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  #1  
Old 06-25-2007, 11:47 AM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Mafia V: The Cult of Sekham

At the beginning of time, a pair of deities, the god Sekham and the goddess Nairu, crafted the world. They began as partners, forming the sun and the Earth together. When Sekham created the land, Nairu created the sea. Slighted by being outdone, when Nairu created the sky, Sekham created the heavens. As either created, the other would create something more glorious, until all that is was. Though Sekham was angry, Nairu, in time, convinced him it would simply be better to part; Sekham would rule the West, and Nairu, the East.

Many centuries passed, and the people of the East flourished. They had civilization, technology, and art. The West, however, was a different story. They were plagued with tribal and feudal dispute, and only privy to the technology they'd managed to steal from the East. In all this time, Sekham's resentment grew until he could contain his wrath no longer. So he gathered his followers, raised an army, and thus began the great war of the ancients had begun.

In the end, Sekham's followers had been all but wiped out, and Nairu, in her fury, banished him deep beneath the very Earth he had created. His few surviving followers were ostracized and faded into forgotten history. In the coming millennia, her followers have spread and populated the whole of the Earth and peace has reigned since. At least, that's what they teach...

Recently, rumors have spread that a cult of Sekham's followers may have recently begun assembling in the village. Over the past several weeks, various citizens have found the burned carcasses of farm animals, apparently ritualistically sacrificed. Worst of all, this morning the high priest has been found slain; his heart and eyes carefully removed with a sharp knife, before having been set aflame. Panic spread through the village, and the people anxiously gathered in the temple to discuss how to deal with this threat.

Through many hours of debate and raised tempers, a decision is reached. Each day, after plenty of discussion, any who is thought to be a heretic shall be tried. Because Nairu created the water only one pure in her faith can be submersed in water that has been blessed by her priests. Anyone who should fail to be submersed must not be a man (or woman) of faith, and shall promptly be burned at the stake. Unfortunately, anyone who can be submersed will promptly drown. Clearly, it is not a perfect solution, but the town reluctantly agrees knowing that at least they will know the alignment of the dead, and still be able to give last rites to the faithful.

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Please wait to sign up until I have all of the intial posts made.

To follow:

Roles
Role Summary
Rules


[Please do not report this thread; I have received permission from SkipMagic to begin this thread]
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  #2  
Old 06-25-2007, 11:50 AM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Roles (Full Descriptions)

Believers

Citizen - You are hard working, going about the tasks that make the village run. And so while you may not be the most devout in your faith, you are nonetheless a follower of Nairu and the teachings of her priests. Each day, you will have one vote in the village gathering to attempt to route out the followers of Sekham. However, you still have your job and your family to attend to, thus you will not be able to discuss any repercussions during the night.

Priest - You are a renowned Nairu priest from a distant village and, thus, you don't expect you will be recognized by any of the citizens here. Upon hearing of the cult's presence, knowing that the problem will only spread, you have gathered your belongings and traveled here to do what you can to stop this menace dead in its tracks. During the day, you will hide among the citizenry and be able to cast a vote just as any of them; however, at night, you will be locked in prayer and unable to discuss any repercussions during the night. For your nightly prayer, you may choose any one citizen to bless (including yourself). This blessing will make him an unfit sacrifice to the god Sekham, and ward off any who should see fit to slay him; further, it will protect him from attacks on the mind by the prophet and keep him from being forcibly converted. Unfortunately, in your haste to depart, you only brought enough reagents to do one extremely powerful prayer that will protect ALL citizens from death and conversion; however, it is extremely draining, and you will be unable to perform any effective prayers on the following night. Because of your strong faith, an attempt by the prophet to convert you will fail.

Disciple - You are one of the countless pupils of the renowned priest. Upon hearing of his journey, you decided to follow him and aid him as best as you can. Thus, while you know his identity, you will not be recognized by him. During the day, you will hide yourself among the townsfolk and be able to vote like any of the rest of them; however, at night, you will be locked in prayer and unable to discuss any repercussions during the night. Unfortunately, you are not far along in your training, and thus your nightly devotions will sometimes fail to bless your target (50% of the time; if targeted more than once, 50% will apply to each killer’s success); however, you will always succeed in protecting your target from forced conversion by the prophet. If the priest has not used his reagents prior to his death, you will be able to obtain them and use them for a one time boost to allow you to bless any two individuals such that they will be unfit as a sacrifice to the god Sekham, or any intent of slaying him, and be unable to be recruited; however, it will exhaust you and you will be unable to perform any effective prayers on the following night. Because of your strong faith, an attempt by the prophet to convert you will fail.

Oracle - You are a practicer of a rare sect of the Nairu beliefs, as such your ability to see the motivations of others is rare and unknown outside of the dark corners of the land. You have grown accustomed to hiding in the shadows and thus, will easily pass yourself off as a regular citizen by day. At night, you will engage in a ritual that will allow you to see into the heart of one individual and determine if he is or is not a believer. Further, if he has dedicated his life to serving Nairu, you will learn the true depths of his faith. However, even your great power is outmatched by the prophet, and he will fool you into thinking he is a believer. If you are forcibly converted, because your mind has been twisted, you will no longer have the mental focus to perform your nightly rituals.

