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Mini 551- Mod Abandoned

Posted: Wed Jan 23, 2008 3:32 pm
by Khelvaster
There is something wrong. Most of the people around have disappeared. You have no clue why, or how, but your small, isolated community has had people come up missing. So many in fact that only twelve of you are left. A large number of suspicious characters have been lynched, but so have a lot of innocents. It's you or them now.


Present

Cogito Ergo Scum -- here
jerubbaal -- here
Joubert -- here
Korts -- here
matimafia
-- Replaced by Imat
SensFan -- here
theopor_COD
-- Replaced by Shanba
ting =) -- here
woelrat
-- Replaced by Cavebear with a Toothache
Xylthixlm
-- Replaced by Battle Mage

Abducted/lynched

lovo14 (Townie) - lynched Day 1
Elias_the_thief (Town Roleblocker) - killed Night 1

Rules:

1. If you have a problem with my modding, PM me or even open a thread in MD. Just don't do it in this thread.
2. If there is a mod error like a vote miscount, or you have a question, feel free to post in the thread.
3. No quoting roles, no talking with people outside of the thread about this game.
4. If you haven't posted for over 3 days and 20 posts, I will prod you.
5. I have the right to put a retractable deadline on the game if it is lagging.
6. If you don't respond to prods and other players request, I will replace.
7. If that's not possible, modkill time.

Gameplay

1. Majority votes are required to lynch
2. Only
Bold Votes
in the form of
Vote: Someone
count.
3. I would like to keep nights down to 72 hours. If you have something you know you want to do at night, you can PM me during the day. I will take that as a standing order until you switch to something/someone else. PM me whenever you want during the day, or wait and PM me during the night if you need some thought. If you're already sure what you want to do though (like a vig killing someone who's claimed jester or something), feel free to PM me.
4. If I accidentally put a typo into my role, please PM me as soon as you notice. If you see an exploit in a role, please PM me too. We will work together to get a mutually compatable solution (between what was written and what was intended.)
5. Players can't target themselves with their ability unless they are told they can in their role PM. In a simlar vein, role redirectors can't make other players kill themselves with their roles.
6. Have fun!



The following is optional reading, authored by me

Here is how I layer role interactions.
----

Roles are layered like the stack in the card game Magic: The Gathering. I keep adding things to the stack, then it resolves from whatever is "on top" of the stack to whatever is on the bottom. So pretty much, if it's put on first, the ability is resolved last. All these things in each layer occur as part of one action, simultaneously, so a vigilante killing a mafia, but targeted by the serial killer, still gets his kill off. If you don't understand, it isn't vital that you understand this. This is just so that people don't go yelling at me for bad modding. I'm laying this all out. Targets for abilities are declared before anything resolves, so tracking, roleblocking, etc. isn't screwed.

0. "Trigger/replacement abilities" such as the godfather ability go on the stack right above whatever triggered them, countering or replacing the ability. For example, the godfather replaces the cop guilty with an innocent, his ability goes right above the cop's.

1.Cop-style investigation. This includes pizza man, baker, cop, FBI agent, and anything else. They get investigations after cult recruitment. They can investigate dead bodies, in the case that I don't reveal my kills or there is a mafia janitor.

2. Alignment-changing activities. Personal alignment-changing does, however, overrule non-cult recruitment (mainly used in theme games,) which overrules cult recruitment. Mason recruitment doesn't care what alignment you are, so "stacks," if you will, with any other recruitments.

3. Kills. SK kills, Arsonist kills, Mafia Kills, Vigilante kills, and any other kills go on the stack third. This is all simultaneous.

4. Tracker-style investigator. This includes tracker, hunter, stalker, and all manner of colorful trackers.

5. Self-only skills*. This includes skills that target oneself but not others, or don't target anyone. This is generally reserved for theme games. This includes nurse and deputy roles.

6. Protection. Protection protects against various things, from NKs to being targetted by abilities to anything else.

7. Roleblocking/Swapping. If a roleblocker has multiple abilities (like jailkeeper,) his other ability is done here too, not where it normally would be on a stack. Each roleblock goes on the stack seperately. If A roleblocks B, B roleblocks C, and C roleblocks the serial killer, A's roleblock must first resolve, since it is furthest away from the serial killer's roleblock in the roleblocking chain. His roleblock resolves, countering B's ability. B doesn't roleblock C, so C's roleblock is successful, counter the Serial Killer's ability. If A roleblocks B, B roleblocks C, C roleblocks F, F roleblocks the Serial Killer, D roleblocks E, and E roleblocks the serial killer, A resolves, blocks B, C resolves, blocks F, and D resolves because it is further away than E is, so E is blocked, and the SK makes his kill. If you don't get this or I explained it badly, it won't really matter. I'm just trying to explain this in detail to avoid spur-of-the-moment interactions.

