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Author Topic: M111: Super Smash Bros Melee (GAME OVER - EVIL PLAYERS WIN)  (Read 71556 times)

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Archetype

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M111: Super Smash Bros Melee (GAME OVER - EVIL PLAYERS WIN)
« on: November 28, 2017, 12:55:11 am »

M111: Super Smash Bros Melee

Master Hand: Archetype   
Crazy Hand: iguanaiguana   

Ready to Fight:
1. mcmcsalot
2. ashersky Lynched D3. He was Bowser, the Vanilla Good
3. Galzria
4. DatSwan Lynched D2. He was Pikachu, the Vanilla Good
5. Robz888
6. seanbean EFHW Killed N2. She was Marth, the Good Tracker
7. AndrewisFTTW Eevee
8. faust Killed N1. He was Sheik, the Vanilla Good
9. Joseph2302 Lynched D1. He was Yoshi, the Good Roleblocker
10. gkrieg13
11. Teproc
12. chairs theorel
13. IDontPlayThisGame
14. O

Commentators: 2.7, Roadrunner7671


The Rules:

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.

The Standard Rules:
1. No communication between players outside of the game thread or shared QTs at any time. This includes passing references, jokes, or cases in other games or threads, whether in context or not.
2. If the game thread is locked, do not post. If you are unsure if something is locked, ask the mod by PM.
3. Direct or verbatim quoting of mod-provided information is strictly forbidden. Paraphrasing is okay.
4. Actions with instructions that do not specify a game state will be resolved in the order they are received.
5. Players must post once every 24 hours.
6. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
7. Invisible text, font size less than 10, and spoiler tags are not allowed.
8. Cryptography is not allowed.
9. The time between a lynch being reached and a flip being provided is called twilight. All players may continue posting during this time, including the lynched player.
10. Dead players may not post in thread or QT, except their Role QT. A lynched player is not "dead" until a flip has been provided.
11. Personal multimedia, such as video or audio recordings, are not allowed in the game thread.

The Voting Rules:
1. Votes should be in this format: Vote: Playername. Unambigiuous nicknames are acceptable.
2. Unvotes should be in this format: Unvote or Unvote: Playername.
3. Unvotes are not required if changing your vote from one player to another.
4. You may Vote: No Lynch. If a majority is reached here, no lynch occurs.
5. Lynches occur when a simple majority (rounded up) of living players is reached. Once reached, a lynch cannot be undone.
6. If a majority lynch is not reached by the Day's deadline, no lynch occurs.

The Rest:
1. Blue text is reserved for the Mod. No other player may use it.
2. If you have an issue or problem with the game, please PM the Mod. Do not post complaints in the game thread.
3. Mods make mistakes - please point them out gently. If they can be corrected, they will. If irreversible, they will stand as final to be commiserated over after the game.
4. If a mod error disadvantages one faction greatly, the game may be called off.
5. Ask all questions and make all requests directly to the Mod via PM. Questions deemed as "universal" (defined as questions for which the answers should be available to all players) will be requested to be re-posted in the Game Thread and answered there.
6. One prod will be issued after 48 hours without posting in the game thread. Players are subject to replacement or modkill after one prod.
7. All rule violations will be dealt with according to their severity, as determined by the mod.
8. Each player will receive their own QT, regardless of role. Don't quote from it.

Deadlines:
1. Days will last seven IRL days.
2. Nights will last two IRL days.
3. Nights may be shortened in certain cases to speed up the game, but only if no player opposes it.
« Last Edit: January 16, 2018, 03:57:53 pm by Archetype »
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Archetype

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Re: M111: Super Smash Bros Melee
« Reply #1 on: November 28, 2017, 12:55:24 am »

Setup Information
In a world...where the majority of SSBM characters are actually competitively viable...

This is a Normal, Semi-Open Mafia game for at least 12 players designed by Archetype. It is based off the popular video game Super Smash Bros Melee. In this game, there are 15 (at least, for now ;)) possible characters each player can be and each has a role potentially associate with them (listed in the post below). The manner in which these characters are distributed and influence the game are described as follows.

