Metropolis: Revisited [Game Over]


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ThAdmiral
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Post Post #1600 (ISO) » Thu May 05, 2011 7:26 pm

Post by ThAdmiral »

Won by the only faction that deserved/earned it. Well done magua.
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Post Post #1601 (ISO) » Thu May 05, 2011 7:35 pm

Post by Baby Spice »

Firstly: Look at the nightrider QT and tell me I was wrong.

Secondly, IC's should flip as such, but should be able to win even with members down. (Perhaps by eliminating factions they loose their member from instead of controlling them)

Thirdly, perhaps add an IC.

But really knowing an IC was down would have changed everything.

Don't think it was unbalanced, but would like it a little less cut throat.
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Post Post #1602 (ISO) » Thu May 05, 2011 10:46 pm

Post by AGar »

This game...
Ski mask? Check! Sawed off? Check! Guilty conscience, fear of death? Check! Check! Check!

Get to know me. Or don't. I won't tell you what to do. I'm not God. Or your father. Or your boss.
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Post Post #1603 (ISO) » Fri May 06, 2011 12:59 am

Post by Kublai Khan »

Albert B. Rampage wrote:
camn wrote:PS, ABR. . . I dont think it was bad odds for the town.
If we would have all massclaimed, taken a breath and did some scumhunting, the town had a plenty fair chance!
I think we lost on recklessness and poor fundamental play in endgame, myself included. That is all.
No odds. We were at 6 town 1 DSK, right? We were just all too rash.

A lesson for us all.. fundamentals, fundamentals, fundamentals.


Realistically, if KL didn't call Magua town, we would have killed him.


Yeah, but I think that's what camn is saying. If we'd taken a moment to question our "knowns", then we might have remembered that Magua (& me, really) weren't as clear as we were before we found the last NR.

She's right, too.
Occasionally intellectually honest

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Post Post #1604 (ISO) » Fri May 06, 2011 1:27 am

Post by KageLord »

Albert B. Rampage wrote:
That coupled with KL thinking he was town....KL thought I was scum too and tunneled me for god knows how long, I hope I was framed because damn.


You were indeed, brosieur. Unlucky on that really. I second-guessed that result a lot because of how you were the voice of reason for a lot of the game, but I just didn't think the odds of you being framed N1 were great enough.

Btw, I wasn't a normal cop. 2-shot cop, 2-shot watcher, 2-shot tracker. Didn't expect you to follow my results without question after I died (especially with the presence of mixmaster for a night and framers) otherwise I would have called Magua "not mafia".

Great game by Magua though. Even knowing that there was always a chance of him being DSK, I only doubted him twice and those doubts were quickly assuaged each time.
Show
Manga Version of Mafia... WTF?

Record:


Town: 5W/3L
Mafia: 3W/2L
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Post Post #1605 (ISO) » Fri May 06, 2011 1:29 am

Post by MagnaofIllusion »

Baby Spice wrote:Firstly: Look at the nightrider QT and tell me I was wrong.


You were wrong. Moving on ...

Good job Magua. You did well and deserve the Win and Noms and all those accolades. You are also correct that killing me was a stupid move. It's like you were working under a false assumption about how the game worked (hint ... you were).

Oh look, the IC could recruit when they lost a player. Yeah, they needed MORE help :roll:

This abominiation of a game is being struck from my Wiki. My posts in the Dead QT stand.
"I am a leaf on the wind ... watch how I soar!"

Pretty much Geriatric game restricted at this point ... unless there are players I REALLY want to play with.
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Post Post #1606 (ISO) » Fri May 06, 2011 3:38 am

Post by Magua »

Can someone post the QTs?
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Post Post #1607 (ISO) » Fri May 06, 2011 3:39 am

Post by Lady Lambdadelta »

KageLord wrote:
Albert B. Rampage wrote:
That coupled with KL thinking he was town....KL thought I was scum too and tunneled me for god knows how long, I hope I was framed because damn.


You were indeed, brosieur. Unlucky on that really. I second-guessed that result a lot because of how you were the voice of reason for a lot of the game, but I just didn't think the odds of you being framed N1 were great enough.

Btw, I wasn't a normal cop. 2-shot cop, 2-shot watcher, 2-shot tracker. Didn't expect you to follow my results without question after I died (especially with the presence of mixmaster for a night and framers) otherwise I would have called Magua "not mafia".

Great game by Magua though. Even knowing that there was always a chance of him being DSK, I only doubted him twice and those doubts were quickly assuaged each time.


That was mine. I knew the cop would invest you N1.
Yes my Lord, but questions are dangerous, for they have answers.

13 heads and counting now, plurality is adaptive. If our experience might help you,
click here
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If you wish to
speak to one of us
, we are Niamh, Rhiannon, Rhea, Aisling, Saoirse, Selene, Aoife, Fírinne, Aurélie, Lyra, Airna, Fiadh and Laoise.
Soar on wings of retribution and set the world ablaze
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Post Post #1608 (ISO) » Fri May 06, 2011 3:39 am

Post by Lady Lambdadelta »

EBWOP: I knew the cop would Invest ABR N1.
Yes my Lord, but questions are dangerous, for they have answers.

