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Author Topic: RMM12: Time War Mafia (Game Over - Town + Survivor win!)  (Read 156310 times)

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Voltaire

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RMM12: Time War Mafia (Game Over - Town + Survivor win!)
« on: November 19, 2013, 11:27:23 am »

Welcome to RMM12: Time War Mafia!

Mod: Voltaire
Backup Mod: mail-mi


Players (14 total):

1. Archetype - lynched D1 (Davros, a Busdriver)
2. chairs
3. sudgy - died N1 (Rory Williams, a hated weak Doctor)
4. Walrus
5. Jimmmmm
6. xeiron
7. ashersky
8. faust
9. Galzria/yuma
10. 2.71828.....
11. EFHW
12. pingpongsam - lynched D2 (the Master, an enabled Time Traveling ninja Roleblocker)
13. nkirbit
14. jotheonah

Day 1 - final vote count
Day 2 - final vote count

Subs:
1. yuma

Players Tagged:
shraeye
manda2014
Teproc

The Rules of Mafia will be used with the following changes. Please read them if this is your first time playing!

- Day deadlines will be 7 days and night deadlines will be 48 hours.
- During the first 24 hours of night, please PM the mods to confirm that you are still playing. After 24 hours, if you have not PM'd us, the mod(s) will PM you to check to see if you are still in fact playing. If we have not received a confirmation by the time Night is supposed to end, Night will continue as we look for a replacement.
- Days may start earlier than scheduled if every player still alive says they are comfortable opening up the next day early in their check-in PM. The deadline for the next day will remain the same.
- if the deadline is reached without a player reaching the lynch number, a no-lynch will occur
- prods of absent players will be issued upon request after 24 hours. A replacement will be located starting after 48 hours with no reply to a prod.

Set-up specific info found in the next post.
« Last Edit: January 12, 2014, 06:27:31 pm by Voltaire »
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Voltaire

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Re: RMM12: Time War Mafia (signups open!)
« Reply #1 on: November 19, 2013, 11:27:41 am »

Set-Up Information:

This is a Role Madness game. This means that every player will have a role, and you should be prepared for (almost) anything. However, nothing about this game is Bastard. Every attempt has been made to ensure that this game is balanced and fun, but no promise about balance is made.

This game is Doctor Who-themed, and in a happy co-incidence will be run shortly after the big 50th anniversary on November 23. However, spoilerphobes rest assured - this was developed prior to the 50th, so nothing about this game will spoil the anniversary for you. In an even happier co-incidence, it looks like the "Time War" theme will also appear in the 50th. If a sufficient amount of time elapses before this game begins, I may incorporate elements from the special into the flavor if there are no protests.

That said, you do not need to know anything about Doctor Who to play, or enjoy, this game. Outside of the one mechanic, this is a more-or-less straightforward mafia game.


New mechanic: Time Travel!
A Wibbly-Wobbly Explanation

At least one role in this game has the ability to Time Travel. This is an action that will be resolved as part of Natural Action Resolution as step 0, before Copy. When each night arrives, a Time Travel role may chose to travel to a different night to perform their action, if any. After carrying out their action (if applicable), they return to the current night. A Time Travel role may not cross their own time stream (they may not travel to the same night twice). Should a Time Travel role somehow be forced to visit the same night twice, they will be treated as a vanilla member of their faction for the duration of the night.

At the end of each night, all nights in the “past” will be re-evaluated and the game state will be adjusted to account for these actions, beginning with N0. This may include, but not be limited to, players returning from the dead, dying on nights they previously lived through, receiving a different result for a previously submitted action, etc. Things may get timey-wimey (potentially confusing), but the roles in this game have been designed around the Time Travel concept. All effort has been made to ensure that things will remain understandable and balanced (though balance cannot be guaranteed).

Game Days are Time Locked (they cannot be altered in any way). This means that any players with day powers may not use them at any time other than during that day itself (a D2 dayvig could only ever fire during the original D2), and any player who returns to life after having missed days may not vote during those days, nor will they count as a living player during those missed days. They are, however, eligible to use and be targeted by night actions during missed nights. They will count as a living player again at the start of the next day. The same is true for when a player who dies on an earlier night will first count as a dead player.

Quote from: Example game
As an example, imagine a game with the following roles: Time Traveling town doctor, Time Traveling mafia roleblocker, and some number of VTs and Goons.

On N1, the doc travels to N3 and docs VTa. The roleblocker elects not to travel and so travels to N1 normally, blocking VTb. The mafia kills VTc. Results: On N1, VTb is roleblocked and VTc dies.

On N2, the doc travels to N1 and docs VTc. The roleblocker travels to N3, blocking the doctor. The mafia kills VTa. Results: On N1, VTb is roleblocked. VTc is saved from the mafia kill by the doctor, which means that VTc has come back to life and will rejoin the game on D3*. On N2, no power roles use powers, and VTa dies.

On N3, the doc travels to N2 and docs VTa. The roleblocker travels to N2 and blocks VTb. The mafia kills VTc (again). Results: On N2, VTb is roleblocked. VTa is saved from the mafia kill by the doctor, which means that VTa has come back to life and will rejoin the game on D4**. On N3, the doctor targets VTa, which fails as the doctor is roleblocked. VTc dies.

*if VTc had been a power role, he would have been eligible to use his power on N2.
**if VTa had been a power role, he would have been eligible to use his power on N3.


