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  #1  
Old 09-15-2007, 08:59 AM
Pleonast Pleonast is offline
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Mafia: The Conspiracy

The Conspiracy

The Town of Cecilwich is a quaint little village in an isolated corner of New England. Life has been peaceful, if cliquish. Until last Night that is, when Mayor Cecil was brutally murdered. In fact, rumors whisper that he was partially eaten by a Werewolf! The Town is fracturing along lines of paranoia and suspicious. Who could have perpetrated the heinous crime? Who among them are secretly plotting the Town's downfall? The Town has resolved to purge itself of undesirable elements.

Each Day, the Town must decide whether or not to lynch a suspected troublemaker. Whoever collects the most votes will hang at the end of the Day. Each Night, the residents huddle in their homes and pubs, waiting it out. In the morning, the newly deceased are collected and prepared for burial. Unfortunately, the ineptitude of the Town bureaucracy prevents efficient processing of paperwork--it takes a full two Days for the complete disclosure of the late residents' identity and other incriminating evidence.

The Coroner and Detective are steady civil servants, hired personally by the Mayor. Too bad only he knew their identities. The Coroner will immediately find the complete identification forms for any deceased resident. The Detective may investigate a recent death to try to determine the perpetrator. The Town's Vicar, recently out of cloisters and still unrecognized, can perform the final rites on any hapless victims.

Among the loyal Town residents are the Freemasons, an organization so secretive that it doesn't even know its own membership. Fortunately, each Freemason does know the secret handsign that can be used to covertly identity another member. The Scotsman is hardy soul, and while somewhat shy, can readily defend himself against an attack. The Vigilante, on the other hand, is perfectly prepared to take matters into his own hands, if only he knew who to target. He'd deeply regret making a mistake. The Magician is a sly trickster and escape artist. He has devised an elaborate gimmick to elude an attacker.

The Town has a several citizens with mystical abilities to counter the unknown threats. The Seer may look deep into the souls of others, to determine their true intentions. The Warlock knows a terrible curse that will exact a horrible death on anyone who violates its ward. The Witchdoctor practices a strange juju that will return a person's soul to their body, after one day of death.

It is rumored that three Witches also live within the Town. They supposedly use their pagan spells to protect and guide it. Their power is dependent on their number, but they can consult with their dead sisters, to gain better insights.

Apparently, the Town is beset by a ravenous pack of Werewolves. They can hunt and feast upon a Town resident each Night, yet pass as a regular citizen during the day. A typical pack will be head by a ferocious Alpha Wolf, ruling the pack with an iron fist, and tailed by a meek Omega Wolf, who will be difficult to distinguish, even with magic, from an honest Townfolk. The wolves must eliminate as much of the Town as possible, in order to dominate it as their chattel food source.

Lurking on the edge of Town, hiding his ghastly profession, is a Necromancer. He seeks to lord over the living by reanimating the dead into his mindless Zombie slaves. Once his army has reached a sufficient number, the dead will shamble into Town to conquer it. A Vampire, in a loose confederation with the Necromancer, sates his hunger on the occasional victim, thoughtfully providing another source of corpses.

Most insidiously, a cryptic organization has infiltrated the Town: the Cabal. With only limited mystic powers, they scheme to take over the Town for their own purposes. They have a secret channel of communication in which they may consult with each other and make plans. Only the Witches can stop them, provided the Town survives assault by the evils of the Night.

Ultimately, the Town must survive against all the forces besetting it. Good luck!
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  #2  
Old 09-15-2007, 09:01 AM
Pleonast Pleonast is offline
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Signing up for the game

I have slots for exactly 20 Players. I've have a reserved spots for Chronos and Mtgman for the help they gave in balancing the rules (I do not believe either one has knowledge that would give an unfair advantage), another spot for Blaster Master, as the game master of the previous game, and Idle Thoughts, for helping me with the secret boards, if they want to claim. The remaining 16 slots will be filled randomly from SDMB Members who express an interest in this thread (don't PM/email for a spot) before noon, Wednesday the 26th, Pacific Time. Day One will start noon, Friday the 28th, Pacific Time, ending the following Wednesday.

Please do not sign up for the game if you are not willing to make a commitment to it. You're signing up to read the thread, think carefully about it, and post your thoughts to it. Daily. This game in particular will be fast paced and require a lot of thought. That said, there are only 20 Players and I expect the game to last no more than 12 weeks (ending mid-December, accommodations will be made for Thanksgiving [and Christmas if necessary]).

