Sign-ups (for PLAYERS)

For your simulated organized crime needs.

Moderators: jestingrabbit, Moderators General, Prelates

Re: Sign-ups (for PLAYERS)

Postby eculc » Mon Jan 30, 2012 8:58 pm UTC

Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6.
7.
8.
9.
10.
11.
12. Lataro (been through hell I can show you the devil)
Um, this post feels devoid of content. Good luck?
For comparison, that means that if the cabbage guy from Avatar: The Last Airbender filled up his cart with lettuce instead, it would be about a quarter of a lethal dose.
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Re: Sign-ups (for PLAYERS)

Postby trineroks » Wed Feb 01, 2012 5:55 am UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
...
13.
trineroks
 
Posts: 0
Joined: Sat Jan 28, 2012 6:42 am UTC

Re: Sign-ups (for PLAYERS)

Postby webby » Wed Feb 01, 2012 5:59 am UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Replacements
1.
2.
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Location: Sydney, Australia

Re: Sign-ups (for PLAYERS)

Postby Lataro » Wed Feb 01, 2012 4:21 pm UTC

Game is canceled due to lack of interest.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
User avatar
Lataro
 
Posts: 9
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Re: Sign-ups (for PLAYERS)

Postby Lataro » Wed Feb 01, 2012 4:24 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6.
7.
8.
9.
10.

Replacements
1.
2.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
User avatar
Lataro
 
Posts: 9
Joined: Mon May 03, 2010 6:56 am UTC

Re: Sign-ups (for PLAYERS)

Postby greenlover » Wed Feb 01, 2012 7:09 pm UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
8. greenlover
...
13.
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Posts: 12
Joined: Fri Oct 15, 2010 2:56 am UTC

Re: Sign-ups (for PLAYERS)

Postby t1mm01994 » Wed Feb 01, 2012 8:26 pm UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
8. greenlover
9. t1mm01994 (I'd gladly be of help... whaddayamean I'm a zombie? I mean: Braaaaaaaaaains!!! BRAAAAAAAAAINS!!)
...
13.
User avatar
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Posts: 293
Joined: Mon Feb 15, 2010 7:16 pm UTC
Location: San Francisco.. Wait up, I'll tell you some tales!

Re: Sign-ups (for PLAYERS)

Postby Gopher of Pern » Thu Feb 02, 2012 9:11 am UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6.
7.
8. Gopher of Pern (Our Hopes And Expectations.)
9.
10.

Replacements
1.
2.
Look In My Face
Stare In My Soul
I Begin To Stupefy
User avatar
Gopher of Pern
 
Posts: 218
Joined: Fri Jan 15, 2010 1:28 am UTC
Location: Central Coast, Australia

Re: Sign-ups (for PLAYERS)

Postby Adam H » Thu Feb 02, 2012 4:27 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6.
7.
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.

Replacements
1.
2.
Goodbye
User avatar
Adam H
 
Posts: 652
Joined: Thu Jun 16, 2011 6:36 pm UTC

Re: Sign-ups (for PLAYERS)

Postby TheMaskedGecko » Thu Feb 02, 2012 6:44 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6.
7.
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
ConMan wrote:the neighbourhood’s favourite lizard

Yeah, I don't care if it's out of context, it massages my ego and so it stays.
User avatar
TheMaskedGecko
 
Posts: 49
Joined: Thu May 19, 2011 10:20 am UTC
Location: Wales,UK

Re: Sign-ups (for PLAYERS)

Postby Mostlynormal » Thu Feb 02, 2012 11:31 pm UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
8. greenlover
9. t1mm01994 (I'd gladly be of help... whaddayamean I'm a zombie? I mean: Braaaaaaaaaains!!! BRAAAAAAAAAINS!!)
10. MostlyNormal (Surely not a secret faction of evil killers. When does that ever happen in mafia?)
...
13.
Mostlynormal
 
Posts: 32
Joined: Sat May 15, 2010 1:53 am UTC

Re: Sign-ups (for PLAYERS)

Postby BoomFrog » Fri Feb 03, 2012 5:08 am UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6. BoomFrog
7.
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
If your afraid of the terrorists winning then the terrorists win.