13 heads and counting now, plurality is adaptive. If our experience might help you,
click here
.
If you wish to
speak to one of us
, we are Niamh, Rhiannon, Rhea, Aisling, Saoirse, Selene, Aoife, Fírinne, Aurélie, Lyra, Airna, Fiadh and Laoise.
Soar on wings of retribution and set the world ablaze
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Post Post #1609 (ISO) » Fri May 06, 2011 5:16 am

Post by ReaperCharlie »

Roles:



Citizens

Chief of Police
(2s-Tracker/2s-Cop/2s-Watcher)
Paramedic [type A]
(cannot protect the same person twice in a row. cannot self-protect)
Paramedic [type B]
(cannot protect the same person twice in the game. can self-protect)
Security Supervisor
(jailkeeper)
Security Officer
(one-shot jailkeeper)
Security Officer
(one-shot jailkeeper)
Mixmaster
(bus-driver w/1s-three-way busdrive)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
* One is in the
Inner Circle


Skull Crushers

Gang Leader
(godfather w/1s-BP)
Streetwalker
(roleblocker)
Implicator
(framer)
Gang Member
(goon)
* One is in the
Inner Circle


Night Riders

Gang Leader
(godfather w/1s-BP)
Streetwalker
(roleblocker)
Implicator
(framer)
Gang Member
(goon)
* One is in the
Inner Circle


Day Serial Killer

Day-SK
(kills days, duh)

Night Serial Killer

Night-SK
(kills nights, duh)





Role PMs:



Welcome to
Metropolis:
Revisited
, playername!

You are a
Citizen
of Metropolis. You have no abilities other than your voice and your fists, so use them wisely!

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are
the Chief of Police
; aligned with the
Citizens
.

the Chief of Police didn't get to where he was from a path of incompetence. He graduated at the top of his class in the Metropolis Law Enforcement Academy, worked his way through the ranks, and excelled at every task he put his hand to. He has acquired a number of specialized skills over the years and is the most respected officer in the Force. With the former Chief of Police killed by gang violence, he was unanimously appointed to the deceased's office by the City Council.


You have three specific abilities. You may only use one of your abilities each night.
-
Investigate:
You may choose to Investigate someone on each of
two
nights, to attempt to ascertain their alignment.
-
Watch:
You may choose to Watch someone on each of
two
nights, to ascertain who targeted them with an action that night.
-
Track:
You may choose to Track someone on each of
two
nights, to ascertain who they targeted with an action that night.

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Paramedic
; aligned with the
Citizens
.

the Paramedics have been dispatched to the amusement park from Metropolis General Hospital. They are charged with assisting the injured and doing their best to ensure that nobody else will get hurt. However, they can't be everywhere at once, and so cannot prevent all violence within the park. They are a night EMT team that has been assigned to the park until sunrise, at which time the park will (presumably) be cleared and the remaining injured patrons evacuated.


Your role ability:
-
Protect:
You may choose to Protect someone each night, to attempt to save them from dying that night. You may not protect someone two nights in a row. If two or more killing actions target the player you chose to Protect, both you and the player will die. You may not self-protect.

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Paramedic
; aligned with the
Citizens
.

the Paramedics have been dispatched to the amusement park from Metropolis General Hospital. They are charged with assisting the injured and doing their best to ensure that nobody else will get hurt. However, they can't be everywhere at once, and so cannot prevent all violence within the park. They are a night EMT team that has been assigned to the park until sunrise, at which time the park will (presumably) be cleared and the remaining injured patrons evacuated.


Your role ability:
-
Protect:
You may choose to Protect someone each night, to attempt to save them from dying that night. You may not protect the same person twice in the game, so choose your targets wisely as the game progresses! The only exception to this rule is when self-protecting. You may self-protect an unlimited number of times.

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Security Supervisor
; aligned with the
Citizens
.

the Security Officers patrol the park in droves, attempting—by persuasion of spoken word or threat of force—to dissuade rowdy park patrons from instigating violence amongst themselves. Some are more skilled at plying their trade than others; these are the ones who work the dreaded Night Shift, where the entire park is watched by only a skeleton crew of these brave individuals. Fortunately, due to the nature of their training, on-the-job mortality rates are low.


Your role ability:
-
Detain:
You may choose to Detain someone each night; if your action is successful, it will stop your target from targeting any players with a night action. It will also stop them from being targeted with any other night actions.

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Security Officer
; aligned with the
Citizens
.

the Security Officers patrol the park in droves, attempting—by persuasion of spoken word or threat of force—to dissuade rowdy park patrons from instigating violence amongst themselves. Some are more skilled at plying their trade than others; these are the ones who work the dreaded Night Shift, where the entire park is watched by only a skeleton crew of these brave individuals. Fortunately, due to the nature of their training, on-the-job mortality rates are low.


Your role ability:
-
Detain:
You may choose to Detain someone once in the game at night. If your action is successful, it will stop your target from targeting any players with a night action. It will also stop them from being targeted with any other night actions.

