#1
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Temp Thread
Death Note, The Forum Game
Murder has never been so fun. How to play The Successor Rule The Results Chain of events 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 Kira - the mass-murderer Watari - liaison of justice L - the world-famous investigator Detective - the CIA agent Police Chief - just who exactly is in charge here? Suicidal Maniac - in a town full of murderers, who wouldn't? Protector - your friendly neighborhood savior Murderer - they wouldn't live very long anyway, right? 18-29 PLAYERS Lawyer - OBJECTION! |
#2
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Doctor - because “mad scientist” doesn’t sound very professional
Prosecutor - guilty as charged 30+ PLAYERS ARE REQUIRED FOR THE FOLLOWING ROLES TO BE USED Priest Impersonator GENERAL ROLES Townies - we the sheeple... 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 Assassin Special Conditions Ghosts Injured Revived Arrested 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. Last edited by biggles1; 03-11-2015 at 08:50 PM. |
#3
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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
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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)
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#5
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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.
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#6
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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
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you already know my opinion on it :V
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#8
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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
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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
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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
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it would be easier to just kill them
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#12
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Quote:
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:
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
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it's a risk that you're not stopping by doing this, too
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