Apprentice - As a child, you once met the Oracle and he gave you wondrous insight into his sect. As such, you are aware of his identity, but he has long since forgotten about you. Inspired, you have spent many hours researching and studying the specific rituals of the sect and have learned some of the same powers that he possesses. Each night, you will have a chance (50%) of learning the beliefs of your target otherwise, because of your lack of skill, you may receive an incorrect reading of another player at random (i.e., the randomly selected from the actual distribution of roles). However, because you still have much to learn, you continue to seek the tutelage of the Oracle. If you are the target of one of the Oracle's rituals, you will become his student and on each night, including the night you are discovered, your accuracy will improve (+ 10%, up to 80%), as long as the Oracle lives. Upon the death of the Oracle (regardless of whether or not you were his student), you will be able to obtain his crystal ball; this will greatly improve your accuracy (+20%, No-Reading instead of False-Reading). If you are forcibly converted, because your mind has been twisted, you will no longer have the mental focus to perform your nightly rituals.

Monk - Since your youth, you have dedicated yourself to a life of humility, prayer, and a vow of silence and have lived your life at a monastery just outside the village. Upon learning the news of the cult, you have gathered with your fellow monks and decided that, due to this dire emergency, you must run to the town to assist. While you all are well aware of the faith of your brethren, because the monastery does not allow outsiders to enter, you will not be recognized by any of your fellow citizens. As such, you will be able to pass yourself as a regular citizen in the town; however, upon returning to the monastery each night, you must continue to observe your vow of silence. Because of your strong faith, an attempt by the prophet to convert you will fail.

Crusader - You are a quite the zealot and take the legends a bit too seriously. Until the arrival of the cult, you were concerned about the rumors of non-believers in your midst; now that the cultists are here, you see it as a full on assault of the faith. As such, you see it as your duty to take up arms and slay whomever you even think may not be a believer. At night, you will take your sword to his home to dispatch him. Sometimes (50%) you will lose your nerve and fail to kill. You need not kill every night, but you may not go two consecutive nights without attempting. If you have not attempted a kill on the previous night, because you spent the previous night dwelling on it, you will not lose your nerve. When all cultists have been uncovered, you will not be satisfied (i.e., unable to win) if you have not killed at least one non-believer (including pro-town) AND there are no non-believers remaining alive (including pro-town). If you are forcibly converted, because your mind has been twisted, you will lose your zeal and, thus, not be willing to continue in your night crusades.

Non-Believers

Alchemist - You were raised as a believer of Nairu but, having been lured by the specter of creating gold, you have since lost your faith. As such, upon hearing of the cultists, you fear that your head may roll with theirs because of the sudden fear of non-believers and, thus, must lay low. Though you are not fond of the methods being used by the town to discover the cultists, you do find them preferable to being a sacrificial lamb. Thus, during the day, you will attempt to pass yourself off as a regular believer, but at night you continue to work your concoctions. Because of your scientific skill, you have devised a concoction that you can apply to an individual to put him into a deep sleep (preventing a night action, if a cultist, a chance of blocking the ritual based on the total number of cultists remaining [1/n]). However, sometimes (25%) your greed gets the best of you, and you will instead waste your night attempting to create gold. Because of your lack of faith, you will appear to the Oracle and Apprentice (if he is accurate) as a non-believer.

Non-Believer - Even when you were a child, you simply did not "feel" the faith, and simply gave it up as you grew into adulthood. Much like the Alchemist, you are afraid of your lack of faith being clumped in with the Cultists, and have decided to show up and vote as a regular citizen. But just like any other town-folk, you have a job and a family to take care of and thus will be unable to discuss anything at night. Because of your lack of faith, you will appear to the Oracle and Apprentice (if he is accurate) as a non-believer.

Psychopath - You are much like the other non-believers; you simply don’t believe. However, unknown to even yourself, you are not exactly “well” in the head. When the Cultists or the Crusader attack you at night, you will awaken startled and barely manage to scare off your attackers; however, because you were unable to identify them in the dark, your paranoia will set in. You've HAD IT with these people and their crazy beliefs imposing them on you. You will make it your mission to get rid of ALL Believers and Cultists alike. Thereafter, you may attempt one kill per night. You will not be satisfied if even one believer or cultist remains alive. However, if you are never attacked at night, you will not become the Psychopath, and will be able to win with the same conditions as the other Non-Believers. Because of your lack of faith, you will appear to the Oracle and Apprentice (if he is accurate) as a non-believer; however, upon going mad, they will be able to discover your ulterior motives.

Cultists

Cultist - Of course you've heard the story about how things came to be, but you know it to be wrong. It was, in fact, the Nairu who inspired her followers to invade and destroy the simple peoples under Sekham's just rule so that she may rule the whole of the Earth. And afterward, to add insult to injury, she cast him into an Earthen prison. You are descended from these ancient people, and the wrath of your god flows through you; he demands the blood of her followers. However, conquest is not an option because you are few in number and will be slain at the slightest hint of your true beliefs. As such, you will pass yourself off as a regular citizen each day; but at night, you will choose a citizen and, if accepted by Sekham, you will slay him and offer him up as a sacrifice. The Oracle and Apprentice are unable to tell that you are a cultist, only that you do not follow Nairu, and as such will simply appear as a non-believer.