Silas wrote:Nobody who gets paid by the hour invents a cotton gin.
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Posts: 1046
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Location: Shanghai

Re: Sign-ups (for PLAYERS)

Postby Radical_Initiator » Sat Feb 04, 2012 1:43 am UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
8. greenlover
9. t1mm01994 (I'd gladly be of help... whaddayamean I'm a zombie? I mean: Braaaaaaaaaains!!! BRAAAAAAAAAINS!!)
10. MostlyNormal (Surely not a secret faction of evil killers. When does that ever happen in mafia?)
11. Radical_Initiator (never done forum mafia before, but it sounds like an activity. Did I make it in?)
12.
13.
I looked out across the river today …
Radical_Initiator
Just Cool Enough for School
 
Posts: 1375
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Re: Sign-ups (for PLAYERS)

Postby Woopate » Tue Feb 07, 2012 4:32 am UTC

ZOMBIE
APOCALYPSE

Setup: This game will be open and very basic. Newbies are welcome!
Flavor: Quick, get in the safehouse before the zombies get you! Don't worry, there's almost surely not a secret faction of evil killers inside!
Size: 6-13. (If I get a lot of signups, I might move some pros to the replacement list. So feel free to sign-up as #14.)
Speed: About a week per in-game day/night cycle, so players will need to post once per week. Sign up if you can make that commitment!!!

BONUS ROUND: Upon death, players will be placed in Boomfrog's Underworld game. How delightful!

1. TheMaskedGecko (First! That means I automatically win, right?)
2. fearless
3. Misnomer (bleeaarrggghhh!)
4. MikeD
5. Gopher of Pern (Grrr, Argh!)
6. Eculc (newbie here, this seems as good a game as any to get started in.)
7. trineroks (new to the forum, but I have an understanding of how forum mafia runs)
8. greenlover
9. t1mm01994 (I'd gladly be of help... whaddayamean I'm a zombie? I mean: Braaaaaaaaaains!!! BRAAAAAAAAAINS!!)
10. MostlyNormal (Surely not a secret faction of evil killers. When does that ever happen in mafia?)
11. Radical_Initiator (never done forum mafia before, but it sounds like an activity. Did I make it in?)
12.Woopate (wait, what's this button do? Ohdamn a game! What fun!)
13.
Image
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Woopate
Scrapple
 
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Re: Sign-ups (for PLAYERS)

Postby Silknor » Tue Feb 07, 2012 2:19 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.
4.
5. Lataro ( phone sign up for the win)
6. BoomFrog
7. Silknor (Never Fade Away... (backwards combo!))
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
Nikc wrote:Silknor is the JJ Abrams of mafia modding
User avatar
Silknor
 
Posts: 751
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Re: Sign-ups (for PLAYERS)

Postby Radical_Initiator » Tue Feb 07, 2012 5:11 pm UTC

Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7.
8.
9.
10.
11.
12. Lataro (been through hell I can show you the devil)
I looked out across the river today …
Radical_Initiator
Just Cool Enough for School
 
Posts: 1375
Joined: Mon Jan 24, 2011 10:39 pm UTC

Re: Sign-ups (for PLAYERS)

Postby Mostlynormal » Tue Feb 07, 2012 11:40 pm UTC

The Underworld

Image
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7. Mostlynormal
8.
9.
10.
11.
12. Lataro (been through hell I can show you the devil)
Mostlynormal
 
Posts: 32
Joined: Sat May 15, 2010 1:53 am UTC

Re: Sign-ups (for PLAYERS)

Postby t1mm01994 » Wed Feb 08, 2012 12:00 am UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2.
3.t1mm01994 (It's super massive)
4.
5. Lataro ( phone sign up for the win)
6. BoomFrog
7. Silknor (Never Fade Away... (backwards combo!))
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
Last edited by t1mm01994 on Wed Feb 08, 2012 8:03 am UTC, edited 1 time in total.
User avatar
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Posts: 293
Joined: Mon Feb 15, 2010 7:16 pm UTC
Location: San Francisco.. Wait up, I'll tell you some tales!

