This city is afraid of me. I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout 'Save us!'... and Gon's Balls will whisper 'First... comes... rock!' Hah!  Made you stare at Naruto's Marshmallow!  Pushing the logo off-center to drive TheOcean insane.  
 
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Old 03-11-2015
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biggles1 biggles1 is offline
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Death Note, The Forum Game
Murder has never been so fun.
How to play
 
DN:TFG is a forum game that is divided into turns which usually last around 24 hours. Before each round, players will sign up and be added to the player list. Once sign-ups have ended, the GM (Game Master) will choose the Shinigami and Watari from the list of players and announce them on the game thread (the method for choosing these players is up to the GM, but they are encouraged to select leaders who have experience with the game and are willing to lead).
The Shinigami and Watari will then choose Kira and L, respectively, from the remaining list of players, and send their selections to the GM via PM (private message). The GM will notify these people to see if they are willing to take on those roles. If not, then the Shinigami or Watari must make another selection and the process is repeated. If the Shinigami and Watari choose the same player, then they will both be asked to choose again. If either Kira or L is not selected within a reasonable amount of time, then the GM may randomly assign a person this role at their own discretion and must inform the Shinigami or Watari, respectively, of their choice.
Every turn, each player may cast one vote against any living player (including themselves) on the list of players except for the Shinigami. The person with the most votes at the end of the turn will die (if there is a tie, then the GM chooses randomly among those with the most votes). These votes must be publicly posted on the game thread. The GM is responsible for tallying the votes themselves, and votes cannot be changed once cast. In addition to voting, all players may use their roles during the turn, which will be discussed later. The game ends when Kira or L dies, unless the successor rule activates.

The Successor Rule
 
If Kira or L dies before less than 1/3 of the players (rounded up) have died, then they choose a successor out of anyone who is still alive (other than Watari/Shinigami). The number of dead players is taken before the results of the turn in which Kira/L dies. This new person gains Kira/L's abilities for the remainder of the round. The successor maintains any role that they may have had previously. If L/Kira chooses the current Kira/L, respectively, as their successor, then that person dies and both Kira and L are asked to choose a different person. This only counts as a succession for the character that originally died. Once one side gets a successor, then the other side will get a successor regardless of the number of deaths.
If you are chosen as the successor then you are required to help the respective team that chose you. Helping the other team may result in being blacklisted.
The official names of the successors are as follows:
Kira -> Misa -> Mikami
L -> Near -> Mello

The Results
 
Every turn, the GM will write up the results for that turn. The results should include the following aspects.
--A scenario-based story of the occurrences of that turn (optional but encouraged)
--A summary of the turn
--An up-to-date player list with publicly-revealed roles
--Statistics detailing how many players are needed for Force Interrogation and succession, among other things (optional)
--A list of roles/powers that cannot be used for the next turn

Chain of events
 
Mid-turn
The following actions occur during the middle of the turn, and are not revoked if they have occurred before a possession, before the Police Chief makes an arrest, or before the Priest or Shinigami negate a possession:
--Suicidal Maniac note
--Doctor's healing
--Either of the Police Chief's powers
--Any of the Priest's powers
--Shinigami's Super Vote
--Lawyer's "Right to a Lawyer" power
--Detective's investigation
--Impersonator's impersonation (and any of the aforementioned powers if they are impersonated)
Note that these roles do not have a priority over each other, and occur in the order that they are received by the GM during the turn.

 
Turn Results
Every turn, the results are determined by the chain of events. These actions have priority from top to bottom, so if any action is made unnecessary by something higher on the list, then it is negated. These actions are all revealed in the results, as well as the results of those actions, unless they are negated.
Doctor Operation
Maniac Suicide
Town Kill-
-[Shinigami Sacrifice]
-[Prosecutor Redirect]
-[Lawyer Protection]
-[Protector Protection]
Kira Kill
L Accusation
Murder Attempt
Assassination
Mini-Mob Injury
Force Interrogation

