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Mafia 63 - SpyCraft 2.0 Trouble in Tokyo sign up thread. 22 souls required. No refunds.

#1 User is offline   Tapper 

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Posted 02 May 2010 - 11:02 AM

Yes, it is early (2 weeks to go), but I NEED those 22 players badly, hence me starting this already.

TMDI: 10.
Rules: loads. Read them.
Factions: 5 town factions, 1 scum.
Town Factions Goals: eleminate the scum and score more points than the other factions.
Scum faction goals: achieve a majority.

For those who missed 1.0, here's the link:
game Thread Spycraft 1.0
Spycraft 1.0 spoilers

1. Peanutbutta
2. Jump Around
3. MTS
4. alt146
5. Shinrei
6. General King
7. Bubba
8. Mentalist
9. Giles/Baudin
10. D'rek
11. Morgoth
12. Bent
13. H.D.
14. Sixty
15. Gavin
16. dktorode (unless there's an overkill of players, in which case, 1st reserve)
17. The Dude
18. Defiance
19. Obdigore
20. Silencer
21. Happymad

Victory Conditions:

The Americans: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Every Operation that is executed (minimum of 1), is executed with a minimum of 3 participants.
7 points: Having completed more Investigations than any other team (EU, Chinese, Syndicate, Japanese, Russians).
5 points: Learning the exact composition of at least 2 spy teams through abilities (CF/reveals do not count).
3 points: Having executed more Operations than any other team (Chinese, EU, Syndicate, Japanese, Russians) at the end of the game.
2 points: 2 points for every spy team (Chinese, EU, Japanese, Russians, Syndicate) of which every member has been targeted by at least 1 Investigation action from an American Spy. Maximum of 10 points.

The Chinese: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having the highest level of all factions (EU, US, Syndicate, Japanese, Russians) at the end of the game, including dead players.
7 points: Having cast the most votes of all teams (EU, US, Syndicate, Japanese, Russians). Votes are counted at the end of the day only.
5 points: All Chinese must have been granted a temporary or permanent ability by another Chinese player.
3 points: All Chinese players must be able to send PMs to at least 1 other Chinese Spy during the day phase at the end of the game.
2 points: Every time a player is lynched who is not Chinese and is of a faction previously not lynched (Americans, EU, Japanese, Russians, Syndicate), you gain 2 points, with a maximum of 10.

The EU: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having used more Investigations than any other spy team (Americans, Chinese, Japanese, Russians).
7 points: Having initiated more lover relationships (between 2 players) than all other spy teams (Americans, Chinese, Japanese, Russians) combined.
5 points: Having been targeted with more kill actions than any of the other spy teams (Americans, Chinese, Japanese, Russians).
3 points: All European spies must be able to talk to all other EU spies at the end of the game.
2 points: Every time a lover relationship is established with a player of a team (Americans, Chinese, Japanese, Russians, Syndicate) which whom no European Spy has previously made contact with, you gain 2 points, with a maximum of 10.

The Japanese: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having killed more players than all other spy teams (Americans, Chinese, EU, Russians).
7 points: All Japanese players must be targeted with a harmful ability during the same phase.
5 points: All Japanese players must be lovers with one another.
3 points: Having killed the most people on an average of kills per player as a team at the end of the game.
2 points: 2 points for every time a Japanese player is targeted with a harmful ability, with a maximum of 10 points.

The Russians: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having used more Harmful abilities than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
7 points: Having targeted more people with night actions on an average per player than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
5 points: Affecting at least 6 players during a single phase with Harmful abilities.
3 points: All Russian spies must be alive at the end of the game.
2 points: 2 points for every time a player is unable to take an action during 2 consecutive phases as a result of the abilities of one or more Russian players, with a maximum of 10 points. No single player can contribute more than 2 points to this victory condition.

The Syndicate (a.k.a. Scum): achieve a majority by any means necessary.

This post has been edited by Path-Shaper: 11 May 2010 - 08:00 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#2 User is offline   Jump Around 

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Posted 02 May 2010 - 11:04 AM

want!
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#3 User is offline   Silencer 

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    Computer Game Design.
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Posted 02 May 2010 - 11:04 AM

Gah. Gah. Gah.

Two weeks? No exams...but...recent participation has been so crap. Argh. Want in so bad. Eh.

>.>

Ffffffffffffffffuuuuuuuuuuuu. /hates self.

Erm.

Will think about it?
***

Shinrei said:

<Vote Silencer> For not garnering any heat or any love for that matter. And I'm being serious here, it's like a mental block that is there, and you just keep forgetting it.