Re: Sign-ups (for PLAYERS)

Postby trineroks » Wed Feb 08, 2012 3:36 am UTC

The Underworld

Image
Image courtesy of http://www.bmacsmith.com/index.html
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7. Mostlynormal
8. trineroks (mafia in hell? lol)
9.
10.
11.
12. Lataro (been through hell I can show you the devil)
trineroks
 
Posts: 0
Joined: Sat Jan 28, 2012 6:42 am UTC

Re: Sign-ups (for PLAYERS)

Postby t1mm01994 » Wed Feb 08, 2012 8:05 am UTC

The Underworld

Image
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7. Mostlynormal
8. trineroks (mafia in hell? lol)
9. t1mm01994(wow, I'm late)
10.
11.
12. Lataro (been through hell I can show you the devil)
User avatar
t1mm01994
 
Posts: 293
Joined: Mon Feb 15, 2010 7:16 pm UTC
Location: San Francisco.. Wait up, I'll tell you some tales!

Re: Sign-ups (for PLAYERS)

Postby rigwarl » Wed Feb 08, 2012 6:24 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2. rigwarl
3.t1mm01994 (It's super massive)
4.
5. Lataro ( phone sign up for the win)
6. BoomFrog
7. Silknor (Never Fade Away... (backwards combo!))
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
User avatar
rigwarl
 
Posts: 767
Joined: Wed Dec 09, 2009 9:36 pm UTC

Re: Sign-ups (for PLAYERS)

Postby _infina_ » Wed Feb 08, 2012 10:04 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1.
2. rigwarl
3.t1mm01994 (It's super massive)
4. _infina_ (I call Lataro's team.)
5. Lataro ( phone sign up for the win)
6. BoomFrog
7. Silknor (Never Fade Away... (backwards combo!))
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.
User avatar
_infina_
 
Posts: 299
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: Sign-ups (for PLAYERS)

Postby TheSecondShadow » Thu Feb 09, 2012 12:10 am UTC

The Underworld

Image
Image courtesy of http://www.bmacsmith.com/index.html
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7. Mostlynormal
8. trineroks (mafia in hell? lol)
9. t1mm01994(wow, I'm late)
10. Brooklynxman (in Hogwarts AND Firefly, dead in one. Where are your rules now!?)
11.
12. Lataro (been through hell I can show you the devil)
TheSecondShadow
 
Posts: 0
Joined: Sun Jan 08, 2012 6:04 am UTC

Re: Sign-ups (for PLAYERS)

Postby Mostlynormal » Thu Feb 09, 2012 10:43 pm UTC

The Underworld

Image
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7.
8. trineroks (mafia in hell? lol)
9. t1mm01994(wow, I'm late)
10. Brooklynxman (in Hogwarts AND Firefly, dead in one. Where are your rules now!?)
11.
12. Lataro (been through hell I can show you the devil)

I'm backing out, because I'm in way too many games already and this game seems to have plenty of signups. I can rejoin if it's inconvenient.
Mostlynormal
 
Posts: 32
Joined: Sat May 15, 2010 1:53 am UTC

Re: Sign-ups (for PLAYERS)

Postby mpolo » Fri Feb 10, 2012 9:52 am UTC

The Underworld

Image
Mod: BoomFrog
Setup: The game will be mostly-closed, although I will post samples of some roles to assist falseclaiming. You must be playing or signed up in Firefly, Hogwarts, or Zombie Apocalypse to sign up for this game. When you die in one of those "feeder" games then you automagically join this game. If you have already died in a feeder game when this sign-up is first posted you may of course sign-up.

Flavor: You've died, but it seems that lynchmobs are also how they solve problems in hell. Figures. You'd better find a pack to side with quick or you'll be ripped to shreds, probably literally.

Timing:The game will start when five players who have signed up have also died in a feeder game.
Size: 5+ although the more the merrier.
Speed: Days will end when there have been three deaths in feeder games (and the mod notices). Deadline will not be announced beyond a count of how many souls are waiting to enter hell. Of course there's a queue, it's hell. Night will last 72 hours or less.

The Damned:
1. TheMaskedGecko (I feel really optimistic signing up to this)
2. Adam H (See you when I die get sent to Dumbledore's office...)
3. greenlover (Added the image back into the signups. Rawr.)
4. fearless (I'm a girl!)
5. eculc (welp, I hope this goes well...)
6. Radical_Initiator (we all end up here anyway)
7.
8. trineroks (mafia in hell? lol)
9. t1mm01994(wow, I'm late)
10. Brooklynxman (in Hogwarts AND Firefly, dead in one. Where are your rules now!?)
11. mpolo (not yet dead in Hogwarts and Firefly, but it can't be long…)
12. Lataro (been through hell I can show you the devil)
Image <-- Evil experiment
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Re: Sign-ups (for PLAYERS)