Prophet - The blood of many great prophets of Sekham flows in your veins and you have spent your life studying to become a powerful leader. As such, you hold dominion over all the cultists (i.e., the tie breaking vote). Your power allows you to shield yourself from the prying eyes of the Oracle and Apprentice, and if you are targeted, will show up as a believer. Further, you also have the power to twist the minds of weak spirited individuals. One time, you may spend a night to perform a powerful ritual, twisting the mind of a non-cultist and forcibly converting him to a follower of Sekham; however, this ritual requires the assistance of all of your cultists, and will prevent a sacrifice to Sekham on that night. Further, because the recruit is the result of twisting his mind and not a change of heart, he will ALSO continue to appear as he would previously would to the Oracle and Apprentice. Because the ritual requires a powerful prophet, the cultists will be unable to perform it if the prophet is dead.

Avatar - You believe yourself to be as any other cultist; however, you are very special in the eyes of Sekham. Unbeknownst even to you, he intends to use your body as his Earthly form when the time has come to raise his army once again. Until then, you will continue to behave as any other cultist; however, upon your death, he who is most responsible (chosen randomly among all voters) will incur the wrath of Sekham and will be smitten. Because the Crusader and Psychopath operate in the veil of night, Sekham will be unaware either is the culprit if he targets and kills the Avatar at night. Further, because of the great evil flowing in your veins, the Oracle and Apprentice will make no mistake identifying you and cannot mistake anyone else as you.

There will be a secret role.
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  #3  
Old 06-25-2007, 11:53 AM
Mtgman Mtgman is offline
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Join Date: Jul 2001
Hmm, the secret role makes me nervous, but since I expect to be chained to my desk for the next four weeks(with much of that being downtime while I wait on people to fix stuff for me to get my part done) I think I'll apply for a slot at this one.

Enjoy,
Steven

ETA: FOS storyteller0910!

Last edited by Mtgman; 06-25-2007 at 11:55 AM. Reason: lame joke
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  #4  
Old 06-25-2007, 11:53 AM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Rules

Basics:

First and foremost, this is a game. Please enjoy yourself. If you are not, may request to be subbed out.

There will be 30 player slots available on a first come, first serve basis. I will also keep a substitution list of anyone who does not get in the initial 30 players and will be subbed in as needed.

All players will need to have PMs enabled (to receive role assignments and potentially send night instructions). All players will also need their e-mail addresses in their profile (to potentially be invited to the cultist discussion group).

I will begin passing out roles approximately 24 hours after all slots have been filled/confirmed to ensure that everyone has had ample time to ask questions. I will extend this time if necessary.

I will not have a hard rule on minimum posts per Day; however, if there are complaints of non-participation, I will reserve the right to forcibly sub out a player who is not actively participating. Please make any complaints about inactivity to me via PM or e-mail.

All rule and role questions after roles have been handed out should be sent to me via PM or e-mail. If appropriate, I will respond in the game thread; otherwise, I will respond via the method in which I was contacted.

This is a game of subtlety; therefore, you may not edit your posts in this thread at any time for any reason. If you need to correct grammatical or factual errors, please correct them in a follow-up post instead. I will only warn once or twice; thereafter, anyone who edits his posts may be forcibly subbed or mod-killed, depending on how far into the game the edit occurs.

As is the running tradition, this game will also have a commentary thread that is forbidden to live players. While there is no way to enforce that active players remain outside the thread, you are on your honor to do so. If you accidentally view any information in the forbidden thread, please request a substitution.

Please make any requests of me (vote counts, day end time, clarifications, etc.) in green. Otherwise, I may miss the request if I am in a hurry.



Each Day will last 5 regular days. Each Night will last 2 regular days.


Day:

During the day, all players may strategize, analyze, vote, or discuss whatever is on your mind.

All votes must be made in Blue, or they will not be counted. All un-votes must be made in Red, or they will not be counted. You may vote as often or as little as you like; however, you must un-vote before changing your vote.

Any votes or un-votes made after the deadline (even if I have not officially announced it) will not be counted.

If at any time a candidate receives a majority of the town's votes, a 12-hour countdown will be initiated. If the player still holds a majority at the end of the countdown, the day will be ended early. This countdown will only be in effect if I am available to announce it.

If at the end of the day two or more candidates are tied, the day will be extended 12-hours. During that time, you may change your vote as often as you like, but you may only change it to one of the candidates who was in the tie. If two or more candidates are still tied at the end of the extended period, the lynchee will be selected randomly from the tied candidates.

If a Day begins with 20 or fewer players remaining, the Day shall be reduced to 4 regular days. If a Day begins with 10 or fewer players remaining, the Day will be reduced to 3 regular days.


Night:

You may not strategize, analyze, or vote. However, you may discuss general chat topics, pretend to drink, etc.

Each role with a night action must send me an e-mail or PM with their action or non-action by the end of the night. If I have not heard from you by that time, you will have no night action.

