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Messages - J Reggie

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151
Mafia Game Threads / Re: M137: Hatchling Mafia (Night 0)
« on: February 13, 2022, 09:52:32 am »
Thread locked! Role PMs going out shortly via discord. Please confirm in your discord QT. Night 0 will officially start when everyone has confirmed and last for 24 hours.

Two final clarifications have been made to the setup for the cop and role cop.

Here are the role PMs for reference:

Welcome to Hatchling Mafia! You are an unhatched green egg. You win when all the red eggs are eliminated. Check back here each night to see if you have hatched!

Welcome to Hatchling Mafia! You are an unhatched red egg. You win when all the green eggs are eliminated and there is at least one red egg left alive or nothing can prevent that from happening. At night, you can chat with your partners and decide who to kill. Check back here each night to see if you have hatched!

152
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 12, 2022, 05:17:28 pm »
Here's a current link to the server! https://discord.gg/MmAGVFu6

Once everyone has joined the server and I've assigned you to your channels, I'll send you your role pm in your channel and we can get this started. No need to confirm until I lock the thread and send you your pm.

153
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 05, 2022, 11:57:38 am »
I realized that my description of the tree stump role was not clear enough, so I have added to the description. That player will become a tree stump when they die, if they have hatched first.

154
Mafia Game Threads / Re: Meta: Tutorial for modding with Discord
« on: February 05, 2022, 11:21:16 am »
Haven't reach the whole thing yet, bit if you give the mod role permission to see something, everyone who has modded a game will be able to see it. You want to create private channels and add yourself and the desired people manually, not by roles.

Yeah, I covered this. You don't seem to be able to add members while creating the channel; you have to create it first and then add the members and remove the roles.

155
Mafia Game Threads / Re: f.ds Mafia Hub
« on: February 05, 2022, 09:49:40 am »
I've now posted a tutorial for modding with discord in this subforum. Please let me know if you see anything I should add to it or if anything doesn't make sense.

156
Mafia Game Threads / Meta: Tutorial for modding with Discord
« on: February 05, 2022, 09:48:29 am »
So, how does modding with discord work, now that QT is gone? It's a little more complicated but also more flexible. First, you'll need a current link to the f.ds QTs discord server, and then you'll need the server owner to give you the mod role. After that, you should have the power to do everything you need.

   

First, in the menu on the left, click on the kebab menu. That should give you the option to create a category.



It doesn't particularly matter if this is a private category or not. If you make it private, you want to make sure the mod role has access to it.



Now the category will show up on the left. Click on the plus sign next to it to create a channel.



You'll definitely want this to be a private channel, but you'll want to give the mod role access to it or you'll lose it forever. You can name it whatever you want.



After you've created the channel, you'll want to set the permissions. You can do this with a long tap on the channel on mobile or a right click on desktop and clicking edit channel.



Click on permissions. This is another part where you can lose the channel if you're careless like me. You don't want all mods to have access to the channel, but you want to have access yourself. First, you click on add a member and add yourself.



Give yourself the permission to view the channel, manage the channel, and send messages. Don't worry about anything having to do with threads; we won't be using those.



Now that you see yourself on the list,



you can remove permissions for other mods, in case mods in other games are playing in your game. Click the slash icon in the middle to set permissions to default.



You also want to make sure that the permissions for @everyone don't allow them to edit the channel.



Now, you can see on the menu on the right side of the channel who has access to the channel.



At this point, it should just be you and the server owner, who sees all. If there are more people, you've done something wrong.

Let's add some more people.



Here, I'm adding ashersky, giving him permission to see the channel and send messages, but not manage the channel.



Now the list shows everyone I've added, plus me and the server owner. As you can see, I've created the Mason QT for gkrieg and Ashersky.

You can repeat this process for however many channels you want to make, giving permissions to the appropriate people. It seems like a lot but once you do a few it should become easier.

Now let's get fancy! Say night has turned to day and you want to lock the channel. You can either trust your players not to post in the channel, or you can remove their permissions.