Postby Angua » Fri Feb 10, 2012 1:52 pm UTC



Game type: Open
Speed: Turbo - 3 days for mission set-ups, 1 for mission phases
Bastardry: None
Flavour: FF6 - to be written by Lataro

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. The spies know one another but MAY NOT COMMUNICATE PRIVATELY, except for a 24 hour period at the start of the game or if a plot power allows them to. In a 10-player game, there will be 6 resistance operatives and 4 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses the mission they wish to propose a team for (with the exception of the 5th mission, which may only be chosen if the Resistance has successfully completed two missions). They may then choose anyone in any combination they wish for the mission, including themselves. Failure to propose a team by deadline will result in the selection of a random team and mission, except that for spies I will randomise it such that there is a 50% chance that the team will be chosen only from resistance players (so that spies don't get an advantage by being, or pretending to be, absent).

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as an ACCEPTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

Please note the difference between ACCEPTING and REJECTING a proposed team and SUCCEEDING or FAILING/SABOTAGING a current mission.


10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 3 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

The players required per mission for a 10 player game:

Mission 1: 3 players
Mission 2: 4 players
Mission 3: 4 players
Mission 4: 5* players (Requires 2 failures to fail)
Mission 5: 5 players

Role PMs
Spoiler:
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 3 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 3 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publicly in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Spy Plot Powers (NEW!):
Spoiler:
The spies will receive three of these plot powers at the start of the game, allocated randomly (not necessarily to different players). These are one-use and can be used by PMing the mod. It will not be revealed to the other players (including other spies) that a plot power has been used.

Deception
Use anytime

This player and one other player of their choice will come up as resistance to Overheard Conversation powers for the remainder of the mission.

Encryption
Use during mission phase

Choose a player. You may chat by PM to them (cc me on all PMs) for the mission phase.

Mutiny
Use during mission set-up (restarts the 3 days until deadline)

Choose a player this may be yourself). They are now the team leader.

Secret Sabotage
Use during mission phase

Choose a player. Keeping a Close Eye on you will get the result that they PASSED the mission.

Planting the Evidence
Use anytime

Choose a player. For this mission cycle, any investigations performed on that player will get the result of 'FAILED' or 'SPY' (depending on what type of investigation it was).

Stowaway
Use during mission 4 only

You are a part of the mission team, however no other players will be told this and you will not appear in the post saying who PASSED or FAILED the mission.


More than most games, this one gets ruined by people going missing. I would like you to aim to post at least once per 24 hours unless you tell me otherwise. Not posting for 72 hours will get you a prod and I will seek to replace you if it goes beyond 96 hours (as this is one mission cycle).

For those who've played before, the rule changes are basically - 3 consecutive rejections instead of 5 is a resistance loss, failure to propose a team results in a random team rather than a rejection (except if the team leader is a spy, there's a 50-50 chance I will only select from the resistance players) and there are now spy plot powers.

Ask me if you need any clarification. Proposed changes to the rules are still welcomed (PM me or say so in the discussion thread), especially as I made up the spy plot powers myself.

Players (10 Max):
1. Angua (ok, I'll bite)
2. rigwarl
3.t1mm01994 (It's super massive)
4. _infina_ (I call Lataro's team.)
5. Lataro ( phone sign up for the win)
6. BoomFrog
7. Silknor (Never Fade Away... (backwards combo!))
8. Gopher of Pern (Our Hopes And Expectations.)
9. Adam H. (Black Holes and Revelaaaaaations!)
10.The Masked Gecko (Don't waste your time or time will waste you (combo breaker))

Replacements
1.
2.
“When we remember we are all mad, the mysteries disappear and life stands explained.” - Mark Twain
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Re: Sign-ups (for PLAYERS)

Postby _infina_ » Tue Feb 21, 2012 2:30 am UTC

Firefly needs a replacement.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.
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Re: Sign-ups (for PLAYERS)

Postby devourke » Tue Feb 21, 2012 9:41 am UTC

_infina_ wrote:Firefly needs a replacement.