I'm giving plenty of time for sign ups, so everyone who's interested has a chance. In the mean time, because of the complexity of the rules, it might be a good time to ask questions about the various Roles and discuss possible strategies.
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  #3  
Old 09-15-2007, 09:17 AM
Drain Bead Drain Bead is offline
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Yes, please. I have a long weekend's vacation coming up at the end of this month, but other than that I expect to be present and accounted for almost every day.
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  #4  
Old 09-15-2007, 09:44 AM
Hockey Monkey Hockey Monkey is offline
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I am expressing interest in this thread.
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  #5  
Old 09-15-2007, 10:40 AM
MadTheSwine MadTheSwine is offline
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Me too.
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  #6  
Old 09-15-2007, 10:47 AM
Rysto Rysto is online now
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I haven't played one of these in months, so I'm in.
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  #7  
Old 09-15-2007, 11:01 AM
Santo Rugger Santo Rugger is offline
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*sigh* Twist my arm why don't you... so much for a break!!!

Last edited by Pygmy Rugger; 09-15-2007 at 11:02 AM. Reason: ;)
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  #8  
Old 09-15-2007, 11:47 AM
Kat Kat is offline
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Should I? *ponders* How difficult is it to play and mod at the same time?
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  #9  
Old 09-15-2007, 11:55 AM
MHaye MHaye is offline
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I'd be interested in playing.
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  #10  
Old 09-15-2007, 02:06 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by Kat
Should I? *ponders* How difficult is it to play and mod at the same time?
Depends on the games. How hard is it to mod your game? This one, for example, has special powers to resolve both Night and Day. So I'm not playing in any others.

And playing in this one may be time consuming, considering all the power Roles and their interactions. But I expect the typical Doper can handle all that, right?

BTW, I forgot to point out the links in my sig. (See links in my sig, second post here.)
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  #11  
Old 09-15-2007, 02:53 PM
DiggitCamara DiggitCamara is offline
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I'd like to play. I think I have the whole "2 games at once" licked.
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  #12  
Old 09-15-2007, 03:31 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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I -knew- there was a Scotsman in this game (see some post or other I made in the Firefly game offboard).
I wanna play!

Last edited by Diomedes; 09-15-2007 at 03:33 PM. Reason: While I still can...
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  #13  
Old 09-15-2007, 03:55 PM
Fretful Porpentine Fretful Porpentine is online now
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OK, why is it that every time I'm in the middle of one of these games, I swear I'm never playing again, but then a couple of weeks later I can't wait for the next one?

Oh, hell. I'd like to play.
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  #14  
Old 09-15-2007, 03:56 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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bSo some thoughts on some roles:

The Undead: The Necromancer will probably be a fairly decent role in this game. Given all he needs to do is out guess the Vicar and the Warlock for a few turns, and then stay alive himself. The Vampire, while a terrifically powerful role in his own right, is darn near screwed if the necromancer dies. Even immune to nightkills and discovery by the detective, he'll have to be very lucky to manage to kill off everyone for a win on his own.

If the Magician redirects a kill, and the detective investigates is, does Shazzam the Wonderful get implicated in the murder?

The Cabal looks like the least likely to win. There's not much place to hide in this game, and they can't win by just hoping the wolves and the undead die early. Counting on the witches to be dead, while unable to do any dirty work themselves, will be difficult. In the end-game, I don't see how anyone will be able to hide effectively, and the Cabalists will be vulnerable to lynching when the other scum levels start to drop.

By the way, if all roles are used, I count at least 14 players before any freemasons, Cabalists, or a third werewolf is added. 20 players, if all roles are used, wouldn't give much place for scum to roleclaim, particularly given that the easiest thing to claim would be freemason, which would be quickly and easily checked by any surviving masons. I hope the delay on role-reveal will be balancing enough.
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  #15  
Old 09-15-2007, 04:16 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by Diomedes
bSo some thoughts on some roles:
The Undead: The Necromancer will probably be a fairly decent role in this game. Given all he needs to do is out guess the Vicar and the Warlock for a few turns, and then stay alive himself. The Vampire, while a terrifically powerful role in his own right, is darn near screwed if the necromancer dies. Even immune to nightkills and discovery by the detective, he'll have to be very lucky to manage to kill off everyone for a win on his own.
Good analysis, but the Warlock doesn't really interact with the Necromancer, since the Necro never kills anyone. The Vampire has the bonus of the Wolves wanting to keep him alive.
Quote:
If the Magician redirects a kill, and the detective investigates is, does Shazzam the Wonderful get implicated in the murder?
The Magician redirects the kill, so the the Magician's would-be attacker kills whoever the Magician points to.
Quote:
The Cabal looks like the least likely to win. There's not much place to hide in this game, and they can't win by just hoping the wolves and the undead die early. Counting on the witches to be dead, while unable to do any dirty work themselves, will be difficult. In the end-game, I don't see how anyone will be able to hide effectively, and the Cabalists will be vulnerable to lynching when the other scum levels start to drop.
Yep, the Cabal will have a tough time, but no one is actively hunting them, at least in the beginning. Don't underestimate the power of a blocking role when everyone has a power.
Quote:
By the way, if all roles are used, I count at least 14 players before any freemasons, Cabalists, or a third werewolf is added. 20 players, if all roles are used, wouldn't give much place for scum to roleclaim, particularly given that the easiest thing to claim would be freemason, which would be quickly and easily checked by any surviving masons. I hope the delay on role-reveal will be balancing enough.
There will be many unused Roles (and potentially unused Sides). Have fun guessing which! There may also be duplicates of Roles (don't be misled by my use of singulars), so a counter-claim can't be automatically dismissed. Expect false claims and expect some difficulty unraveling them.
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  #16  
Old 09-15-2007, 04:18 PM
Freudian Slit Freudian Slit is offline
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I've never played, but I've seen a few of the threads. I'd like to join up.