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#4 User is offline   Tapper 

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Posted 02 May 2010 - 11:04 AM

What is new compared to Spycraft: Carribean Revolutions?

Factions:
• We merged the French and English into a European Union Faction;
• We added the Chinese faction;
• And we added the Japanese faction;
• Some of the survivors of Spycraft 1 may return, with both old and new abilities;
• Team compositions are changed, as well as team numbers, so every faction is significantly different from Spycraft 1.

Victory Conditions:
• The 2 point conditions can be achieved multiple times. The maximum number of times it can be completed, is 5 times per team, and each team can complete the condition five times.

Rules:
As you may have noticed, being able to get your (night) action in just after the lynch to prevent being guarded was a huge part of Spycraft 1. To my mind, it had too much of an influence. Rule changes have been made to deal with this.

The Goal of the Game:
If you are a member of the Syndicate (a.k.a. scum), you can only win by achieving a majority. The game ends immediately when the Syndicate has achieved this, or when the last Syndicate member is killed/lynched.

If you are a Spy (a.k.a. town), you can only win if your particular faction (divided by nationality) has the highest number of points the second the last Syndicate member is taken out of the game.

In other words (and this is a clue):
• Dividing your attention between your factions goals and getting rid of the scum is a better bet than trying to kill and lynch your way until your team is the last one standing;
• You lose when scum wins, they’re the common enemy;
• It is better to find an equilibrium between scoring points for your faction and hindering others than it is to exclusively try and hinder others.

Day and Night plus Modkills:
Day lasts 24 hours. The mod-kill limit for absence is not disclosed, as there may or may not be silencing effects in this game. Expect it to be slightly over 24 hours. This is not an invitation to lurk. If you need an extension, let us know.

Night lasts theoretically 0 hours, but we will take as long as we need to resolve and double check everything, post the PMs you sent, and whip up a story. Even should Night take hours to resolve, we will not accept orders during that time, unless we announce dusk is in effect (see 4.b.i).

There is a full stop during the weekends.

Submitting Actions:
1) Iron Man is in effect. That means that only 1 action per player per phase can be submitted, with no provisionals. Once submitted, the action cannot be changed, cancelled or otherwise affected by the player that submitted it. If your target is removed from the game, no matter the reason, you are STILL not allowed to submit a new action.

2) Spycraft 2.0 is a very complex game, with intricate actions and delicate timing. To make it as easy to mod as possible and to make certain your actions are resolved as you intend them, we come up with the following rule: You must submit your action in the following format:
a. In a separate PM sent only to the mods;
b. The title must contain the current phase (so, day 2, night 5, etc.) and your character name;
c. In the body of the PM, you must QUOTE the exact ability text you activate
d. And underneath the quote, specify (all) the target player(s).
e. If an action has multiple effects, you must clearly designate which effect targets which player.
f. If an ability has a limited number of uses, we want you to indicate how many uses you have remaining before this action is processed.


Action Resolution
3) Order of Resolution during the Day
a. All orders will be resolved in the order we receive them.
b. As usual, when an ability contradicts the rules, the ability as it is interpreted/explained by the mods supersedes the rules.
c. Failure to correctly submit a PM will lead to the mod asking you to change it, if there is still time.
d. Only the time stamp of correctly submitted orders is used, not that of an order submitted incorrectly.

4) Order of Resolution at Night
a. Night is zero hours (or rather, as long as we take to resolve it).
b. As a result, all night actions must be submitted during the day. If your NAs target is lynched or day-killed, tough luck. No provisionals are accepted.
i. Special circumstances: If the day was shorter than 12 hours (24 hours is still the maximum amount of time), we will give all players a chance to submit orders, by starting ‘dusk’: 12 hours in between lynch and night resolution.
ii. Players who have posted during the day or PMed P-S during the day will NOT get the opportunity to profit from this extension.
c. Any ability marked as Instant is resolved first.
d. All other orders will still be resolved in the order we receive them.
e. As usual, when an ability contradicts the rules, the ability as it is interpreted/explained by the mods supersedes the rules. Debate is not welcome.
f. We have given a select few abilities the option of submitting 1 (ONE) provisional to compensate for targets being lynched or killed. This is described in the ability itself.