I'll be the replacement
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Re: Sign-ups (for PLAYERS)

Postby Fire Brns » Fri Feb 24, 2012 8:31 pm UTC

Any basic games anytime soon?
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Re: Sign-ups (for PLAYERS)

Postby Weeks » Sun Feb 26, 2012 5:26 pm UTC

e: nvm
The sun always rises.
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Re: Sign-ups (for PLAYERS)

Postby ConMan » Sun Feb 26, 2012 11:14 pm UTC

Fire Brns wrote:Any basic games anytime soon?

Looking at the sign-ups list, not for a little while. The two Large games queued up (Snatch and Sailor Moon) both promise to be full of powers and strange mechanics. T1mm's PYPokémafia will presumably be likewise, not to mention it's a PYP. I'm not sure about Scavenger, as a Small it's probably less likely to be crazy but still potentially not that "basic". As for the Mediums, I have no idea about Krong's Political Parties one. Marvel Mafia II will almost certainly be "everyone's got a power of some sort". The other two - AS's IT department and Misnomer's Werewolf are probably the most likely to be closer to vanilla but they can confirm or deny that as they see fit.
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Re: Sign-ups (for PLAYERS)

Postby t1mm01994 » Sun Feb 26, 2012 11:28 pm UTC

I should probably start hyping PYPokémafia now that it's getting close to signups, but it's going to be the next step in mechanics as far as that can be. It won't be PYP, it'll be PYPoké. You pick the Pokémon, I create a role to go with it. I will not go into full detail, as the setup will be closed, but I intend on keeping the roles somewhat within the usual.
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Re: Sign-ups (for PLAYERS)

Postby ConMan » Sun Feb 26, 2012 11:42 pm UTC

You could probably start the sign-ups now, and they should be ready about when Resistance ends.
pollywog wrote:
Wikihow wrote:* Smile a lot! Give a gay girl a knowing "Hey, I'm a lesbian too!" smile.
I want to learn this smile, perfect it, and then go around smiling at lesbians and freaking them out.
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Re: Sign-ups (for PLAYERS)

Postby Lataro » Mon Feb 27, 2012 4:51 am UTC

I'm bored, so lets have some fun!

Awhile back, Silknor ran a VERY fun game IMO, called Going, Going, Lynched. I liked the system behind it, and am going to be running a game borrowing a ton from it mechanics-wise. For those unfamiliar with this game, you can read up on it here: viewtopic.php?f=53&t=66893

I am going to be making a different setup than his game role-wise, however, the core of it will remain the same.

Step 1: Each player starts with X energy, they can submit blind bids for roles.
Step 2: The winner of each role loses whatever they bid for a role (May change this to they lose energy for the next lowest bid amount instead, considering still), and they are given that role.
Step 3: Prior to Step 1, players will have submitted powers/ect to the mod via PM, the mod will consider the powers, tweak them as needed, and use them, with additional powers added. Not all submitted powers will be used. For Step 3, players bid energy on powers, and pay if they win, same as they would for Step 2.
Step 4: Crazy fun stuff happens, and the game gets underway!

A lot of what is in the first post for GGL will apply to my game, I will be making some changes though, and the roles used will be different. There will be fewer "vanilla" roles in this game.

Pace-wise, this will be about par with other games I've run, week long days, a few days for night. I'd like people to be active and not need to be replaced here.

Flavor-wise, I am undecided as of yet. It will most likely be window dressing, since the setup will be open as to what roles exist due to the bidding process.

I'll be looking for 10-12 live bodies for my evil auction! If I don't get at least 10, I will be cancelling this game.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: Sign-ups (for PLAYERS)

Postby ConMan » Mon Feb 27, 2012 5:29 am UTC

I'm bored, so lets have some fun!

Awhile back, Silknor ran a VERY fun game IMO, called Going, Going, Lynched. I liked the system behind it, and am going to be running a game borrowing a ton from it mechanics-wise. For those unfamiliar with this game, you can read up on it here: viewtopic.php?f=53&t=66893

I am going to be making a different setup than his game role-wise, however, the core of it will remain the same.

Step 1: Each player starts with X energy, they can submit blind bids for roles.
Step 2: The winner of each role loses whatever they bid for a role (May change this to they lose energy for the next lowest bid amount instead, considering still), and they are given that role.
Step 3: Prior to Step 1, players will have submitted powers/ect to the mod via PM, the mod will consider the powers, tweak them as needed, and use them, with additional powers added. Not all submitted powers will be used. For Step 3, players bid energy on powers, and pay if they win, same as they would for Step 2.
Step 4: Crazy fun stuff happens, and the game gets underway!