Choose your character!
When you sign up (or, at least, before the game begins), PM me a list of Super Smash Bros Melee characters (as listed below) ranked from most desired to least. This list can be updated before the game's start time and will never be revealed (and your personal list should not be discussed before the game starts). You need not list every character and it may be strategically advantageous not to. Once the game begins, players will be assigned their character based on the list they submitted.

Assignment works as follows:
1) Each player will be ranked based on the number of characters in their list. Players with the least number of characters in their list will be at the top of the ranking. Ties between players with an equal number of listed characters will be decided randomly.
2) Starting at the top of the player ranking list and moving downwards, each player will be given the character at the top of their list (their most desired one) that has not already been assigned to another player.
3) If, when attempting to assign a character to a player, all characters in their list have already been assigned to other players, they will be moved to the bottom of the player ranking.
4) Continue assigning characters down the rank in this manner until only those who have no available characters on their character list remain. Assign each of these players a random character from the list of remaining available ones.

***NOTE: Who gets assigned to be which character is NOT public information.***

Ready....Go!
Once each player has a character, three are chosen to be aligned with Evil (more if more people sign up). They will be given a factional chat topic and a kill. They will also be given a factional 2-shot Oracle detailed below:
Quote
Twice during the game at night, one Evil player may ask the Master Hand or Crazy Hand a Yes/No question about the game's setup. Questions can only be about the game state as it were when the game started and never specify player names in the game. For example: "Is Archetype Sheik?" and "Has Sheik ever targeted Zelda?" are both illegal but "Are Sheik and Zelda in the game?" or "Is Sheik Vanilla?" are both legal.

The remaining will be aligned with Good. Their respective wincons are listed below:
Quote
Evil: You win if the majority of players aligned are Evil or nothing can prevent it from occurring.
Quote
Good: You win if no Evil players are alive.

Each player will either have the power associated with them as detailed below or simply be a Vanilla member of their faction, depending on balancing. Balancing will be determined based on which characters are chosen to be included in the game and which ones end up being good or evil. It is guaranteed that at least one player will be Vanilla.
« Last Edit: December 08, 2017, 07:18:20 pm by Archetype »
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Archetype

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Re: M111: Super Smash Bros Melee
« Reply #2 on: November 28, 2017, 12:55:31 am »

