With my game almost in signups, I figured I'd go ahead and post this.
There Goes the Neighborhood
Mod: LynchMePls
Backup-Mod: ReaperCharlie
Setup Review: Kdub, Tarballs
This neighborhood has always been such a nice place to live. Everyone knows each others names, the children all play together, and the community really watches out for one another. Unfortunately, rumor has it that a gang of drug traffickers have setup shop in some of the houses, and are using your quiet corner of the world as a stop in their drug running operations. It is up to you and your fellow citizens to stop this nefarious threat before it destroys the wonderful community you have built.
This game has the following special rules:
Special Notes for This Setup
E1) All end of day scenes will be "arrested" instead of "lynched". This is for flavor only. "Arrested" will, for all purposes, function exactly like "lynched" would in a game in the Normal queue.
E2) At the start of the game, the player list will be shuffled by a random list sorter (via random.org).
E3) Each player will have a night-talk-only QT with the player above them and the player below them. This will "wrap" around the top and bottom of the list (ex. Player 1 and Player 13 will have a QT). Please remember that you may not quote communications from any QT. Paraphrasing is fine.
E4) Whenever a player dies, his QTs will be closed. 1 new QT will be created, linking the players on each side of the dead player. (ex. Player 4 is lynched. The QTs for Player's 3-4 and 4-5 will be closed. A new QT will be opened for players 3-5.)
E5) Because this game is based heavily on quicktopics, there will be a 48 hour N0. The purpose for this time will be to use the quicktopics. No other powers/kills will be allowed on N0 (unless the role specifically says otherwise).
E6) The mafia faction(s) will have their own night-talk QT.
E7) Because a lot of action for this game will be occuring in the quicktopics, all quicktopics will be made public at the end of the game. If you don't want something you write to be public, don't write it!
E8) All night actions will be resolved using
Natural Action Resolution.
E9) If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.
E10) Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills are an exception to this rule.
E11) Non-investigative roles with an active ability will not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." if their action was unsuccessful.
E12) Flavor text in Role PMs do not contain any information about the setup beyond a player's own alignment and role unless it is explicitly stated that it pertains to the game. Flavor text in vote counts and mod scenes do not contain any information about the setup and are meant solely for entertainment value.