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are the
Mixmaster
; aligned with the
Citizens
.

the Mixmaster plies his trade via the turntables, not the 139 route. He's never been a fan of the oppressive government in Metropolis, so he plays music designed specifically to incite feelings of anarchy and discontentment within park patrons. This causes them to get up and jump around, and during the concerts he throws at the park's main stage, visitors often find themselves hopelessly lost in the crowd; separated from their group, and alone.


You have two specific abilities. You may only use one of your abilities each night.
-
Mix and Match:
You may choose to Mix and Match two targets each night (i.e. switching the night actions that would have targeted each); if successful, any actions that would have targeted Player A now target Player B, and vice versa.
-
Super Ultra Mix:
Once in the game, you may choose to Ultra Mix three targets, creating a chain of events similar to your other ability, but with a more intricate effect. (i.e. any actions that would have targeted Player A now target Player B, any actions that would have targeted Player B now target Player C, and any actions that would have targeted Player C now target Player A).

You win when all threats to the
Citizens
are eliminated!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are the
Gang Leader
; aligned with the
Skull-Crushers
.

You have two specific abilities, one active and one passive.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Investigation Immunity
: This passive ability causes you to appear as a Citizen to any Investigative roles, should they investigate you.

You win when all threats to the
Skull-Crushers
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Streetwalker),
playername
(Implicator), and
playername
(Goon).
The Skull-Crushers quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Streetwalker
; aligned with the
Skull-Crushers
.

You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Seduction
: You may choose to seduce another player each night. If your action is successful, any night action they have will not resolve.

You win when all threats to the
Skull-Crushers
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Implicator), and
playername
(Goon).
The Skull-Crushers quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are an
Implicator
; aligned with the
Skull-Crushers
.

You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Frame
: You may choose to Frame someone on each of
two
nights. If your action is successful, it will cause them to appear as scum to any Investigative roles.

You win when all threats to the
Skull-Crushers
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Goon).
The Skull-Crushers quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Skull-Crusher
.

Your only ability is the following:
-
Night Kill:
A shared ability between you and your faction. May be used each night.

You win when all threats to the
Skull-Crushers
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Implicator).
The Skull-Crushers quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are the
Gang Leader
; aligned with the
Night Riders
.

You have two specific abilities, one active and one passive.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Investigation Immunity
: This passive ability causes you to appear as a Citizen to any Investigative roles, should they investigate you.

You win when all threats to the
Night Riders
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Streetwalker),
playername
(Implicator), and
playername
(Goon).
The Night Riders quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Streetwalker
; aligned with the
Night Riders
.

You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Seduction
: You may choose to seduce another player each night. If your action is successful, any night action they have will not resolve.

You win when all threats to the
Night Riders
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Implicator), and
playername
(Goon).
The Night Riders quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are an
Implicator
; aligned with the
Night Riders
.

You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Frame
: You may choose to Frame someone on each of
two
nights. If your action is successful, it will cause them to appear as scum to any Investigative roles.

You win when all threats to the
Night Riders
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Goon).
The Night Riders quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are a
Night Rider
.

Your only ability is the following:
-
Night Kill:
A shared ability between you and your faction. May be used each night.

You win when all threats to the
Night Riders
are eliminated, or when nothing can stop you from taking control of Metropolis!

The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Implicator).
The Night Riders quicktopic is located here.

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are the
Day Serial Killer
; and you shall have no mercy for anyone in your path.

there are also some Serial Killers on the loose in Metropolis. For what big city doesn't have cryptic killers that yearn for wanton violence? and Metropolis is no exception. These fearsome people will kill without mercy, and virtually nothing will be able to stand in their way. You must always remember to watch your six, or you will find yourself sleeping with the fishes faster than you can say "hack'n'slash!"


Your role abilities:
-
Sharp as a Knife:
Each night, you may choose one person to brutally murder in broad daylight.
-
Bulletproof Vest:
You have a bulletproof vest which will stop one attempt on your life, either during day or night.

You win when all threats to your survival are eliminated, and nothing can stop you from wreaking havoc and destroying Metropolis!

The game thread is here. Please /confirm in-thread that you've received your role PM.

Welcome to
Metropolis:
Revisited
, playername!

You are the
Night Serial Killer
; and you shall have no mercy for anyone in your path.

there are also some Serial Killers on the loose in Metropolis. For what big city doesn't have cryptic killers that yearn for wanton violence? and Metropolis is no exception. These fearsome people will kill without mercy, and virtually nothing will be able to stand in their way. You must always remember to watch your six, or you will find yourself sleeping with the fishes faster than you can say "hack'n'slash!"


Your role abilities:
-
Bullet to the Head:
Each night, you may choose one person to covertly dispatch in the dark of night.
-
Bulletproof Vest:
You have a bulletproof vest which will stop one attempt on your life, either during day or night.

You win when all threats to your survival are eliminated, and nothing can stop you from wreaking havoc and destroying Metropolis!

The game thread is here. Please /confirm in-thread that you've received your role PM.


And then the Inner Circle PM:


You were not like the others... You were special.