Now, Ash will be able to see the channel and read what his partners posted, but won't be able to post. You can do this every night for all the players in the channel if you want the extra work.



To post in bold, surround the text with two asterisks on either side.

That should be it! Let me know if there's anything you want me to add or anything I've missed.


157
Forum Games / Re: RMM ??: Stargate Mafia (Gauging Interest Phase)
« on: February 04, 2022, 12:49:16 pm »
I can create a quick tutorial today. I've been using the mobile app, but I could switch over to desktop if that would be more helpful. The permissions can be a little tricky but I think I've got a handle on them.

158
Forum Games / Re: RMM ??: Stargate Mafia (Gauging Interest Phase)
« on: February 03, 2022, 10:17:00 pm »
Is there a confirmed replacement we are using for QT?

Here's a current link to the discord server: https://discord.gg/sjFJQDxq

159
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 03, 2022, 05:22:10 pm »
Will vote counts indicate the actual number of votes for the double voter (2 votes) and tree stump (0 votes), once hatched?

Yes

160
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 03, 2022, 12:08:59 pm »
I like this. On N1, who is choosing the N2 hatch?

I am, randomly of course. This is basically to make the game less solvable via massclaim (otherwise it's guaranteed that exactly 2 town will hatch N1).

161
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 03, 2022, 08:40:02 am »
The following is a complete list of the roles inside the eggs:


Oh, I see, there is guaranteed to be exactly one of each of these roles in the game?

Yes.

The setup post has been updated again with additional rules clarifications and one small change to the town hatch rule.

162
Dominion General Discussion / Re: Seaside 2E Announced
« on: February 02, 2022, 09:07:44 am »
Was there a post from Donald talking about the potential for an Embargo that uses the card itself instead of tokens or something? I've seen that mentioned a few times in this thread, as if people just expect it to happen.

Same question in regards to removing the Native Village / Island / Pirate Ship mats.

The idea of embargo using itself instead of tokens comes from the secret history, I'm not sure if there's anything more recent to suggest that. Also just a general move away from having extra components that are only used for one card.

163
Dominion General Discussion / Re: Seaside 2E Announced
« on: February 01, 2022, 03:59:42 pm »
Something I've wondered for a while is why Wharf has +buy instead of Merchant Ship. I'm guessing donald already answered this at some point somewhere.

From the secret history of Seaside: "Wharf: The original version didn't have the +1 Buy. It got that to compare more favorably to Merchant Ship."  I think back in the day the playtesters vastly underrated draw and overrated +.

164
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 01, 2022, 01:23:31 pm »
How much of the swinginess of the game comes down to whether the hatcher hatches?

The Hatcher is arguably town's strongest role; having it hatch early in the game can give town a nice head start on hatches.  But mafia gets compensation if town has a lot of hatched players, and more town won't hatch if the hatcher successfully hatches many townies.  Say 3 town roles hatch N1, including the Hatcher.  In a scenario where town is exiled D1 and D2, unhatched town dies N1, and the Hatcher targets town N1, that leaves us with 8 townies at the start of N2, 4 of whom are hatched.  Town won't get any more automatic hatches, but mafia will.  In testing, correct Hatcher targets really just mean that town gets its hatches sooner (which is good for town), but mafia gets more roles to counter those hatched roles.  Additionally, the Hatcher can target Mafia, which kind of negates that advantage to town.

Edit: on the flipside, if the hatcher never hatches, town will get more automatic hatches, it just happens a little slower.

165
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 01, 2022, 12:55:49 pm »
So half of the town will never hatch?

Not necessarily.  If 50% of living town players (and dead tree stumps) are already hatched, there won't be any chance for an automatic town hatch that night.  But the Hatcher role can still hatch other players, and if hatched players die, the percentage is lowered and it could make way for more town players to hatch.  Keep in mind that it's not RMM; the chance that you will hatch during this game is on par with the chance that you would roll a PR in any given normal game.