Keep in mind that, every Sunday, there is a break from the game. This is so that no one gets too addicted to the game, and the GM can take a break. However, if the GM chooses to continue the game on a Sunday after all, then it is allowed as long as the GM lets the players know in advanced.
THE ROLES
Shinigami - the god of death
 
1. The Shinigami is announced before the beginning of each round.
2. The Shinigami is responsible for choosing Kira at the beginning of each round.
3. If Kira does not select a kill, then the Shinigami must choose who dies instead. The GM may choose to say that the Shinigami sent in the kill if they wish.
4. The Shinigami cannot be possessed.
5. Super Vote: Your vote has a 25% chance of becoming a "Super Vote," in which your vote counts for yourself and the votes of all the ghosts. This power has a chance of working every turn, unless it was used during the previous turn. The super vote prevents possession in the turn that it is activated, and it also negates any active possessions unless the person being possessed has a role that activates mid-turn that has already been used.
6. Sacrifice: Any turn in which a Kira successor is alive, the Shinigami may use his sacrifice (by messaging the GM) to negate the vote for the turn and kill a single person of his choice. The Shinigami is considered dead for the remainder of the round, but cannot possess or be revived by the Doctor.

Kira - the mass-murderer
 
1. Every turn, Kira must message the GM with a choice of who to kill. He may also choose a means of death if he wishes. If he does not select a means of death, then the GM may create an appropriate death of their choosing. If neither Kira nor the Shinigami submits a kill, then the GM randomly selects a person to die that turn (with Kira being a possible target) to be the Kira kill.
2. Kira is placed in the triads with the townies at the beginning of the round, and may force interrogate. He will be shown as a townie if revealed by any source other than death, force interrogation, the Detective, or the Suicidal Maniac.
3. If Kira dies and is revived by the Doctor, he is considered a townie.

Watari - liaison of justice
 
1. Watari is revealed before the beginning of the round.
2. Watari is responsible for choosing L at the beginning of each round.
3. Three times during a round, you can stop the town’s voting from killing someone by PMing the GM that you will stop it this turn. The third time you do this, the crowd is upset at your rulings and you die.
4. Watari cannot be killed by the town vote.
5. If L gives prior notice to an absence, or is away from the forum for at least 24 hours, then Watari may assume L's accusation ability. However, when L returns then he may override or cancel Watari's accusation for that turn and Watari cannot accuse any more unless the conditions mentioned are met once more.

L - the world-famous investigator
 
1. Every turn, L can choose to message the GM with a choice of who to accuse but is not required to do so. He may also choose a means of death if he wishes. If he does not select a means of death, then the GM may create an appropriate death of their choosing. If he accuses someone other than Kira, then the GM messages the Shinigami and Kira, telling them the name of an unrevealed player who is not L.
2. L is placed in the triads with the townies at the beginning of the round, and may force interrogate. He will be shown as a townie if revealed by any source other than death, the Detective, or the Suicidal Maniac.
3. If L dies and is revived by the Doctor, he is considered a townie.

Detective - the CIA agent
 
1. During the turn, the Detective may message the GM the name of a player and whether they think the player is Kira or L (not both). The GM then messages back whether the Detective is right or wrong.
2. If he is right, then during the next round the Detective will become the Shinigami (if he discovered L) or Watari (if he discovered Kira) if he wants.
3. If he is wrong, then the Detective must wait a turn before using his power again.

Police Chief - just who exactly is in charge here?
 
1. The Police Chief is revealed at the beginning of the round.
2. The Police Chief has two different sets of powers:
Arrests: During the turn, the Police Chief may either post on the game thread or message the GM the names of up to three players to arrest for that turn. The GM will then announce these names (not the roles) on the thread. Arrested players cannot vote or use their roles during that turn (votes already made are negated). The Shinigami cannot be arrested, and arresting Kira or L only removes their townie abilities (they may still make kills). After making arrests, the Police Chief must wait a turn before he can arrest anyone again.
Interrogation: During the turn, the Police Chief may message the GM the name of one person they wish to interrogate. The GM will then message back the role of that person (Kira, L, and Childhood Bullies are shown as townies). If you interrogate the Murderer or the Assassin, then that player dies. The Police Chief must wait a turn before interrogating anyone else.