After years of being watched by the powers that be, you were selected... for what? They never told you. But what you do know is that all you have known for sure since that day is that you were meant to be someone. To be some
thing
. To accomplish a goal, that without you, would never be accomplished.

No, you were not like the others. You were quite special indeed.

At first, you wept to be so alone. You wept to be so forgotten. Had you been deceived? Had you been abandoned? The bitter tears spilled down your face night after night, as you contemplated the reason for your forlorn existence.

But then came the others.


And with them... came your salvation.





Mod Notes (SHHHH!):



The Serial Killers:
The DSK and NSK both have bulletproof vests which will stop one attempt on their life, whether lynch or scum NK. However, since Serial Killers always plan for every contingency, vice deaths being a random happenstance or collateral damage, as with gangs, the bulletproof vests will not protect against each other. A single kill attempt from either SK will kill the other. This IS rather bastardly, mostly because the role PM specifically says their BP vest will save them against "any attempt on their life, day or night", but I don't expect that the SKs will kill each other off right away. It's just a contingency plan.

The Mixmaster:
The Mixmaster does not know this, but the "Ultra Mix" ability he has is much more powerful than it says on the label. Not only does it Bus-drive three people (in order) so that the actions affecting them are rotated cyclically, but it also affects the actions they take as well, much like a Redirector (The regular "Mix" ability does not affect actions performed by its targets, only actions affecting them. It's a vanilla Busdrive action.)

First, the Ultra Mix ability will cause any Cop investigations done by his targets to come back paranoid, as in, always "scum" or the equivalent in flavor. Second, any Doc protections done by his Ultra Mix targets will be randomized to point to somebody other than the intended target. The Ultra Mix does not affect blocking actions such as roleblocking or jailkeeping (even though it could also be considered a protection action, here it is considered a blocking action), nor does it affect frame actions or the bulletproof vest assignment by the IC. Most importantly, though: any kills performed by anyone affected by the "Ultra Mix" ability will not go through. And this is quite possibly the only "good" part. Except for the vague possibility of some of the extreme havoc possible with the Ultra Mix actually turning out to be good instead of bad (just as unlikely as it is likely), this may be the only real net pro-town gain from using this action.

IC: Inner Circle Ambiguity:
Ambiguity is wholly intended to surround the fate of the Inner Circle if they are to lose one of their numbers. In the previous game (Metropolis_(game) on the MS wiki), the IC could not win unless they experienced absolutely no casualties. With the addition of quite a few new players and roles (especially another SK which they can't control), this has been changed. Non-IC players are
meant
to assume that if one IC member dies, they all auto-lose or auto-suicide, or something to that effect. However the truth is far more sinister. If one (and only one) of the Inner Circle is to perish at any given time, they will flip as their cover faction, and not as Inner Circle. At this time, the Inner Circle will be informed of a shift in their ability set: They now have a one-shot recruit ability to be used on any player in the game. But it will only work on some, and if used on certain players, will result in (possibly VERY) unfavorable circumstances for the Inner Circle. So it is a gamble, but it must be taken (it is mandatory). This is their one chance to restore their numbers to 'full strength' and play out the rest of the game. The stipulations for the one-shot recruit are as follows. If they attempt to recruit:

- a vanilla Citizen: They will be recruited successfully, and will (temporarily) take the place of the deceased member. If the situation arises where he becomes the only remaining member of the IC, the Free Your Mind stipulation allows him to break the assimilation of the IC and return to his original faction, albeit not without adverse effects (more details specified under the Free Your Mind stipulation).
- a Skull-Crusher or Night Rider: The recruitment attempt will fail (neither gang should have two moles, duh). The potential recruitee will not be informed of the recruitment attempt, and neither he nor the IC's win conditions will change.
- either Serial Killer: All remaining Inner Circle members will die immediately. Serial Killers tend to do that...
- the Chief of Police: All Inner Circle members are revealed as IC publicly. Everyone else will decide their fate.
- a Security Officer: The entire team will be effectively jailed for 2 day/night cycles, and then (after the "investigation") they'll be outed as IC just as before.
- a Paramedic [either type A or type B]: They will be given the option to join the Inner Circle (without being informed of the IC's identities), but they can also refuse. If they refuse, the IC win condition does not change, and neither does the Paramedic's. If they accept, they will be recruited successfully, and will take the place of the deceased member. If they accept, they will have made the choice of their own volition, and will NOT be allowed the Free Your Mind stipulation.
- the Mixmaster: Instead of recruiting the Mixmaster, the recruitment choice will be redirected to a random person, the otherwise applicable effects (i.e. the above options) will be applied (whether that be death, jail, failure, etc).

If they recruit successfully, the game will continue as normal, except for the alignment and wincon change of the single Inner Circle recruit. The previously killed Inner Circle member will still win with the Inner Circle, but is not allowed to talk to them in the Inner Circle QT any more; though his posts will remain in the QT obviously. For other possible outcomes, read on.