The Characters

1. [Mario] - (Novice Vanilla Cop) - Each night after Night 1, you may target one player. You will be told their role in the form of Vanilla/Not Vanilla.
2. [Yoshi] - (Roleblocker) - Each night you may target one player. All actions they use that night will fail.
3. [Donkey Kong] - (Odd-Night Strong-willed Bodyguard) - Each night you MUST target one player. Any killing actions that target them will target you instead. On odd nights, all actions you use cannot be blocked or redirected by other players’ actions.
4. [Link] - (Jack-Of-All-Trades) - 1-shot Tracker (Target a player to find out who they target), 1-shot Doctor (Protect a target from a killing action), 1-shot Ascetic (Block all non-killing actions)
5. [Samus] - (Encrypting 2-shot Sensoring Detective) - While you are alive, the Evil players can use their factional chat during the day. Twice during the game at night, you may choose one of two groups: players on the lynch wagon from the previous day or those off of it. You will be told how many Evil players in that group have used their faction's kill at least once before up to that day.
6. [Fox] - (2-shot Diverter) - At night twice during the game, you may target one player. All actions that target you that night will target that player instead.
7. [Pikachu] - (1-shot Lightning Rod) - At night once during the game, you may choose to use this power. All other players actions will target you instead of their intended target.
8. [Captain Falcon] - (Modified Flavor Cop) - Each night you may target one player. You will be told their Flavor Name. When you die, a list of all flavor names you have ever detected will be revealed publicly.
9. [Ness] - (1-shot Bus Driver) - At night once during the game you may target one player and then another. Any actions that target the first player will instead target the second and vice versa.
10. [Peach] - (Self-Watcher) - Each night you will be told the names of all players who targeted you that night.
11. [Bowser] - (Supersaint) - If you are lynched, you will also kill whoever cast the hammer vote.
12. [Zelda] - (1-shot Commuter) - At night once during the game you may choose to use this power. All actions that would normally target you will fail instead - guaranteed. Cannot be used in conjunction with any other actions.
13. [Sheik] - (Even-Night Ninja Doctor) - Each night you MUST target one player. They will be protected from one killing action. On even nights, all actions you take cannot be detected by other players’ actions used that night.
14. [Ice Climbers] - (1-shot Deathproof) - The first time you would be killed (including lynches), you will survive.
15. [Kirby] - (Universal Backup) - When the first non-Vanilla player dies, you will inherit their powers. If a X-shot PR dies with no shots left, it will not be valid for inheritance.
16. [Marth] - (Tracker) - Each night you may target one player. You will be told the names of all players they targeted that night. You will be told "No Result" if your action was blocked.
17. [Jigglypuff] - (1-shot Paranoid Gun Owner) - At night once during the game you may choose to use this power. All players who target you with an action will be killed.
18. [Falco] - (Ascetic) - All non-killing actions that target you each night will fail.
19. [Ganondorf] -  (1-shot Limited Vigilante) - Once during the game at night you may target one player. If they are Vanilla, they will be killed
20. [Luigi] - (Non-Consecutive Night Sidekick) - Every other night, you may target one player. All actions that target them will target you instead.
21. [Roy] - (Motion Detector) - Each night you may target one player. You will be told "Motion Detected" if they targeted anyone or if anyone targeted them and "No Motion Detected" otherwise. You will be told "No Result" if your action was blocked.
22. [Dr. Mario] - (Pill Vendor) - Each night you may target one player. All actions they take that night cannot be blocked or redirected. They will be told they received a pill that night.
23. [Young Link] - (Jack-Of-All-Trades) - 1-shot Self-Watcher (Be told the names of all players who targeted you), 1-shot Roleblocker (Block all actions a player takes), 1-shot Bodyguard (Have all killing actions that target one player target you instead)
24. [Pichu] - (Weak Visitor) - Each night you may target one player. If that player is Evil, you will kill yourself.
25. [Mr. Game and Watch] - (Neighborizer) - Each night (including N0), you may target one player. I will generate a number from 1 to 9 that hasn't been generated before. You will be given a private chat to talk in that is open for a number of IRL days equal to the generated number. Conversation may continue even if one of you is killed during that timespan.
26. [Mewtwo] - (2-shot Inverting Redirector) - Each night you may target one player and then target another. All actions the first player uses will target the second instead. If the first player you target is Evil, their team's Oracle results for that night will be secretly inverted (No instead of Yes and Yes instead of No).

**NOTE: When a player dies, their Alignment {Good/Evil}, [Flavor Name], and (Role Name) will be released**


Action Resolution in case of conflict
1. Commuter
2. Lightning Rod
3. Diverter
4. Bus Driver
5. Bodyguard
6. Sidekick
7. Blocking
8. Redirector
9. Protect
10. Miscellaneous
11. Kill
12. Inspect


« Last Edit: December 12, 2017, 03:38:53 am by Archetype »
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schadd

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Re: M111: Super Smash Bros Melee
« Reply #3 on: November 28, 2017, 01:03:05 am »

/fox
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ashersky

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Re: M111: Super Smash Bros Melee
« Reply #4 on: November 28, 2017, 01:52:43 am »

/innards
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f.ds Mafia Board Moderator

2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

schadd

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Re: M111: Super Smash Bros Melee
« Reply #5 on: November 28, 2017, 02:02:10 am »

>ew redirection
>sensor is mad swingy
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Galzria

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Re: M111: Super Smash Bros Melee
« Reply #6 on: November 28, 2017, 04:35:43 am »

/in
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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: M111: Super Smash Bros Melee
« Reply #7 on: November 28, 2017, 06:53:13 am »

>sensor is mad swingy
Agreed. Definitely won't sign up with that role in the game.
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LaLight

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Re: M111: Super Smash Bros Melee
« Reply #8 on: November 28, 2017, 08:00:15 am »

>sensor is mad swingy
Agreed. Definitely won't sign up with that role in the game.