The Cultists will have an off board discussion group created that they will use for their Night discussions and voting. There, they will be permitted to strategize and vote/un-vote during the Night; however, they may not strategize or vote/un-vote in that group during the Day.

If all Night instructions are received prior to the end of the Night, the Night will end early.


Ending Conditions:

The Town wins if there are no Cultists remaining. All Pro-Town roles win (special roles excepted). All Cultists lose.

The Cultists win if they equal or exceed 50% of the Town population. All Non-Cultists lose.

The Crusader wins if no Cultists or Non-Believers remain and the crusader killed at least one Cultist or Non-Believer. All Believers win.

The Non-Believers win if there are no Cultists remaining and the Believers equal or exceed 50% of the Town population. Believers and Cultists lose.

The Psychopath wins with the Non-Believers if he is not activated. If he is activated, he must remain alive. All Believers and Cultists lose.

Last edited by Blaster Master; 06-25-2007 at 11:54 AM.
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  #5  
Old 06-25-2007, 11:55 AM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Roles/Rules Summary

Believers

Citizen/Believer - No special role. Investigates as a “Believer”.

Priest (Doctor) - Blesses one person (possibly himself) each night, protecting him from all night kill attempts and a conversion attempt. He can perform special "Protect All Citizens" action once during the game but will be powerless the subsequent night. Cannot be converted. Investigates as “Priest”.

Disciple (Faith Healer) - Knows who the Priest is. He can bless a player to give 50% night kill protection (per kill attempt) and 100% conversion protection. If the Priest dies without having used the special "Protect All Citizens" power, the Disciple gains a one-time-use power to protect two people in the night but will be powerless the subsequent night. Cannot be converted. Investigates as “Disciple”.

Oracle (Detective) – May learn the role of one player each night, with exceptions (see individual roles). In particular, the Prophet appears as a "Believer". Power lost if converted. Investigates as “Oracle”.

Apprentice (Beat Cop) – He Knows who the Oracle is. May learn the role of one player each night with 50% accuracy; incorrect results are drawn from the actual role distribution. If targeted by the Oracle, accuracy improves by 10% that night and subsequent nights up to 80% as long as the oracle is alive. If/when the Oracle dies (regardless of previous rule's activation), accuracy improves 20% and false readings become blank readings. Power lost if converted. Investigates as “Apprentice”

Monk (Mason) – They knows who other Monks are. Cannot be converted. Investigates as “Monk”.

Crusader (Vigilante) - He gets a night kill with a 50% success rate unless he opted not to kill the previous night, in which case the success rate is 100%. Cannot opt out of killing twice in a row. Special win conditions (see below). Powers and win conditions lost if converted. Investigates as “Crusader”.


Non-believers

Alchemist (Miller + Role-Blocker) – May prevent night actions of one player each night, but fails 25% of the time. If a cultist is targeted, the cult's sacrifice is stopped with probability 1/n, n=number of cultists alive at the beginning of the night. Power lost if converted. Investigates as “Non-Believer”.

Non-Believer (Miller) - No special power. Investigates as “Non-Believer”.

Psychopath (Serial Killer) - A simple Non-Believer until targeted in the night by the cultists or the crusader. If so targeted, he must kill a target night and a new win condition will apply (see below). Investigates as “Non-Believer” if un-activated; investigates as “Psychopath” if activated.


Cultists

Cultist (Mafia) – They Know who the other Cultists are. They communicate with them at night and vote for the cult's night kill ("sacrifice") or conversion target. Investigates as “Non-Believer”.

Prophet (Godfather) - Special cultist. He has the tie breaking vote among cultists. Once, while alive, he can spend one night converting a Non-Cultist but the Cult's sacrifice will be skipped that night. A Converted player appears to the Oracle/Apprentice as they did before conversion. Investigates as “Believer”.

Avatar - Special cultist. Unaware of being the "Avatar"; if lynched, a random person who voted for him will die in the night immediately. Investigates as “Avatar”; the Apprentice will NOT receive a false reading.


End conditions

The Town wins if there are no Cultists remaining. All Pro-Town roles win (special roles excepted). All Cultists lose.

The Cultists win if they equal or exceed 50% of the Town population. All Non-Cultists lose.

The Crusader wins if no Cultists or Non-Believers remain and the crusader killed at least one Cultist or Non-Believer. All Believers win.

The Non-Believers win if there are no Cultists remaining and the Believers equal or exceed 50% of the Town population. Believers and Cultists lose.

The Psychopath wins with the Non-Believers if he is not activated. If he is activated, he must remain alive. All Believers and Cultists lose.
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  #6  
Old 06-25-2007, 11:58 AM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Current Players:
(All for whom I reserved a spot, please confirm you're still interested).


Code:
1*	ArizonaTeach
2*	USCDiver
3*	Idle Thoughts
4*	Zuma
5*	HockeyMonkey
6*	storyteller0910
7*	NAF1138
8*	sachertorte
9*	SnakesCatLady
10*	Malacandra
11	Mtgman
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  #7  
Old 06-25-2007, 11:59 AM
NAF1138 NAF1138 is offline
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Join Date: Aug 2004
Finally it's up!

I don't know about anyone else, but I have been chomping at the bit to start this next game.