Abilities and ability types:
5) every ability is categorized as one of the following:
a. Abilities that affect other players negatively are Harmful abilities and are marked with (H).
b. Abilities that are generally beneficial are seen as beneficial abilities, marked with (B.)
c. Abilities that give information are considered neutral abilities, marked with (N)

6) In victory conditions and in abilities themselves we will further specify abilities with the following wordings:
Hinder, Guard, Kill, Recruit, Info, Find, Aid, Heal, Proof or Talk.
a. Hinder is the description for abilities that have a negative effect on other players abilities or on other players themselves that cannot be described by Guard, Recruit or Kill. Hinder abilities are always Harmful.
b. Guard is the description for abilities that deny another player the right to take a (certain) action. Guard abilities are always Harmful.
c. Kill is de description for all abilities that intend to permanently remove a player from the game. Kill abilities are always Harmful.
d. Recruit is the description for all abilities that switch a players alignment and victory conditions to your own. Recruit abilities are always Harmful.
e. Info is the description for all abilities that automatically give you information. Info abilities are always Neutral.
f. Find is the description for all abilities that allow a player to gather information about another player. Find abilities are always Neutral.
g. Aid is the description for abilities that grant abilities or have beneficial effects on other players abilities or on other players themselves that cannot be described as Heal, Proof or Talk. Aid abilities are always Beneficial.
h. Heal is the description for abilities that make others temporarily invulnerable to Kill abilities. Heal abilities are always Beneficial.
i. Proof is the description for abilities that give the player himself a one-time immunity to lynch (lynch proof), recruitment (recruitment proof) or to all kills in 1 night (bullet proof). Proof abilities are always beneficial.
j. Talk is the description for abilities that allow a player to communicate with another player – either through H&M or by PMing one another.

7) The trait Upgrade.
Some abilities are marked with (*), and with the trait Upgrade of <ability name>. These are upgrades and affect abilities you have gained on a lower level. The ability is still of the same type, but the next time it is submitted, it is resolved with all new effects as well as the old ones (unless those who replaced by the Upgrade).

8) The trait Passive.
All abilities with this trait are active from the moment you get them up until their uses are expended (if there is a maximum number of uses). Passive abilities do not count towards the number of actions you may perform in a phase, and you cannot deactivate them either, they just happen. Unless specified otherwise, Passive abilities are not affected by guards.

9) The trait Limited Number of Uses (<number>)
Any ability marked with this trait, can only be used a certain number of times. The number between parentheses indicates how often this ability can be used. When submitting an action that has a limited number of uses, you MUST include in the PM how many uses you have remaining before this actions resolution.

10) the trait Instant,
All abilities with this trait will be activated simultaneously from the start of night before any other action is activated. Rules on instant abilities:
a. Any night abilities that can protect yourself or others are either passive, or have the trait Instant.
b. All night guards have the trait Instant.
c. If an Instant ability is used by a guarded player, he is guarded and the Instant ability is thus cancelled, despite resolving at what is technically the same time.
d. If a guard is guarded, he cannot guard, despite having an Instant ability.

11) The trait Operation. Operations are a special type of ability that can be performed by several people at once. Operations also count towards Victory Conditions that require Operations.

12) The trait Investigation. Investigations are finds that count towards Victory Conditions that require Investigations. They have no other special function.

13) The trait Replaces <ability name>
once you get this ability, another ability (the one in the trait) is deactivated and can no longer be used, regardless of the number of uses it has remaining.

Role PMs
A Role PM looks like this. Everyone has 6 levels (starting at 0, up to level 5) and roughly 8 to 12 abilities.

Morgoth, King of High House Mafia (Norwegian) – Scum
Level 0:
Feud with Dibs (H, Kill): Night only. Limited number of uses (1). When you spot Dibs, you kill him, after telling the whole thread he’s a beardless leprechaun, of course.
Aquevit (N, Find): Night only. Investigation. target a player. If he has alcohol, you will be told.
So Skinny (B, Proof): passive. You have 1 bulletproof.
Level 1:
Drunk Posting (*): upgrade of Aquevit. In addition to the regular effects, Aquevit now also removes all alcohol from the target player.

Levelling.
14) Everyone starts the game at level 0. Everyone levels at the same time.

15) You go up a level every time there’s been 500 posts (or a multitude there-of) or 3 dead people (including lynches).

16) Levelling happens only at the start or end of the day and is announced by the mods.

17) Once you gain a level, you can use the abilities of that level.

18) If you submit an action of a level you do not have, and that level has not be attained when the action is resolved, it is automatically cancelled.

Communications between players.
During the game, players will be allowed by certain abilities to communicate off-thread.
There are a few simple rules for off-thread communication:

19) You can only communicate with another player-off thread if this is specified by an ability.

20) The mods will let you know when you can communicate off-thread and with whom, and will initiate the first communications by setting up a first conversation thread. You can then create new threads as you like.