The Lover Stipulation:
If -- after the first recruitment attempt -- the Inner Circle loses
another
member (or, conversely, if the recruitment attempt fails WITHOUT them being outed as IC by the COP or CSO), then both remaining members become functionally identical to Lovers. They are still Inner Circle-aligned, and if they are the last two alive in the game, (or constitute a majority at the start of any Day phase), they and their faction mates (deceased or not) will win. However, they are also linked to each other. If one of them is killed, the other will suicide immediately, whether Day or Night. The IC will not be informed of this stipulation unless such a situation happens. This stipulation is subject to (and if applicable, will defer to) the Free Your Mind stipulation, in which it still holds some power, but not entire power. The IC will not be informed of this stipulation unless such a situation happens, (which
is
likely, but I don't want to complicate things too much at first for them).

The Survivor Stipulation:
If at any point two Inner Circle members are killed simultaneously (or before a recruitment choice is initiated), the remaining member of the Inner Circle (be they 'town' or 'scum') will immediately become Neutral* IC-aligned Survivors and can win the game by themselves. If s/he is still alive when another faction achieves their wincon (i.e. scum attain majority, DSK is 1/3 of the players at the start of a day -- give or take an IC BP vest, NSK is 1/2 of the players at the start of a night -- again, give or take an IC BP vest. These aren't official wincons, just quick summaries that may or may not be entirely accurate), then they (!! and their faction mates in the IC !!) will also win the game (joint win), and the game will end without any of the last kills resolving. The IC will not be informed of this stipulation unless such a situation happens, which is pretty unlikely.

The 'Free Your Mind' Stipulation:
If the situation should arise where the original three IC members are dead, and only the recruit remains, they will receive a choice: They can either return to their original faction (i.e. reverse the IC brainwashing), or choose to stay aligned with the Inner Circle. The IC recruit is only informed of the choice once all of the original IC die (flavor reason is that their mind was enslaved against their will -- obv Matrix/Star Trek influence, lol -- and now that they are free from the assimilation, they realizes that they have a choice). If they is to choose to stay with the Inner Circle voluntarily, they will (unbeknownst to them) die after one day-night cycle, as the Lover Stipulation will still apply, only in a lesser form (with the delay). The recruit will not be told of this. However, if they is to choose to return to their original faction, then their wincon will revert back to what it was before, and the game will continue with the Inner Circle having been entirely eliminated. The IC will not be informed of this stipulation unless such a situation happens, which is pretty unlikely.
Note
: If there is a Paramedic who has joined the Inner Circle voluntarily, he will not be allowed this stipulation. Since his assimilation was by choice, it will remain in place until the grave. Which, incidentally, is where he will go. Immediately. (see Lover Stipulation).

Limited-shot abilities, etc.:
Make sure when resolving night actions that you pay attention to the fact that some of the actions are limited-shot, or have other restrictions regarding their possible targets. First, both of the framers are TWO-shot only. Don't let them perform their action after that. Second, the Paramedics. Make sure that you pay attention to the restrictions specific to type A and B; that is, one cannot protect himself, and cannot protect anyone in the game two nights running -- and the other cannot protect anyone twice EVER, but can self-protect in an unlimited capacity. If that Paramedic is ever recruited by the Inner Circle, it'll be crazy. But then, I expect a lot of this game to be crazy.
Show
"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

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User avatar
ReaperCharlie
ReaperCharlie
Jack of All Trades
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User avatar
ReaperCharlie
Jack of All Trades
Jack of All Trades
Posts: 5105
Joined: October 19, 2009

Post Post #1610 (ISO) » Fri May 06, 2011 5:31 am

Post by ReaperCharlie »

Night Actions:


Night 1 Actions - Order of Receipt

Hre
zs
<is elected to wear the bulletproof vest for Night 1 and Day 2>
Albert B. Rampage
<jails>
Kublai Khan

Kublai Khan
<protects>
Magua

AGar
<ultra-mixes>
MagnaofIllusion
->
Albert B. Rampage
->
AlmasterGM
(->)
Kise
<protects>
Kise
(self-protect)
curiousk
armadog
<kills>
AGar

Bunnylover
<blocks>
MagnaofIllusion

Plum
<jails>
Bunnylover

KageLord
<investigates>
Albert B. Rampage

Fri
end
<blocks>
Plum

MagnaofIllusion
<frames>
curiousk
armadog

Lady Lambdadelta
<frames>
Albert B. Rampage

AlmasterGM
<kills>
camn



Night 1 Actions - Order of Resolution + Result

Hre
zs
<is elected to wear the bulletproof vest for Night 1 and Day 2>
AGar
<ultra-mixes>
MagnaofIllusion
->
Albert B. Rampage
->
AlmasterGM
(->) |
ALL ACTIONS TARGETING MAGNA NOW TARGET ABR, ABR -> AGM, AGM -> MAGNA.

