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Found 16 results

  1. General Guidelines for W3D Forum Game Moderators As requested, I'm starting a GGWGM thread, which will hopefully guide players and future game moderators on the W3D board. You can also use it as a main Game Forum thread to ask questions, post suggestions, seek guidance or announce forum game related topics in W3D community. Feel free to reply directly in this thread if you require guidance, or if you have a suggestion. This post will be edited periodically once there is an update. It will also serve as a place to organize larger games, in case more community players want to host one at the same time. Please note that this thread is still Work In Progress [WIP] If there already is a game going, don't start a new game. Either announce it here at least a week in advance, or if there are no other games scheduled and/or announced, you are free to start a new interest thread for your game. It's better to ask players before actually making your game, since you can't tell if players will be available or willing to play your game. Good GM (game moderator) etiquette is to push off making a sign-up thread as long as possible if there's an ongoing game, and to never start your game until the current one ends. Don't ask players privately, it's better to come up publicly to get more attention and awareness. If you only want to discuss new game mechanics privately, that's fine though but you still have to reveal it publicly if you want to host it. Any forum game that is hosted here should follow these guidelines, to make sure that games are not spoiled or train-wrecked. If you're not sure or don't want to follow certain guideline, that's OK, but make a suggestion first so we can discuss it before something making exception. In case of dispute, forum moderators have a final say. Let's work together to make every forum game as much fun and fair as possible! Basic Game Creation Guidelines This section is mainly for new game moderators who seek advice how exactly start a forum game. Since there are multiple approaches and a lot of things to look into, this part will be updated once in a while to include thoughts of other GMs as well observations from other games that took place. Before you start creating the game: Make sure you have an idea of what you're doing. If you just want to make a game but you don't have any clear idea or inspiration, then you risk making something either unoriginal, not entertaining enough or just plain stupid. Try to come up with something of your own, since nobody likes to play same type of game all the time. Try to establish basic things first: What type of game? What flavor? Do you want to make a classic mafia style of game or do you want to make something special? RPG perhaps? Competitive or Cooperative? In what kind of setting? Is it going to be based on something? If you're not sure about this, try asking others whether it would be a good idea. Don't try to make something complicated if you don't have experience. It could turn against you or become overwhelming. Once you have this figured out, you can move on thinking about details. If you already know what type of game you want to do and in which universe, you are good to go designing the actual game. This is the harder part as from now on, you need to make a lot of predictions, thinking and analysis. If you attempted to make a game before, you probably don't like this part as much as dreaming about the game in general. But it can also be fun if you "play" your own game and work on the details from players' perspective. The most important detail here is to establish for How Many and for How Long the game should be played. To determine that, you either need to do a research first about the demand, or, you can assume based on previous game. Don't expect that everyone will rush to play your game when you want, so you should consider that it might be less players, but if more players will be available it can be also more (up to 25% of the active community base can join or not join). So don't start designing games with more players than is actually available. Depending on the number of players, you can tell how long the game will last (e.g. in case of standard mafia setup with periodical player elimination and game phases, you can calculate how long a game can last). It's good to have all kind of scenarios prepared and determine the maximum and minimum. If the game seems to last longer than expected, you can modify the game later on (decreasing game phases, adding extra player elimination mechanic, etc). It's always good to check this step again and again whenever you modify your game concept, otherwise you may risk that the game can too early or drag on forever. In this step you should validate all the above 3 steps by actually asking players what they think about it. It is necessary to ask for demand, so you know if it's worth creating and hosting your game. You may even discover new concepts based on player feedback! If your concept doesn't get a proper recognition, there are always ways to improve it or push it along with other ideas. Ideas never die, they just evolve (or in worst case, recycle), so don't worry much if something doesn't go right on the first time. For example I never thought one of my most basic concepts will get evolved that much few years later! So if you haven't made a public post about your game yet, now should be a good time to do so, otherwise you won't know if it's even worth doing it! In this final step, when you already know what you want to host and what players want to play, you only need to determine When to start. Based on a game setup, prepare that as a GM you need to invest a lot of time into your game. Not just making it, but also hosting it. Make sure you don't have any major life events, trips, family vacations, or work related stuff during the period you'll host the game. Otherwise all your work will be in vain. So in short, if you know you'll be or may be busy, make sure you have time first. If you feel there might be something but you're not sure, you can always ask for a backup moderator to make announcer posts and resolutions while you're gone. Once you're sure about timing, ask players the same (preferably already in the game thread and see who can play when). Making the game [WIP] There are numerous ways how to make a game. I'll keep this section open as there is a LOT to say. I'll also explain my way of doing games in detail when I get time. There are some handy template setups for newer GMs. These setups are called Micro Setups and fit anywhere from 5-9 players. There are also Mini and Large setups to choose from here, and several standard roles to use when building custom setups. Roles can of course be adapted and modified for flavor setups and/or more complex setups. Starting the game: Check Timing! Check if no other game is colliding with your scheduled game. If there is a game being played, it's best to start your game after it's finished. Not only you can get more players to play but you can also get more players to know you're about to host a game of your own. Some players already do preparations while other game is being played, which could be a good idea, unless it's disrupting the currently played game. Make a game thread! Don't start the game unless you have proper player feedback already (check previous points if you skipped!). To do that, make a interest thread, where you describe your game in much detail as possible. Make sure players understand the basics of the game and their rules. You can copy a general set of rules from this thread (once they are finalized), or you can make your own. Make sure the game is understandable, clear and fair. You are not required to reveal everything (save the best for the last they say), but don't try to hide very important details. Sometimes it's hard to determine what is and isn't suitable to reveal. You can determine it by the answering the following questions: Does it concern all players, do all players need to know? Will there be a major confusion if this is not explained properly? Will revealing this info won't disadvantage any other player or faction in your game? Are there no other benefits or game balance reasons hindering you revealing this? If all the answers were Yes, please do reveal it. You can do the same visa versa for things that might be better hidden from public.You also don't have to reveal all your know-how or things you don't see appropriate. Besides the rules, games mechanics and introduction, make room for player information, flavor text, additional general behavioral guidelines, etc. I'll make a general template for you if you wish [WIP]. Sign up phase - see how many players are signed and