21) Every message must be CCed to Hugin & Munin.
The best way to do this, is by initiating a PM exchange of the Invitation kind and inviting Hugin & Munin + the player(s) you wish to communicate with. If you fail to submit a message to H&M, we will deduct points from all teams participating in the conversation except for the ones that report the breach of the rules. If you are a Syndicate player and breach the rules, you will get a stern warning, then a modkill if you repeat the offense.

22) Some communications go through Hugin & Munin entirely, meaning you PM them, and they will sent your PM to the people you can communicate with. In these conversations, it is expressedly forbidden to identify yourself in any way. As a result, you are expected to do the following:
a. You must observe proper capitalization, spelling and punctuation.
b. You are not allowed to refer in any way to yourself or your actions on thread or aid the other parties in identifying you.
c. You are not allowed to refer on thread to these conversations in any way whatsoever.
d. The mods retain the right to tell you a message is unacceptable, in which case you must rewrite it.
e. You must observe all other clauses that come with the communication ability.
f. Any failure to comply will be punished by:
i. First offense: a 5 point deduction for your team.
ii. Second offense: a 10 point deduction for your team.
iii. Third offense: automatic loss for your team.

23) You can discuss any subject to your heart’s content in lover communications, unless the ability that initiate the conversation says otherwise. H&M will specify this in their first post in every off-thread communication.

The Mods
Spycraft is a big game with a lot of messages flying left and right, often faster than we can keep up with. Therefore, we make use of 2 mod-alts, Path-Shaper and Hugin & Munin. Each has a specific function, but both will be used to actively moderate on thread if need be.

Path-Shaper is for all stuff that concerns spoiler heaven and for all actions.
We therefore kindly ask you to send all action orders to P-S. Wait, I’ll rephrase that:
We may not resolve orders in time if they’re not sent to P-S.

Hugin & Munin is for all stuff that concerns inter-player communications. We keep an eye on these to check if the rules are being followed and to post lots of the juicy stuff in S-H. H&M also has a role in sending messages anonymously.

As in most other games, you are not allowed to quote directly on thread or in PMs from messages by P-S (although you may quote your role PM in lover communications that do not restrict this).

Scenes
Spycraft is story driven. Thanks to the Iron Man rule, we can and will resolve day actions as soon as we get them – sometimes one order at a time, sometimes we wait for a bunch to come in, and we will then write up a little scene.

Scenes contain clues, both to the nature of the actions as to the players participating in them. With your role description, you also find a PM called Appearance. You will find a description of your character there, and we will use some of the stuff in there in scenes so you can identify yourself, and can identify others, too – in time.
In the first Spycraft, I had a hard time keeping the mystery alive (PB did a much better job) and abilities acted as soft finds. I’ve learned from that, and aim to have scenes that will be much more obscure where it concerns the players – often, you will only be described by what kind of watch you’re wearing, and in another scene what kind of tie, in a third whether or not you sport a moustache, et cetera, and for all the outsiders, it will not show that this is the same person.

We will not warn players of their appearance in a scene. Don’t bother asking ‘is that me?’ either.

Reveals
Reveals are actively discouraged in a rather alarming way.

24) You reveal on thread, you die by mod-kill. You’re a Spy, after all. Everyone hates spies, and you’re on foreign territory (except the Japanese spies, but hey, give me some leeway there) blowing up stuff, shooting people and going against national and international security. We will be strict about this.

25) You may, however, reveal others, including citing their Role PMs. This does not get them mod-killed.

26) When someone else reveals your nationality, your allegiance and/or your Role PM (or a faked copy thereof) you may not confirm that’s you. You may deny it as much as you like, however.

27) If you code (part of) who you are, and someone breaks the code and reveals it on thread, you are mod-killed. So, don’t code or code very well.


Crime and Punishment
So, loads of rules. How are we going to make sure you stick to them?
Simple. We kick not only your butt, but that of your team if you fail to observe the gentle guidelines we put before you.

28) Breaking the rules on reveals will bring forth their own punishment, which tends to be extremely fatal.

29) Breaking the rules on communications will hurt your teams chances at victory, and if you continue fucking up, your teams ability to achieve victory.

30) Breaking any other rule will at the very least result in a public announcement of point deductions, possibly coupled with a modkill.

For those who publicly or privately admit or show they didn’t read the rules: there’s a 99% chance that you will screw your teammates. While some of us love to gamble, I’m sure people will still be in love with you after you ruin their game, so please make the effort to Read The Rules... if not for yourself, then for them.


