_________________________________________________ The sun rose slowly over the mountains.
The old fortress seemed to linger in the pre dawn darkness longer than the ground around it, as though the cold of the winter night gripped tightly to the red stonewalls. Centuries ago, it had been said that the sun was drawn to it, and that it shone like a beacon. It had been built as testament to the engineering skill of the king’s army, to dominate a strategic valley.
Now the importance of its location was as outdated as the walls. No armies marshaled around it as they once had; it served as a waypoint for travelers and a minor outpost.
There was a great enemy to the south, undefeated in open battle. But the border was many miles away, and if that empire managed to march this far, it would roll over this fort. The few cannons on the battlements were no deterrent; they would crumble under the assault of newer, larger artillery.
Or perhaps the enemy would simply ignore it. Only a handful of soldiers garrisoned it, and they would be unable to hold the fort or strike at a passing army.
Only one resource was guarded by the fort; information. What had been roads and lands of strategic importance now held information that had traveled from many parts of Europe. The soldiers of the fortress kept track of all the information that passed through on the tongues of the many travelers.
This had not gone unnoticed by the enemy though. Unable to force armies deep into the lands of his opponent, he instead sent a small team of skilled infiltrators to gain control over the fort.
Hidden among the many travelers who passed through, they easily snuck inside. And on this dawn, they looked to the north and saw great storm clouds moving south. Many sets of eyes saw this. Some smiled under gleaming eyes.
Snow was coming to the fort, snow that would bury the entire earth in a mantle of white. The spies knew that everyone at this fort would awaken to a new world tomorrow, one that was transformed as though God himself changed the nature of the land.
One that no one could escape until the snow melted.
_________________________________________________
Greetings and welcome!
This game was born of my desire for a mafia game with multiple factions. I was inspired by the most recent Capo game, where the FBI and CIA were supposed to root out communists, unconnected from the town.
Alas, they joined up with the town and I was one of those on the sharp end of that stick. This game, therefore, has the main townsperson – mafia battle, along with sub factions striving amongst themselves, and not naturally inclined by way of their characters to join one side or the other.
I also wanted to stop the town from deducing their enemies based on detective results and night actions. So if a townsperson and a Mafioso have killed someone, the detective’s results will be the same.
In the tradition of Capo, this game will feature possible night actions by all players. Starting characters can become new characters after a series of successful night actions.
Finally, what is going on in this game will be deliberately ambiguous in terms of the factions battling each other at night and during the day in terms of lynching.
Basic Mafia Game Guidelines:
Spoiler Alert, click show to read:
Once the game begins, you will be sent a role PM. This will tell you what role you are, and determine your victory conditions, your abilities, etc.
The game will start in the night phase, with only the mafia being able to attack someone that first night. In the day phase right after that, players will vote to lynch whomever they think is guilty. In all successive nights all players will be free to perform night actions. The town will win when the mafia and any other threats have been eliminated. The mafia will win when they outnumber the townspeople and have destroyed any other threats.
Random Night Action Results:
Spoiler Alert, click show to read:
This game also has a new feature, which I hope will greatly enhance the excitement; somewhat random results to night actions. I’ve got a nice spreadsheet full of all possible night actions between different groups. This spreadsheet contains probabilities for the success of night actions.
So, say a group of four people attacks another person. The cell in the spreadsheet will say this for their chances: xx/yy/zz. ‘xx’ is their chance of success, from 0-100, of killing the target. ‘yy’ is the individual chance of being exposed, i.e. named, in the write-up. And finally, ‘zz’ is the individual chance of dying. Random.org will be used to generate numbers to determine the success or failure of all night actions. Yes, even with a full group you can die attacking targets. If a group is very unlucky they can fail to kill the target and all die.
The chances in each of these categories varies depending on who the attacker and who the defender is. The more powerful enemies will be harder to kill and more likely to kill you.
Also, there are cells detailing a group’s chances at defending a target, which say this; xx/yy/zz. ‘xx’ is the chance of successfully defending the target, ‘yy’ is the individual chance of the defenders dying. Generally the chance of defenders dying, even when strong characters attack the one they are defending, is quite low.
