to pass up Wyrm in favor of elevating other students with far fewer impression points, and the next time Wyrm is on the horns Aonar casts 4 votes towards him, expending 4 of Wyrm's hard earned impression points. Again, there are a lot of things in the system I just laid that you could tweak or change completely, as you see fit, but for me personally I think it would add some nice flavor to the game without making things overly complicated. That would help a bit, though I would still recommend reducing the number of powers in each field as much as possible. I wouldn't mind seeing you cut out a lot of the redundant powers, making it so that each field has its own unique flavor and specialty (ie: Rhetoric would be vote-manipulation (quick side-note: if you need some more vote-manipulation ideas, go reread my Elantris rules. That game is LOADED with vote manipulation ), the Medica would be healing/recovery effects, Artificing and Alchemy would each have their own unique set of items they could create, and etc). But ultimately, I leave those decisions up to you. Honestly, simply making it so that all the players start out as beginning level students would help a lot, because then at least at the start of the game you wouldn't have a lot of powers to track and worry about. As the game progresses and you become more familiar with it more and more powers would naturally come into play via student elevations. Agreed, that alone will help a lot. And combine that with the increased odds of going insane and the chance that if you try to get too crazy with your naming powers the GM will nix your action and your powers fizzle, I think that will bring Naming down into the realm of manageability.
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Wow. Just... Wow. Bravo Wilson, this thing is a MONSTER! (and people were frightened that my Elantris game would be too complicated...) First of all, the praise: Yay for a Kingkiller game! I've been waiting for one of these. Brilliant idea using the University as a setting. You've done an excellent job capturing all the feel and functions of the University into one game. I love the tuition/board/income mechanics. Also, the "Underdark" really needs to be a possible place to board, perhaps only accessible through special conditions being met. I LOVE Devi's role in the game- nailed it perfectly. The black market- Another brilliant idea. I can't wait to see that play out. Now, for some constructive criticism: Clarity: You use the phrase "action period" repeatedly, but it's unclear as to what exactly you mean by that. I think I have that figured out, but you may want to make that clearer (especially with a game this complicated). Likewise with votes/complaints/Masters'-secret-votes: This mechanic is not clear to me at all. It could use a good summary and perhaps an example or two. Also, calling the insanity modifiers "bonuses" was confusing for me, since they actually INCREASE the chances you'll go insane. I'd suggest dropping the word "bonus" and just say "such and such adds +X to your insanity roll." Size of the game: I fear that this game will be TOO big. I believe the biggest game we have ever had has been about 30 people? Assuming that you would be able to draw that many people into the game (and with it being this complex, I expect that will be difficult. A lot of people will be frightened away by that), that means a full 1/3rd of the players will be Masters. Is that what you intended? Also, what happens if you are only able to recruit about 20 people? That would make half of the starting players Masters. On that note, too, what happens when people start getting eliminated and there are no viable candidates to elevate to a Master position in a particular field? My advice would actually be to make the "Masters" a GM controlled mechanic, and let all the players start as students (possibly making it so that they can elevate to Master level at some point throughout the game by meeting a bunch of criteria). There is an added benefit to doing this: playing as a student sounds WAY more interesting and fun than playing as a Master. Yes, as a Master, you would get a few extra perks and abilities (like the secret votes), but at that point you are locked into your role and powers. As a student you have way more options and possibilities laid out in front of you, and many different avenues to explore. Complexity: To be honest, I think it is waaaaaay too complex- much more so than it needs to be. You have literally dozens of different mechanics at play here. Rough estimate, with 9 fields of study and about 4 powers possible with each field, plus a few more for Naming, that's 40 different game mechanics right there. Add onto that the finances, tuition, board, the Crockery, all the Imre actions- that's a LOT of stuff to try to keep track of, whether you are a player or a GM. And really, the main goal of the game- finding and