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Author Topic: RMM44: Firefly Mafia (Game over!)  (Read 110497 times)

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faust

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RMM44: Firefly Mafia (Game over!)
« on: June 21, 2017, 02:40:43 am »

Welcome to RMM44: Firefly Mafia!

Mod: faust

This is an advanced-level RMM for 9 players. By design it will last longer than the usual 9-player game.


Players:
1. Teproc
2. Awaclus
3. Witherweaver
4. gkrieg13
5. pingpongsam
6. CheesyJelly
7. 2.71828....
8. LaLight
9. ashersky

Spectators tagged: Galzria, SpaceAnemone, J Reggie, Joseph2302

Day starts/ends:

Day 1 start | end
Day 2 start | end
Day 3 start | end
Day 4 start | end
Day 5 start | end
Day 6 start

General rules

Changes to the usual rule sets are marked in olive.

The Golden Rule:


Please remember that this is a game and your main objective is to have fun!  Be considerate of each other, don’t get personal, and enjoy the game. Please read The Civility Pledge before signing up for any mafia game on this site.  If you have not /pledged there, you cannot play. Excessive personal attacks or uncivil behavior may be dealt with by modifiers or modkills.

1. General Gameplay and Etiquette:

1. You may not quote information (either real or fabricated) from any game-related source other than the thread you are posting in. This means no quotes from PMs and no quotes from QTs in the main thread or in another QT. Paraphrasing is acceptable. If you are unsure whether a post is legal, please ask the moderator before posting.
2. There is to be NO personal communication outside of the forum postings and the QTs specifically designed for this purpose.
3. As a general rule you should aim for one post every 12 hours, minimum, to keep the game moving.

2. Voting, Deadlines, and Player Death:

1. Day phases will last 8 days, Night lasts at least 24 hours (but may be extended on the weekend).
2. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline. A simple majority (rounded up) of all living members must agree on one mission for it to start prior to deadline.
3. Once you have reached a simple majority no further unvoting will change someone’s fate. Further votes will also be ignored.
4. Once a player is lynched or a mission is accepted, the game enters twilight until the mod locks the thread; all players including the one who was lynched may continue to post during twilight.
5. If the deadline is hit without a player reaching the majority of votes, or without a mission reaching a majority of approvals, there will be no lynch and no mission.
6. Please submit votes as: Vote: PlayerName.  Votes will NOT be counted if they are not bold or do not follow this syntax! Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
7. Please submit vote revocations Unvote. Unvotes are not necessary before changing votes.
8. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
9. The second time town fails to lynch and does not appect a mission in a row, scum wins.
10. Once you are killed (either via lynch or night kill) you may no longer post in the game or in shared Quicktopics. This means that you do not even get a “Bah” post. The dead in this game are silent.
11. If the thread is locked, you may not post.  Threads can be locked for various reasons, but no matter what the reason, you may not post.  The mod may forget to lock the thread, but if they say it is locked, it is still locked.

3. Miscellaneous/Mechanics:

1. Bold, olive text is reserved for the mod.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please discuss this in your role QT.  Do not post issues/complaints in the game thread.
3. The Mods may make mistakes - please point out any mistakes gently.  Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed.  These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mods so that they don’t get missed.
5. Prods of missing players will be issued after 24 hours of no activity.  A prodded player has 24 hours to respond or risks replacement.  A player who has been prodded 2 times is subject to replacement under rule 3.9 without further notice. Players with announced VLA are exempt from this rule this first time it happens.
6. Please do not discuss ongoing games, it can unintentionally affect the other game. Do not discuss this game in any thread that is not directly related to it.
7. Rule violations will be dealt with according to their severity, which may include modkill(s) if needed.
8. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread.  Treat this game as a commitment.  Be considerate – don’t leave us hanging. Players who fail to post for 48 hours without an announcement, or fail to post for 24 hours repeatedly, risk being subject to replacement and/or being modkilled without further notice.
9. Players who discover they are too busy to play in a game or want to leave the game for civility issues are not allowed to officially /out in the thread.  A request to /out must only be done via a post in the role QT. Please do not use this as a manipulation technique.  (Note players may continue to threaten to /out or imply that they might as long as it does not include an official request). Requests to /out are final once submitted. There will be no /outing and then /inning back into the game so make sure that when you /out you have thought it through and really want to do it. Players that can't be replaced will simply be mod-killed. Whether your request to /out will lead to replacement or a modkill is up to the mod's discretion.
« Last Edit: July 25, 2017, 03:05:17 pm by faust »
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faust