Suicidal Maniac - in a town full of murderers, who wouldn't?
 
1. During the turn, the Suicidal Maniac may message the GM to kill himself. He may provide a means of death, or the GM may choose an appropriate one for him if one is not provided.
2. At the beginning of the turn following his suicide, the GM will message the Suicidal Maniac the name and role of one person who has not yet been publicly revealed (this includes all townies). Kira, L, and all special townie roles are possibilities.
3. The Suicidal Maniac may then choose to message the GM a suicide note attempting to reveal the information that they have learned. However, they may not directly mention the person's username, avatar, or profile picture. This note will be posted by the GM during the turn that they receive it. The Suicidal Maniac is encouraged to not reveal the information that they learn except through the suicide note. Even if the Suicidal Maniac dies while possessed or otherwise controlled, the original holder of this role writes the suicide note.
4. Suicidal Ghost: If the Suicidal Maniac dies by suicide, then he has the following special abilities as a ghost:
--If one of the other ghosts possess during a turn, he can still possess as well.
--He can possess multiple times per round, but must wait a turn between possessions.
--He is not affected by the Shinigami's super vote.

Protector - your friendly neighborhood savior
 
1. During the turn, the Protector may message the GM the name of one person that they wish to protect from the town vote or from the murderer for that turn. If that person is not voted out or targeted by the murderer, then nothing happens. If they would have been voted out or targeted by the murderer, then the Protector's role is revealed, the vote is canceled (if protecting the person from the town vote), and the Protector must wait a turn before using his power again. The Protector may not use his power on himself.
2. After the Protector has used his power three times, his chances of protecting drop to 25%.

Murderer - they wouldn't live very long anyway, right?
 
1. At the beginning of the round, the Murderer is placed in the triads with the townies, but is not considered a townie.
2. During the turn, the Murderer may message the GM the name of one person that they wish to attack.
3.A. The Murderer has the following chances when attacking a player:
--20% chance of killing the person
--50% chance of injuring the person
--30% chance of failing (nothing happens)
There is also a 10% chance of getting caught (outside of the chances of injuring/killing), which results in the Murderer's death. It is possible to kill and be caught during the same turn.
3.B. If the Murderer attacks an injured player, he has the following chances instead:
--40% chance of killing the person
--60% chance of failing (nothing happens)
There is still a 10% chance of getting caught (outside of the chances of killing), which results in the Murderer's death. Again, it is possible to kill and be caught in the same turn.
4. If the Murderer kills two people in the same round, then he can become immune to the Kira kill by attacking the people that the Shinigami instructs him to. In this case, the GM must receive the target both from Kira/Shinigami and the Murderer
5. Once he has either killed or injured someone, the Murderer will be killed by a Police Chief interrogation. If the Murderer is interrogated before then, the Police Chief will learn his role but nothing else will happen.
.
18-29 PLAYERS
Lawyer - OBJECTION!
 
1. Defense Attorney: During the turn, the Lawyer may message the GM telling them that they want to defend the person being voted out that turn. They have a 50% chance of winning the case, and the person is saved.
2. If the Prosecutor activates their power during the turn, then the Lawyer is informed of this and has the option of countering the Prosecutor. If the Lawyer does this, then he has the following chances:
--75% chance of countering the Prosecutor and saving the person being voted for
--15% chance of failing
--10% chance of failing in which the Lawyer also dies
3. The Lawyer cannot attempt to save himself. Any time that the Lawyer uses one of the two powers mentioned above to save a person from dying, he gains their role and vote for the next turn (if their role is inactive, then the Lawyer only gains the vote), and the Lawyer must wait a turn before using his power again. If they save Kira or L, they appear as townies, meaning that the Lawyer just gets their vote. If the Lawyer fails to save someone 3 times, then they die automatically at the end of the turn.
4. Right to a Lawyer: Any time that the Police Chief arrests players, the Lawyer may message the GM the name of one of those players to prevent them from being arrested for that turn. The GM will publicly announce this on the thread.
5. The Lawyer is announced any time he uses his powers.
  #2  
Old 03-11-2015
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biggles1 biggles1 is offline
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Doctor - because “mad scientist” doesn’t sound very professional
 