This example game is broken, of course. I wouldn't give away what the actual setup looks like. :)

Please ask any questions about the setup in-thread during sign-ups.
« Last Edit: November 20, 2013, 10:07:47 am by Voltaire »
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Jimmmmm

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Re: RMM12: Time War Mafia (signups open!)
« Reply #2 on: November 19, 2013, 11:33:56 am »

/tag
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Twistedarcher

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Re: RMM12: Time War Mafia (signups open!)
« Reply #3 on: November 19, 2013, 12:06:36 pm »

Are flips still treated as normal? So you could have a player flipped town and brought to life again?
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Voltaire

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Re: RMM12: Time War Mafia (signups open!)
« Reply #4 on: November 19, 2013, 12:09:41 pm »

Are flips still treated as normal? So you could have a player flipped town and brought to life again?

Yes. But please note - the game was designed around Time Travel, and the balance issues created in the scenario you describe were taken into account.
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chairs

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Re: RMM12: Time War Mafia (signups open!)
« Reply #5 on: November 19, 2013, 01:07:13 pm »

/in

sudgy

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Re: RMM12: Time War Mafia (signups open!)
« Reply #6 on: November 19, 2013, 01:11:00 pm »

I just read the setup info, DEFINITELY /in.  I don't watch Doctor Who, but this game looks amazing.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

WalrusMcFishSr

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Re: RMM12: Time War Mafia (signups open!)
« Reply #7 on: November 19, 2013, 01:25:50 pm »

Great game everybody! The time travel mechanic was REALLY cool. I still can't believe that quantum boomerang anticausal lynch paradox on Day -2. Well played Daleks!
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WalrusMcFishSr

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Re: RMM12: Time War Mafia (signups open!)
« Reply #8 on: November 19, 2013, 01:26:16 pm »

Sorry, put that in the wrong place...

/in
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Jimmmmm

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Re: RMM12: Time War Mafia (signups open!)
« Reply #9 on: November 19, 2013, 02:33:41 pm »

Great game everybody! The time travel mechanic was REALLY cool. I still can't believe that quantum boomerang anticausal lynch paradox on Day -2. Well played Daleks!

I do not have enough +1s to give you here, so I'm just going to /in.
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xeiron

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Re: RMM12: Time War Mafia (signups open!)
« Reply #10 on: November 19, 2013, 03:14:54 pm »

The time travel mechanic sounds awesome. /in
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yuma

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Re: RMM12: Time War Mafia (signups open!)
« Reply #11 on: November 19, 2013, 05:29:42 pm »

/tag
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mail-mi

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Re: RMM12: Time War Mafia (signups open!)
« Reply #12 on: November 19, 2013, 09:02:42 pm »

modtag

This setup looks so sosososososososososo cool, I wish I hadn't looked it over and had signed up instead!
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yuma

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Re: RMM12: Time War Mafia (signups open!)
« Reply #13 on: November 19, 2013, 09:39:17 pm »

Great game everybody! The time travel mechanic was REALLY cool. I still can't believe that quantum boomerang anticausal lynch paradox on Day -2. Well played Daleks!

I've time traveled back to /in to prevent such a massacre from occurring!

(please note here that yuma does not play the same in RMM games. He treats them less seriously and devotes far less time to them regardless of alignment--I say this for every RMM game I join, but want to make sure that people know this up front. I will still be posting regularly, but comparisons made to my normal style will be guaranteed to be flawed.
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ashersky

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Re: RMM12: Time War Mafia (signups open!)
« Reply #14 on: November 19, 2013, 10:36:06 pm »

/in, even though I still don't get Dr. Who.
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Re: RMM12: Time War Mafia (signups open!)
« Reply #15 on: November 20, 2013, 09:37:52 am »

moar taggin1
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XerxesPraelor

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Re: RMM12: Time War Mafia (signups open!)
« Reply #16 on: November 20, 2013, 01:38:15 pm »

absolutely /in

P.S. (what's the / for?)

P.P.S If I want to Mod a mafia game myself, what do I have to do?
« Last Edit: November 20, 2013, 01:42:43 pm by XerxesPraelor »
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Jimmmmm

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Re: RMM12: Time War Mafia (signups open!)
« Reply #17 on: November 20, 2013, 01:49:04 pm »

Go here and ask to be put in a particular queue.
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manda2014

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Re: RMM12: Time War Mafia (signups open!)
« Reply #18 on: November 20, 2013, 04:30:51 pm »

/tag
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Re: RMM12: Time War Mafia (signups open!)
« Reply #19 on: November 21, 2013, 03:28:42 am »

/tag

Definitely want to in here, but I'm already in three games, so it'll have to wait until I'm dead in one of them.
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faust

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Re: RMM12: Time War Mafia (signups open - 5 spots left)
« Reply #20 on: November 25, 2013, 06:47:29 am »

/in
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chairs

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Re: RMM12: Time War Mafia (signups open - 4 spots left)
« Reply #21 on: November 27, 2013, 03:37:22 pm »

This game was awesome.  I was particularly surprised when [redacted] used his [redacted] power mid-day on [redacted].  It was really crucial!

Voltaire

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Re: RMM12: Time War Mafia (signups open - 4 spots left)
« Reply #22 on: November 27, 2013, 03:38:54 pm »

Oh look, I'm going to mod a game one day!

These jokes will continue until sign-ups are full.
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Re: RMM12: Time War Mafia (signups open - 4 spots left)
« Reply #23 on: November 27, 2013, 03:44:27 pm »

Make sure you leave a space at the end, for when you randomly introduce a 9th player that nobody realised was coming and had to re-order them all
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Re: RMM12: Time War Mafia (signups open - 4 spots left)
« Reply #24 on: November 27, 2013, 03:50:49 pm »

Make sure you leave a space at the end, for when you randomly introduce a 9th player that nobody realised was coming and had to re-order them all

+8.5
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