willing to play. Make sure everyone knows when your game starts or for how many players are looking for, this is the most important thing basically. Once you have enough players, you are clear to start the game unless there are some major objections. Don't wait too long for players to sign up, if you don't get enough players by at least two weeks, then you might start rethinking about making a smaller version of your concept. You may need to start all over as well as balance can break easily without some key roles. As a GM, please ensure your Hammer Times are planned timely. Usually the time when you start the game will also determine the hammer time. Pay attention to who has signed up for your game and what time zones they're all close to. For instance, my RA: APB Mafia Games have a standard 10 PM UTC/GMT (0 AM CET/6 PM EDT) hammer time. Please note that American players usually have a 9-5 work schedule and so anything after the 6pm EDT matches up nicely, but don't make it too late otherwise EU players won't be able to attend. Before starting the game, make sure you have all role information prepared for all players. PM each and every one a PM and please double check all the contains at least three times to make sure somebody doesn't get too much info, or too less, or in worst case, somebody else role! Make sure you setup the google docs properly and set the viewing/editing permissions to players who should have access in the first place. Here's how you do it: Open a file in Google Docs, or create a new document. In the top right corner, click Share. Under "People" in the "Share with others" box, type the email address of the person or Google Group you want to share with. Tip: Search for contacts by typing a name in the box. Ask players to provide you a valid email address in PM. Alternatively they can ask for permission once they click on the doc link that you see on the sharing window. To choose if a person can view, comment, or edit the file, click the Down arrow next to the text box . Click Done. The people you shared with will get an email letting them know you've shared a file. Make sure you have a tracker to track player actions, votes and general info you need in order to run the game. You can either create a sheet on google docs or create your own file, but make sure it's on safe place and you make backups of it. Forum Game Rules Guidelines General Forum Game Organization Rules: A Forum Game should only be hosted inside the Forum Games Section. A new GM may be asked to review his/her game plan by an experienced GM. This rule should assure that the forum game quality is somehow consistent, playable and can be finished without any issues in adequate time. The end goal is to keep a routine flow of forum games so everyone who wants to host can host, and everyone who wants to play can play. If you want to host a game a month or so in the future, please register it here first and the GGWGM thread will be updated. You can use this template. There are exceptions in case the game doesn't involve players to sign up, such as running games with words that do not need a GM and don't have particular an ending goal. Don't register multiple games at once and wait until games in queue are finished. If a game is not hosted/played, the next one in queue is asked to post a signup thread. Any game that is hosted outside of the queue system, it will be reported and viewed by another GM or Forum moderator first. If the issue isn't resolved or there is a further dispute regarding hosting games, it will be resolved by staff member(s) in forum moderation area (aka not public). Until then all games will be on hold. Every GM is responsible for his/her game, setting up rules, roles and game mechanics. That also involves moderating that particular game and also punishing current active players (setting up penalties in that game or in worst cases also bans from his/her game). GMs can and are encouraged to ask for a Moderator assigned to help with moderating, or, they can be assigned temporary moderation permissions for the duration of the game. The current GM always has the last word when it comes to resolving issues between players. If the a GM is hosting a game alone and doesn't ask anyone else to assist, please DO NOT get involved in moderating/policing his/her game without permission. Any disputes should be brought up first with the GM, and if that doesn't help, with senior staff member. Disrupting games (for whatever reason) is considered an offense and can result to a temporary ban, demotion or permanent ban from forum games section. As a GM you should report this offense to active staff members in forum moderation area (or by the report post system) first and postpone the game until it is resolved. Active players should not be involved in resolving any disputes in the current game or outside of the game in Forum Game section, unless they are part of the Staff that was assigned to handle the issue. In case the current GM goes inactive for a longer period of time (e.g. more than a week) and leaves the game unattended, without assigned co-mod, the game will be suspended and next game in queue can be hosted. If the inactive GM returns and the new game is already running, the game will be postponed until the new one is over. If the game takes too long to finish (without being announced in the first place), active players can vote wherever they want to continue or end the game. Voting is recommended before announcing to leave the game or making other statements that could disrupt the game. The current GM can also suggest to shorten the game on the go if majority of current active players agree to it. If majority of current active players vote to end the game instead, the next game in queue can be hosted. Please note that this rule can only apply if the game is taking longer than a month from start and wasn't announced to last as long in the first place. We are all here to have fun in the first place, not dedicate time for personal disputes or over-competitiveness that is hurting the community. Hence for all other disputes/issues that cannot be resolved by the current GM, a Forum Game Staff should be assigned to be resolved. If there is no current Forum Game Staff assigned/available, a senior staff member(s) will be assigned to resolve it. Please try to keep all disputes under control, outside of public and in professional matter. General Mafia Rules: Short version for GMs to put in their games to remind players what are the common sense rules: Try being as active as you can, report any long term absence to the GM. Unreported Inactivity can be punished by the GM. Await your Role PMs before the game starts, if you have any questions regarding your role, let the GM know before the game starts via PM only. Don't discuss your role in public. Do NOT edit your game related posts during the game. If you want to make a correction, always post a second post saying "Mafia Edit:". If there is an action to be resolved by the GM other than normal mafia vote (such as ##shoot), please do not do any other actions and wait until it's resolved. Discussion can be permitted also if GM announces it in such a case. Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by GM. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Long version: http://mafiawiki.notesmash.org/wiki/Standard_mafia_rules Templates and References Choose Your Own Role - Order of Action Resolution Guide Choose Your Own Role - Basic Tracker Template Future Planned Games Game name: Halloween CYOR Mafia GM: Retaliation Co-GM: N/A Type: Flavored CYOR Min. Players: ~10 Date when game is ready: Mid Oct
  2. Einstein

    Save Me 2.0

    Welcome forum game junkies! Here's another quick fun touch-and-go game! (Great for me since I usually don't have time for more in-depth things such as Mafia.) This game works similarly to Corrupt A Wish, but somewhat backwards. How does that work? Well its simple! Someone posts a description of a situation in which they are in peril and will most certainly lose their life if there is no intervention. The next poster must then engineer a creative way (McGyver, Superheroes, The A-Team, whatever floats your boat) in which the previous poster will be saved from their peril, but then they (either by the events leading to the salvation of the previous poster, or by a non-related event) also end up in an equally perilous predicament. Return to step 2. The rules are these: Remain civil and follow all forum rules at all times. Some discussion is allowed, but do not derail this thread. Do not attempt to break the game. (not sure how you would anyway) Have fun. I'll begin: While on a deep-sea drug deal fishing expedition, my glorious Soviet Flak bote is caught in a terribad Mother-Russian hurricane. Halp!