1. Healing: Any turn that someone is injured, the Doctor may message the GM and attempt to heal that person with a 50% chance of success. The GM notifies him immediately on whether he is successful or not. If they succeed, then the Doctor gains the role and vote of the person they healed for the remainder of the turn. If they fail, then the injured person remains injured for another turn, and the Doctor cannot attempt to heal that person again until that person has been uninjured.
2. Revival: During the turn, the Doctor may message the GM the name of a dead player that they wish to revive, with a 10% chance of success. If he succeeds, then the Doctor becomes immune to the town vote for the remainder of the round. The Doctor cannot attempt to revive the same person twice in the same round.
3. The Doctor can only use one of the aforementioned powers each turn, and his role is revealed whenever either of his powers activates.

Prosecutor - guilty as charged
 
1. During the turn, the Prosecutor may message the GM to attempt to redirect a number of votes from the person with the majority vote to any other player. The Lawyer is immediately notified by the GM (via private message) of the Prosecutor’s use of his power regardless of whether or not the Prosecutor was successful. This redirect is not otherwise announced until the end of the turn.
2. For every vote the Prosecutor attempts to redirect, his chances of success drop 10% (90% chance of redirecting 1 vote, 80% for 2 votes, etc). If the Prosecutor attempts to redirect the vote to the Lawyer, then his chance of success will always be 10%. Once the Lawyer dies, the Prosecutor’s chances of success cannot fall below 33%, even if 7 or more votes are redirected.
3. Watari (if he specifies a target to protect) and the Protector cannot save the Prosecutor’s target if he succeeds, and the Prosecutor cannot interfere with votes being used in the Shinigami’s super vote.
4. If the Prosecutor succeeds or is stopped by the Lawyer, then he must wait a turn before using his power again.

30+ PLAYERS ARE REQUIRED FOR THE FOLLOWING ROLES TO BE USED
Priest
 
1. Blessing: Every turn, the Priest may either post on the game thread or message the GM the names of up to two players to bless for that turn. The GM will announce the names on the thread if the Priest sends them via message. If the selected player is a ghost, then they cannot possess for that turn. If the selected player is still alive, then they cannot be possessed for that turn. To prevent a ghost from possessing, the Priest must bless that ghost before they can call possession. The Priest cannot bless the same player two turns in a row.
2. Exorcism: At any time during the round, the Priest may announce (in the game thread) the name of a ghost to completely remove their ability to possess for the remainder of the round. This power can be used on ghosts who have already possessed as well to cancel possession, but if the ghost has already made an action as their role then the action itself is not revoked. The Suicidal Ghost cannot be exorcised, and ghosts possessing the Priest cannot use this power.
3. Warding: Whenever the Shinigami activates their super vote, the Priest may message the GM and attempt to counter it with a 10% chance of success.
4. Any time the Priest activates any of his powers, his role is publicly announced in the game thread by the GM.

Impersonator
 
1. During the turn, the Impersonator may message the GM the name of any living player in order to copy (not steal) that player’s role for that turn. The role (not the name of the person) that was impersonated is revealed at the end of each turn, and each role may only be impersonated once per round. Watari and the Shinigami cannot be impersonated, and impersonating Kira, L, a Childhood Bully, or the Assassin is the same as impersonating a townie.
2. If the person who is being impersonated dies during the turn, then the Impersonator also dies.
3. The restrictions on the impersonations are as follows:
--Townie: The Impersonator can force interrogate and does not have to wait a turn before Impersonating again.
--Police Chief: Only one of the PC’s powers may be used, and the Impersonator cannot impersonate for the remainder of the round.
--Detective: No changes.
--Murderer: The Impersonator dies if he is interrogated by the Police Chief.
--Protector: The chance of success is reduced to 75%.
--Suicidal Maniac: The Impersonator becomes a normal ghost if he commits suicide.
--Lawyer: The Impersonator does not control the role or vote of any player he saves.
--Prosecutor: The Impersonator cannot control votes already being controlled by the Prosecutor.
--Doctor: The Impersonator cannot become immune to the town vote, and he cannot control the role or vote of any player he heals.
--Priest: The Impersonator may only used the Priest’s Blessing power.