eliminating the Skin-dancers, kind of gets lost in all of that. My advice is to cut the powers down to about 1 per field, with the effectiveness of that power increasing as you go up through the ranks. It would make things much more manageable, while still allowing you to get the right "feel" for the university and the different fields. It might also be a good idea to cut out a few of the less interesting fields, like Arithmetic and Rhetoric, but that's a tough call to make. I like the mechanics involved with each of the disciplines, though there is some redundancy with things like role-blocking actions and what-not. (Side note: you seemed to be looking for what exactly to do with Rhetoric: might I suggest some vote-manipulation power(s)? It seems perfectly suited for Rhetoric, persuading others to your point of view and all that.) Safe Roles: I highly advice against making the Masters safe roles. It's bad enough having 1 safe role, let alone 9. And since they are in such a strong position of power anyway, I guarantee the players will find some way to exploit that. Having all the Masters reveal themselves and calling on the players to pool resources to buy bodyguards to protect them and etc etc etc. Again, I suggest making it so that no players start out as Masters, but if you insist on keeping that setup, then I think you'd be much better off by not making them safe roles. Naming: I kind of like that the Naming powers are so vague and open ended, but I also fear it, too. The nature of players is that they will try to find loopholes and exploit them, and when something like this is dependent solely on the GM's discretion, you're going to end up with nasty situations and hurt feelings somewhere down the line (Case and point: the secret codes which I allowed to be used in my recent Legion Quick Fix. I was expecting some simple codes here and there, along the lines of "if I bold my vote, vote for that person too, if I italicize it, it means I think they're innocent," I was NOT expecting what actually happened, and I know that some players were annoyed by it.) So in my limited experience, hard rules are much much better than firm rules or soft rules.
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Quick Fix Game 6: A Time of Nightmares
Herowannabe replied to Herowannabe's topic in Sanderson Elimination
It really was a shame. I was looking forward to doing more with your Stuffed Panda paranoia. As it was I was only able to work it in briefly in the final writeup. Oh well. I think I'll go ahead and have Wilson close this thread down. Thanks again everyone!- 218 replies
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Quick Fix Game 6: A Time of Nightmares
Herowannabe replied to Herowannabe's topic in Sanderson Elimination
@Little Wilson: thank you for addressing that, although personally I would take it a step farther and say that if you're dead/spectating and you know who the Eliminators are (heck, even if you don't know who they are) then you shouldn't be upvoting anyone's vote during the game. It's the equivalent of posting in the main thread a ghost-post that says "Gee, player X, I really like your last argument and vote, for reasons that I'm not allowed to talk about." Not cool. If you see a post you really like I would say make a mental note of it then wait until the end of the game then go upvote it. That's my opinion anyway. Re: everyone else: thanks again, I had a lot of fun doing the writeups. Every day I sat down to write a new one I would tell myself "okay, I'm going to keep this one short and sweet" and then I'd write for an hour or more. The last day's writeup took me two full hours. Also, I don't think anyone has said anything about it yet here, but Joe also deserves special mention. He was just as helpful to team good, IMO, as Kasimir was, it just wasn't as visible. As the psychologist he examined, in this order: Pifferdoo (Nightmare), Luckat (Espionage Agent), Kasimir (Cryptologist), and Cheesy (Bodyguard), and the. He was killed by back to back attacks from the nightmares that the bodyguard couldn't save him from. He began the push for lynching Pifferdoo and once Piff got lynched it revealed a lot of info about the other nightmares because of how they voted. If it wasn't for Joe's very successful run as a seeker then we would have had a very different game. Good job Joe. If I am the quintessential Tineye then you definitely deserve the title of Quintissential Seeker.- 218 replies
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Quick Fix Game 6: A Time of Nightmares
Herowannabe replied to Herowannabe's topic in Sanderson Elimination
Woah, I got a little hasty with my upvotes and upvoted your post, but then realized that I didn't want to be the one to knock you off of Torturer of Heralds, so I downvoted this one to bring you back to 666. Sorry about that.- 218 replies
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