yet, please do so. They're important, breaking them often ruins games, and nearly every game here includes all the site rules, including this one.
If you've played here before, you'll have a good idea of how games here normally work, and this one is much the same. If you want a refresher, or want to know the full details of all the rules I use, see
Players start out with alignments, but rather than existing at the start of the game, players gain their roles via voting during the game. Each Day, I will post a list of roles, 1 per player; they can potentially range from very powerful to vanilla to negative utility, but each role must be allocated to one player.
There can be no lynching in the normal sense. However, the role
will always be one of the options; giving this to a player causes them to leave the game and be eliminated, and thus is effectively equivalent to lynching them.
The roles are allocated as follows:
Each player can unilaterally, once per Day,
Propose
an assignment of those roles to players. This must pair up each role with a distinct player, or will be wasted with no effect. (Proposals also extend the deadline.)
Once a proposal has been made, no more proposals may be made until voting on that proposal ends (and attempts to do so will be ignored). Players vote VOTE: For and VOTE: Against.
If
For
gets a majority of vote weight, the Day will end (as soon as the moderator is online to lock the thread). Each player gets the role they were allocated.
If a majority for
For
becomes impossible without
Against
voters unvoting, the proposal will be discarded with no effect. Proposing becomes possible again, but the player who made it cannot propose again that Day.
If a player is
the only player with a proposal left
, their proposal will pass automatically; it will be treated as though players voted
For
it without any actual voting.
If the Day deadline passes without a proposal being accepted, the Scum get to unilaterally and anonymously decide who gets which role. Their choice will be publicly posted.
Proposing on any given Day does not prevent you proposing on future Days.
I will not be sending players an extra role PM every Day; all roles are publicly explained in-thread, and players are expected to see which roles they've gained from the day's proposal and use them without being prompted. (I will, of course, send you PMs if something non-public happens to you, e.g. you gain inventions, investigation results, or private topic links.) If you have an active role but wish to
not
use it, please let me know explicitly, so that I don't have to try to chase down what happened to you.
Setup Information
The setup initially consists of 11 Multitasking Townies and 3 Multitasking Scum. The Townies are just Vanilla Townies. The Scum have daytalk, and a factional Rolestop ability, but are otherwise identical to a typical Mafia or Werewolf team. The setup will, of course, get more complex over time as players gain additional roles from proposals; everyone gets a new role every day, on top of their existing roles.
Everyone will receive one of the following two role PMs:
): Once each on four Nights in the game, you may grant a new night action to a player in the game (other than yourself). Each of these actions may be given once:
): Once in the game at Night, choose a player other than yourself. If you are Town-aligned, the moderator will confirm that fact to the chosen player. (If you use this ability when not Town-aligned, it acts as a Visitor, i.e. it targets that player but has no further effect.)
): Once in the game at Night, you may activate this role. On the following Day only, if an accepted proposal would give you the Compulsive Quitter role, you swap places in that proposal with the player who proposed it (so they end up with the Compulsive Quitter role, and you take the role they gave themself).
): Once in the game at Night, you may send the moderator a message, who will forward it on to a player of your choice. The message will be marked as having come from a Mailman, but the moderator will not confirm who sent it (until after the game).
): On Day 3, no other player will be able to propose; as the last remaining player with a proposal, your proposal will therefore be accepted automatically, without voting.
): Once on each odd-numbered night, you may choose a player, and will learn whether or not there was motion involving that player that night. A player has motion involving them if they use a
I'm probably going to have a lot of mech questions throughout the game
It doesn't. Good thing you can't give both roles to the same player!
I haven't been counting votes because there is no active proposal, so votes don't do anything. If players wish, I can maintain an unofficial vote count, with the proviso that it will be meaningless.
In post 133, popsofctown wrote:@callforjudgment: if we were given this exact same role list tomorrow, and we gave the miller role to the player who we previously made day 5 IC, that player would receive no modconfirmation of innocence on day 5 regardless of alignment, correct?
Correct. (Also, please bold requests to the mod, it makes them easier to find.)
I motiondetector and rolestopper target the same person, does the motion detector get "no motion" or "no result"?
Assuming no other abilities interfered, a Motion Detector ability would be blocked by a Rolestopper ability aimed at the same target. Being blocked, the Motion Detector ability would not return a result.
Just a reminder: feel free to criticise/attack people's actions, but try to steer clear of attacking the person in their own right. (Note that I post these reminders when I think a line might be crossed in the near future, they don't necessarily indicate that a line has been crossed yet.)
in the same order as on the other proposals but not quite.) In case anyone voted on the basis of the proposal shown in the vote count, and would have voted differently based on the actual proposal, I won't count hammers either way on this proposal for 24 hours or until everyone currently voting has confirmed/changed their vote.
Mod, if a vigilante wanted to kill a player and that player was also rolestopped with the mafia's rolestop, would that vigilante kill go through?
It would depend on the wording of the Vigilante role, but if it were something Normal like "Choose a player. That player is eliminated.", the kill would not go through.