A lot of what is in the first post for GGL will apply to my game, I will be making some changes though, and the roles used will be different. There will be fewer "vanilla" roles in this game.

Pace-wise, this will be about par with other games I've run, week long days, a few days for night. I'd like people to be active and not need to be replaced here.

Flavor-wise, I am undecided as of yet. It will most likely be window dressing, since the setup will be open as to what roles exist due to the bidding process.

I'll be looking for 10-12 live bodies for my evil auction! If I don't get at least 10, I will be cancelling this game.

1.
2.
3.
4.
5.
6.
7. ConMan (my first Lataro game! should I be excited or scared?)
8.
9.
10.
11.
12.
pollywog wrote:
Wikihow wrote:* Smile a lot! Give a gay girl a knowing "Hey, I'm a lesbian too!" smile.
I want to learn this smile, perfect it, and then go around smiling at lesbians and freaking them out.
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Re: Sign-ups (for PLAYERS)

Postby TheMaskedGecko » Mon Feb 27, 2012 10:06 pm UTC

I'm bored, so lets have some fun!

Awhile back, Silknor ran a VERY fun game IMO, called Going, Going, Lynched. I liked the system behind it, and am going to be running a game borrowing a ton from it mechanics-wise. For those unfamiliar with this game, you can read up on it here: viewtopic.php?f=53&t=66893

I am going to be making a different setup than his game role-wise, however, the core of it will remain the same.

Step 1: Each player starts with X energy, they can submit blind bids for roles.
Step 2: The winner of each role loses whatever they bid for a role (May change this to they lose energy for the next lowest bid amount instead, considering still), and they are given that role.
Step 3: Prior to Step 1, players will have submitted powers/etc. to the mod via PM, the mod will consider the powers, tweak them as needed, and use them, with additional powers added. Not all submitted powers will be used. For Step 3, players bid energy on powers, and pay if they win, same as they would for Step 2.
Step 4: Crazy fun stuff happens, and the game gets underway!

A lot of what is in the first post for GGL will apply to my game, I will be making some changes though, and the roles used will be different. There will be fewer "vanilla" roles in this game.

Pace-wise, this will be about par with other games I've run, week long days, a few days for night. I'd like people to be active and not need to be replaced here.

Flavor-wise, I am undecided as of yet. It will most likely be window dressing, since the setup will be open as to what roles exist due to the bidding process.

I'll be looking for 10-12 live bodies for my evil auction! If I don't get at least 10, I will be cancelling this game.

1.
2.
3.TheMaskedGecko (Fixed that 'ect' because it was making me twitch
4.
5.
6.
7. ConMan (my first Lataro game! should I be excited or scared?)
8.
9.
10.
11.
12.
ConMan wrote:the neighbourhood’s favourite lizard

Yeah, I don't care if it's out of context, it massages my ego and so it stays.
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Re: Sign-ups (for PLAYERS)

Postby Mostlynormal » Tue Feb 28, 2012 12:04 am UTC

I'm bored, so lets have some fun!

Awhile back, Silknor ran a VERY fun game IMO, called Going, Going, Lynched. I liked the system behind it, and am going to be running a game borrowing a ton from it mechanics-wise. For those unfamiliar with this game, you can read up on it here: viewtopic.php?f=53&t=66893

I am going to be making a different setup than his game role-wise, however, the core of it will remain the same.

Step 1: Each player starts with X energy, they can submit blind bids for roles.
Step 2: The winner of each role loses whatever they bid for a role (May change this to they lose energy for the next lowest bid amount instead, considering still), and they are given that role.
Step 3: Prior to Step 1, players will have submitted powers/etc. to the mod via PM, the mod will consider the powers, tweak them as needed, and use them, with additional powers added. Not all submitted powers will be used. For Step 3, players bid energy on powers, and pay if they win, same as they would for Step 2.
Step 4: Crazy fun stuff happens, and the game gets underway!

A lot of what is in the first post for GGL will apply to my game, I will be making some changes though, and the roles used will be different. There will be fewer "vanilla" roles in this game.

Pace-wise, this will be about par with other games I've run, week long days, a few days for night. I'd like people to be active and not need to be replaced here.