GENERAL ROLES
Townies - we the sheeple...
 
1. Townies (a.k.a. townspeople) are the basic units of the game. Whereas there is only 1 of every other role in the game, there are multiple townies.
2. Triads: At the beginning of the round, townies are placed into groups of three called “triads.” If the number of townies is not divisible by three, then the GM will separate the remaining townies into existing triads. The GM will message each townie his triad at the beginning of the game.
--Mini-mob: During any given turn, if three people from a triad message the GM, they may choose to injure one living player for the next turn. If they choose different people to be injured, then the GM randomly selects one of the chosen people to be attacked. Only the first triad to send in 3 PMs may injure somebody. Dead townies may also take part in this power.
3. Force Interrogation: All townies have the ability to force interrogate by messaging the GM a name of their choice. The GM then randomly chooses one of the submitted names as the target. The number required for successful force interrogation is half the number of living townies. If it is successful, then the target’s name and role are revealed at the end of the turn (L and Childhood Bullies are revealed as townies).

Special Townies - Can I really be the hero, dood?
Special townies are specific players who act as townies but also have other powers. They still have all of the townie powers listed above. No player may have more than one special townie power. Kira and L cannot be special townies.
Childhood Bullies
 
Three townies are randomly assigned at the beginning of the round to be Childhood Bullies. If a Childhood Bully is killed by Kira, then the GM will message L and Watari the name of one unrevealed person who is not Kira.

Assassin
 
One townie is randomly assigned at the beginning of the round to be the Assassin (a player cannot be both a Childhood Bully and the Assassin). Once during the round, the Assassin may message the GM the name of one person to kill that turn. If the Police Chief interrogates the Assassin after he has used his power, then the Assassin is killed.

Special Conditions
Ghosts
 
1. All players become ghosts once they die. Ghosts may still vote, but any other abilities that they had while alive are nullified (except for the Suicidal Ghost and the mini-mob). They cannot be killed again, arrested, or injured.
2. Each ghost may possess once per round by publicly announcing their possession on the game thread. The GM will announce both the name and role of the person who was possessed, and the ghost gains both the role and vote of the person that they possessed. If the Shinigami uses his super vote, then all ghosts may possess again. Possession can also be reset if the ghost is revived by the Doctor and killed again. Ghosts are responsible for knowing if the person they are possessing can use their power that turn or not. Possessions cannot be taken back once the name and role of the person have been announced.
3. Only two ghosts may possess each turn, and possession is on a priority basis.
4. If the ghost gains any knowledge from using the powers of a living player, that player also gains that knowledge (Detective, Police Chief, Suicidal Maniac, etc).
5. If Kira, L, or the Childhood Bullies are possessed, they are revealed as townies.
6. If the Suicidal Maniac dies by suicide, then he has special abilities. These are mentioned in the Suicidal Maniac’s section.

Injured
 
Injured players may not use their role or vote during the turn that they are injured. Their role or vote cannot be used by any means (possession, Lawyer, etc.) except the Doctor. However, the Impersonator may still copy their role. A person cannot be injured two turns in a row unless the injury is prolonged by the Doctor.

Revived
 
Players who have been killed and brought back to life by the Doctor have their roles returned to how they were at the beginning of the round. Kira and L (and any successors) become townies if they are revived.

Arrested
 
A player who is arrested by the Police Chief may not vote or use their roles by any means for that turn unless the Lawyer happens to free them.

Hall of Fame

Players who do exceptionally well in a round will enter the Hall of Fame for that round. They may keep the description that they have been given, or choose to insert a quote of their own instead.