Count me in, please!
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  #17  
Old 09-15-2007, 04:39 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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Quote:
Originally Posted by Pleonast
Good analysis, but the Warlock doesn't really interact with the Necromancer, since the Necro never kills anyone.
Sorry, I meant Witchdoctor, not Warlock. Sorry, there's a lot to keep track of.
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  #18  
Old 09-15-2007, 05:17 PM
Stanislaus Stanislaus is offline
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I'd like to sign up. I've got one three-day weekend at the beginning of November, but nothing else planned...
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  #19  
Old 09-15-2007, 10:57 PM
Idle Thoughts Idle Thoughts is offline
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Quote:
Originally Posted by Kat
Should I? *ponders* How difficult is it to play and mod at the same time?
Not very as I'm sure I and Blaster can also tell you.

Yep, still in, Pleonast. Sounds good.
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  #20  
Old 09-16-2007, 09:23 AM
ShadowFacts ShadowFacts is offline
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I am interested in playing. (I've been lurking here for years and have been following the various mafia games with great interest).

Thanks!
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  #21  
Old 09-16-2007, 10:37 AM
DiggitCamara DiggitCamara is offline
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Quote:
Originally Posted by Pleonast
(snip)
Expect false claims and expect some difficulty unraveling them.
And you, of course, will be part of the mason group, won't you?

D&R
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  #22  
Old 09-16-2007, 11:54 AM
Kat Kat is offline
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Eh. What the hey, I'll throw my name into the mix.
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  #23  
Old 09-16-2007, 02:36 PM
HazelNutCoffee HazelNutCoffee is offline
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I'd like to sign up. Hopefully I'll get Internet this Tuesday at my new apartment. The game won't start before then, will it?
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  #24  
Old 09-16-2007, 02:52 PM
Rysto Rysto is online now
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Quote:
Originally Posted by HazelNutCoffee
I'd like to sign up. Hopefully I'll get Internet this Tuesday at my new apartment. The game won't start before then, will it?
The game starts on the 28th.
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  #25  
Old 09-16-2007, 04:22 PM
Pleonast Pleonast is offline
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As Rysto, said game starts Friday the 28th, players chosen and roles assigned on Wednesday the 26th. I wanted to give everyone time to digest the rules before jumping in.
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  #26  
Old 09-16-2007, 04:26 PM
Drain Bead Drain Bead is offline
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I go out of town the 29th and am out until the 2nd. If that's a problem, I won't play, but I'll try to get on every day to at least read the posts and respond with something quick and cursory, even if it's just an "I'm here, guys."
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  #27  
Old 09-16-2007, 06:32 PM
MHaye MHaye is offline
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I've been reminded.

I'll be unable to post on the 9th, 11th and 16th of October (well, probably), and will have reduced access on other days between those times.

Family obligations.

If that's a problem I'll take a spot on the sub's bench.
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  #28  
Old 09-16-2007, 10:19 PM
NAF1138 NAF1138 is offline
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Quote:
Originally Posted by Kat
Should I? *ponders* How difficult is it to play and mod at the same time?
Not that hard, I did it with M2 and M3.