Bunnylover
<blocks>
MagnaofIllusion
|
ALBERT B RAMPAGE IS BLOCKED, THANKS TO THE ULTRA-MIX

Albert B. Rampage
<jails>
Kublai Khan
|
ALBERT B RAMPAGE IS BLOCKED, THANKS TO THE ULTRA-MIX

Plum
<jails>
Bunnylover
|
PLUM WAS BLOCKED BY FRIEND

Fri
end
<blocks>
Plum
|
PLUM CANNOT PERFORM HER ACTION

MagnaofIllusion
<frames>
curiousk
armadog
|
CURIOUSKARMADOG IS FRAMED, AND WOULD SHOW UP AS SCUM REGARDLESS OF GF ABILITY IF INVESTIGATED

KageLord
<investigates>
Albert B. Rampage
|
ALMASTERGM IS INVESTIGATED, THANKS TO THE ULTRA-MIX. RESULT TURNS UP
"SCUM"
BECAUSE ALMASTERGM WAS ALSO FRAMED

Lady Lambdadelta
<frames>
Albert B. Rampage
|
ALMASTERGM IS FRAMED, THANKS TO THE ULTRA-MIX

Kublai Khan
<protects>
Magua
|
UN-NEEDED, NOBODY TARGETED MAGUA

Kise
<protects>
Kise
(self-protect) |
UN-NEEDED, NOBODY TARGETED KISE

curiousk
armadog
<kills>
AGar
|
AGAR DIES

AlmasterGM
<kills>
camn
|
ALMASTERGM WAS ULTRA-MIXED, CAMN LIVES



Night 1 Results

AGar
dies (don't forget to give him the Dead QT)
KageLord
receives investigation results on
ABR
saying he's scum



Night 2 Actions - Order of Receipt

Hre
zs
<is elected to wear the bulletproof vest for Night 1 and Day 2>
Albert B. Rampage
<jails>
Kublai Khan

Kublai Khan
<protects>
Magua

AGar
<ultra-mixes>
MagnaofIllusion
->
Albert B. Rampage
->
AlmasterGM
(->)
Kise
<protects>
Kise
(self-protect)
curiousk
armadog
<kills>
AGar

Bunnylover
<blocks>
MagnaofIllusion

Plum
<jails>
Bunnylover

KageLord
<investigates>
Albert B. Rampage

Fri
end
<blocks>
Plum

MagnaofIllusion
<frames>
curiousk
armadog

Lady Lambdadelta
<frames>
Albert B. Rampage

AlmasterGM
<kills>
camn



Night 2 Actions - Order of Resolution + Result

Hre
zs
<is elected to wear the bulletproof vest for Night 2>
Albert B. Rampage
<jails>
Magua
|
NO EFFECT, MAGUA HAS NO NIGHT ACTIONS AND IS NOT TARGETED BY ANYONE

Bunnylover
<blocks>
Magua
|
NO EFFECT, MAGUA WAS JAILKEPT ALREADY

Fri
end
<does not submit an action> |
NO ACTION == NO EFFECT, DUH

Lady Lambdadelta
<frames>
Fri
end
|
FRIEND WOULD APPEAR GUILTY BUT IS NOT INVESTIGATED

MagnaofIllusion
<frames>
camn
|
CAMN WOULD APPEAR GUILTY BUT IS NOT INVESTIGATED

KageLord
<investigates>
Kublai Khan
|
RECEIVES THE RESULT THAT KUBLAI KHAN IS TOWN

Kise
<protects>
Kise
(self-protect) |
NO EFFECT

Kublai Khan
<protects>
Hre
zs
|
HREZS IS PROTECTED BY THE BP VEST ALREADY

AlmasterGM
<kills>
curiousk
armadog
|
CURIOUSKARMADOG DIES

curiousk
armadog
<kills>
AlmasterGM
|
ALMASTERGM DIES



Night 2 Results

curiousk
armadog
and
AlmasterGM
both die (don't forget to give them the Dead QT)
KageLord
receives investigation results on
Kublai Khan
saying he's town



Night 3 Actions - Order of Receipt

Xal
xe
<is elected to wear the bulletproof vest for Night 3>
Albert B. Rampage
<jails>
StrangerCoug

KageLord
<tracks>
StrangerCoug

Kublai Khan
<protects>
Magua

Kise
<protects>
Kise
(self-protect)
Bunnylover
<blocks>
Albert B. Rampage

Exe
<kills>
Magua

Xal
xe
<kills>
Bunnylover

Xal
xe
<blocks>
Magua

Inner Circle
<attempts to recruit>
Kast



Night 3 Actions - Order of Resolution + Result

Xal
xe
<is elected to wear the bulletproof vest for Night 3>
Bunnylover
<blocks>
Albert B. Rampage
|
ABR'S JAIL ACTION IS BLOCKED

Albert B. Rampage
<jails>
StrangerCoug
|
ABR WAS BLOCKED BY BUNNYLOVER

Xal
xe
<blocks>
Magua
|
NO EFFECT, MAGUA HAS NO ACTION

KageLord
<tracks>
StrangerCoug
|
GETS RESULT THAT STRANGERCOUG WENT NOWHERE

Kise
<protects>
Kise
(self-protect) |
LULZ ENSUE AS KISE COWERS BEHIND SYRINGES YET AGAIN

Kublai Khan
<protects>
Magua
|
MAGUA IS SAVED FROM EXE'S KILL

Exe
<kills>
Magua
|
MAGUA WAS SAVED BY KUBLAI KHAN (SO HIS 1-SHOT BP/LP ISN'T WASTED)

