Mini 804 - The Resistance - Mod Abandoned


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Mini 804 - The Resistance - Mod Abandoned

Post Post #0 (ISO) » Tue Jun 02, 2009 3:21 pm

Post by Rishi »

Years and years of Imperial oppression. Sure, many citizens seem happy, but most are too afraid to say anything. You are rebels. This is your last chance. If you can just get rid of three key Imperial bases, then the rebels will take back the universe. However, there are Imperial spies in your midst. Who do you trust with your secret plans?


Players:

Albert B. Rampage
Crazy
Knight of Cydonia
Fishythefish
*forbiddanlight
ortolan
veerus
PsychoSniper
NabakovNabakov

*Indicates current leader.

STATUS:

All THREE Imperial bases are intact.
All THREE Rebel bases are intact.
Last edited by Rishi on Mon Jun 08, 2009 10:41 am, edited 5 times in total.
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Post Post #1 (ISO) » Tue Jun 02, 2009 3:32 pm

Post by Rishi »

SETUP


5 Rebels
4 Spies

ROLE PMs

Rebel wrote:You are a rebel. Long live the resistance! You've had about all you can take of the Empire. Stay alert and look for spies. You win when all Imperial bases are destroyed.
Spy wrote:You are a spy and you have infiltrated those dastardly rebels. You must work with the other spies to try to sabotage the rebel plans. You win when all Rebel bases are destroyed.

The spies are:
x
x
x
x

YOU MAY NOT COMMUNICATE OUT-OF-THREAD WITH YOUR FELLOW SPIES UNDER ANY CIRCUMSTANCES.
All Role PMs also contain the following:
The thread is here:
http://www.mafiascum.net/forum/viewtopic.php?t=11619
Please confirm in thread.
In addition, one of the following PMs will be sent when a player receives a set of plans:
Rebel wrote:You have received a set of plans. As you are a rebel, you have no choice but to accept them. Please confirm that you have received this PM.
Spy wrote:You have received a set of plans. You have a choice whether to accept the plans or to SABOTAGE the plans. Please note if there is at least one act of sabotage, then a rebel base will be destroyed. Although none of the other players will not know who sabotaged the plans, the players will know how many acts of sabotage were performed.
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Post Post #2 (ISO) » Tue Jun 02, 2009 3:34 pm

Post by Rishi »

Rules
(Stolen and modified from somestrangeflea, believe it or not.)

General


* If you disagree with something the mod has done, or have a question about the game, feel free to PM.
* Do not quote your role PM to prove your innocence. Paraphrasing is acceptable, and if you are uncertain as to what is acceptable, PM me to check.
* Do not discuss this game outside this thread. Period.
* If you have moderating powers in this forum, do not edit or delete the posts of either yourself or another player.
* Please avoid using too many fancy text tags. If you start using colors or tiny text or using bold for something other than proposals or messages to the moderator, then you may be asked to stop.
* Have fun! Don't take the game personally, and don't flame other players.

Game Specific Rules


* There is no player elimination in this game. Please stay active and don't flake.

* Each day, one player will be designated as leader (the choice is random on the first day and then passes to the next player on the list each subsequent day). That leader has to determine how to distribute plans. The number of plans to be distributed equals 3 plus an additional set of plans for each destroyed Imperial base.
* The leader will make a proposal in thread in bold. (Ex:
Proposal: MeMe, mith and Thesp receive plans.
). You may select yourself to receive a set of plans. ONCE A PROPOSAL IS MADE, IT CANNOT BE RETRACTED.
* After a proposal is made, players will be given 48 hours to discuss the proposal in thread. (This may change based on the amount of discussion needed - still trying to get a feel for this setup.)
* After discussing the proposal, the thread will be locked, and all players must decide whether or not to accept or decline the proposal by sending me a PM. (Please note that votes are NOT secret. The votes are made by PM in order to make sure they are cast simultaneously.)
* If a majority of players accept the proposal, it is accepted and plans are distributed.
* If a proposal is declined, the day continues and leadership passes to the next player.
* If a proposal is accepted, the designated players will be sent a set of plans. If the plans are sent to a rebel, they must be accepted. If sent to a spy, the spy had the option to accept the plans or to sabotage.
* If there are zero acts of sabotage, then an Imperial base is destroyed. If there is at least one act of sabotage, then a Rebel base is destroyed. Players will not know who performed the sabotage, but will know how many acts of sabotage occurred.
* After a base is destroyed, the game moves to the next day and leadership passes to the next player.
* Once three bases on a single side are destroyed, the game ends and the side with at least one base still intact is declared the winner.