  3. As announced, the next RA: APB Mafia is here, after a fashion. This time, prepare to clean your torpedo tubes, as we are about to play with b0tes! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies ships before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for day phases and 24 hours for night phases where you need to decide your actions). I'll need at least 7-9 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for a well balanced game). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The seventh RA: APB Mafia forum game version will start next Friday, 7th of December at 10 PM UTC/GMT (subject to change based on signing/feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while Night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Please note that since this will be mostly naval battle, so all the roles will be only allowed to be naval air or building, and the game setup will be closed. Allowing for a custom unit will depend on the number of sign ups. Signed Players (or who confirmed already): @Shade939 @ChopBam @Nodlied @Jeod @Killing_You @OrangeP47 @TheIrishman @Voe @Alstar @JackoDerp @FRAYDO @Category 5 Hurricane (minimum 7 players, max 12) Game Progress: NIGHT 0 - NAVAL MAP TUTORIAL DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game Ending, Player Roles & Revealed Game Information If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play RA: APB Mafia Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply. The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, (in chat game version, these phases last from 5 up to 10 minutes, but chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist as announced. The flavor will be the Naval battle between Allied Ships and Soviet Submarines. There will be no infantry or ground vehicles in the game, air or buildings pending sign ups and setup. Few roles that might turn up in game will be revealed before the game starts, so you know what you're up against, but there might be also a mystery role and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This time however, we'll focus on naval units and perhaps a few buildings/air units to fill the void (see below unit roster). Mafia players will be only able to play as allied ships and will be able to communicate in google doc for the entire course of the game. Game Specifics: Allied task force fleet has infiltrated our seas, and are heading towards a secret Soviet Submarine Base. It's up to you find them and eliminate them before they can cause serious damage to our war efforts! Soviets are now able to mass produce submarine units, both types are able to attack enemy naval ships. While Attack submarines can "hide" for 1 phase and gaining BP (not against NK or lynch though), the experimental Missile Subs are able to launch extra missile at chosen coordinates. Check out all the units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Naval Battle Mechanics: For the first time, we will have a whole new Naval Battle Mechanics inspired by battleships board games. All units have a 100% chance of hitting their target during Battle/Day Phase, but this time you have to select coordinates on naval map instead of selecting a player. Similarly, some of the night actions also revolve around coordinates. Naval Map Naval map will be divided to squares where each square represents a land tile or a sea tile, which could be occupied by a naval unit or be empty. The exact dimensions of the naval map will depend on the number of signed players. For the sake of simplicity, each player can only occupy 1 square at a time, and will be assigned coordinates at the start of the game. Whether there will be bigger units or buildings occupying more squares requiring more shots to be killed is still in question pending sign ups and the setup, but you can expect this as well. I will announce the details of the Naval Map before game start (the above is not actual map just illustration). Once you learn your role you will be able to pick 3 coordinates. I will assign you one by random. Note that all players will play on one single Naval Map. Every phase the map will be updated for public to display the positions of eliminated or hit players. Lynching The Lynching mechanic will be a classic mafia lynch where one player is selected for a Mig Air Strike, which will reveal their position, alignment and role. Note that this time, buildings can also be destroyed by a lynch/airstrike, so you can't use the lynchproof to your advantage this time. Mafia mechanics Allied fleet will be able to utilize classic Nightkill called Depth Charge, which can sunk any soviet naval unit. There is also a possibility that the Allies will sneak in a powerful Cruiser, capable of performing devastating attacks, so try to find and destroy it first! Air Support Besides the Mig airstrike (Day Lynch), Air support will provide you intel or support fire. No specific mechanics available at this time, but should we get enough players for a bigger game, air support will help with player detection/elimination. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  4. Hello, as discussed in our last game, we've come up with suggestions for next games. You can vote multiple games at once since we're not sure which game will run when, but most likely the game with most votes will take priority. Please note that some games will take more time to set up, so even if they get enough votes they may not be hosted first but right after that. If you vote for more games it will also help GMs to plan ahead and if there is enough interest they will prepare the game for later. If you want to host a game of your own (Hydra Option), post and it will be added to the poll later. Here are the choices in more details (GMs feel free to edit your game description later). 1. Un-themed CYOR IV (Choose Your Own Role) Mafia For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. GM: @Jeod CoGM: @Sunflower Format: CYOR (Choose Your Own Role) Mafia Open setup Ready in: few day(s) 2. Basics Mafia Standard Mafia with basic roles. GM: @Jeod Format: Standard Mafia Closed setup Ready in: few day(s) 3. Star Trek (TNG) Mafia A Mafia taking place on a classic Star Trek ship star trekking in a quadrant near you. More info will be given by @Shade939 GM: @Shade939 CoGM: @VERTi60 Format: unknown, presumably Mafia with simpler RPG elements Ready in: unknown 4. RA: APB Mafia - Halloween B0tes Edition Classic Mafia with your favorite units from Red Alert: A Path Beyond Game. With the latest introduction of new naval ships in RA:APB, we'll have a complete naval warfare with battleships mechanics in the game! GM: @VERTi60 Format: RA: APB themed Mafia Game with Day Battle Actions and Rock-Paper-Scissors Unit Role Mechanics Open setup Ready in: few day(s) 5. RA: APB Chat Mafia Session Instead of playing a forum version, we can play a shorter chat version on certain date (e.g. Fridays at 10PM UTC). GM: @VERTi60 Format: Voice/Chat version of RA:APB Mafia with simplified roles Closed setup - randomized before game Ready in: anytime 6. Dead Space 5 RPG/Mafia Following the events of Dead Space 4, Isaac Clarke and his team are stranded on planet Tau Volantis, in search for the mysterious Marker research origins. It's time to end the Marker madness once and for all. Gear up, collect items for crafting better equipment and fight alongside your team to reach your goal. Get ready to stomp some Necromorphs in the way. You can check the whole Dead Space series that was hosted over at BHP here: GM: @VERTi60 Format: Horror themed Explorer/Craft/Battle RPG Game with Mafia elements Closed setup Ready in: few weeks 7. Babylon 5 RPG/Mafia Play your role as one of the Ambassadors on a 5 mile long space station located in neutral territory. Choose your own race and traits, develop your strategy and prepare to solve the daily trivial, or life and death important issues, on galactic scale. Trade, sign treaties, move your armies, defend your home-world or invade someone else's. Every action has it's reaction, political points are scored and influence is changing for everything you do. Can you work with other races to create an alliance that will last for centuries, or will your actions lead to destruction of all? Babylon 5 was our last, best hope, for peace... GM: @VERTi60 Format: Sci-fi themed Strategical Political RPG Game with Mafia elements Open setup, you can create your own race/empire of your own based on some rules or choose one of the default from B5 universe Ready in: few weeks
  5. Sometime ago there was a semi-active forum game known as OverEdit. Today it is revived, but as something different. Today marks the start of the community drawing pad project. Credit to Moonsense715 fir the idea/ telling me to do it. To play download the canvas image add something and upload it here.