Flavor-wise, I am undecided as of yet. It will most likely be window dressing, since the setup will be open as to what roles exist due to the bidding process.

I'll be looking for 10-12 live bodies for my evil auction! If I don't get at least 10, I will be cancelling this game.

1.
2.
3.TheMaskedGecko (Fixed that 'ect' because it was making me twitch
4.
5.
6.
7. ConMan (my first Lataro game! should I be excited or scared?)
8. Mostlynormal (I'm excited AND scared!)
9.
10.
11.
12.
Mostlynormal
 
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Re: Sign-ups (for PLAYERS)

Postby t1mm01994 » Tue Feb 28, 2012 11:24 am UTC

PYPokémafia
Image

Game type: Closed
Speed: Turbo - deadlines to be determined later, roughly 3/1.
Bastardry: None.
Flavour: Undecided yet.
Size: 7+. If I get less than 7, I will cancel it. There is no upper bound for the amount of players.

The setup will be PYPoké, which means that you can pick your Pokémon, and as such your rolename. Signups go through PM: PM me your 3 wanted pokemon, and I will pick one of them, and add your forum name to the "signed up" list.
Actual Poké strength will have no relevance on the strength of the role. Originality with the pokés is very much appreciated, it'd be nice if we didn't have 5 signups all going Mewtwo/Mew/Pikachu. If something like that happens, I will pick your pokémon, and I'm not sure you'll like that :twisted:. All eligible pokemon are in the picture under the name, which means the first 151 pokemon. In case you're not too familiar with Pokémon, you can view a list here. No knowledge of Pokémon is required to play this game, it's nice if you know the basics, and more knowledge may be favourable.
EDIT: I had originally planned to make this a set-up to more difficult games, but I'm thinking I want to go all-out on this one. New players are wholeheartedly invited to join, I'll gladly answer any questions not regarding roles.
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Re: Sign-ups (for PLAYERS)

Postby BoomFrog » Wed Feb 29, 2012 2:01 pm UTC

Lataro's Evil Auction
Spoiler:
I'm bored, so lets have some fun!

Awhile back, Silknor ran a VERY fun game IMO, called Going, Going, Lynched. I liked the system behind it, and am going to be running a game borrowing a ton from it mechanics-wise. For those unfamiliar with this game, you can read up on it here: viewtopic.php?f=53&t=66893

I am going to be making a different setup than his game role-wise, however, the core of it will remain the same.

Step 1: Each player starts with X energy, they can submit blind bids for roles.
Step 2: The winner of each role loses whatever they bid for a role (May change this to they lose energy for the next lowest bid amount instead, considering still), and they are given that role.
Step 3: Prior to Step 1, players will have submitted powers/etc. to the mod via PM, the mod will consider the powers, tweak them as needed, and use them, with additional powers added. Not all submitted powers will be used. For Step 3, players bid energy on powers, and pay if they win, same as they would for Step 2.
Step 4: Crazy fun stuff happens, and the game gets underway!

A lot of what is in the first post for GGL will apply to my game, I will be making some changes though, and the roles used will be different. There will be fewer "vanilla" roles in this game.

Pace-wise, this will be about par with other games I've run, week long days, a few days for night. I'd like people to be active and not need to be replaced here.

Flavor-wise, I am undecided as of yet. It will most likely be window dressing, since the setup will be open as to what roles exist due to the bidding process.

I'll be looking for 10-12 live bodies for my evil auction! If I don't get at least 10, I will be cancelling this game.

1.
2.
3.TheMaskedGecko (Fixed that 'ect' because it was making me twitch
4.
5.
6.
7. ConMan (my first Lataro game! should I be excited or scared?)
8. Mostlynormal (I'm excited AND scared!)
9. BoomFrog (Nah, he's not the one making up the roles this time)
10.
11.
12.
If your afraid of the terrorists winning then the terrorists win.

Silas wrote:Nobody who gets paid by the hour invents a cotton gin.
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Re: Sign-ups (for PLAYERS)

Postby BoomFrog » Wed Feb 29, 2012 2:03 pm UTC

EDIT:
t1mm01994 wrote:Signups go through PM:

Derp, I fail. I like this idea though, seems to have worked well.
Last edited by BoomFrog on Fri Mar 02, 2012 6:26 am UTC, edited 1 time in total.
If your afraid of the terrorists winning then the terrorists win.

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