166
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 01, 2022, 12:11:09 pm »
The setup post has been updated with clarifications and tweaks to the percentages for hatching.

Also note that I have switched to using the term "inverted cop" to avoid using a derogatory term.  The role still works exactly the same: the cop receives an inverted result.

167
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 01, 2022, 11:21:18 am »
/in

I have questions!

- I assume roles are usable on the Night that they are hatched?
- how do flips work? Specifically:
-- does a player's hatched/non-hatched status flip?
-- do unhatched roles flip?
-- does Cop sanity etc. flip?

I was actually just working on the phrasing to clarify this. I will update the setup post soon.

168
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: February 01, 2022, 09:09:53 am »
Hi J Reggie! It’s nice to meet you! /in

Hi Didds! I could have sworn I was in your first game, but it looks like I was just in the speccy! Nice to formally meet you!

169
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: January 31, 2022, 11:55:54 pm »
is there a baseline for hatches? or is it possible for no hatches to occur?

Night 1, there are guaranteed to be at least 3 hatches. After that, it is possible for no players to hatch during a night.

170
Mafia Game Threads / Re: f.ds Mafia Hub
« on: January 31, 2022, 10:04:39 pm »
My game is now open!

171
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: January 31, 2022, 09:52:56 pm »
A few notes:

Since II's game is dead, I thought M137 would be the appropriate designation.

Going through the rules that have been copied from game to game, I found a typo and several uses of outdated terminology, which I have changed.

172
Mafia Game Threads / Re: M137: Hatchling Mafia (signups)
« on: January 31, 2022, 09:51:10 pm »
The Setup:

At the start of the game, each player is an unhatched egg.  What is inside that egg is determined at the start of the game but not told to the player.  When a player hatches, they will be told that they have hatched and what their role is. The following is a complete list of the roles inside the eggs:


Town roles:
Cop
Inverted cop
Weak doctor
Placebo doctor
1-shot double voter
1-shot vigilante
Hatcher
Tracker
Watcher
Tree stump

Mafia roles:
Role cop
Hatched cop
Roleblocker

Role Descriptions (important/unexpected clarifications in bold):

The cop and inverted cop will both only be told that they are a cop when they hatch. They will be given a result of either green or red upon investigating a player.
The weak doctor and placebo doctor will both only be told that they are a doctor when they hatch. If the placebo doctor saves a player, that player will die at the beginning of the following night, before hatching calculations.
The 1-shot double voter automatically uses their role the day that they hatch.
The 1-shot vigilante must use their shot the night that they hatch, but may choose not to shoot and instead give up their shot.
The hatcher targets one player each night.  If that player is not already hatched, they will hatch the following night.
The tracker and watcher will both only be told that they are a detective when they hatch.
The tree stump role will not be told that they have hatched until they die. When that player would die, they will be informed that they have hatched and will become a tree stump instead, still being able to post in the thread. Until they die, they continue to be a living player with the ability to vote.
The role cop always receives the role of the player they target, regardless of whether that player has hatched. The role cop may also target dead players. They will receive the exact role of the player they target.
The hatched cop targets one player each night and learns if that player is hatched or not, but not their role.
If the roleblocker blocks a passive role (double voter, tree stump), that role will not be able to use its power that night and the following day. This means that a double voter will only have a single vote if roleblocked and a tree stump will not be able to post in the thread if they die during that time.
The mafia investigative results are posted in the mafia thread; you do not have to set up a code. These results are posted regardless of whether that player died during the night.

So how do players hatch?

The Hatching Rules:

Each night, starting N1

(Conditions are evaluated and resolved sequentially.)

If less than 40% of town is hatched (percentages of town include living players and dead tree stumps) or there are more Mafia alive than hatched town:

  • One town role hatches.

If less than 50% of town is hatched:
  • If no mafia roles are hatched, an additional one town role and one mafia role hatch.
  • Otherwise if there is an unhatched Mafia role, there is a chance, starting at 33% and increasing by 33% each night this condition is met until it succeeds, that one town role and one Mafia role will hatch. 