For the full Hall of Fame, go here.
For Zairak's Hall of Records, go here.
For Player Profiles, go here.
 
None of the advice below is required to use in order to play the game properly. These are simply guidelines and recommendations for people who may not know what they are doing.
Kira Team
-The main Kira Team strategy is to be powerful and to make strong attacks.
-You don't need to be that organized. It is better for you to only trust a few key players.
-Try to keep an eye on L-Squad's plans, and try not to get caught up in them.
-Kira, unlike L, must kill every turn. However, don't just kill townies because among the townies are the Childhood Bullies.
-Play naturally. Don't make yourself a target.
L Squad
-The main L-Squad strategy is to be organized. Plan ahead. You will need lots of allies and you will want to get roles on your side so that L isn't forced to kill too soon and too often.
-L, use your killing power wisely and sparingly, if possible.
-Like Kira, play naturally and don't make yourself a target.
BOTH TEAMS
-Kira, L, Shinigami, and Watari: Never tell anyone else who Kira and L are under any circumstances. Period. There are NO exceptions to this rule.
-Those on Kira Team should use the Shinigami to talk to Kira, and L-Squad should use Watari to talk to L. Don't ask for the identities of Kira and L; the leaders won't tell you. Asking only weakens the leaders’ trust in you.
-Shinigami, you have the super vote. Try to use it.
-Watari, don't just use your vote-stopping power to save L. Be creative with it.
-Shinigami and Watari: Never give up on your team. The game isn't over until it's over. Fortune may be on your side in the final turn.
-Shinigami and Watari: Pick a Kira/L who will be subordinate to you. A wild Kira/L can break the game. Make sure that you give Kira/L clear orders.
Everyone
-Be careful with who you trust. Even if you've worked with certain people before, or if they're your friends, that doesn't mean that they should be trusted.
-Make sure that you don't just vote for whoever the first person voted for. Vote with your mind. It helps to make sure that it is OK with your team leader to vote for a particular person.
-Work as a team, talk to one another, scheme, confuse your foes and don't let the your opponants control you. Don't be mindless puppets.
-Even if you're dead, keep playing and try to help your team out. Ghosts are handy.
-Remember how people acted in previous rounds. Try to find personality patterns, writing patterns, activity patterns and skill levels.
-Backstabbing is generally frowned upon. There's a fine line between being a spy and being a traitor. Don't be a traitor.
-If you are new, place yourself in either Kira Team or L-Squad. Do as you leader asks; if you have a disagreement, talk about it with your leader.
-Try to learn from other players and their styles, even if you're experienced.
-Don't ask to trade information 2, 5, or 12 turns into the game. Try to get info trading done by the end of turn 1.
Townies
-We all groan when we find out we're townies, but townies can the strongest members of this game, as long as they work together and strategize.
-Make yourself a target and confuse the other team.
-L-Squad needs a lot of support, so if you decide to join L-Squad, force interrogate.
-In regard to the mini-mob, ALWAYS send in someone to injure. It is recommended that you get together with your triad and figure out someone to injure together, but it's perfectly fine to fly solo on it as well. Remember that dead townies can also injure.
-Use your lack of a role to your advantage. If you are not bogged down by a specific set of rules, it makes you a more versitile player, which can make you an important asset to whatever side you choose to play on.
Ghosts
-Normal ghosts, you only get one possession, so possess wisely. Go for a role that is known and important. Use your double vote to keep the bandwagons rolling.
-Suicidal Maniac, you don't need to use your power right away; the GM can only tell you a role of someone who is still alive. With that in mind, don't wait too long to kill yourself, because if you die by other causes, you won't get your special ghost powers.
Roles
-Protector, don't just protect randomly, because you may protect someone you don't want to. Same goes for the Lawyer and the Prosecutor regarding their powers.
-Police Chief, use your interrogation. It can make finding roles a lot easier. Only arrest people who might be working against your team; arresting randomly might hurt you.
-Assassin, you only get one kill, so don't use it right away. However, don't wait for someone to possess you and take it away from you.
-Murderer, if you must tell anyone about your role, tell only the leader of your team who you are, otherwise you might become the ghosts' best friend. Kill every turn if you can.
-Detective, plan ahead of time who you want to investigate so that you can do it at the beginning of the turn before a ghost can possess you.
-Priest, be around at the beginning of each turn. This is the ghosts' best opportunity to possess, so for the most part, if you aren't around for that, then there isn't much for you to do.
-Impersonator, make good use of the power you impersonated. Choose carefully when to impersonate what, because you can only impersonate each role once.

