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Post #1 (isolation #1) » Sat Jan 23, 2010 5:42 am
Postby zorastermod »
Setup:
Universe 1:
1-shot Mafia A Teleporter
Mafia A Goons x 2
Town 1 Teleporter
Across the Universe Mason
Vanilla Townies x 10
Universe 2:
1-shot Mafia B Teleporter
Mafia B Goons x 2
Town 2 Teleporter
Across the Universe Mason
Vanilla Townies x 10
Teleportation Mafia Rules:
1. You may only speak in the universe you are currently alive in.
2. If at any time a player receives a majority of the vote, they are lynched.
3. Each day has a deadline of 2 weeks. If the deadline is reached, there will be no lynch.
4. All nights last precisely 48 hours. Any actions not given within this time will be seen as “no action.”
5. Night begins precisely when the majority vote post falls or the deadline is reached.
6. In the case of a conflict between actions between universes, the universe that exits night first will have all their actions performed first.
7. A mafia’s teleport will be considered to be done the instant the PM is sent.
8. One town may get "ahead" of another town by lynching quickly. This may or may not be helpful.
Clarifications and Corrections:
1. In any given 3 consecutive night choices, a teleporter must have pulled once and teleported twice. So T,T,P,T,T is allowed, but T,T,P,P,T,T is not.
2. Unsuccessful teleports/pulls do not count for the ratio.
3. A town teleporter that is teleported or pulled into the other universe becomes a vanilla townie in that universe and does not retain the powers.
4. Yes, Mafia A and B are different teams and have win conditions that are antithetical to each other if they are in the same universe.
5. A mafia may shoot once per night in either universe they have someone alive in. This means that if Mafia has a person in Universes 1 and 2 and shoots someone on night 3 in universe 1, they cannot shoot someone in night 3 in universe 2. This is true even if one universe gets substantially ahead of the other.
6. The limitation on not being able to teleport someone if they were teleported or pulled the night before is meant to mean as follows: The LAST person to be teleported or pulled into your universe may not be teleported back.
7. Clarification Seven Regarding Simultaneous Night.
8. Teleporters cannot target themselves.
9. Clarification Nine about how mafia know who to kill.
10. Clarification Nine on when a game is Auto-Won and Locked.
General Rules:
1. Have fun.
2. All votes should be bolded. Unvotes are unnecessary.
3. Please put your vote at the beginning of a line. Votes in the middle of a line are very annoying and easily missed.
4. Don’t be a jerk. I reserve the right to remove any jerks.
5. I prod by request. You may request a prod at any time on anyone. That person will have 36 hours from when I send the PM to post in a substantive way.
6. All communication with the mod should be bolded.
7. There will be a quicktime for the dead.
8. Once one universe has been won, that game is frozen and the other universe may neither pull from nor teleport to that universe. The teleporter becomes a vanilla townie.
9. All night actions should be submitted to this account (zorastermod). The two mods using this account are Zoraster and Slicey.
Order of Actions:
1. New Teleporter is selected if old one was killed or teleported
2. Mafia Kill
3. Town Teleporting or Pulling
4. Mafia Teleporting or Pulling
5. New Teleporter is selected if old one was lynched or pulled.
*Note that this means that if a teleporter is killed, their action does not go through that night. Note that this new order now means that the new teleporter will now only be made aware she is the teleporter the next night. So If the teleporter dies on N1, the new teleporter will not be informed until N2.
Selection Method:
1. First, players will be put into their various universes, 15 in each. To do this, I will put players into 5 "pots," 6 players in each pot. Those players I think will drive the game the best, make it the most fun, etc. will be put into pot 1, pot 2 will be filled with the next 6, etc. I will then use random.org to play 3 people from each pot into each universe. For obvious reasons, I will not tell anyone who is in what pot. This will have no bearing on what roles any player receives, but is intended just to make sure that one universe isn't greatly more fun, experienced, etc. than another.
2. Once people are placed into their respective universes, I will use random.org to pair each player with their role.
Role PMs that START the game in Universe 1:
Last edited by zorastermod on Sun Mar 14, 2010 3:01 am, edited 9 times in total.
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Post #25 (isolation #3) » Sun Jan 24, 2010 1:52 pm
Postby zorastermod »
Oh, as I do in all my games, I'd like to remind everyone to make sure they read the rules carefully and fully. I do take the rules seriously, and if there's any confusion, I'm more than happy to answer questions, especially when the game is still in pre-game. As the game goes on further, my ability to answer questions becomes more limited as I become afraid my answers may influence the game in way that a mod should not.
This includes, say, rule 6 on conflicts between towns as well as the role pms, both of which could be confusing.
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Post #114 (isolation #6) » Mon Jan 25, 2010 2:52 pm
Postby zorastermod »
@mod: What are the conditions for the two towns to have gone into night at the same town?
I presume you mean at the same time. In order for two towns to enter night at the same time, they must end the day (either by deadline, hammer, or potentially mafia teleportation causing lynch) at the precise minute as recorded by Mafiascum.
In this event, where there are conflicting actions in a simultaneous night, it will be decided by order of action (see rules) first, and coin flip (random.org) second.