8*. Activated or triggered untargetability. This is the exception to self-only. If you are untargetable, the untargetability won't be stopped by a roleblocker targeting you. This goes on the stack last, and thus resolves first, unless someone's got a replacement going that says "players can't be untargetable" or something like that. Again, this would probably only happen in custom games. I've seen things like a vig who either kills or becomes untargetable, his choice, or a mafia trio which has a roleblocker, a tracker, and an untargetable, two of which can choose to use their abilities while the third does the kill.


Well, there's my lengthly explanation of how the stack works in Khelvaster games. That's all for now.

Posted: Thu Jan 24, 2008 3:06 pm
by SensFan
/yep

Posted: Thu Jan 24, 2008 3:27 pm
by jerubbaal
/confirm

Posted: Thu Jan 24, 2008 4:28 pm
by ting =)
/confirm.

Posted: Thu Jan 24, 2008 4:58 pm
by lovo14
confirming

Posted: Thu Jan 24, 2008 5:02 pm
by Elias_the_thief
confirminize me capn.

as a sidenote, ill be out of town til sunday, unfortunately.

Posted: Thu Jan 24, 2008 6:05 pm
by Xylthixlm
/confirm

Side note: I'm amazed, there's an action resolution system more complicated than mine...

Posted: Thu Jan 24, 2008 8:54 pm
by Joubert
/shazam...

Posted: Fri Jan 25, 2008 12:34 am
by theopor_COD
/confirm

Posted: Fri Jan 25, 2008 12:53 am
by Cogito Ergo Scum
/confirm

Posted: Fri Jan 25, 2008 7:07 am
by Korts
/brainzzzz....

On a side note, I'm in Europe, and still in school most days, so possibly gonna be late with any replies.

Posted: Fri Jan 25, 2008 8:52 am
by Blackberry
/confirm

Posted: Sun Jan 27, 2008 7:57 am
by Khelvaster
First of all, kerbump, since the thread locks moved this onto the second page.

Second, and this is very important, I accidentally sent roles to people from the game preceding this. If you got your role and aren't on this list, you were in mafia 550 and I messed up.

Posted: Sun Jan 27, 2008 8:46 am
by woelrat
confirm

Posted: Sun Jan 27, 2008 10:06 am
by Elias_the_thief
we can has start?

Posted: Mon Jan 28, 2008 3:36 am
by Cogito Ergo Scum
starw han te cas?

Posted: Mon Jan 28, 2008 7:43 am
by Korts
har can we says?

Posted: Mon Jan 28, 2008 8:31 am
by Xylthixlm
santa watchers?

Posted: Mon Jan 28, 2008 10:26 am
by Elias_the_thief
Xylthixlm wrote:santa watchers?
i agree.

Posted: Mon Jan 28, 2008 10:27 am
by Korts
Elias_the_thief wrote:
Xylthixlm wrote:santa watchers?
i agree.
qft

Posted: Mon Jan 28, 2008 11:52 am
by jerubbaal
Seems like a shame to do this right away, but I'm going to be out of the country (US) from Feb 5-20. I should have internet access during that period, but posting will be infrequent. Just a heads up. I'm usually pretty active, so it should pick up after I get back.

Posted: Mon Jan 28, 2008 3:53 pm
by lovo14
how long til start..whose left to confirm?

Posted: Mon Jan 28, 2008 4:08 pm
by Xylthixlm
lovo14 wrote:how long til start..whose left to confirm?
The moderator.

Posted: Tue Jan 29, 2008 2:49 am
by lovo14
Xylthixlm wrote:
lovo14 wrote:how long til start..whose left to confirm?
The moderator.
dats a lil annoying lol

Posted: Tue Jan 29, 2008 10:26 am
by Cogito Ergo Scum
Everyone confirmed, it's now day 1. You can start posting.


With 12 alive, 7 is the magic number.

Go!