Performing Night Actions:
Spoiler Alert, click show to read:
Each role can perform an action in the night. This is accomplished by sending me a PM during the night phase detailing what you want to do, who you want to do it to, and who you want to do it with.
Example:
Originally Posted by Crazed Rabbit
Tonight I will kill Seamus with Sasaki Kojiro, General Hankerchief, and Tincow.
It is important you and all your confederates correctly state who you are working with and who you are attacking. Failure to do so will result in the night action failing and an increased chance of death. And while the results are somewhat random, detailing your actions will not affect your chances, though you can add some flavor to the write up by detailing how you kill someone.
Conversion:
Spoiler Alert, click show to read:
This game also features conversion, a hybrid between Capo and Pirate Ship mafia. Only certain townspeople are susceptible to conversion. The mafia can investigate people to find out who. They can then give a note (written by them, delivered by me) enticing the townie to join their cause. Doing so will give the townie a chance at a higher victory level. Townies will be unable to betray the mafia, though, as once they have accepted the note the town will need to kill them to win (even if the detective ordered said townie to infiltrate the mafia, by Imperial law in the setting, such people must be killed).
Sub factions can also convert in a similar manner, though the rewards and risks may be different.
Victory Levels:
Spoiler Alert, click show to read:
Victory levels; there will be several levels, ranging from Great Victory to Crushing Defeat, so that even in death townies can ‘score’. However, certain sub-groups can extend requests for help to townies. Should the townies accept and be successful, they will be able to reach a higher victory level and thus a higher ‘score’ than townies who didn’t help. For a townie, accepting such an offer will not necessarily mean betraying the town. It may make you a target of the enemies of that sub-group, though.
Examples of victory levels for townies:
Supreme Victory: Not open to townies at start, only through conversion.
Great Victory: Not open to townies at start, only though conversion.
Victory: The town soundly defeats all of its enemies.
Close Victory: The town narrowly defeats all of its enemies.
Close Defeat: The town is defeated, but kills many enemies.
Defeat: The town is soundly defeated.
Voting:
Spoiler Alert, click show to read:
Of course, it will also include the daily lynching. Day and night periods will alternate. People will choose someone to lynch during the day (with an instant runoff tiebreaker), and send in night actions during the night period. Write ups will be posted between these periods. The mafia wins when it has eliminated…or converted…all the townspeople and anyone else who oppose them. The townspeople win when they have killed the mafia and everyone else who threatens the town. Note that in this game, the enemy of your enemy may also be your enemy as well.
('Borrowed' from GeneralHankerchief)
Voting is your primary action in the day phases. Every day, you will be voting to lynch the person you think is guilty. Voting will be done in the usual style, like so:
Vote: Crazed Rabbit
Should you wish to change your vote, please do the following IN A NEW POST:
Unvote: Crazed Rabbit
Vote: TosaInu
You may also Vote: Abstain should you have no preference as to who is lynched. You may NOT vote “No Lynch”. All votes must be bolded and votes may not be edited. Should you edit your vote and not change it in a new post, you are faced with a lower victory level and potentially, removal from play. The person with the most votes at the end of the day phase is lynched.
Sustained abstaining may will result in your being kicked out of the fortress to die of exposure in the cold.
Roles:
Spoiler Alert, click show to read:
Traveler; Basic townsperson. They were caught in the fort by the snow. They can form groups of four at night to attack or defend targets. Two successes of one type lead to a promotion to Soldier.
Soldier; a more powerful townsperson. They form the garrison. They can form groups of three to attack or defend targets. Three successful attacks leads to a promotion to Warrior, three successful defenses leads to a promotion to Sergeant.
Warrior; A powerful attacker, who can group up with another warrior or attack on his own. For defending people, functions as a soldier.
Sergeant; A powerful defender. Can pick one person to protect by himself each night. For attacking people, functions as a soldier.
Spies; the mafia. They can kill together and also investigate townspeople to find roles and susceptibility to conversion.
Constable; the detective. Can investigate players to learn what they're up to, with subsequent investigations revealing more.