Finally:
Having fun is mandatory. So is keeping it fun for others. Please keep it civil, even though you are intending murder, mayhem and are lying through your teeth.

This post has been edited by Path-Shaper: 11 May 2010 - 07:58 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#5 User is offline   MTS 

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Posted 02 May 2010 - 11:06 AM

Hell fucking yes.
Antiquis temporibus, nati tibi similes in rupibus ventosissimis exponebantur ad necem.

Si hoc adfixum in obice legere potes, et liberaliter educatus et nimis propinquus ades.
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#6 User is offline   alt146 

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Posted 02 May 2010 - 11:38 AM

In please!
[url="http://www.alt146.zzl.org"]MafiaManager[/url]: My Mafia Modding tool - Now at v0.3b

With great power comes a great integral of energy over time.
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#7 User is offline   Shinrei 

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Posted 02 May 2010 - 11:53 AM

In.



Any innaccurate descriptions of Tokyo will be ridiculed via PM. :D
You’ve never heard of the Silanda? … It’s the ship that made the Warren of Telas run in less than 12 parsecs.
1

#8 User is offline   General King 

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Posted 02 May 2010 - 12:22 PM

In but like last game ability to post is subject to what happens in rl.
0

#9 User is offline   bubba 

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  • Kill all the golfers...

Posted 02 May 2010 - 12:28 PM

In.......got bored reading the rules about half way through.....that's OK, right?

0

#10 User is offline   Tapper 

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Posted 02 May 2010 - 12:38 PM

View PostBubba, on 02 May 2010 - 12:28 PM, said:

In.......got bored reading the rules about half way through.....that's OK, right?

sure... just read the other half when the game starts :D
Everyone is entitled to his own wrong opinion. - Lizrad
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#11 User is offline   Mentalist 

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Posted 02 May 2010 - 01:52 PM

in

expect much randomness, due to small posting windows, which will lead to VERY random NA orders.
The problem with the gene pool is that there's no lifeguard
THE CONTESTtm WINNER--чемпіон самоконтролю

View PostJump Around, on 23 October 2011 - 11:04 AM, said:

And I want to state that Ment has out-weaseled me by far in this game.
0

#12 User is offline   Giles 

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Posted 02 May 2010 - 02:10 PM

in
"Hollow. My name is Kurosaki Ichigo. You killed my mother. Bankai."
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#13 User is offline   D'rek 

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Posted 02 May 2010 - 03:22 PM

In


and wants my Night Rider again.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#14 User is offline   Morgoth 

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Posted 02 May 2010 - 04:18 PM

why not :D
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#15 User is offline   Bent 

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Posted 02 May 2010 - 05:17 PM

yes.
THIS IS HOW I ROLL BITCHES!!!
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#16 User is offline   Mentalist 

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Posted 02 May 2010 - 05:33 PM

on a slightly related note: If I get Cicero'ed again, Tapper will officially be a suicidal townie in every single game I run. EVER.
The problem with the gene pool is that there's no lifeguard
THE CONTESTtm WINNER--чемпіон самоконтролю

View PostJump Around, on 23 October 2011 - 11:04 AM, said:

And I want to state that Ment has out-weaseled me by far in this game.
0

#17 User is offline   Tapper 

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Posted 02 May 2010 - 06:07 PM

View PostMentalist, on 02 May 2010 - 05:33 PM, said:

on a slightly related note: If I get Cicero'ed again, Tapper will officially be a suicidal townie in every single game I run. EVER.

Don't worry, the majority of the players can't read role PMs, and I promise I won't give Grief one of the roles that can :D
Everyone is entitled to his own wrong opinion. - Lizrad
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#18 User is offline   Morgoth 

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Posted 02 May 2010 - 06:21 PM

On a related note, if I'm ambush-speed lynched during a thirty min window that I'm not online on day 1, I will destroy each and every one of you.
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
0

#19 User is offline   HoosierDaddy 

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Posted 02 May 2010 - 06:35 PM

I suppose.

In.
Trouble arrives when the opponents to such a system institute its extreme opposite, where individualism becomes godlike and sacrosanct, and no greater service to any other ideal (including community) is possible. In such a system rapacious greed thrives behind the guise of freedom, and the worst aspects of human nature come to the fore....
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#20 User is offline   Grief 

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Posted 02 May 2010 - 06:42 PM

Sorry to say that i'm gonna be missing this one, it falls right on my exams.

Looks like it will be a really good game too :D

On a slightly related note, Cicero was win :D

Cougar said:

Grief, FFS will you do something with your sig, it's bloody awful


worry said:

Grief is right (until we abolish capitalism).
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