Thanks in advance for doing this Blaster. Good luck to ya!

Last edited by NAF1138; 06-25-2007 at 12:03 PM. Reason: In case it wasn't obvious, this was my confirmation
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  #8  
Old 06-25-2007, 12:01 PM
storyteller0910 storyteller0910 is offline
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Join Date: Aug 2001
Quote:
Originally Posted by Blaster Master
Current Players:
(All for whom I reserved a spot, please confirm you're still interested).


Code:
1*	ArizonaTeach
2*	USCDiver
3*	Idle Thoughts
4*	Zuma
5*	HockeyMonkey
6*	storyteller0910
7*	NAF1138
8*	sachertorte
9*	SnakesCatLady
10*	Malacandra
11	Mtgman
I am so excited about this game. I think it's going to be absolute madness. When do you anticipate kicking off the actual playing?

EDITED TO ADD: Oh, and yes, confirmed, I wanna play.

Last edited by storyteller0910; 06-25-2007 at 12:01 PM.
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  #9  
Old 06-25-2007, 12:03 PM
Clockwork Jackal Clockwork Jackal is offline
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Join Date: Apr 2007
Yay! Mafia V!

Oh! Oh!

*raises hand*

I'll play!
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  #10  
Old 06-25-2007, 12:03 PM
Hal Briston Hal Briston is offline
Charter Member
 
Join Date: Dec 2003
Location: A nice chunk o' NJ
Posts: 13,678
Woohoo! Count me in!
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  #11  
Old 06-25-2007, 12:03 PM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Quote:
Originally Posted by storyteller0910
I am so excited about this game. I think it's going to be absolute madness. When do you anticipate kicking off the actual playing?
I've been excited to get this started too (just ask my fiancée). Hopefully, if we get 30 people quickly, I can get out the role PMs tomorrow, and then begin as soon as everyone has confirmed their role. So, hopefully Wednesday or Thursday.
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  #12  
Old 06-25-2007, 12:05 PM
storyteller0910 storyteller0910 is offline
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Join Date: Aug 2001
Quote:
Originally Posted by Blaster Master
I've been excited to get this started too (just ask my fiancée). Hopefully, if we get 30 people quickly, I can get out the role PMs tomorrow, and then begin as soon as everyone has confirmed their role. So, hopefully Wednesday or Thursday.
Dude, you're going to have 30 people by the time I finish the bowl of soup I'm having for lunch.
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  #13  
Old 06-25-2007, 12:05 PM
Pleonast Pleonast is offline
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Join Date: Aug 1999
Location: Los Obamangeles
Posts: 4,954
Looks fun!

In the very unlikely event you don't get enough players, I'd like to play. But please put me at the end of the line, so that those new to the game get a chance.
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  #14  
Old 06-25-2007, 12:06 PM
ArizonaTeach ArizonaTeach is offline
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Join Date: May 2005
I'm #1! I'm #1!!
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  #15  
Old 06-25-2007, 12:06 PM
storyteller0910 storyteller0910 is offline
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Join Date: Aug 2001
Quote:
Originally Posted by Mtgman
Hmm, the secret role makes me nervous, but since I expect to be chained to my desk for the next four weeks(with much of that being downtime while I wait on people to fix stuff for me to get my part done) I think I'll apply for a slot at this one.

Enjoy,
Steven

ETA: FOS storyteller0910!
Gaaaah!
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  #16  
Old 06-25-2007, 12:07 PM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Quote:
Originally Posted by Pleonast
Looks fun!

In the very unlikely event you don't get enough players, I'd like to play. But please put me at the end of the line, so that those new to the game get a chance.
I can put you #1 on the sub-list, if you'd like. I don't have much issue with you playing if you've played before, because there's already three or four newer people.
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  #17  
Old 06-25-2007, 12:11 PM
Pleonast Pleonast is offline
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Join Date: Aug 1999
Location: Los Obamangeles
Posts: 4,954
Quote:
Originally Posted by Blaster Master
I can put you #1 on the sub-list, if you'd like. I don't have much issue with you playing if you've played before, because there's already three or four newer people.
Either way works for me! Can you promise me a non-Mason role?
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  #18  
Old 06-25-2007, 12:13 PM
Blaster Master Blaster Master is offline
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Join Date: Feb 2006
Quote:
Originally Posted by Pleonast
Either way works for me! Can you promise me a non-Mason role?
I could, but it won't mean anything. If you don't wanna be a Monk, you'll have to take up that issue with random.org.

I'll add you to the player list.
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  #19  
Old 06-25-2007, 12:16 PM
DiggitCamara DiggitCamara is offline
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Join Date: Dec 2005
Location: Right here. Right now.
Posts: 1,920
I want in!
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  #20  
Old 06-25-2007, 12:18 PM
Hal Briston Hal Briston is offline
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Join Date: Dec 2003
Location: A nice chunk o' NJ
Posts: 13,678
I think whoever happens to be directly above me is completely trustworthy, no matter how many scum tells you may think you see.
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  #21  
Old 06-25-2007, 12:22 PM
NAF1138 NAF1138 is offline
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Join Date: Aug 2004
Quote:
Originally Posted by Hal Briston
I think whoever happens to be directly above me is completely trustworthy, no matter how many scum tells you may think you see.