Secret Roles; oh yes, indeed.
Rules on PMs, screenshots, and action after death:
Spoiler Alert, click show to read:
Quoting GeneralHankerchief again; I am going to quote from Seamus Fermanagh’s rules from Capo II on this one, with a few edits:
The dead may post, but not vote/select nor carry out any night actions. Dead players may not reveal their roles publicly or privately and may not reveal their faction or role particulars either. Dead players may not quote from a PM unless that PM has been posted in the public thread by a living player. Dead players may not reveal, recount or allude to their previous night actions (or results thereof in the case of investigations) publicly or privately – even to confirm a previously made public or private reveal. Your participation must be circumspect, but your continued participation IS encouraged.
No screenshots may be used, from or to anyone, for ANY purpose – this includes during PMs. Feel free to quote from player's PMs to you or to fabricate as you see fit. You may NOT quote my PMs. Chatlog conversations may be referenced/quoted, but may not be copied via screenshot. Note: it can be difficult to maintain role secrecy during chat conversations.
"Suicide" will not be allowed in this game (it is possible to create an unplayable game with nothing but suicide pact challenges going on. This is not the intended mode of play for this game).
Players who must remove themselves from play for schedule reasons should send me a PM. I will then write them out of play.
Adding some Irish Moss;
Spoiler Alert, click show to read:
Most aspects of roles will be revealed on the third morning after a character's death, though certain characters will remain mysterious and actions will not be revealed until after the game is complete. (From Seamus' capo rules)
A final note on ambiguity. All is not as it seems in the Shadow Fort; I may well be, well, "misleading" you on the nature of events in my role PM. This is because the role PM is what your character believes, and this game is set in a time of turbulence of beliefs.
What will not be a lie is the list of those who are dead, for the dead will not return. Victory conditions will be absolute, though, and fulfilling them will grant victory no matter what circumstance.
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Askthepizzaguy
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pevergreen
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Beskar
Sigurd
Subotan
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GeneralHankerchief
Captain Blackadder
Methos
Psychonaut
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A Very Super Market
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Crazed Rabbit
Last edited by Crazed Rabbit; 03-10-2010 at 19:43.
Ja Mata, Tosa.
The poorest man may in his cottage bid defiance to all the forces of the Crown. It may be frail; its roof may shake; the wind may blow through it; the storm may enter; the rain may enter; but the King of England cannot enter – all his force dares not cross the threshold of the ruined tenement! - William Pitt the Elder
A majority of those will be roles other than the basic traveler/townie role.
CR
Ja Mata, Tosa.
The poorest man may in his cottage bid defiance to all the forces of the Crown. It may be frail; its roof may shake; the wind may blow through it; the storm may enter; the rain may enter; but the King of England cannot enter – all his force dares not cross the threshold of the ruined tenement! - William Pitt the Elder
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Good to see people joining! And now you can tell your friends easily with this nifty sig:
Quote this post to get the code to easily put the picture and link to this thread in your signature!
CR
Ja Mata, Tosa.
The poorest man may in his cottage bid defiance to all the forces of the Crown. It may be frail; its roof may shake; the wind may blow through it; the storm may enter; the rain may enter; but the King of England cannot enter – all his force dares not cross the threshold of the ruined tenement! - William Pitt the Elder
I missed CR's first game and definitely regretted it. Not letting that happen with this one.
"I'm going to die anyway, and therefore have nothing more to do except deliberately annoy Lemur." -Orb, in the chat
"Lemur. Even if he's innocent, he's a pain; so kill him." -Ignoramus
"I'm going to need to collect all of the rants about the guilty lemur, and put them in a pretty box with ponies and pink bows. Then I'm going to sprinkle sparkly magic dust on the box, and kiss it." -Lemur Mafia: Promoting peace and love since June 2006
Originally Posted by TosaInu
At times I read back my own posts [...]. It's not always clear at first glance.
It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.
In, with the caveat that I am going out of town on business today and will not be home until March 7th. I will be active on the forums while I am gone, but my rate of activity will be reduced. If the game starts before the 7th, apologies if I am a little quieter than usual.
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