  6. Since it's rather quiet on the Mafia front, the next RA: APB Mafia is here, once again, to fill the void before other games are ready. This time, prepare for a new shocking experience! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (if requested, we can play smaller version games on W3D Discord, live). Unlike some other themed mafia games, I usually don't have much trouble with them and since there were no additional lore, video or GFX work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. So if you feel like and request I can usually always run them. Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for days and 24 hours for nights where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The sixth RA: APB Mafia forum game version will start next Friday, 6th of October at 10 PM UTC/GMT (subject to change based on feedback), provided we'll get enough signups (at least 7 bare minimum). Update: You can check the online counter when the game starts Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Signed Players (or who confirmed already): OrangeP47 Alstar Nodlied Mojoman Killing You Jeod ChopBam FRAYDO Misa (minimum 7 players, max 20) Game Progress: Day 1 Night 1 Chat (W3D TS) Game Progress: If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: We have finally new (building) options available! Thanks to the engineering marvels of our glorious war machine, we have finally mastered the power of lightning! Although Allies were also busy. Thanks to Einstein's research, we will have to face the Allies in the shroud. Check out or new Tesla units as well Gap generator units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Some of the units that used be custom are now classic. Some classic units (e.g. Soviet Officer/Kapitan) have changed! As you can see, both Soviet Tesla Coil and Allied Gap Generator, are pretty powerful additions, but require a Power Plant to run. Since there's only Soviet Power Plant, Allies will have to rely that they will not destroy it, but Soviets will also need it in order to maintain a powerful defense mechanism running - which can work as well during the day and night. This interesting relationship triangle will introduce several strategies for players, and even though the Power Plant doesn't have much to do, it will be crucial to the game's outcome nonetheless - either tricking the Allies or actually helping them (depending whichever unit is in game). These new vehicle units are basically passive role blockers. While the Tesla Tank can protect itself only, the MGG can chose which unit will be protected. This can create chaos, since it will be hard to determine what actually happened. Since there is no limit to how many units will get blocked, and whether the protected unit is actually Tesla Tank or something else that was covered in shroud. Shock Trooper is now a classic role. Since he's basically the role blocker, I have finally made a change to the Officer/Kapitan role - the interrogation will no longer block the target. Instead, the interrogation will now reveal a unit/role type. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  7. Once again, the next RA: APB Mafia is here again. This time, with a special explosive flavor! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (if requested, we can play smaller version games on W3D Discord, live). Unlike some other themed mafia games, I usually don't have much trouble with them and since there were no additional lore, video or GFX work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. So if you feel like and request I can usually always run them. Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for days and 24 hours for nights where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The fifth RA: APB Mafia forum game version will start next Friday, 14th of July at 10 PM UTC/GMT (subject to change based on feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Signed Players (or who confirmed already): Jeod ChopBam Killing You OrangeP47 FRAYDO Alstar Category 5 Retaliation Chaos_Knight Mojoman TheIrishman Voe (minimum 7 players, max 20) Game Progress: Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Game Over Chat (W3D Teamspeak) Game Progress: 10th RA: APB Mafia chat game version will start next Friday, 1st of September at 10 PM UTC/GMT (subject to change based on feedback), Results If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: The Americans were celebrating their so called Independence Day this week on the 4th of July. On that day in history, the American colonies declared independence. While these Allied dogs celebrated with fireworks, we have also prepared our own, Great, Fireworks! The likes the world has never seen before! You comrades, will be assigned to our new atomic missile production base, Dark Horseman facility. Your job will be to protect our warheads before they are ready. Check out or new missile silo building on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! The Soviet Missile Silo will grant Soviets a time based victory (the time limit needed - in game days - is determined by the number of players in game, similar to starting number of hammer votes, e.g. in a 11 player game, Soviets can win on Day 6), in case they will fail to find and execute all the Allied spies first. In case the Soviet Missile Silo is destroyed, Soviets will lose. If the silo is shut down otherwise (e.g. role blocked), Soviets can no longer win by the time limit condition and are forced to win by default, hunting all remaining Allies before they are outrun by them. There can be more Silos in the game though, and all of them can count towards the victory condition. In that case, Allies would have to destroy or shut down all of them before the time limit. If Soviets let Allies destroy all the Missile Silos, they will lose by default. Soviet Missile Silo is a building, it has no battle actions and it can't get lynched just like other buildings. But it can also be destroyed by either a battle day action or plan night action. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  8. As requested, the next RA: APB Mafia is here again. This time, with extra special units and flavor since 20th anniversary of Red Alert! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game is easy to run, usually it lasts a week or two in case of forum game version, and it could be also run as chat version game too (instead of forum game, where the game lasted around 30 mins up to an hour on our Teamspeak). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate - we have already established in last interest thread to run this next Friday when we'll reach the minimal sign ups count. You would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). Game UPDATE: The fourth forum game version could start next Friday 2nd of December at 10 PM UTC/GMT (subject to change based on feedback). Voice/Chat version (on TS) will be scheduled if there is enough interest (they are quick & fun, the last streak was three games per event!) - when this game is complete. Day (Battle) phases will last 48 hours max, while night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players (from interest thread): Killing You Jeod Isaac The Madd ChopBam Nodlied (needs to confirm) FRAYDO Category 5 Hurricane Chaos_Knight GeneralCamo Voe Mojoman (minimum 7 players, max 20) Game Progress: DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 NIGHT 4 DAY 5 NIGHT 5 DAY 6 - Game End Chat (TeamSpeak) Game Progress: not scheduled yet If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, in chat game version, these phases last from 5 up to 10 minutes (chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: We have a new Role Sheet with brand new Aerial Units! (click for large) The Concept of Air units is simple - technically they are vehicles, but it only applies when they take off! So until then happens (first plan/night phase action), they are ordinary vanilla units (can't shoot, no armor/bullet proofs). However, when they do take off, they'll gain the ability to ##shoot, vehicle armor, and in case of Allied Longbow - Night Kill ability. Soviet Mig and YAK have special kill bonuses during the day. All air vehicles are able to re-arm when they land, if there is an equivalent of their associated landing facility (Airfield or Helipad). Soviet Airfield also has the ability to create a Masonry (aka known team via a doc) with any aircraft that will re-arm (the aircraft must first take off, shoot and land - so it takes at least to 2 days and 2 nights to execute). Even if the soviet airplanes die, the Airfield can still dispatch a badger each second night to bomb a building (other units are not affected). If there is already an air unit capable of bombing on it's own, this ability will activate when it's destroyed. Same for Allied Helipad - when all friendly longbows are destroyed, it can dispatch allied air force strike, which basically replaces the standard Allied Mafia Kill (if there are still other allied units in game, they can perform their own night action instead of NK). Whether or not allied longbows have to re-arm to perform a night kill depends on the game setup (how player factions are divided as well as how many NKs can there be in game). Lastly, Soviets have also a new defense unit, the Soviet Sam Site - in case there will be longbows, you can expect a sam site as basic anti air counter. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  9. "At first, I wrote the names of the worst criminals I could think of. Like I was cleaning up the world, one name at a time. So that eventually no one will ever do anything evil again. And while the truly guilty ones who deserve to be punished for their crimes die of heart attacks. The people who are less guilty but who still make trouble for others will slowly be erased through disease and accidental death. Then and only then the world will start moving in the right direction. It'll be a new world, free of injustice, and populated by people who I’ve judged to be honest kind and hardworking." "But if you did that, it would make you the only bad person left. As requested, I'm starting the signup process for the announced Death Note Mafia Forum Game, based on popular manga series. The story follows Light Yagami, a high school student who discovers a supernatural notebook from a Shinigami named Ryuk that grants its user (also known as "Kira", e.g. Killer) the ability to kill anyone whose name and face he knows. The series centers around Light's attempts to create and rule a world "cleansed of evil" as "God" using the notebook, and the efforts of a detective known as L to stop him. What happens next will depend on you as you will be the story maker by your own game actions and decisions. But be warned, this isn't going to be your standard Mafia game. Focused heavily on judgmental skills of the players, the game will be completely free of RNG mechanics, in fact, there won't be any other ways to die, well, besides the death note. There won't be any standard mafia team either, anyone can become the "Kira" (killer), if they chose to. Still, the goal won't focus on killing either, but to unravel the plot behind it all. Prepare for a game where you will be forced to win the battle of the wits of your lifetime, or die trying. Game UPDATE: Depending on sign ups and player availability, I plan to launch this game in February, it will be either next Friday, 3rd, or the next one following it, 10th of February 2017 February 25th at standard 10 PM UTC/GMT (subject to change based on when the game is ready). Day phases will last 48 hours max, while night will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. The game will last approximately 2-4 weeks depending on player signed and game progress. All roles and factions will be randomized before game starts, if you want to have a specific role, PM me in advance. You can pick a character from the Death Note if you know them, but the game's flavor may be different. The major factions in the game will be the detectives, shinigami and Kira wannabees. However, each character will follow their own goal as well, trying to achieve it before game ends, and each character can do that by either hunting the Kira or becoming the Kira. Therefore, no one can be really trusted. The Game's Plot will be different (yet still similar) than the original series, so don't expect the characters will be same as well. If you would like to join the game and if you haven't provided me your google login/account yet, please PM me. The game will have a lot of google docs assigned and permissions will have to be send to players. Signed Players (from interest thread): Killing You Jeod Voe ChopBam Chaos_Knight FRAYDO Mojoman Nodlied moonsense715 OrangeP47 (minimum 12 players, max 20, signed 10 ) Game Progress: Prologue Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Night 6 Day 7 Night 7 Day 8 Night 8 Day 9 - Game End (+Spoilers) If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play a Detective Mafia Forum Game The concept is pretty similar to standard Mafia games, although there will be obvious differences. The first big one as mentioned is that there will be no obvious mafia, or scum. The killer could be anyone at any given time, depending on who has the Death Note and if it's being used. The goal of the game isn't just to catch the culprit caught in action, but also to investigate the mystery behind the plot as well. Therefore every character in game will be important as everyone will have some leads that will be uncovered as the game progresses. Ultimately the game will end when there is no way to use the Death Note again (and hence no Kira anymore too). The game is broken up into two phases: classic Day (48 hour duration) phase and a classic Night (24 hour duration) phase. *** During the DAY, everyone talks and tries to build cases against each other directly in the forum thread. The point of the day is to find a person responsible for the killing, and investigate him. There will be no lynching as you are used from other mafia games, as we are more civilized in Detective Mafia games. As said before, each character is important piece of the puzzle, so killing them willingly is not good to solve the mystery (for the Kira however, it's different). The goal of the day is to catch the Kira with the Notebook. If that happens, the Death Note will be confiscated and possible culprit will be held in custody for the whole night, which will reveal more info about the character as well next day. Any other player will have just their identity revealed to everybody. This is important for the