Good luck to all playing, I am sitting this one out (no time to really play), but will be following with interest.
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  #29  
Old 09-16-2007, 10:20 PM
Millit the Frail Millit the Frail is offline
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I really, really wish I could get back in....I miss my Mafia game something awful! However, I'm taking too many classes and it would be really irresponsible. My regrets. I'll be watching, though. Have fun!!
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  #30  
Old 09-17-2007, 09:21 AM
Pleonast Pleonast is offline
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Missing a few days here or there isn't game-breaking. Prolonged absences are the problem. Substitutions are very bad--I'd like to avoid them completely. In this game especially, where evaluating every Player is important (when everyone has a power Role), subs cause too much disruption. I'm more likely to mod-kill.

Because of how I've set up the Days, missing a weekend isn't catastrophic (in fact, I will be much slower to respond on weekends). So, Drain Bead, you'll only miss the middle of the Day. As long as you post some on the 28th and then before the Day ends on the 3rd, there's no problem. And MHaye, I don't see a problem.
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  #31  
Old 09-17-2007, 10:42 AM
fluiddruid fluiddruid is offline
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I'll sign up.
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  #32  
Old 09-17-2007, 11:36 AM
Hal Briston Hal Briston is online now
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Interest heavily expressed.
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  #33  
Old 09-17-2007, 12:31 PM
Blaster Master Blaster Master is offline
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Alrighty, I'm in... with the forethought that weekends are generally difficult for me. But me thinks I makes up for that during the week, yes?
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  #34  
Old 09-17-2007, 04:30 PM
ShadowFacts ShadowFacts is offline
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Quote:
Originally Posted by Pleonast
I'm giving plenty of time for sign ups, so everyone who's interested has a chance. In the mean time, because of the complexity of the rules, it might be a good time to ask questions about the various Roles and discuss possible strategies.
I have a couple of questions:

Quote:
Originally Posted by Pleonast
Vigilante: each Night may kill any one Player, including Vampires. Must target himself if the Player is later revealed to be on the Town Side.
So, just to be clear. If the Vigilante kills someone at night, and then the next day that victim’s “side” is revealed to be town, the Vigilante MUST kill him- or herself that night (if s/he’s not already been killed some other way). And the only “reveal” that counts is the one that comes from you (Pleonast), not some investigation or other role. For example, if the Vig kills a Freemason known to other Freemasons, the Vig is not obligated to commit suicide if the living masons come out and say “Hey, he was one of us!”


Quote:
Originally Posted by Pleonast
Zombie: may not do anything, except for an occasional color post during the Night. You still win or lose based on your original Side.
As far as I can tell, the only purpose of the zombie is to pad the numbers of the undead to help with their win condition, yes? And zombies cannot be killed again, right?


And finally, are we to assume that there will be no identifying of who killed whom? For example, will werewolf victims always have their throats ripped out? Will vigilante victims always be shot, or somesuch? I'm assuming no, since this game seems to be heavy on the mystery
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  #35  
Old 09-17-2007, 04:39 PM
Freudian Slit Freudian Slit is offline
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Quote:
Originally Posted by ShadowFacts
And finally, are we to assume that there will be no identifying of who killed whom? For example, will werewolf victims always have their throats ripped out? Will vigilante victims always be shot, or somesuch? I'm assuming no, since this game seems to be heavy on the mystery
In previous games, they made it clear when townspeople guessed wrong or right (whether they killed another townsperson or a werewolf). I think without that reveal, it would be a little....too mysterious!
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  #36  
Old 09-17-2007, 04:41 PM
Rysto Rysto is online now
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Quote:
So, just to be clear. If the Vigilante kills someone at night, and then the next day that victim’s “side” is revealed to be town, the Vigilante MUST kill him- or herself that night (if s/he’s not already been killed some other way). And the only “reveal” that counts is the one that comes from you (Pleonast), not some investigation or other role. For example, if the Vig kills a Freemason known to other Freemasons, the Vig is not obligated to commit suicide if the living masons come out and say “Hey, he was one of us!”
I read that as, if you kill a Townie then you must kill yourself 2 nights later.
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  #37  
Old 09-17-2007, 05:25 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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Quote:
Originally Posted by Rysto
I read that as, if you kill a Townie then you must kill yourself 2 nights later.
Would the Vig's self-kill be doc-blockable?

(or witch blockable.... but doc-block has such a zesty ring to it)
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  #38  
Old 09-17-2007, 05:26 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by ShadowFacts
So, just to be clear. If the Vigilante kills someone at night, and then the next day that victim’s “side” is revealed to be town, the Vigilante MUST kill him- or herself that night (if s/he’s not already been killed some other way). And the only “reveal” that counts is the one that comes from you (Pleonast), not some investigation or other role. For example, if the Vig kills a Freemason known to other Freemasons, the Vig is not obligated to commit suicide if the living masons come out and say “Hey, he was one of us!”
Rysto has it right. An example sequence:
Night 1: Alice the Vigilante kills Bob the Witch.
Day 2: it's revealed Bob is dead.
Day 3: it's revealed Bob is Town.
Night 3: Alice kills herself.
Day 4: it's revealed Alice is dead and Bob is a Witch.
Day 5: it's revealed Alice is Town.
Day 6: it's revealed Alice is a Vigilante.