This is the first time this setup has been run! So please ask for rules clarifications! After the game, your feedback will be much appreciated.

This game was invented by Don Eskridge as a Mafia variant for face-to-face gatherings which solved many of the problems with Mafia: it features no player elimination, the ability to play with as few as five players and no need for a moderator. (In an online game, we do need a moderator though.) I don't know Don, but have played this game face-to-face and enjoyed it quite a bit. It is much more of a logic puzzle than Mafia, though traditional scumhunting skills should still help.

More info on the game here:
http://www.boardgamegeek.com/boardgame/41114
Last edited by Rishi on Tue Jun 02, 2009 4:07 pm, edited 1 time in total.
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Post Post #3 (ISO) » Tue Jun 02, 2009 3:52 pm

Post by Rishi »

Role PMs are going out now. Please confirm in thread. This would be a good time to ask for rule clarifications.

The first leader will be appointed once all players have confirmed.
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Post Post #4 (ISO) » Tue Jun 02, 2009 3:57 pm

Post by Crazy »

/confirm
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Post Post #5 (ISO) » Tue Jun 02, 2009 3:57 pm

Post by forbiddanlight »

/confirm.
"Never have I seen anybody glorify their own lynch."
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TTGL Mafia is over. Going to mod [b]Umineko No [color=red]Na[/color]ku Koro Ni[/b] Mafia. Pre-/ins, as always, are accepted.
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Post Post #6 (ISO) » Tue Jun 02, 2009 3:59 pm

Post by Albert B. Rampage »

Let's do this, Leeroy.
Guard your honor. Let your reputation fall where it will. And outlive the bastards.
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Post Post #7 (ISO) » Tue Jun 02, 2009 4:03 pm

Post by NabakovNabakov »

/confirm
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Post Post #8 (ISO) » Tue Jun 02, 2009 4:03 pm

Post by forbiddanlight »

NABNAB! *glomps*
"Never have I seen anybody glorify their own lynch."
-StrangerCoug

TTGL Mafia is over. Going to mod [b]Umineko No [color=red]Na[/color]ku Koro Ni[/b] Mafia. Pre-/ins, as always, are accepted.
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Post Post #9 (ISO) » Tue Jun 02, 2009 4:07 pm

Post by PsychoSniper »

/confirm
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Post Post #10 (ISO) » Tue Jun 02, 2009 5:10 pm

Post by veerus »

what they said
On a long enough timeline, the survival rate for everyone drops to zero.
-Fight Club
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Post Post #11 (ISO) » Tue Jun 02, 2009 5:41 pm

Post by Knight of Cydonia »

/confirm
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Post Post #12 (ISO) » Tue Jun 02, 2009 7:04 pm

Post by Fishythefish »

/confirm
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Post Post #13 (ISO) » Tue Jun 02, 2009 8:27 pm

Post by ortolan »

/confirmatory
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

Feel free to PM me to be ready in case I need a replacement.
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Post Post #14 (ISO) » Wed Jun 03, 2009 5:58 am

Post by Albert B. Rampage »

All here. The campaign begins...
Guard your honor. Let your reputation fall where it will. And outlive the bastards.
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Post Post #15 (ISO) » Wed Jun 03, 2009 7:22 am

Post by Rishi »

Day 1 begins!

Fishythefish is the first leader.