night mechanics as well (more info below). People will vote for one person they want to be investigated and the person with the most votes will be revealed at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. In case of a tie between more players, the investigation will be passed on the first voted player (meaning that extra votes to cause a tie will not help in the end) Hammers will also not end current Day. Meaning that if one person gets 50% of the votes, it won't trigger the end of the day. A proper detective reserves a time for proper investigation. No shortcuts for the Kira(s) as well to end the day sooner. All Day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the NIGHT, players will be able to use their special night actions to help with progress. This is also the time when the Death Note will be used. Only the current owner will have access to it. The Death Note itself can be passed to players too. Using the Death Note will also have some rules, which will be following the manga series ones, but due to the limitations of the Forum Game, some will not be present. There might be few extra rules how to use the Death Note to make the game playable. These will not be revealed to public though, only the Death Note user(s) will know. The only rule you will know from start is that in order to use the Death Note, the victim's identity (player's character name) has to be revealed to the killer first (either by public investigation, other night action, or some other means). Just by mentioning some character's name in game however will not cut it, the killer needs to know the real identity of the specific player first. Besides the night actions and Death Note usage, players will also be able to visit each other during the Night, and communicate in private in designated google docs. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** Game will end when the Death Note cannot be used by anyone or when all players die besides Kira (the one currently holding the notebook). There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, we'll have classic characters from the Death Note series. They might not be exact copies, but pretty close. If you want to be familiar with them before the game starts, you can check here. Game Specifics: More details and rules will be posted before the game starts, it depends on how many players will sign up. The more players, the more characters, the more diverse and interesting plot to uncover, more fun. But it also needs to be balanced and at least proof tested so therefore additional mechanics and rules will become available here after sign up phase is over. Read Prequel and New Game Mechanics Here
  10. Hello and welcome to the Interest thread for the next game(s) for November and/or December 2016. I've picked these based on your suggestions and also based on my ideas of games that could be played. So please, pick a forum game that you would be interested in playing. It doesn't have to be this or next month though, if a game gets enough upvotes it can be played whenever available. Here's what I propose: If a voted game gets 7 or more votes, it will be picked as next game. If there are more games like this then the one with more votes will be picked and the others will be played after. If a voted game gets at least 5 votes I'll consider choosing it in next interest thread or when the current picked games end. If a voted game doesn't get any votes then it's not going to be featured in close or long future. I can always start classic RA: APB Mafia game regardless of this poll, so you want to play RA: APB Mafia you can also vote for something else. Please let me know if you have more ideas so I can add it to the poll Proposed games: 1. 20 Year Special: Red Alert Mafia RPG II Game type: Mafia RPG Complexity: Moderate, Advanced Classic RA: APB Mafia + C&C Red Alert base building elements Game Length & Phases: 2-4 Weeks, Plan & Action Phases Ready in: 2 Weeks GM: VERTi60 Description: If you remember, I hosted a RA: APB Mafia RPG back on BHP. Besides normal scum hunting, the town had to build up their base and characters from scratch as they received credits and had to invest to improve and advance the game-play. While town was busy building, the allied spies where scheming how to disrupt the soviet operation. To make things more interesting, third parties and different agendas made the game more unpredictable than anticipated. 2. 20 Year Special: RA:APB-themed Mafia game IV Game type: Mafia Complexity: Normal, Classic Mafia with RA elements and favor, special crazy units appearance Game Length & Phases: 2-3 Weeks, Battle and Plan Phase Ready in: 1 Week GM: VERTi60 Description: Classic Mafia with RA: APB Flavor we used to play. This time though with special crazy units and more surprises to celebrate the 20th anniversary. 3. Courtroom RPG Game type: Courtroom-style Detective RPG Complexity: Complex forum game mechanics, mini-games and guided discussions Game Length & Phases: 2-5 Weeks, Multiple dynamic game phases to follow the court process Ready in: (???) GM: Jeod Description: This is a courtroom-style forum game based on the court process in Ace Attorney games. The following alignments exist: Judge, Defense Team, Prosecution Team, Witnesses, and Defendants. As in the AA courtroom, the game begins with a scenario where the Defendant(s) is/are assumed guilty. The entire forum game revolves around finding the Defendant(s) innocent or guilty, depending on which alignment you carry. 4. Death Note Mafia RPG Game type: Mafia style Detective RPG Complexity: Mafia RPG with interesting detective mechanics and unique roles Game Length & Phases: 2-4 Weeks, Day and Night Ready in: 2-4 Weeks GM: VERTi60 (Jeod's idea) Description: Based on popular Japanese manga series written by Tsugumi Ohba and illustrated by Takeshi Obata. The purpose of the game will be to find out the truth about mysterious supernatural notebook gifted by Shinigami named Ryuk that grants its user the ability to kill anyone whose name and face he knows. The series centers around Light's attempts to create and rule a world "cleansed of evil" as "God" using the notebook, and the efforts of a detective known as L and his team to stop him. Game will have standard mafia mechanics as town will try to find the "Kira", although the culprit doesn't have to be the current notebook keeper. Interesting detective mechanics, roles and actions will be the base of the game design. No one is safe! 5. Underworld Mafia Forum Game Game type: Vampire vs Werewolf Mafia Complexity: Mafia with cults Game Length & Phases: 2-4 Weeks, Day and Night Ready in: 2-4 Weeks GM: VERTi60 Description: One of my old Mafia game concepts, this time, set in the Underworld (vampire vs werewolf) universe. Obviously two cults and a town fighting it over. 6. Dead Space RPG 5 Game type: RPG Complexity: Complex RPG with fights, AIs, weapons, artifacts, converting and exploration, storyline Game Length & Phases: 4-10 Weeks, Battle/Exploration/Plan/Action Ready in: 4-6 Weeks GM: VERTi60 Description: Do you dare to finish your Dead Space Journey Isaac? 7. GoT Mafia Game type: Flavor Mafia Complexity: Normal Game Length & Phases: 2-4 Weeks, Day and Night Ready in: 2-4 Weeks GM: VERTi60 (Voe's idea) Description: Standard Mafia Game with Game of Thrones Flavor.