Only the moderator's reveals count, because everything else is potentially a lie.
Quote:
As far as I can tell, the only purpose of the zombie is to pad the numbers of the undead to help with their win condition, yes? And zombies cannot be killed again, right?
Zombies are destroyed when the Necromancer is, although it won't be known immediately. Since dead Mafia players on the SDMB have a habit of haunting the living, I figured to make it an official part of the game.
Quote:
And finally, are we to assume that there will be no identifying of who killed whom? For example, will werewolf victims always have their throats ripped out? Will vigilante victims always be shot, or somesuch? I'm assuming no, since this game seems to be heavy on the mystery
You got to figure out who killed who for yourself.

And, Zoggie, yes, it will be very mysterious. The delayed release of information helps the scum hide their deceits. And also makes it hard for the scum to know which Role they killed.
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  #39  
Old 09-17-2007, 05:29 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by Diomedes
Would the Vig's self-kill be doc-blockable?

(or witch blockable.... but doc-block has such a zesty ring to it)
The Vigilante only needs to kill herself if she actually kills another Townie. Attempted murder is not a problem.

Edit: Doh! I misunderstood your question.

Yes, the Vig's attempt to kill herself could be blocked. But she'll keep trying until she succeeds. Very interesting.

Last edited by Pleonast; 09-17-2007 at 05:33 PM.
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  #40  
Old 09-17-2007, 06:06 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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---

Last edited by Diomedes; 09-17-2007 at 06:06 PM. Reason: weird
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  #41  
Old 09-17-2007, 06:10 PM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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Quote:
Originally Posted by Pleonast
Yes, the Vig's attempt to kill herself could be blocked. But she'll keep trying until she succeeds. Very interesting.
Aww! You didn't say she'd have to keep killing herself! Only that's she'd have to attack herself the next night.

I thought that would be an amazingly interesting thing: forcing the Vig to declare after a miskill, in an attempt to get the witches to protect her from herself.... but if they did, they'd be leaving the rest of the town open to attack.

Last edited by Diomedes; 09-17-2007 at 06:11 PM. Reason: pronoun modification
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  #42  
Old 09-17-2007, 07:25 PM
Kat Kat is offline
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Quote:
Originally Posted by Pleonast
Only the moderator's reveals count, because everything else is potentially a lie.Zombies are destroyed when the Necromancer is, although it won't be known immediately. Since dead Mafia players on the SDMB have a habit of haunting the living, I figured to make it an official part of the game.You got to figure out who killed who for yourself.
Will any of the Zombies be cheerleaders?
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  #43  
Old 09-17-2007, 07:28 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by Kat
Will any of the Zombies be cheerleaders?
If the Necromancer swings that way.
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  #44  
Old 09-19-2007, 03:55 AM
CatInASuit CatInASuit is offline
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Pleonast,

Add me to the list of interested players.

Cheers

CIAS
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  #45  
Old 09-19-2007, 10:50 AM
Pleonast Pleonast is offline
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We're up to 18 people interested in playing (check the Players link in my sig for a list). It's a random draw for players, so don't be afraid to jump in, it's not too late.
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  #46  
Old 09-19-2007, 11:38 AM
Boozahol Squid, P.I. Boozahol Squid, P.I. is offline
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Quote:
Originally Posted by Pleonast
(check the Players link in my sig for a list).

Nooooooo! unvote: Alpha before it's too late!
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  #47  
Old 09-19-2007, 01:39 PM
CatInASuit CatInASuit is offline
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And for those of without access to Google docs
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  #48  
Old 09-19-2007, 02:14 PM
Pleonast Pleonast is offline
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Quote:
Originally Posted by CatinaSuit
And for those of without access to Google docs
Ok, I made a crude mirror on the secret board. You'll have to register (it's painless). The actual secret scum forums should be well hidden.
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  #49  
Old 09-19-2007, 09:16 PM
Kat Kat is offline
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Well, yeah....and then we need to wait for approval to see it.
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  #50  
Old 09-19-2007, 09:30 PM
Kat Kat is offline
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Join Date: Mar 1999
Aha! Finally got the Google doc to load.

"ShadowFactsKat"? Have the two of us merged into one person? Does that deal come with superpowers?
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