Hahaha!
I didn't think you could play in your own game, Titus
Totally funny. It's an alt Slip. Shiro inned as himself.
For the record though, Cookie Bakers, you cannot play in my game. Shiro can.
Woot! Banned myself from my own game.
Posted: Thu Mar 10, 2016 12:43 am
by shos
/in to mod:
Grand Theft Auto 2 mafia
A unique role madness with fun fun fun modding.
I'm an all-time fan of GTA, and am a super pro specifically on GTA2, so flavor knowledge and familiarity with the game's details will increase fun x100. Not required to play, though.
So the mod hasn't confirmed yet? I could have sworn he was online today......
Posted: Thu Mar 10, 2016 8:12 am
by Titus
The list in the first post has 13/13 so I will get things moving when I can get back to my PC.
Posted: Thu Mar 10, 2016 9:17 am
by Firebringer
↑Titus wrote:Woot! Banned myself from my own game.
Pro skills Titus, pro skills.
Posted: Thu Mar 10, 2016 6:58 pm
by wgeurts
I'm as impatient as Titus so I'll post my announcement for my game before Equinox returns:
Evolution Mafia:
“The love for all living creatures is the most noble attribute of man.” -Charles Darwin
This game is a thirteen player mini-theme based off the Theory of Evolution. Player's will participate in a regular Mafia game with the twist of them evolving abilities (and species!) as time goes on. I recommend you read the following mechanics explaining how this works before signing up:
SPECIAL MECHANICS:
Spoiler: MUTATIONS
Each Night all players that were part of the wagon that lead to a lynch the Day before will be given the chance to mutate one of two possible new abilities. In your role PM you can see the two options you would be able to pick between in the case you ever mutate. mutated abilities may be used the Night they are gained but don't have to be. In the case a lynch wagon isn't achieved and the deadline passes all players on the wagon with the most on it will mutate. If that is a tie, the wagon that arose first takes priority. No-lynches count as a player for purposes involving mutation.
At the start of each Day I'll send everyone who mutated an updated role PM containing all gained abilities as well as two new abilities that can be picked between if you mutate again. This is just for flavour and your ease of tracking what abilities you currently have and can gain. In total each player can mutate a maximum of three times.
Also for clarification regarding X-Shot abilities; if you mutate an X-Shot ability the same as one you already have you gain another shot of that ability.
Spoiler: ANTIMUTAGENS
Each Day players may also vote to give another player an antimutagen besides the regular lynch-votes. This is done through posting "
Antimutagen: -Player-
" or "
AM: -Player-
". The mod will keep track of all votes in the votecounts, and the player who has the most votes on him at the end of a Day is prevented from mutating the next Day. This means that if they were a member of the lynch-wagon the same day they received the antimutagen they may still mutate, the Day afterwards however they will not. In the case of a tie the player who was voted first takes priority.
I have pre-ins from the following players:
Varsoon
UpTooLate
hiplop
Hellhound (A hydra of Firebringer and antihero)
Heat
Furthermore I would like to announce that there
will be a Godfather
like ability of sorts in this game. As the Godfather is being used less and is starting to border unanticipated mod-lying I wanted to inform my players of its presence so that the Town doesn't loose for a silly reason.