Xal
xe
<kills>
Bunnylover
|
BUNNYLOVER DIES

Inner Circle
<attempts to recruit>
Kast
|
KAST IS SUCCESSFULLY RECRUITED



Night 3 Results

Bunnylover
dies (don't forget to give her the Dead QT)
KageLord
receives track results on
StrangerCoug
saying he went nowhere
Kast
is recruited by the
Inner Circle
, and becomes
Ka
st




Night 4 Actions - Order of Receipt

Mu
te
<is elected to wear the bulletproof vest for Night 4>
Albert B. Rampage
<jails>
Exe

KageLord
<tracks>
Albert B. Rampage

Kise
<protects>
Kise
(self-protect)
Mu
te
<kills>
KageLord

Mu
te
<blocks>
Kise

Kublai Khan
<protects>
Albert B. Rampage

Exe
<kills>
StrangerCoug



Night 4 Actions - Order of Resolution + Result

Mu
te
<is elected to wear the bulletproof vest for Night 4>
Albert B. Rampage
<jails>
Exe
|
EXE IS THROWN IN JAIL FOR THE NIGHT

Mu
te
<blocks>
Kise
|
KISE IS BLOCKED FROM PROTECTING HIMSELF FOR THE FOURTH TIME ;P

KageLord
<tracks>
Albert B. Rampage
|
KAGELORD DIES BEFORE SEEING HIM VISIT EXE

Kise
<protects>
Kise
(self-protect) |
KISE IS BLOCKED, BUT IT DOESN'T MATTER

Kublai Khan
<protects>
Albert B. Rampage
|
ABR IS PROTECTED, BUT IT DOESN'T MATTER

Mu
te
<kills>
KageLord
|
KAGELORD DIES

Exe
<kills>
StrangerCoug
|
EXE WAS JAILKEPT BY ABR, STRANGERCOUG LIVES



Night 4 Results

KageLord
dies (don't forget to give him the Dead QT)



Night 5 Actions - Order of Receipt

Kise
<protects>
Magua

Albert B. Rampage
<jails>
Mu
te

Kublai Khan
<protects>
Magua

Mu
te
<kills>
Plum

Mu
te
<blocks>
Kise



Night 5 Actions - Order of Resolution + Result

Albert B. Rampage
<jails>
Mu
te
|
MUTE IS JAILKEPT BY ABR

Mu
te
<blocks>
Kise
|
MUTE IS JAILKEPT BY ABR

Kise
<protects>
Magua
|
MAGUA DOESN'T DIE, DUH

Kublai Khan
<protects>
Magua
|
MAGUA DOESN'T DIE, DUH

Mu
te
<kills>
Plum
|
MUTE IS JAILKEPT BY ABR



Night 5 Results

Nothing happens, and everyone wakes up without a bullet hole in their back!



Night 6 Actions - Order of Receipt

Kublai Khan
<protects>
StrangerCoug

Kise
<protects>
Albert B. Rampage

Albert B. Rampage
<jails>
Kast



Night 6 Results

Nothing happens, and everyone wakes up without a bullet hole in their back!



After Night 6, I stopped resolving Night Actions, because they had no effect on anything.

After Night 7, the game became Nightless.
Show
"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

Spoiler:
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê
ÔûêÔûêÔûêÔûêÔûêÔûêÔûê

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ReaperCharlie
ReaperCharlie
Jack of All Trades
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ReaperCharlie
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Posts: 5105
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Post Post #1611 (ISO) » Fri May 06, 2011 5:47 am

Post by ReaperCharlie »

Another list:


01. AGar -
Mixmaster

02. Untrod Tripod -
Night Serial Killer

03. Kise -
Paramedic

04. Friend -
Night Riders - Streetwalker
(Inner Circle)

05. DrippingGoofball -
Citizen

06. ObliviousDruidMuncher -
Citizen

07. MagnaofIllusion -
Night Riders - Implicator

08. Toogeloo -
Citizen

09. KageLord -
Chief of Police

10. ThAdmiral -
Citizen

11. Nachomamma8 -
Citizen

12. Exe -
Skull-Crushers - Goon

13. Albert B. Rampage -
Security Supervisor

14. Hrezs -
Security Officer
(Inner Circle)

15. Magua -
Day Serial Killer

16. Lady Lambdadelta -
Skull-Crushers - Implicator

17. curiouskarmadog -
Skull-Crushers - Gang Leader
(Inner Circle)

18. AlmasterGM -
Night Riders - Gang Leader

19. Plum -
Security Officer

20. Baby Spice -
Night Riders - Goon

21. Bunnylover -
Skull-Crushers - Streetwalker

22. GummyBear -
Citizen

23. Kublai Khan -
Paramedic [A]

24. Wraith -
Citizen


-----

Randomizing:

Here is a screenshot of the randomizer I made, with the official assignments shown.

Image

Security officers:

I rolled random.org to get 2/3/4 out of the list to be security officers; it chose 3 officers.
I rolled once again to pick the supervisor (non-1shot), and it chose Albert B. Rampage.
Then I ghetto-edited the security officers into the image with paint, and saved as a .jpg file.

