Round 69: Chaos Rising

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Round 69: Chaos Rising

Post by Rainboy on Sun Feb 02, 2014 5:52 pm

Disclaimer: This game is entitled Chaos Rising (and yes, it's an MLP game). As such, I have tried to make it accurately reflect its name, though I have gone to great pains to try and ensure you all shouldn't feel any more 'lost' in the game than in one of your usual games. I've tried to be pretty conservative in what I allow myself to do here; there are a bunch of things that I would have liked to have done, but decided against to keep this game more like what you all are used to seeing.

That said, this is still going to be a reasonably strange game by your standards. I strongly suggest you read the rules below. I know they're really long, but that's just because I've tried to be detailed about how I host so there aren't any surprises. Hopefully, I've been up front about most of the things you may find weird.


Rules:
There will be a round zero. During this mini-round, the evil side will choose a player to attack and all peekers will receive a random peek. The attacked player will not die (meaning the evil side may choose one of its own members) but will be injured (roleblocked and unable to vote) for one round. No other actions or voting will be taken. Round zero will end as soon as the evil side selects its initial attack, and is thus likely to be very short.

Self-votes and No Lynch votes are accepted.

Failure to post for two rounds is cause for modkill/replacement.

There will be no timelimit on rounds, meaning that the only way to end a round is via instalynch. That said, all rounds will last at least 24 hours. If an instalynch happens before 24 hours has passed, voting will be closed but the round will continue to allow for night actions to be submitted. Additionally, to prevent absurdly long rounds, the number of votes required for an instalynch will go down by one each day. (Example: There are 10 players in the game. 6 votes are required for lynch on the first day of the round, on the second day only 5 votes are required, on the third only 4, etc)

Voting shenanigans do not affect the number of votes needed for instalynch. (If there are 9 players and one is a double voter, there are still only 5 votes needed for lynch)

All third party roles (eg, those who cause the main factions to lose if/when they win) will have active win conditions that require them to complete some task. Specifically, this means that any survivors and stallers in the game will be allowed to win with whichever faction wins the game and will not be able to deny victory from the main factions by simply coasting through the game.

Unless otherwise specified in a player's role, any roleblocks in the game will block all aspects of a role except the player's basic vote. This includes passive powers, and even powers that can be considered negative (like vote not counting). Basically, if you're roleblocked, you're treated as if you were a vanilla townie for that round. Players who have a roleblock will still complete their roleblock if they themselves are roleblocked, to prevent paradoxes.

Failed kills will be posted unless the kill failed because it was prevented. eg, if the killer is roleblocked the kill will not be posted, but if the target was bulletproof or protected, the kill is posted.

In every game I have ever run, I've tried to give the players something they hadn't seen before. Stretch the game to its limits, so to speak. Normally, I'd keep this hidden and spring it on the game when it was triggered, but I'm not sure how that would go over here. So, I've decided to play it safe and post stuff here. Maybe if this goes over well, I can do something of this nature in secret next time. Anywho, here we go: This game will be divided up into two parts. Part one will be a fast and furious game in which both teams are given a single target on the other team (evil will need to kill Love, and good will need to kill Darkness). The team that loses the first part will lose a fairly strong role for their team (Darkness or Love). During the first part of the game, the good team will have hindered information abilities and the evil team will have hindered killing abilities compared to the second part.

Note: Given that the evil team will have a harder time killing things, it might be in the village's interest to run a no lynch early in the game. That's up to you all, of course; there are a couple of mechanics that will put a rather short time limit on how long things can last in part one, so you may also find it more appealing to lynch stuff early to cement the voting patterns and figure stuff out. Some roles might also be more motivated to try to extend or shorten the length of the first part.

Since it has been confirmed by the host that Love and Darkness exist in the game, they are exempt from the roleclaim clause. This means that anyone is allowed to specifically claim that they are Love or Darkness. This does not apply to the other roles, so please do not claim any other role names.

In general, players will keep their original alignment from the first to second part of the game. It is possible for some players to change alignment, but this will be somewhat rare.

I'm going to look to start around Thursday or Friday. As far as players, I'm aiming for 16-20 players, but can adapt for less (or more, if a miracle happens). If we are outside of that range, I may need an extra day or two to properly adjust the game.