  11. Hey there forum lurkers. Since there is enough interest we'll continue this Forum game series of good old RA: APB Mafia. If you do not remember or are unfamiliar, we played APB themed mafia game, where soviets in their base try to capture allied spies before the allies can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game was easy to run, usually it lasted a week or even few days in case of forum game version, and it could be also run as chat game too (instead of forum game, where the game lasted around 30 mins up to an hour). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate - based on the poll result I'll schedule a game before the end of summer. Usually it doesn't require too much time to participate, but you would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least two-three days, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). Game UPDATE: For now I propose The third forum game version could start next Friday 16th of September at 10 PM UTC/GMT (subject to change based on feedback). VoiceChat version (on TS) will be scheduled if there is enough interest (they are quick & fun, the last streak was three games per event!) - second attempt is on Friday 21st of October at 10 PM UTC/GMT (subject to change based on feedback). Each Game phase (Day/BP & Night/PP) will last 24 hours max, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players:Killing You Jeod Isaac The Madd ChopBam Nodlied Wallywood Mojoman FRAYDO Category 5 Hurricane Chaos_Knight (minimum 7 players, max 20) Game Progress: DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 NIGHT 4 DAY 5 NIGHT 5 DAY 6 NIGHT 6 DAY 7 NIGHT 7 DAY 8 - Game End Chat (TeamSpeak) Game Progress: RA: APB Mafia Chat Session VIII - October 7th RA: APB Mafia Chat Session IX - scheduled for Fri October 21st If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat/Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). The phase duration last as 10 min Battle phases, 5 min lynch results/Plan phase + 5 min resolving the night/PP actions (so basically every ten minutes we will have a new phase unless unexpected delays which shouldn't last more than 5 mins). *** During the Battle Phase (10 min duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. Note: As per previous game suggestion, we might have a forced voting mechanism starting Day 2 - more info on that during day post. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (5 min duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message (PM Forum Messenger, outside the chat), same as resolved action replies. If you have a night action and do not inform me by PM at least 5 mins before the next Battle phase begins what you are doing with it, you do nothing that night. Talking in the chat during the plan phase will be restricted. This is because I won't have time to mod it since I'll be focusing on resolving the received actions (+5 extra mins for resolving). You can only chat in general, but no game-based stuff (accusations, plans, role claims, etc.). Players who won't comply might get role-blocked that phase. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new:Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: Here is the first role sheet that was used last game, I will upload some more units before next game: As you can see, this game now offers new concept of vehicles and vehicle infantry fighters - the Soviet RPG soldier and Allied Rocket Soldier. These are the only infantry that can successfully destroy the vehicles during the Battle Phase, or damage them during the Plan Phase. All vehicles in the game have special Vehicle Armor - which protects them during the Battle Phase against infantry, except RPG or Rocket Soldiers. Vehicles can also destroy themselves during the Battle Phase, they can be lynched just like any unit and finally they can be killed during a Plan Phase. Of course, vehicles can also become full Bullet proof if there's such a role that can change them. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines:As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  12. Hey there forum lurkers. it has been some time since we had a Forum game here. If you do not remember or are unfamiliar, we played APB themed mafia game, where soviets in their base try to capture allied spies before the allies can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game was easy to run, usually it lasted a week or even few days in case of forum game version, and it could be also run as chat game too (instead of forum game, where the game lasted around 30 mins up to an hour). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate - based on the poll result I'll schedule a game before the end of summer. Usually it doesn't require too much time to participate, but you would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 7 players to make the game last for at least two-three days, but the more players the better (up to 10-12 is ideal for each game, for voice-chat version it's 5-10). Game UPDATE: For now I propose The second forum game version could start next Friday 26th of Aug at 10 PM UTC/GMT (subject to change based on feedback). VoiceChat version (on TS) will be scheduled if there is enough interest (they are quick & fun, the last streak was three games per event!) Each Game phase (Day/BP & Night/PP) will last 24 hours max, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players: Death_Kitty Nodlied Voe FRAYDO Mojoman Category 5 Hurricane Killing You Isaac The Madd Chaos_Knight One Winged Angel (minimum 7 players, max 20) Game Progress: DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game End, Players, Docs & Roles Info Chat (TeamSpeak) Game Progress: Chat version (on TS) not scheduled yet If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). The phase duration last as 10 min Battle phases, 5 min lynch results/Plan phase + 5 min resolving the night/PP actions (so basically every ten minutes we will have a new phase unless unexpected delays which shouldn't last more than 5 mins). *** During the Battle Phase (10 min duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (5 min duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message (PM Forum Messenger, outside the chat), same as resolved action replies. If you have a night action and do not inform me by PM at least 5 mins before the next Battle phase begins what you are doing with it, you do nothing that night. Talking in the chat during the plan phase will be restricted. This is because I won't have time to mod it since I'll be focusing on resolving the received actions (+5 extra mins for resolving). You can only chat in general, but no game-based stuff (accusations, plans, role claims, etc.). Players who won't comply might get role-blocked that phase. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: Here is the first role sheet that was used last game, I will upload some more units before next game: As you can see, this game now offers new concept of vehicles and vehicle infantry fighters - the Soviet RPG soldier and Allied Rocket Soldier. These are the only infantry that can successfully destroy the vehicles during the Battle Phase, or damage them during the Plan Phase. All vehicles in the game have special Vehicle Armor - which protects them during the Battle Phase against infantry, except RPG or Rocket Soldiers. Vehicles can also destroy themselves during the Battle Phase, they can be lynched just like any unit and finally they can be killed during a Plan Phase. Of course, vehicles can also become full Bullet proof if there's such a role that can change them. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  13. I have forum game, which I call OverEdit, that I think you will all enjoy. The goal is to upload an image which is then changed and reuploaded by another person and is repeated until someone has edited the image beyond recognition. The rules are simple: 1. Only small changes and improvements are allowed at a time (because otherwise that would be cheating) 2. Notify everyone that you are changing it's size when you do so 3. Keep it safe for work (No sexual content ever) I will start with this image of tiberium from Tiberian Sun. Since it is double layered here are the two layers.