Disclaimer:

(I didn't really
need
a custom randomizer; random.org would have work just fine for it, but I think that making this randomizer for this game was very important, as it was one of the things that helped people understand how the Inner Circle was distributed in a visual way. Having a visual representation and a refreshable view of how the Inner Circle could possibly have been distributed was, I think, quite important).
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"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

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ReaperCharlie
ReaperCharlie
Jack of All Trades
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ReaperCharlie
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Post Post #1612 (ISO) » Fri May 06, 2011 5:55 am

Post by ReaperCharlie »

And somebody remind me: I still have to post those two surveys.


1. One about the setup, things you liked and didn't like, ways you think it could be improved, etc.
2. One about the players, who you think did well/poorly, happenings that you really enjoyed, etc.

I'll also be going back and responding to everyone's comments/complaints/constructive criticism.
Show
"Take me to Pleasure Town!" "Look, the most Glorious Rainbow Ever!" "Do me on it!" -

Spoiler:
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Albert B. Rampage
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Post Post #1613 (ISO) » Fri May 06, 2011 7:11 am

Post by Albert B. Rampage »

[ This is not the place for that. Duh. - RC ]
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Post Post #1614 (ISO) » Fri May 06, 2011 10:05 am

Post by Kublai Khan »

ReaperCharlie wrote:Exe <kills> Magua | MAGUA WAS SAVED BY KUBLAI KHAN (SO HIS 1-SHOT BP/LP ISN'T WASTED)


Okay.. I don't feel so bad. I only protected his bulletproof vest.
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Post Post #1615 (ISO) » Fri May 06, 2011 11:22 am

Post by StrangerCoug »

ReaperCharlie wrote:1. One about the setup, things you liked and didn't like, ways you think it could be improved, etc.

The mentality that there was a bunch of scum was very strong and I felt that there was not much room for error. It required strong play not to rely heavily on luck. I also feel that the way the Inner Circle was modded made the concept confusing.

ReaperCharlie wrote:2. One about the players, who you think did well/poorly, happenings that you really enjoyed, etc.

The town did its best, but the scum claims made the game seem anticlimactic. I feel it should have been punished somehow other than what I call "wrath of the players" (basically, letting confirmed scum being lynched).
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Post Post #1616 (ISO) » Fri May 06, 2011 4:11 pm

Post by ReaperCharlie »

Yeah, I've considered blacklisting them [both, all], but I'm not sure how positive of an effect it would have. I usually only blacklist flakers and intentionally antagonistic people. Anyway, the surveys are still coming later, but I am wondering SC, what about the way the IC was modded made them confusing? The no-IC-flips, or the wiki error?

Also, if anyone's interested on helping to decide what game I run next, please fill out this poll: http://www.mafiascum.net/forum/viewtopi ... =5&t=17392
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Post Post #1617 (ISO) » Fri May 06, 2011 4:17 pm

Post by Albert B. Rampage »

I invited everyone to the game I'm playing in the Open Queue, what the fuck does that have to do with you?
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Post Post #1618 (ISO) » Fri May 06, 2011 4:33 pm

Post by Mute »

I think it's more that it's not the place to advertise your game, and discuss the game that's concluded? *shrug*
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Post Post #1619 (ISO) » Fri May 06, 2011 5:05 pm

Post by Albert B. Rampage »

I'm not modding that and looking for players or anything....if you have suggestions for joining another game I'm open to that....
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Post Post #1620 (ISO) » Fri May 06, 2011 5:27 pm

Post by Faraday »

<observer>
Nice idea, but I don't think the concept of the mole is ever gonna be fully worked in well to a game. I'm curious, did the original have that aspect and did it work better/worse in a smaller game?

Well played Magua too.
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Post Post #1621 (ISO) » Fri May 06, 2011 5:37 pm

Post by curiouskarmadog »

well played magua..

this game made me so mad/fustrated that I had/have to take a break from mafia for a bit..
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Post Post #1622 (ISO) » Fri May 06, 2011 5:37 pm

Post by curiouskarmadog »

that being said, thanks for the game mod
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Post Post #1623 (ISO) » Fri May 06, 2011 7:57 pm

Post by Kise »

Kise wrote: Plum being killed over anyone else is pure wifom and I wouldn't fall for it

Damn you, Magua!
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Post Post #1624 (ISO) » Fri May 06, 2011 8:34 pm

Post by Hrezs »

1 Congrats Magua - After plum's death I had a sick feeling it was you. Well played.
2 Fuck you Magua -You killed me. Why? =(

I had a great time with this game, flavor was amazing.

Friend flaking has made me pissed off more and more as the game has gone on(especially after my death). We would have had all 3 members alive as he would have just blocked AGM's ckd kill in secret. Seriously.

Also recruiting was probably the hardest moment of the game for me, especially under the assumption if the doc says no we lose the game. We had 1 solid choice(kast), thankfully he was vanilla.

IC QT
http://www.quicktopic.com/46/H/kaBENeaPdCN4

In terms of balance I think the scumteams were a little screwed from the start. The only thing that really gave them a good chance was if the IC lost when they recruited.

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