Looking out for old friends eh? I see how it is.


FOS Hal!

And for good measure...FOS storyteller. (That guy manages to end up as scum at least once every game he is in. This means something. )
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  #22  
Old 06-25-2007, 12:22 PM
Mtgman Mtgman is offline
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Join Date: Jul 2001
Couple notes and clarifications. I see this in a couple character descriptions.
Quote:
Originally Posted by Blaster Master
During the day, you will hide among the citizenry and be able to cast a vote just as any of them; however, at night, you will be locked in prayer and unable to discuss any repercussions during the night.
Does this mean they can't talk at all during the night? I would assume they can do meaningless chatter, as can others, or else they'll give themselves away. Also
Quote:
Originally Posted by Blaster Master
The Non-Believers win if there are no Cultists remaining and the Believers equal or exceed 50% of the Town population. Believers and Cultists lose.
I'm assuming the "Believers" in the first sentence was supposed to be "Non-Believers", yes?
Quote:
Originally Posted by Blaster Master
The Psychopath wins with the Non-Believers if he is not activated. If he is activated, he must remain alive. All Believers and Cultists lose.
Means the Psychopath wins if he's still alive when some other end condition is met. The way it reads it could technically mean he wins as soon as he's activated. I don't think anyone would make that mistake, but we have seen how games can get derailed over minor points like this in the past.

Also, having something official about the roles being determined by random.org wouldn't hurt.
Quote:
Originally Posted by storyteller0910
Gaaaah!
You don't know how hard it was for me, at the end of Mafia II, in the forbidden thread. I was wanting to post, in a singsong voice, "Somebody's telling stories...", but I kept my yap shut because you were playing such a great game and I didn't want to mess that up.

Enjoy,
Steven
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  #23  
Old 06-25-2007, 12:24 PM
SnakesCatLady SnakesCatLady is offline
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Oh yes, I'm in! I've got the cats, the catnip and the ingredients for margaritas!
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  #24  
Old 06-25-2007, 12:34 PM
DiggitCamara DiggitCamara is offline
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Quote:
Originally Posted by SnakesCatLady
Oh yes, I'm in! I've got the cats, the catnip and the ingredients for margaritas!
AND your Cats are psychic!
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  #25  
Old 06-25-2007, 12:39 PM
Fretful Porpentine Fretful Porpentine is offline
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Ooh, I want to play if there's still room!
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Old 06-25-2007, 12:41 PM
Captain Carrot Captain Carrot is offline
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I'd like to play this time, having missed out on the previous 3.
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  #27  
Old 06-25-2007, 12:44 PM
Pasta Pasta is offline
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Okay, I'm in!
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  #28  
Old 06-25-2007, 12:46 PM
sachertorte sachertorte is offline
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Quote:
Originally Posted by Blaster Master
8* sachertorte
Confirmed

Quote:
Originally Posted by Blaster Master
End conditions

The Town wins if there are no Cultists remaining. All Pro-Town roles win (special roles excepted). All Cultists lose.

The Cultists win if they equal or exceed 50% of the Town population. All Non-Cultists lose.

The Crusader wins if no Cultists or Non-Believers remain and the crusader killed at least one Cultist or Non-Believer. All Believers win.

The Non-Believers win if there are no Cultists remaining and the Believers equal or exceed 50% of the Town population. Believers and Cultists lose.

The Psychopath wins with the Non-Believers if he is not activated. If he is activated, he must remain alive. All Believers and Cultists lose.
I find these conditions confusing, especially the final statement in each block. Are these consequences, additional condtions? Wha?

What constitutes the set 'Town'?
Condition #1 and #4 set up a conflict, I think. Which one has priority? Or are the conditions inclusive rather than exclusive?

It think it is best to get these conditions clear before roles go out so there's no needless chatter about why someone (ME) is so concerned about blahblah's win condition.
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  #29  
Old 06-25-2007, 12:47 PM
Hal Briston Hal Briston is offline
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Huzzah! New players!

Obviously no knock against the veterans, but I think we can all agree -- new blood is vital to keeping things fresh...
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  #30  
Old 06-25-2007, 12:50 PM
Blaster Master Blaster Master is offline
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Quote:
Originally Posted by Mtgman
Does this mean they can't talk at all during the night? I would assume they can do meaningless chatter, as can others, or else they'll give themselves away.
That doesn't mean anything. It was just my way of explaining why they couldn't strategize at night a la the Cultists.

I tried to be creative to come up with reasons why the roles had their powers and limitations. I was running under the assumption that all the drinking and chatting happens in the evening and the Night Actions happen when everyone is sleeping.

Quote:
Also I'm assuming the "Believers" in the first sentence was supposed to be "Non-Believers", yes?
Yes, that condition should read: "The Non-Believers win if there are no Cultists remaining and the Believers equal or exceed 50% of the Town population. Believers and Cultists Lose."

Quote:
Means the Psychopath wins if he's still alive when some other end condition is met. The way it reads it could technically mean he wins as soon as he's activated.
The "Must remain alive" condition is meant to be in addition to, not in place of, his regular unactivated condition. I will re-post the ending conditions to clarify a couple of things.