Last edited by biggles1; 03-11-2015 at 08:50 PM.
  #3  
Old 03-21-2015
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MrsSallyBakura MrsSallyBakura is offline
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Hi everyone,

Per a Skype conversation on Saturday, March 21, 2015, we have decided on the following changes to the rules posted above to help make the game balanced:

Shinigami

Original:
5. Super Vote: Your vote has a 25% chance of becoming a "Super Vote," in which your vote counts for yourself and the votes of all the ghosts. This power has a chance of working every turn, unless it was used during the previous turn. The super vote prevents possession in the turn that it is activated, and it also negates any active possessions unless the person being possessed has a role that activates mid-turn that has already been used.

Revision:
5. Super Vote: Any turn that Kira is alive, the Shinigami may use his super vote to control the votes of all of the dead players. The Shinigami must publicly announce that he is using this power and the target of his vote in the thread. The GM will then announce how many votes it counts for. The super vote prevents possession in the turn that it is activated. It also negates any active possessions unless the person being possessed has a role that activates mid-turn that has already been used. The Prosecutor cannot interfere with the votes involved in the super vote. Following the super vote, the Shinigami cannot vote for the remainder of the round.

Police Chief

Addendum:
3. If the Police Chief arrests Watari, he successfully arrests him, but he has to forfeit his badge and become a townie immediately after arresting him. He is not placed in a triad after this happens.

Original:
Arrests: During the turn, the Police Chief may either post on the game thread or message the GM the names of up to three players to arrest for that turn. The GM will then announce these names (not the roles) on the thread.

Revision:
Arrests: During the turn, the Police Chief may either post on the game thread or message the GM the names of players to arrest for that turn. The GM will then announce these names (not the roles) on the thread. If the round has less than 15 players participating, then the Police Chief can only arrest one person. If the round has between 15 and 24 players participating, then the Police Chief can arrest up to two people. If the round has 25 or more players participating, then the Police Chief can arrest up to three players.

Suicidal Maniac

Original:
4. Suicidal Ghost: If the Suicidal Maniac dies by suicide, then he has the following special abilities as a ghost:
--If one of the other ghosts possess during a turn, he can still possess as well.
--He can possess multiple times per round, but must wait a turn between possessions.
--He is not affected by the Shinigami's super vote.

Revision:
4. Suicidal Ghost: If the Suicidal Maniac dies by suicide, then he has the following special abilities as a ghost:
--If one or two of the other ghosts possesses during a turn, he can still possess as well.
--He can possess multiple times per round, but must wait a turn between possessions.
--He is not affected by the Shinigami's super vote.

Murderer

Original:
3.A. The Murderer has the following chances when attacking a player:
--20% chance of killing the person
--50% chance of injuring the person
--30% chance of failing (nothing happens)
There is also a 10% chance of getting caught (outside of the chances of injuring/killing), which results in the Murderer's death. It is possible to kill and be caught during the same turn.

Revision:
2. During the turn, the Murderer may message the GM the name of one person that they wish to attack. The Murderer has the following chances when attacking a player (parentheses denote an injured target):
--25% chance of killing the person
--40% chance of injuring the person
--25% chance of failing (nothing happens)
--10% chance of getting caught, which results in the Murderer's death

--------

Notice that there is an addendum to the Police Chief regarding being able to arrest Watari, but there being an obvious consequence to doing so.

Since this would be a major change to the game, please vote on whether or not you would like this change to occur.

