The year is 2004, the place Magdeburg. The city had flourished since the reunification of Germany, becoming the capital of Saxony-Anhalt and having its city centre redesigned to befit a modern city of its stature. However this success has attracted some unwelcome guests. Organised crime was fast becoming a prevalent issue across the whole of Germany, nowhere more so than Magdeburg. Families from the likes of Italy, Serbia and Russia had set up headquarters in the city and were turning over huge profits in a variety of legal and, more significantly, illegal trades. The local authorities were struggling to cope and recent attempts to stop the mafia families had resulted in the suspicious death of the town mayor. A new mayor was due to take over in a few days, reportedly with powerful friends and a real determination to rid the city of this menace. Whether he would have the full support of the populace, or whether they would succumb to their inner criminal, remains to be seen.
Rules:
Spoiler Alert, click show to read:
1. To begin with days will be 48 hours and nights will be 24 hours. This may change if I feel it is needed or my schedule makes it necessary.
2. Usual voting rules (must be bolded and in the form vote: Zim), unvotes aren’t needed, I’ll just use your most recent vote. Posts containing votes can be edited so long as the votes themselves aren’t changed.
3. Ties will be decided by the Town Mayor (a role that will be randomly assigned). If he is dead they will be decided by chance; only one person will be lynched each day.
4. Alignment and role will be revealed upon death.
5. Dead players may not communicate outside of the thread and may not reveal, allude to, or even hint at information that has not been revealed in the thread.
6. There are four main factions in the game, three mafia families and the town. Each mafia family is of a specific nationality and will have its own call sign. Neutral parties may or may not exist.
7. The goal of the town is to wipe out the mafia and the goal of the mafia is to wipe out the other mafia families and outnumber the remaining town. More detailed victory conditions will be given in role PMs.
8. There will be a chance of failure for every night action. This can be counteracted by other players sending in orders to help with a specific night action. However if this action fails there is a chance that assisting players may die. If a mafia player assists a town night action (or vice versa) the chance of success will decrease rather than increase. I will not reveal the standard success percentages or the quantitative effect bringing help will have, you’ll have to figure this out for yourselves. For this to occur both the initiator and any players joining must PM me the action and the target AND mention each other in the PM.
9. Experience will be gained for each vote and each successful night action (whether instigated or participated in), for 1xp and 2xp respectively. This experience can be exchanged for new night abilities (see below). It is possible to have more than one night ability but only one can be used at a time. Certain roles will have specific abilities and will not be able to learn new ones. Players assuming these roles during the game will lose any previously held abilities. Players in one of the crime families will require the blessing of their Don to gain new abilities.
10. Some players will have the option to change faction during the game, some will not (such as the Mayor and his friends and the initial mafia members).
11. Each faction will have at least one quicktopic, with further rules explained within.
As you can probably tell from the rules, this game has taken inspiration from Jarema’s Academy of Elemental Magic game and Seamus’ Capo games, so thank you to those guys.
I’d like to get at least 30 players but could probably make do with a few less.
Also just a note to say I will be away this weekend; I should still be able to check in, but apologies in advance if any questions go unanswered for a day or two.
2. Usual voting rules (must be bolded and in the form vote: Zim), unvotes aren’t needed, I’ll just use your most recent vote. Posts containing votes can be edited so long as the votes themselves aren’t changed.
I don't see any reason to change the standard voting procedures. Your proposed method is totally open to abuse - or - more likely mistakes. If you change this to the standard voting procedure, I'll certainly sign up.
06-13-2013, 14:38
Ferret
Re: Saxon Showdown [Sign-ups]
The method I use to come up with the final tally is going through the thread in chronological order and marking down who each person has voted for in a spreadsheet, and then count up who has the most votes when I have everyone's vote down. If I went through and tried to do a running tally then sure, there would be problems, but I don't. The way I do it means it really makes no difference whether people write unvote or not as my spreadsheet will still only have a maximum of one vote made by each player.
I guarantee everyone still will unvote out of habit, I just put this in so people who forget to unvote won't be punished, as it really doesn't make a difference to my final tally.
I can see no way in which this method is open to abuse, but if there is please do explain it to me.
06-13-2013, 15:51
edse
Re: Saxon Showdown [Sign-ups]
He meant the editing part. You don't know if the poster edited the vote or not when you see an edited post.
06-13-2013, 16:43
LazyMcCrow
Re: Saxon Showdown [Sign-ups]
Quote:
Originally Posted by edse
He meant the editing part. You don't know if the poster edited the vote or not when you see an edited post.
Exactly. Just don't let people edit their votes and I'm in. Point being, I enjoy reading game threads - they're cool - it's why I play, but I don't want to have to keep re-reading the damn thing every day just to see how people have decided to change their vote. I didn't come up with the 'standard' way it works around here, but it obviously came about for a reason. Why change it?
06-13-2013, 18:01
Ferret
Re: Saxon Showdown [Sign-ups]
Well then you could have just quoted that part. :clown:
I won't let people edit their votes, just the rest of the post. There is no problem with that and I've played more games here that use that rule than the no editing whatsoever rule. For example, the last large game you played had the exact same rules as this one regarding editing. Many hosts don't explicitly state it like I have but those are the rules that are often followed. This is the standard way...
I can scroll through the forum and point out games you have played in that use the exact same system if that will make you feel any better.
And there are ways to check if the actual votes have been edited, just not by members.
I have debated on this issue before and I firmly stand by this system.
06-13-2013, 18:03
FoxLeLay
Re: Saxon Showdown [Sign-ups]
Granted I'm new to these types of game, here anyhow.... May I sign up here?
06-13-2013, 18:39
classical_hero
Re: Saxon Showdown [Sign-ups]
How similar is this to caps?
06-13-2013, 19:01
Riedquat
Re: Saxon Showdown [Sign-ups]
Oh! In please!
06-13-2013, 19:47
Ferret
Re: Saxon Showdown [Sign-ups]
Quote:
Originally Posted by FoxLeLay
Granted I'm new to these types of game, here anyhow.... May I sign up here?
You certainly may.
Quote:
Originally Posted by classical_hero
How similar is this to caps?
Similar in that there are multiple mafia families, each win a Don. Similar in that townies can potentially be recruited into the mafia families. Similar in that detectives may just learn whether a player is guilty or perhaps what their faction or even role is. Similar in many other more generic ways.
Short answer: a little bit :clown:
I'm certainly not claiming this game will be anywhere near as good as a Capo game, just that I have implemented certain aspects into this one.
06-13-2013, 20:59
El Barto
Re: Saxon Showdown [Sign-ups]
Zajebi, vhy are these stuck-up Northern Europeans calling us out on the illegality of our actions? Eh? SRBIJA RULES, Brother!