...I think I may have copied and pasted from a previous draft.

Quote:
I don't think anyone would make that mistake, but we have seen how games can get derailed over minor points like this in the past. Also, having something official about the roles being determined by random.org wouldn't hurt.
I coulda sworn I'd put that in there too. For the sake of preempting a potentially messy discussion, I will be using random.org to assign roles.
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  #31  
Old 06-25-2007, 12:57 PM
Hockey Monkey Hockey Monkey is offline
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Quote:
Originally Posted by Blaster Master
Current Players:
(All for whom I reserved a spot, please confirm you're still interested).


Code:
1*	ArizonaTeach
2*	USCDiver
3*	Idle Thoughts
4*	Zuma
5*	HockeyMonkey
6*	storyteller0910
7*	NAF1138
8*	sachertorte
9*	SnakesCatLady
10*	Malacandra
11	Mtgman
Confirming!
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  #32  
Old 06-25-2007, 12:58 PM
Blaster Master Blaster Master is offline
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Quote:
Originally Posted by sachertorte
Confirmed



I find these conditions confusing, especially the final statement in each block. Are these consequences, additional condtions? Wha?

What constitutes the set 'Town'?
Condition #1 and #4 set up a conflict, I think. Which one has priority? Or are the conditions inclusive rather than exclusive?

It think it is best to get these conditions clear before roles go out so there's no needless chatter about why someone (ME) is so concerned about blahblah's win condition.
Rules 1 and 4 are meant to be similar to the Mason win conditions from Mafia III. I will post a revised version of the win conditions in a moment where I've attempted to clarify.

ETA: Any questions about win condtions should be PMed to me after roles have been handed out to avoid meta-gaming.

Last edited by Blaster Master; 06-25-2007 at 01:00 PM.
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  #33  
Old 06-25-2007, 01:05 PM
storyteller0910 storyteller0910 is offline
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Quote:
Originally Posted by Blaster Master
ETA: Any questions about win condtions should be PMed to me after roles have been handed out to avoid meta-gaming.
May I suggest that this should apply to nearly all questions about the rules? Any open communication with the moderator apart from questions about when the Day ends and requests for a vote count seem to open themselves up to meta-gaming pretty well.
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  #34  
Old 06-25-2007, 01:06 PM
sachertorte sachertorte is offline
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Quote:
Originally Posted by Blaster Master
Avatar - Special cultist. Unaware of being the "Avatar"; if lynched, a random person who voted for him will die in the night immediately. Investigates as “Avatar”; the Apprentice will NOT receive a false reading.
Role clarification:
Will cultists voting for the avatar will also be subject to this death condition?
By "die int he night immediately" does that mean die the beginning of the night (i.e. end of the day? Or will the death be posted at dawn?
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  #35  
Old 06-25-2007, 01:07 PM
DiggitCamara DiggitCamara is offline
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Quote:
Originally Posted by storyteller0910
May I suggest that this should apply to nearly all questions about the rules? Any open communication with the moderator apart from questions about when the Day ends and requests for a vote count seem to open themselves up to meta-gaming pretty well.
Seconded.
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  #36  
Old 06-25-2007, 01:08 PM
Blaster Master Blaster Master is offline
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Quote:
Originally Posted by storyteller0910
May I suggest that this should apply to nearly all questions about the rules? Any open communication with the moderator apart from questions about when the Day ends and requests for a vote count seem to open themselves up to meta-gaming pretty well.
Yes, and it is in the Rules. I just wanted to make sure that he was aware of it, that if a rule question comes up after roles are handed out, it's not the end of asking questions.

Quote:
All rule and role questions after roles have been handed out should be sent to me via PM or e-mail. If appropriate, I will respond in the game thread; otherwise, I will respond via the method in which I was contacted.
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  #37  
Old 06-25-2007, 01:10 PM
Clockwork Jackal Clockwork Jackal is offline
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Quote:
Originally Posted by storyteller0910
May I suggest that this should apply to nearly all questions about the rules? Any open communication with the moderator apart from questions about when the Day ends and requests for a vote count seem to open themselves up to meta-gaming pretty well.

As long as the moderator posts the question and the answer anonymously so everyone can see it. (If it's something that would normally be seen by everyone.)
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  #38  
Old 06-25-2007, 01:11 PM
storyteller0910 storyteller0910 is offline
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Quote:
Originally Posted by sachertorte
Role clarification:
Will cultists voting for the avatar will also be subject to this death condition?
Ooh. Good question. If so, that's cool as hell, because it adds one more layer to the eternal question, "will scum vote for scum?"
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  #39  
Old 06-25-2007, 01:11 PM
Blaster Master Blaster Master is offline
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Quote:
Originally Posted by sachertorte
Role clarification:
Will cultists voting for the avatar will also be subject to this death condition?
By "die int he night immediately" does that mean die the beginning of the night (i.e. end of the day? Or will the death be posted at dawn?
Yes, it will apply to cultists as well. If this part of the role is activated, the death of the one whom Sekham has smitten will be part of the end of day post and will be considered part of the conditions going into the night. Such that, he cannot be saved by the priest or Disciple, his role will be revealed, and, if he's a cultist, the n for the Alchemist will be the number of cultists after his death.
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  #40  
Old 06-25-2007, 01:11 PM
FlyingCowOfDoom FlyingCowOfDoom is offline
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Ok, I'll play if there's room.