Click on the following link to vote: http://strawpoll.me/3927453

Last edited by MrsSallyBakura; 03-23-2015 at 09:26 PM. Reason: Sally can't read
  #4  
Old 03-22-2015
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animex75 animex75 is offline
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are you sure that supervote is revised? we voted not to change Watari from the original version presented, except for the bit about the PC (and i pushed for the return of the tactical use and didn't get anybody disagreeing with it)
  #5  
Old 03-23-2015
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MrsSallyBakura MrsSallyBakura is offline
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lol whoops, I just copy/pasted a newer rule. I'm going to delete the Watari bit from that. Thanks for the catch.
  #6  
Old 03-23-2015
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So we got 4 votes for Yes, 3 votes for Maybe, and 2 votes for No.

I'd like to hear people's thoughts on the matter, especially if they said Maybe or No (I have already heard the Yeses, but if anyone would like to reiterate their reasoning for their Yes for the rest of the group, then please do so)
  #7  
Old 03-23-2015
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you already know my opinion on it :V
  #8  
Old 03-24-2015
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Naw dude, you have to give me a link to a Wikipedia article that describes this religion in order to get away with that.

Animex, can you reiterate for the thread so that other people know your stance on the addendum?
  #9  
Old 03-24-2015
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right right....

i don't like the idea of punishing a player for using their power, and i say there needs to be a reason a player would willingly lose their powers instead of out-right banning the ability to arrest Watari...there's just no tactical reason why a leader would throw away their PC or why a player would do this, and i can only see the opposing team taking advantage of this to turn somebody into a townie which (historically) aren't very active which would mean you lose a player
  #10  
Old 03-24-2015
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There doesnt need to be a disadvantage because its something we wish to deter. You may not be able to think of a tactical situation but there are a few scenarios and ways to use it that I at least can think of. For example, it could be useful if the chief is on team kira to arrest watari when there are two remaining possibilities, so killing kira with one and eliminating wataris protection is a good move despite the risk.

The point is that arresting watari IS a dangerous move and should be only used in an emergency or when there is relative certainty of the target being a potentially dangerous role.
  #11  
Old 03-24-2015
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it would be easier to just kill them
  #12  
Old 03-25-2015
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Quote:
Originally Posted by animex75 View Post
right right....

i don't like the idea of punishing a player for using their power, and i say there needs to be a reason a player would willingly lose their powers instead of out-right banning the ability to arrest Watari...there's just no tactical reason why a leader would throw away their PC or why a player would do this, and i can only see the opposing team taking advantage of this to turn somebody into a townie which (historically) aren't very active which would mean you lose a player
Thing is, by having this rule, it's not BANNING anything. It's merely placing a reasonable consequence for someone's actions.

We do want to avoid banning things. But this wouldn't be banning. It's allowing the player a choice between doing one action and facing the risks/consequences, or deciding that it wouldn't be worth the risk after all.

I would actually be interested in more roles/powers that had that sort of consequence attached to it. It allows for risky behavior to be done throughout the game, but it doesn't give the player who does the risky behavior game-breaking power.

Quote:
Originally Posted by grimfang999 View Post
There doesnt need to be a disadvantage because its something we wish to deter. You may not be able to think of a tactical situation but there are a few scenarios and ways to use it that I at least can think of. For example, it could be useful if the chief is on team kira to arrest watari when there are two remaining possibilities, so killing kira with one and eliminating wataris protection is a good move despite the risk.

The point is that arresting watari IS a dangerous move and should be only used in an emergency or when there is relative certainty of the target being a potentially dangerous role.
^ This is my thinking as well. There are scenarios where the risk might be worth it. But it's not something that someone would want to do for the hell of it, or so that they can arrest Watari every other turn.

Quote:
Originally Posted by animex75 View Post
it would be easier to just kill them
But then they would be wasting their Kira kill on Watari. Which would be another risk that they would be willing to take.

This game is most fun when the people playing the game have to occasionally make tough decisions.
  #13  
Old 03-25-2015
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it's a risk that you're not stopping by doing this, too
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