[signups open]


Last edited by Rainboy on Thu Feb 27, 2014 7:55 pm; edited 18 times in total
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Re: Round 69: Chaos Rising

Post by Rainboy on Sun Feb 02, 2014 5:52 pm

Book One: Shadows
Prologue: Ashes to Ashes



When the elements of harmony were forged in the name of friendship and unity, each of the six elements were given to a holder to use their power for good, and in combination with the other five. Two young heirs to the Canterlot throne were given elements; Celestia was given Kindness, and Luna was given Loyalty. The odd one of the group, Discord, was given Laughter, and Generosity was held by Prince Sombra. Chrysalis was given Honesty and the sixth element, Magic, was held by the wizard Starswirl. The six fought together in every battle, growing stronger the more they battled. No force could defeat them, and Equestria was peaceful for centuries... until everything changed...

It started with Starswirl. In the would-be final battle against the last clutches of the darkness, the great wizard was tricked and slain by the Shadow. The remaining five retreated and mourned their fallen friend bitterly. Crushed by the loss of his dearest friend, Sombra swore to avenge Starswirl. In a heated rage, the prince assaulted the very throne of darkness, despite his friends' pleas of caution. Sombra prevailed, but his wrath was too great and the Shadow saw its chance to escape. Seeking refuge in Sombra himself, the Shadow consumed Sombra through his bitterness, turning the young prince's heart to stone and changing him into a shadow of his former self.

Next came Chrysalis, queen of the crystal ponies, who in despair turned to dark magic to save her home when it was assaulted by Sombra and the Shadow. As the Nightmare ravaged her body and soul, she found that her dark enchantments undermined her own plans. The Nightmare feasted on her despair. In horror, she realized what she had done. Chrysalis shed a single tear as she too was consumed by darkness. Devoid of the love she had once used to protect her kingdom, her twisted mind concluded that it must be stolen from those who still had it. She set her heart on Discord, who desperately loved Celestia. With a cold determination and steeled resolve, the new queen of the Changelings began to plot her assault on Discord's mind...

[story Book One: Shadows, Prologue: Ashes to Ashes]


Last edited by Rainboy on Sun Feb 02, 2014 6:11 pm; edited 1 time in total
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Re: Round 69: Chaos Rising

Post by Cloak on Sun Feb 02, 2014 6:32 pm

Sounds cool, [in]
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Re: Round 69: Chaos Rising

Post by Tael on Sun Feb 02, 2014 6:48 pm

[in]
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Re: Round 69: Chaos Rising

Post by MrNaleIt on Sun Feb 02, 2014 8:46 pm

[insert 69 joke here]

[in]


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Re: Round 69: Chaos Rising

Post by Rainboy on Sun Feb 02, 2014 9:34 pm

Oh, and the rules this game are negotiable. If people feel like it's too much, I'm quite willing to back off the throttle a little. Discussion and questions are welcomed, so long as we don't degrade into complaining.
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Re: Round 69: Chaos Rising

Post by French Connections on Sun Feb 02, 2014 9:44 pm

[in] :D
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Re: Round 69: Chaos Rising

Post by Scept on Sun Feb 02, 2014 10:57 pm

Sure, why not. [in]
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Re: Round 69: Chaos Rising

Post by Caelun_Niveus on Sun Feb 02, 2014 11:14 pm

[in]

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Re: Round 69: Chaos Rising

Post by Zyquux on Sun Feb 02, 2014 11:48 pm

Story sounds cool, plus ponies!

[in]
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Re: Round 69: Chaos Rising

Post by MrNaleIt on Sun Feb 02, 2014 11:54 pm

Rainboy wrote:
part 1:
There will be no timelimit on rounds, meaning that the only way to end a round is via instalynch. That said, all rounds will last at least 24 hours. If an instalynch happens before 24 hours has passed, voting will be closed but the round will continue to allow for night actions to be submitted. Additionally, to prevent absurdly long rounds, the number of votes required for an instalynch will go down by one each day after the second. (Example: There are 10 players in the game. 6 votes are required for lynch on the first and second day of the round, on the third day only 5 votes are required, on the fourth only 4, etc)

part 2:
In every game I have ever run, I've tried to give the players something they hadn't seen before. Stretch the game to its limits, so to speak. Normally, I'd keep this hidden and spring it on the game when it was triggered, but I'm not sure how that would go over here. So, I've decided to play it safe and post stuff here. Maybe if this goes over well, I can do something of this nature in secret next time. Anywho, here we go: This game will be divided up into two parts. Part one will be a fast and furious game in which both teams are given a single target on the other team (evil will need to kill Love, and good will need to kill Darkness). The team that loses the first part will lose a fairly strong role for their team (Darkness or Love). During the first part of the game, the good team will have hindered information abilities and the evil team will have hindered killing abilities compared to the second part.