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Re: RMM44: Firefly Mafia
« Reply #1 on: June 21, 2017, 02:41:48 am »

The Setup

Energy

The ship has an energy pool of 25 at game start. At the end of each night, the ship uses up 10 energy points. If the energy pool ever drops below zero, the game ends in a mafia win. Ship energy level and current energy usage are announced at the start of each Day.

Rank order

There is a fixed rank order among all players. At the beginning of the game, this is determined based on flavor. Ranks range from 1 to the number of remaining living players.

At the end of each day, rank order among the living players changes as follows:
- for each player, the number of votes they had at the end of the day is added to their rank.
- The new rank order is determined by sorting players ascendingly according to that number
- if the number is the same for two or more players, order among them is determined by the number of votes they received, i.e. inverse rank order.

Quote from: Example
Rank order is as follows during the Day:

Adam (1)
Beatrix (2)
Clotilde (3)
Donald (4)
Ernest (5)

The end of day vote count is this:

Adam (2): Beatrix, Donald
Beatrix (1): Clotilde
Donald (2): Adam, Ernest

This gives the following numbers: Adam - 3, Beatrix - 3, Clotilde - 3, Donald - 6, Ernest - 5. Clotilde takes rank 1 because they did not receive any votes. The new rank order is this:

Clotilde (1)
Beatrix (2)
Adam (3)
Ernest (4)
Donald (5)

Rank order is not public. Players will know their own rank at all times. The player with rank order 1 is called the Captain, the player with rank order 2 is the First Mate.

Captain phase

At the start of the day, the current Captain receives 3 Mission cards in their QT. They must play one, save one and discard one. They must also make a proposal: they select a number of living players as stated on the Mission card to carry out the Mission. The card that is saved will be one of the 3 cards dealt out in the next Captain phase (along with 2 new ones).

The deadline for these decisions is 72 hours after game start. If the Captain does not send in orders, this will be determined randomly. Otherwise, the Captain phase ends as soon as the Captain has submitted the necessary orders. They may request a delay.

Voting phase

Once the Catpain has submitted their choice, the mission card and the chosen players are revealed in the game thread. All players may (publicly) vote Accept or Refuse. If a majority of living players Accept, the mission will be carried out, and the game immediately moves to twilight.

If a majority of living players Refuse, the proposal fails. Then and only then, the game moves to the First Mate phase.

First Mate phase

If a mission proposal fails, the First Mate may select a different team for the mission. They do not see the other mission cards and may not play another mission. There is no time limit for their proposal. Once they hand in a proposal, a second voting phase occurs. If the second proposal fails as well, there can be no mission on that day.

At any time, a majority lynch ends the day, and in this case no mission will be performed. Days last at most 8 RL days.

The Missions

If a mission has been accepted during the Day, each player selected for the mission may send in either Success or Failure at night. No submission will default to Success.

The energy cost for the mission is substracted from the ship's energy pool. If the ship does not have enough energy, this will have the same effect as the Mission having been refused.

If the condition stated on the mission card is reached, the Success effects listed on the card will take place. Otherwise, the Failure effects take place. Some missions have different conditions depending on whether a mafia player has died. The condition have the following format: 3/3 (read "3 out of 3") means 3 players need to be selected, and 3 players need to submit "success" in order for the mission to succeed. If there are two conditions (e.g. 3/3 // 4/4), then the latter condition is in effect once the first mafia player has died.