If at least 50% of town is hatched:
  • One Mafia role hatches

Night 1 only

  • The N2 town hatch is chosen. If it is not investigative, there is a 50% chance it will hatch N1 instead. This means that if this player is killed N1 or exiled D2, there will be no N2 town hatch. If the N2 town hatch fails due to too many town being hatched, this choice is discarded.

(These percentages are subject to change before the game opens. I will post to let players know if that happens.)

Night Actions:

Night actions are due 12 hours before the start of the next day. When a player hatches, they will be informed at the beginning of the night. If they have a night action, they may use it that night. Please check your QT each night to confirm whether or not you have hatched.

Night action order:
Placebo doctor death (postponed from previous night)
Player targeted by Hatcher previous night hatches
Hatching calculations
Roleblocking
Saving roles and Hatcher
Killing roles
Investigative roles

Flips:

If a hatched player dies, they will flip as their role. If an unhatched player dies, they will flip as an unhatched egg (with alignment indicated). Role pairs (Cop/Inverted Cop etc.) only flip as the role they were told, not which one they are.


173
Mafia Game Threads / M137: Hatchling Mafia (Game Over)
« on: January 31, 2022, 09:50:58 pm »
Welcome to Hatchling Mafia

This is an invented Open Normal setup for 13 players.  The setup is described in the following post.


Player List:
1. MiX
2. Swowl
3. Galzria Jack Rudd
4. mathdude
5. EFHW
6. scolapasta
7. WestCoastDidds
8. jotheonah
9. faust
10. gkrieg13
11. infangthief
12. Dylan32
13. 2.71828.....

Game Tracker:
Day 1: Start 1 2 3 4 5 End
Day 2: Start 1 2 3 4 5 End
Day 3: Start 1 2 End
Day 4: Start 1 End


The Rules:

The Golden Rule:
This is a game. Everyone who signs up to play must be considerate of each other, never get personal, and focus on having fun. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments.

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 (including QT opening and closing times) 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. All night actions must be submitted within 36 hours of day ending.
6. Players must post once every 24 hours.
7. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
8. Invisible text, font size less than 10, and spoiler tags are not allowed.
9. Cryptography is not allowed.
10. The time between an exile being reached and a flip being provided is called twilight. All players may continue posting during this time, including the exiled player.
11. Dead players may not post in thread or QT, except their Role QT. An exiled player is not "dead" until a flip has been provided.
12. 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. Unambiguous nicknames are acceptable, or any string that uniquely identifies a user. Note that the point of voting is, in fact, unambiguity, and attempting to make it unclear to other players (or, of course, mods) which user you are voting for is very ill-advised.
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 exile.
5. Exiles occur when a simple majority (rounded up) of living players is reached. Once reached, an exile cannot be undone.
6. If a majority exile is not reached by the Day's deadline, a plurality exile takes place. If there is a tie, the player who has had that number of votes for the longest is exiled.


The Rest:
1. Bold, Lime Green text is reserved for the MODs. Players may not 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. Players may request prods on other players if they have not posted in 24 hours. 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 Discord channel, regardless of role. Don't quote from it.
9. If the game goes on for 3 days and 3 nights without an exile or nightkill, town wins.


Deadlines:
1. Days will last seven IRL days.
2. Nights will last 48 hours.


174
Mafia Game Threads / Re: f.ds Mafia Hub
« on: January 31, 2022, 01:00:55 pm »
I have an open normal setup that I started designing when I was playing and rediscovered while archiving my qts. I've fixed it up and I'd be willing to run it if needed, but I don't want to jump the queue.

175
Dominion General Discussion / Re: Seaside 2E Announced
« on: January 27, 2022, 11:10:11 am »
I was just thinking about the idea that the +buy should be moved from Wharf to Merchant Ship for balance, but I highly doubt that's going to happen. I'd say Sea Hag is likely to be removed for the same reasons as Saboteur. Maybe Explorer will be taken out and replaced with the best $5 ever.

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