Sensor here is a very weak 1-shot cop, read the description
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Wins: 15, 10
Losses: 11, 5, 1
Draws: 1
MVPs: 4
Mod/Co-mod: 18

I always have a limited access to forum on weekends.

faust

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Re: M111: Super Smash Bros Melee
« Reply #9 on: November 28, 2017, 09:54:38 am »

>sensor is mad swingy
Agreed. Definitely won't sign up with that role in the game.

Sensor here is a very weak 1-shot cop, read the description
I read the description and it says that the role can potentially clear >50% of all living players as town, which is usually an instawin for town.
« Last Edit: November 28, 2017, 09:56:36 am by faust »
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iguanaiguana

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Re: M111: Super Smash Bros Melee
« Reply #10 on: November 28, 2017, 10:12:04 am »

Hm. Yeah. Therefore it also forces scum to play with at least one on and one off every serious wagon, which is a pretty bad handicap for them.

I guess that's why they get daychat.
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Point iguana. Not that points really matter with a result, but still.
Igu is town or trying the hardest he ever has as scum.

Teproc

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Re: M111: Super Smash Bros Melee
« Reply #11 on: November 28, 2017, 06:46:42 pm »

Yeah, it just means scum has to be careful not to be all on-wagon, and poof, the role does basically nothing. Which seems fine to me.
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Archetype

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Re: M111: Super Smash Bros Melee
« Reply #12 on: November 28, 2017, 07:17:34 pm »

I like the mind games for scum involved with having an Encrypting Sensor, so I am going to try to fit it in if possible. I changed it a bit to give scum a bit more leeway.

CHALLENGER APPROACHING

Marth the Tracker has joined the cast!
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schadd

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Re: M111: Super Smash Bros Melee
« Reply #13 on: November 28, 2017, 11:08:04 pm »

marf!
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schadd

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Re: M111: Super Smash Bros Melee
« Reply #14 on: November 28, 2017, 11:09:21 pm »

it's not really an issue since it's closed/designed but i would think samus on town is either anti-town utility or like a really small benefit
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faust

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Re: M111: Super Smash Bros Melee
« Reply #15 on: November 29, 2017, 01:19:45 am »

Everyone in this game is a PR, right? Why is it not labeled RMM?
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faust

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Re: M111: Super Smash Bros Melee
« Reply #16 on: November 29, 2017, 01:21:14 am »

Ah, no, nevermind, I just saw the thing.
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Swowl

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Re: M111: Super Smash Bros Melee
« Reply #17 on: November 29, 2017, 05:31:38 am »

/iiinnnnnnn
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real good. That’s how
Town:  14 wins, 14 losses (1 MVP)
Skum: 7 wins, 7 losses (1 MVP)
3-Party: 4 wins, 1 loss

Lekkit

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Re: M111: Super Smash Bros Melee
« Reply #18 on: November 29, 2017, 08:41:55 am »

My main is still missing. :(

I probably don't have time to play in the upcoming months, so I probably won't join even if he's incorporated.
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pacovf

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Re: M111: Super Smash Bros Melee
« Reply #19 on: November 29, 2017, 09:44:52 am »

Awesome flavour
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faust

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Re: M111: Super Smash Bros Melee
« Reply #20 on: November 29, 2017, 10:53:41 am »

Will players that have been chosen to be Vanilla still retain the flavor names assigned to them in the draft?
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Archetype

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Re: M111: Super Smash Bros Melee
« Reply #21 on: November 29, 2017, 11:23:20 am »

Will players that have been chosen to be Vanilla still retain the flavor names assigned to them in the draft?
Yeah!
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Robz888

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Re: M111: Super Smash Bros Melee
« Reply #22 on: November 29, 2017, 12:17:22 pm »

Very tempted.
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Galzria

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Re: M111: Super Smash Bros Melee
« Reply #23 on: November 29, 2017, 12:29:41 pm »

/in

Just think - it'll almost be the EoY by the time this gets rolling. Your book will be done by then (Hopefully? Right?) so you'll be good to go!
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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

schadd

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Re: M111: Super Smash Bros Melee
« Reply #24 on: November 29, 2017, 12:44:36 pm »

his what!!?
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