  14. Hey there forum lurkers. I used to run periodic mafia games on the BHP forums, along with other hosts. One of the quick games I used to run were the APB themed mafia games, where soviets in their base try to capture allied spies before the allies can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). This type of Mafia game was easy to run, usually it lasted a week or even few days in case of forum game version, and it could be also run as chat game too (instead of forum game, where the game lasted around 30 mins up to an hour). Unlike some movie/game themed mafia games I did run, I usually didn't have much trouble with them and since there were no additional lore, video or gfx work, I could to run them almost anytime. With my busy schedule and a lot of other gaming it also fits my taste as well. Let me know if you would like to participate in monthly/bi-weekly/weekly games. Usually it doesn't require too much time to participate, but you would need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last 24 hours up to 48 hours where you need to decide your actions). For each game, I'll need at least 5 players to make the game last for at least a day or two, but the more players the better (up to 7-12 is ideal for each game). Game UPDATE: Based on the feedback, The first forum game version will start Friday 26th of Feb at 10 PM UTC/GMT. Chat version (on TS) is scheduled for Sunday 20th of Mar 10 PM UTC/GMT. Each Game phase (Day/BP & Night/PP) will last 24 hours max, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role, PM me in advance. there's a guide how to create a role below. Signed Players: Generalcamo Nodlied Mojoman One Winged Angel FRAYDO Chaos_Knight Voe iLikeToSnipe Category 5 Hurricane triattack Forum Game Progress: Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Night 6 Day 7 Game End, Results & Player Info Chat (TeamSpeak) Game Progress: Chat version (on TS) is scheduled for Sunday 20th of Mar 10 PM UTC/GMT. PM me your desired role and joins us on ts.w3dhub.com next Sunday! Registered players will receive a password for the Mafia TS Channel. Countdown Here If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play APB Mafia Chat Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply, but the phases will be literary only few minutes short with few little extra rules (bolded). All together one game shouldn't last more than one hour, but it can last only 20-30 minutes as well! The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). The phase duration last as 10 min Battle phases, 5 min lynch results/Plan phase + 5 min resolving the night/PP actions (so basically every ten minutes we will have a new phase unless unexpected delays which shouldn't last more than 5 mins). *** During the Battle Phase (10 min duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (5 min duration), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message (PM Forum Messenger, outside the chat), same as resolved action replies. If you have a night action and do not inform me by PM at least 5 mins before the next Battle phase begins what you are doing with it, you do nothing that night. Talking in the chat during the plan phase will be restricted. This is because I won't have time to mod it since I'll be focusing on resolving the received actions (+5 extra mins for resolving). You can only chat in general, but no game-based stuff (accusations, plans, role claims, etc.). Players who won't comply might get role-blocked that phase. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the fractions winning. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new:Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist, but I'll try to start with really easy and simple settings. The flavor will be the classic Soviet base infiltrated by the allies (we can try different flavors once the pilot is success, or continue with the APB if people wish for it). Now here's the twist. For every game, few roles that might turn up in game will be revealed before the game starts, so you know what you're up against (something like in epicmafia), but there will also be few mystery roles and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This epic concept can make every game different. There will be no crazy roles since I'm going to develop an easy inst-resolving mechanic so therefore the role abilities during night will have certain rules in order to work (what action does what, what is the order for resolving, priorities, action resolving messages, etc). For people who don't like vanilla (=ordinary) roles, you're lucky since I'm gonna put every role some available actions at least. To stay true to the RA: APB flavor, even basic rifle soldiers will be able to shoot others, though ofc there will be a chance of missing or getting your weapon stuck. The only role which doesn't have any special abilities currently is the Neutral Civilian. Other advanced roles will be mostly useful during the night phases where classic investigations, tracking/spying, body-guarding and standard mafia killing take place. We'll see if there will be a need for google docs as well but I can assure you mafia will be able to communicate in doc, at least. Game Specifics: Here is the first role sheet that will be used next game. As you can see, all units have one one-time-use killing action during battle (day) phase determined by two dice rolls and a special night action which has it's own frequency and total number of usages: As you can see, this game now offers new concept of vehicles and vehicle infantry fighters - the Soviet RPG soldier and Allied Rocket Soldier. These are the only infantry that can successfully destroy the vehicles during the Battle Phase, or damage them during the Plan Phase. All vehicles in the game have special Vehicle Armor - which protects them during the Battle Phase against infantry, except RPG or Rocket Soldiers. Vehicles can also destroy themselves during the Battle Phase, they can be lynched just like any unit and finally they can be killed during a Plan Phase. Of course, vehicles can also become full Bullet proof if there's such a role that can change them. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines:As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  15. Einstein

    Save Me

    Here we go again! Another forum game! This game works similar to Corrupt A Wish, yet opposite or inversed. How does that work? Well its simple! 1. Someone posts a description of a situation in which they are in peril and will most certainly lose their life if there is no intervention. 2. The next poster comes up with a creative way (McGyver, Superheroes, The A-Team, whatever floats your boat) in which the previous poster will not lose their life. They then post a description of their own perilous situation. 3. Go back to step 2. Please keep this civil and follow all forum rules at all times. Some discussion is allowed but don't derail this please. I'll begin: I am hiking alone in the forrest and am attacked by a pack of wolves. I have no weapon, save a hunting knife. No one knows my location.
  16. Make your own C&C faction! Hello! Have you ever been playing a C&C game and thought "these teams are pretty good, but I've got this idea..."? Well now's the time to share your ideas! Post your own faction here to show off your own perfect (or maybe not) C&C team! Nodlied and I were part of a similar thread back at BHP and we thought we'd do something similar here. The rules are simple; simply follow the guidelines below, and try to keep your faction balanced. Also use spoiler if you're going to post a lot of text and images to make it easier to navigate the thread. When you post a new faction make sure it has the following: A faction name An outline of the style/background of your team A list of tier 1-3 units (land, sea, air) and buildings (construction yard, refinery, turrets, etc.) * A commando unit A super weapon Team strengths/abilities and weaknesses *Unit and building instructions: You might also want to include: Summary phrase or motto Preferred team colour Team goals/ambitions Some important faction people (generals, commanders) Some history of the faction An introductory narrative Remember that the game your faction would fit into follows the standard C&C formula, so try to include things like engineers, power plants, harvesters and the like - though feel free to mix it up as much as you want. There's no restriction on time period or technology level either, so go nuts!
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