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Edited on Sun Apr-29-07 09:36 PM by seawolf
And let's go with a Lovecraft theme instead of the normal Sicilian one, since deception and misdirection are so important in this game. *** The rules:
The first 20 people to post in the thread will join. Then there will be a wait list in case someone discovers they can't play.
4 of these are cultists seeking to sacrifice the rest of the townsfolk, one every night, in order to bring an ancient and evil elder god into the world. The cultists will be determined randomly, then notified by PM who all of them are, because they have to work together.
There are 16 normal (13 regulars + 3 special roles) people who must try to identify and lynch the cultists during the day, while trying not to kill their own people (it's going to happen occasionally, though.)
Cultists win if they kill everyone else. Collaborate through PM's, then inform me who you want dead the same way.
Townspeople win if they identify and lynch all the cultists. You may lynch one person a day by voting for who seems to be suspicious based on discussion in the thread, with the majority's choice getting the noose. However, you may change your votes during the day as discussion comes in. You may vote not to lynch anyone. This is highly recommended but not mandatory during the first day or two, so you don't whittle down the numbers of townsfolk too soon. You may not talk through PM, as this has fucked up games on other forums. Only the constable +
A day will be approximately 48 hours. Thus, you have until 11:00 Tuesday night to work on everything, including choosing someone to lynch. After that, discussion is over until I post the next morning/afternoon with the results of the night. The clock starts again from that point.
Secret townsperson roles (I'll notify these through PM, but will not reveal them to each other): 1 constable: Can name one player per day to "investigate," revealing whether or not they're a cultist or secret role. However, revealing your role as the constable is not suggested until at least after the first cultist has been found, because otherwise, you'll be targeted and sacrificed.
1 vigilante: Can choose one target over the course of the entire game, then kill him the following night.
1 shotgun-toting guardian: Can protect one person a night from possible sacrifice. This may be him/herself, but he/she cannot protect the same person two nights in a row.
If the constable finds out who the vigilante is through investigation, they can work together through PM, with the constable spotting a cultist for the vigilante to kill. This is highly suggested. The constable may NOT inform anyone else besides the vigilante (not even the guardian) who is or is not a cultist, as this supposedly breaks the game.
Cultists or secret roles will be revealed if/when they die.
Voting: Bold a vote+name in your post, like this: Vote for SoandSo. No editing posts if you change your mind. Make a new one.
No talking about game details once you're dead. No quoting my PM's in the thread to prove anything (example, confirming that you are a secret role if it looks like you're going to be lynched).
Discussion is vital. Talk among yourselves, folks, don't sit on your butt looking for a pattern without saying jack. Note: Someone not talking may just be busy with real life, not a cultist.
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