Some mission cards offer special successes, which can be achieved if a certain flavor character listed in the mission card is part of the crew.

At the end of the night, it will be revealed whether the mission was a success or a failure, but not what was submitted.

Day and Night actions

Unless stated otherwise, players on a mission can only target other players on a mission for any night actions, and players not on a mission can only target other players not on a mission. Unless stated otherwise, players may take no more than one active action per game phase (i.e. day or night), with the exception of factional powers, which may be used in addition to any individual action.

The mafia nightkill may only be performed by a player who is not on a mission, and may only target another such player. It is not mandatory.

Some night actions may manipulate the ship's energy pool. Any such action can only be successful if the energy pool has at least the required amount at the time the action is taken; they cannot cause the energy level to drop below zero.

Resolution order

At the end of the night, events will be resolved in this order:

1. Night actions are resolved as usual. Conflicting night actions are resolved by a predetermined scheme. Specific question on night action resolution for your own night actions can be requested via QT.

2. It is determined whether the mission was a success. Success or failure events happen (depending on Mission).

3. The ship uses energy

4. Players who have been killed die.

Flips and information

Every player must choose one of their powers to be revealed when they die. This power will be revealed together with their flip. The choice may be changed up until death (but not during Twilight after they have been lynched). If they fail to do this, no powers will be flipped for town; for non-town players, all powers will be flipped in that case.

Contraband

There is a ressource called contraband. This interacts with the mission cards, and possibly some roles.

Public Information

There are two alignments in the game, town and mafia. Two players have mafia alignment. The alignments have the following win conditions:

Quote from: Town win condition
You win when all Mafia-aligned players are dead, or nothing can stop that from happening.
Quote from: Mafia win condition
You win when the energy level of Serenity drops below 0, or nothing can stop that from happening.

The mafia has daychat.

The flavor names in the game are the names of the characters that form the permanent crew of Serenity in the TV series Firefly. Knowledge of the series will improve your game experience. Two of these have been randomly selected as mafia. Every player has exactly three special abilities. Some may be negative utility for their own faction.

There are 3 mission cards that appear multiple times; they are:

Quote from: Scavenge
Scavenge
"Now we have a boatful of citizens right on top of our... stolen cargo. That's a fun mix."

Cost: 0 energy

Conditions: 3/3 // 4/4

Success: 10 points energy, 3 contraband
Failure: No effect
Quote from: Black Market
Black Market
"You think there's someone just going to drop money on you?! Money they could use?! Well there ain't people like that... There's just people like me."

Cost: 5 energy

Conditions: 2/2 // 3/3

Success: Trade all contraband for 15 energy each.
Failure: Lose 1 contraband
Quote from: Shore Leave
Shore Leave
"Persephone is not home. Too many people we need to avoid. Resupply, look for work, move along. We sniff the air, we don't kiss the dirt."

Cost 0 energy

Conditions: n-1/n

Success: All participants may perform one additional action the following night. A mission pick does not end the following day.
Failure: -

The player that issues the mission may choose any number of crew members as long as at least 1 player remains on Serenity. The mission succeeds if at most one failure is sent.

All other missions are unique. The order in which missions are distributed is predetermined and non-random. Every player has a "special" mission card in which their flavor name is mentioned. They will know what this mission card is.

It is possible for the town to win without ever lynching someone.
« Last Edit: July 05, 2017, 07:42:22 am by faust »
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faust

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Re: RMM44: Firefly Mafia
« Reply #2 on: June 21, 2017, 02:42:47 am »

If you wish to sign up, please let me know of any upcoming VLA that you are already aware of in the forthcoming month.
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Galzria

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Re: RMM44: Firefly Mafia
« Reply #3 on: June 21, 2017, 02:44:07 am »

Maybe.