If not put me on as a sub.

::goes to read the insanely complicated ruleset ::

--FCOD
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  #41  
Old 06-25-2007, 01:13 PM
Blaster Master Blaster Master is offline
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Quote:
Originally Posted by storyteller0910
Ooh. Good question. If so, that's cool as hell, because it adds one more layer to the eternal question, "will scum vote for scum?"
That was part of my motivation for creating the role.
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  #42  
Old 06-25-2007, 01:21 PM
Blaster Master Blaster Master is offline
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Updated: Win Conditions

The win conditions will be checked at the end of each Day and Night.

The Town (Believers and Non-Believers) wins if there are no Cultists remaining. All Believers and Non-Believers win (exceptions for the Crusader and the Psychopath are listed below). All Cultists lose.

The Cultists win if they equal or exceed 50% of the Town population. All Non-Cultists lose.

The Non-Believers may win with the Town. They may also win exclusive of the Town if there are no Cultists remaining and the Non-Believers equal or exceed 50% of the Town population. All Believers and Cultists Lose.

The Crusader wins with the Town if no Non-Believers remain and the Crusader killed at least one Cultist or Non-Believer. All Believers win. All Non-Believers and Cultists lose.

The Psychopath wins as a normal Non-Believer if he is not activated (i.e., with the Town or the Non-Believers). If he is activated, he may only win if the Non-Believers win (i.e., he can no longer win with the Town) AND he must remain alive. All Believers and Cultists lose.
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  #43  
Old 06-25-2007, 01:22 PM
Scuba_Ben Scuba_Ben is offline
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I want in! Mafia III was very interesting to follow, so I'll give this a try.

But I've never played any version of Mafia before, so I'll probably go out in the first Day or two.
__________________
The Diver's Toast:
If you lie, LIE to save the honor of a friend.
If you cheat, CHEAT death on a daily basis.
If you steal, STEAL time to get out and dive!
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  #44  
Old 06-25-2007, 01:25 PM
Blaster Master Blaster Master is offline
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Player Roster

10 Spots still remain. Those with asterisks still need to confirm the spot I reserved for you.

Code:
1	ArizonaTeach
2	USCDiver*
3	Idle Thoughts*
4	Zuma*
5	HockeyMonkey
6	storyteller0910
7	NAF1138
8	sachertorte
9	SnakesCatLady
10	Malacandra*
11	Mtgman
12	Clockwork Jackal
13	Hal Briston
14	Pleonast
15	DiggitCamara
16	Fretful Porpentine
17	Captain Carrot
18	Pasta
19	FlyingCowOfDoom
20	Scuba_Ben
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  #45  
Old 06-25-2007, 01:27 PM
Hal Briston Hal Briston is offline
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Note to self: Kill Scuba_Ben immediately...no one will suspect.
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  #46  
Old 06-25-2007, 01:31 PM
Clockwork Jackal Clockwork Jackal is offline
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Quote:
Originally Posted by Hal Briston
Note to self: Kill Scuba_Ben immediately...no one will suspect.

Psssst, Hal, use your inside voice.
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  #47  
Old 06-25-2007, 01:31 PM
Scuba_Ben Scuba_Ben is offline
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Quote:
Originally Posted by Hal Briston
Note to self: Kill Scuba_Ben immediately...no one will suspect.
FOS Hal Briston right off the bat.
__________________
The Diver's Toast:
If you lie, LIE to save the honor of a friend.
If you cheat, CHEAT death on a daily basis.
If you steal, STEAL time to get out and dive!
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  #48  
Old 06-25-2007, 01:32 PM
FlyingCowOfDoom FlyingCowOfDoom is offline
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I must warn all of you, I'm 2 for 2 at this game...

--FCOD
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  #49  
Old 06-25-2007, 01:41 PM
Queuing Queuing is offline
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When does this game start? If it is after this upcoming weekend, I would be interested in playing again.
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  #50  
Old 06-25-2007, 01:45 PM
Mtgman Mtgman is offline
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Quote:
Originally Posted by Blaster Master
The Crusader wins with the Town if no Non-Believers remain and the Crusader killed at least one Cultist or Non-Believer. All Believers win. All Non-Believers and Cultists lose.
Now this is interesting, and a significant change on the original(which included cultists being dead) win condition. This may be the easier of the town's win conditions. Firstly, their investigative arm(the oracle and his apprentices) can find the non-believers easier than they can find cultists. None of them can hide like the Prophet, and his recruit, can. Secondly, there are probably less Non-Believers than there are cultists. Maybe not, but probably. I'd guess there'll be between five and six Cultists(based on the rule of thumb of having approximately the square root of the number of players as sucm, otherwise you're pretty much throwing the game to them). Thirdly, they aren't organized and self-aware like the Cultists are, so they're softer targets.

Enjoy,
Steven
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