For example, assume T1 = town 1 teleporter, T2= town 2 teleporter , V1= vanilla in town 1, etc.
If at a simultaneous night, T1 pulls T2 and T2 pulls T1 and no other action gets in the way (e.g. mafia kill), a coin will be flipped to see whether T1 pulls first or T2 pulls first. If T1 pulls first, T2 becomes a vanilla townie and enters town 1 without performing that action.
Or... if T1 targets V1 to teleport, T2 pulls T1. Whether T1 manages to teleport V1 will depend on a coin flip between the two to see who goes first.
BUT if T1 targets V1 and Mafia A Teleporter targets T1, then V1 is teleported and THEN T1 is teleported (due to the order of actions).
Let me know if this needs to be elaborated further.
@mod: can a teleporter target themselves?
No.
Last edited by zorastermod on Mon Jan 25, 2010 2:54 pm, edited 1 time in total.
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Post #118 (isolation #7) » Mon Jan 25, 2010 3:08 pm
Postby zorastermod »
By the way, I just wanted to make sure everyone realized I had been adding any clarifying remarks I make in one game into a section called "Corrections and Clarifications" in the rules section of both games. For the most part these were all my intentions that I did not necessarily articulate well to begin with. Shame on me.
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Post #126 (isolation #8) » Mon Jan 25, 2010 3:26 pm
Postby zorastermod »
@modIt also means that, after the first two choices, the town teleporter will never have any choice about teleporting or pulling.
Correct. Once the pattern is set in a town, it is set for that teleporter and any other teleporter that comes along. I realize the role PM was not totally transparent as to that fact although it's always what I intended, so I apologize.
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Post #162 (isolation #9) » Tue Jan 26, 2010 5:54 am
Postby zorastermod »
And as a conclusion: Zoraster, you are seriously disappointing as a mod. Seriously, any strategy that comes up should have been thought about BEFORE the game was made. Changing rules during the game is not the way to go.
I haven't changed the rules to my knowledge with two exceptions: first, I changed the rules on order of actions right before the game started. Second, I technically changed the restriction of not being able to teleport or pull someone who was teleported or pulled the previous night to the LAST person teleported or pulled into the universe. The first was due to a breaking strategy that had to be fixed and was done so before the game was launched. The second because the first rule ignored the possibility that one town could teleport 4 people into the universe during the other town's day and lead to all 4 being unteleportable.
All of the other clarifications are not rule changes. Most are even explained or indicated at some other point in the rules or in the role PMs (e.g. clarification one on the order of teleports). Those that aren't were simply not considered beforehand, despite my every attempt to do so -- including, I should mention, getting comment on my game both in public (it has been repeatedly posted in both the Theme Test Market and Open Setup Discussion and in the the sign-up thread) as well as in private.
So I do apologize that I was not as clear as I should have been initially, and that disappoints me as well. But I have not attempted to change rules to address strategies discussed here. However, I have thought that flaws that come from some ambiguity in my rules should be addressed in a rule clarification.
Last edited by zorastermod on Tue Jan 26, 2010 6:24 am, edited 1 time in total.
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Post #1412 (isolation #28) » Sat Feb 20, 2010 9:18 pm
Postby zorastermod »
Just a word of warning, you have a little over a day and a half until deadline is reached. Still searching for a Raskol replacement. If you have suggestions for people to ask, give me a PM.
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Post #1463 (isolation #31) » Tue Feb 23, 2010 8:24 am
Postby zorastermod »
Night 2 has ended.
elvis_knits the Town (1) Teleporter was killed
Day 3 Begins now. I've ended night a bit early as I have some things I need to make sure I do in real life, and better to start early than late. The deadline will still be set on the old time.
The Deadline is March 10th at 10:30 EST.
The next teleporter will be informed at the beginning of the next night.
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Post #1485 (isolation #32) » Wed Feb 24, 2010 8:13 pm
Postby zorastermod »
As I told the other universe, I will be out of town from tomorrow until Sunday. I'll have limited internet access, but I make no promises for my activity. Take note that because of this I extended U2's deadline by one day. I'll send a mass prod out tonight before I leave.
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Post #1796 (isolation #48) » Sun Mar 14, 2010 3:02 am
Postby zorastermod »
Ojanen wrote:
@mod:
looking at the wincons, will a game end in a mafia win when nothing can possibly prevent them from winning (e.g. 3 mafia, 2 town, no town teleporter) or would they have to still manually lynch/kill the 2 townies in that scenario?
The lack of "and nothing can prevent it" is not actually an oversight, although technically I will call the game if NOTHING can prevent it. But in a situation with 3 scum and 2 townies, given that nights all last precisely 48 hours and cannot be rushed, it is perfectly possible for the other town to still manage to send one of their scum over or steal another townie away (ouch!). The only time a game is auto-locked and won by a side is (a) if town wins by at any point removing all scum; (b) if a mafia team manages to eliminate all opposing forces; or (c) if the other universe has been won by a faction (and thus no teleporting is going on anymore) and scum can autowin out.