/tag
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: RMM44: Firefly Mafia
« Reply #4 on: June 21, 2017, 02:45:44 am »

Maybe.

/tag

Actually, probably not - but still tag. Playing Mafia alone is enough for me. Mixing in SpaceAlert or Firefly is just a little too much - although I enjoy the concepts tremendously.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

faust

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Re: RMM44: Firefly Mafia
« Reply #5 on: June 21, 2017, 02:55:27 am »

It is mandatory that all players have read the setup post prior to game start.
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Teproc

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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #6 on: June 21, 2017, 03:14:18 am »

I don't understand the conditions for missions to succeed ? What do those numbers mean ?

Also, this fits my "flavor I care about" condition for RMM, so /in.
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faust

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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #7 on: June 21, 2017, 03:26:39 am »

I don't understand the conditions for missions to succeed ? What do those numbers mean ?

Also, this fits my "flavor I care about" condition for RMM, so /in.
Not explicitly stated I suppose: 3/3 (read "3 out of 3") means 3 players need to be selected, and 3 players need to submit "success" in order for the mission to succeed. If there are two conditions (e.g. 3/3 // 4/4), then the latter condition is in effect once the first mafia player has died.

Will add that to the setup post.
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #8 on: June 21, 2017, 03:36:52 am »

Right. This really is The Resistance meets Mafia. Cool.
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #9 on: June 21, 2017, 05:10:14 am »

The flavor will be about the British WWII tank, right, right?

/in
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #10 on: June 21, 2017, 05:39:02 am »

Ooh, neat! :-)

I'll just /tag for now because I don't want to overcommit to stuff..
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #11 on: June 21, 2017, 07:41:55 am »

/tag
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #12 on: June 21, 2017, 09:16:37 am »

/in

I must.
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Re: RMM44: Firefly Mafia
« Reply #13 on: June 21, 2017, 09:17:17 am »

It is mandatory that all players have read the setup post prior to game start.

Ain't nobody got time for that.
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #14 on: June 21, 2017, 09:36:42 am »

tag
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #15 on: June 21, 2017, 10:11:20 am »

/in
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #16 on: June 21, 2017, 12:04:42 pm »

/in
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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #17 on: June 22, 2017, 05:17:15 pm »

/tag. It was a pretty good show.

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Re: RMM44: Firefly Mafia (Signups open!)
« Reply #18 on: June 22, 2017, 05:41:12 pm »

/in

Can't pass this up.  Potentially limited access 8th-15th July, but should be able to catch up at least twice a day.
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Re: RMM44: Firefly Mafia (3 spots left!)
« Reply #19 on: July 01, 2017, 12:51:49 pm »

/in
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Re: RMM44: Firefly Mafia (3 spots left!)
« Reply #20 on: July 01, 2017, 12:58:45 pm »

pros: -day things
-everyone in playerlist ez to read
-i can vote someone and have an effect even if no one else votes that person

cons: -impossible to zoom out far enough to see the whole setup without scrolling
-being scum would be really, really, really bad
-there might be redirectors (<<<<<<<<< they might be giants)
-i kind of need to get better at getting other people to vote that person

so  :-\
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Re: RMM44: Firefly Mafia (3 spots left!)
« Reply #21 on: July 01, 2017, 01:09:06 pm »

I will be VLA July 4--9; just posting in case the game might start next week.
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Re: RMM44: Firefly Mafia (3 spots left!)
« Reply #22 on: July 01, 2017, 01:57:12 pm »

/probable hammer if someone L-1s.
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Re: RMM44: Firefly Mafia (3 spots left!)
« Reply #23 on: July 01, 2017, 06:41:43 pm »

-everyone in playerlist ez to read


Really?
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Re: RMM44: Firefly Mafia (~1 spot left)
« Reply #24 on: July 01, 2017, 06:43:34 pm »

 ;D
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