Note: Given that the evil team will have a harder time killing things, it might be in the village's interest to run a no lynch early in the game. That's up to you all, of course; there are a couple of mechanics that will put a rather short time limit on how long things can last in part one, so you may also find it more appealing to lynch stuff early to cement the voting patterns and figure stuff out. Some roles might also be more motivated to try to extend or shorten the length of the first part.
Uh. for the part 1 spoilered thingy, I'm not sure if this will be a good idea because we are stubborn folk. And can you dumb it down a lot for part 2? I have no idea what you meant for a lot of it.
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Re: Round 69: Chaos Rising

Post by French Connections on Mon Feb 03, 2014 2:27 am

For part 1 Rain, you may want to make it take effect immediately after 24 hours. Most people will have voted by the end of the round, so I feel that a 2 day wait before the cap goes down is a bit unnecessary.

And Nale, I believe Part 2 means that there will 2 phases to the game (with a half-time where everyone gets re-rolled).
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Re: Round 69: Chaos Rising

Post by Link Lab on Mon Feb 03, 2014 3:18 am

[in]

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Re: Round 69: Chaos Rising

Post by Rainboy on Mon Feb 03, 2014 3:49 am

@Nale - Fair point. I want the reduction to be more of a incentive to close a round than a means for the mafia to have their way with it. I'll take French's suggestion and bump the reduction down to 24h.

As far as the phase thing, think of this as two separate games that are connected to eachother. Winning the first one will provide an advantage in the second. That's basically all you really need to get out of that.
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Re: Round 69: Chaos Rising

Post by Gam on Mon Feb 03, 2014 12:16 pm

[in]
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Re: Round 69: Chaos Rising

Post by Zink120 on Mon Feb 03, 2014 1:56 pm

Well don't this sound groovy. [in]
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Re: Round 69: Chaos Rising

Post by StalinCommander on Mon Feb 03, 2014 2:11 pm

-War Flashbacks. Nethernet. FoxyCleopatra.-

Regardless, this seems right up my alley.

[In]

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[12:55:11 AM] Zyquux: inb4 stalin is playing us all

Zyquux wrote:From now on, I'm voting Stalin day one.
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Re: Round 69: Chaos Rising

Post by Shadi on Tue Feb 04, 2014 12:17 am

Rain forced me >_>
[in]
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Re: Round 69: Chaos Rising

Post by Rainboy on Tue Feb 04, 2014 6:58 am

Shadi wrote:Rain forced me >_>
[in]

Hehe
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Re: Round 69: Chaos Rising

Post by French Connections on Wed Feb 05, 2014 12:42 am

Btw just so I have an idea: when do signups end? I can't see it anywhere. :P
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Re: Round 69: Chaos Rising

Post by Rainboy on Wed Feb 05, 2014 12:53 am

I'm aiming to start things up Friday, currently. Might have to put it off until Saturday if I need to balance the setup for fewer players.
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Re: Round 69: Chaos Rising

Post by Rainboy on Thu Feb 06, 2014 2:30 am

I was really hoping for a few more than 12. Anyone know of anyone else they might be able to bug into playing?

If not, I'll start reworking the setup to accommodate for fewer players.
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Re: Round 69: Chaos Rising

Post by French Connections on Thu Feb 06, 2014 5:41 am

I'll ask Pufferfish; no promises though as she's quite busy.
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Re: Round 69: Chaos Rising

Post by Zink120 on Thu Feb 06, 2014 5:53 am

Maybe someone should PM iceturtle? He didn't get to play much... But he had enthusiasm!
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Re: Round 69: Chaos Rising

Post by French Connections on Thu Feb 06, 2014 7:57 pm

No luck Rain, you may need to wrap it up for 12. :/
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Re: Round 69: Chaos Rising

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