You may make a proposal at any time, including right off the bat, if you want. However, if the day starts dragging on without a proposal, I may impose a deadline.
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Post Post #16 (ISO) » Wed Jun 03, 2009 7:50 am

Post by Albert B. Rampage »

I want a set of plans.
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Post Post #17 (ISO) » Wed Jun 03, 2009 11:48 am

Post by veerus »

Why?
On a long enough timeline, the survival rate for everyone drops to zero.
-Fight Club
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Post Post #18 (ISO) » Wed Jun 03, 2009 11:57 am

Post by Fishythefish »

It's a pathetic chance we manage to get no scum on the plans. I want to get a number of scum other than one on the plans, so I'd advocate giving plans to scummy people. I do not want a set of plans.
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Post Post #19 (ISO) » Wed Jun 03, 2009 12:12 pm

Post by Albert B. Rampage »

Then start attributing the plans.
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Post Post #20 (ISO) » Wed Jun 03, 2009 12:30 pm

Post by Fishythefish »

OK. First set of plans doesn't seem that important tbh. I'll role dice between the other 8 players, ordered in the order the mod gave.

Albert B. Rampage
Crazy
Knight of Cydonia
forbiddanlight
ortolan
veerus
PsychoSniper
NabakovNabakov

Original Roll String: 1d8
1 8-Sided Dice: (4) = 4


Between the remaining 7:
Original Roll String: 1d7
1 7-Sided Dice: (3) = 3


Between the remaining 6:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #21 (ISO) » Wed Jun 03, 2009 12:33 pm

Post by Fishythefish »

Thats ABR, NabNab and Crazy.

Proposal: Albert B. Rampage, NabakovNabakov and Crazy receive plans
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Post Post #22 (ISO) » Wed Jun 03, 2009 12:40 pm

Post by NabakovNabakov »

Fishythefish wrote:It's a pathetic chance we manage to get no scum on the plans. I want to get a number of scum other than one on the plans, so I'd advocate giving plans to scummy people. I do not want a set of plans.
I agree. Sending plans to all town will be exceedingly difficult, and the worst situation for the town (one scum getting the plans) is fairly likely to happen if we go the all town route.

If more than one scum receives plans, we have a chance of one of two things happening:
-More than one chooses to sabotoge, and we get closer to identifying the Spies. (Remember, we're going to need a solid idea of who's who when it comes to distributing the last 5 plans to all 5 townies.)
-They WIFOM into inaction, and we win a round.

Preview Edit:
Or we could just do that, but I'm not really in favor. Randomly assigning the plans D1 feels like randomly lynching D1. Yes, it's difficult to get a handle on the first round, but it's even more difficult to get a handle on later days if you throw out your first.
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Post Post #23 (ISO) » Wed Jun 03, 2009 12:48 pm

Post by Fishythefish »

The reasons why I want a quick day:

Even if I had a pretty decent guess at the alignment at a couple of players, I would still want pretty much random plans. Given this, I see no real reason to extend matters. There is no death; there is no discussion today that cannot be had tomorrow. We may as well get a bit of information before starting the discussion.
Also, the longer the day goes on, the more the scum can try to daytalk- which is an immensely powerful tool for them if we don't spot it.
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Post Post #24 (ISO) » Wed Jun 03, 2009 2:08 pm

Post by forbiddanlight »

Also, the longer the day goes on, the more the scum can try to daytalk- which is an immensely powerful tool for them if we don't spot it.
Do you mean in thread or by PM? This is important.

I also don't mind random allocation since it can allow for narrowing the choices. The scum can't afford to give up too many chances to sabotage, so we can either create safe or unsafe groups, and starting one randomly can...do something...

Ok, I had some train of thought here that made sense and I don't know exactly how to say it. I think it involves throwing off coordination of scum parties.
"Never have I seen anybody glorify their own lynch."
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TTGL Mafia is over. Going to mod [b]Umineko No [color=red]Na[/color]ku Koro Ni[/b] Mafia. Pre-/ins, as always, are accepted.
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