07-17-2017, 06:04 PM
Sorry to make you wait, but it's finally time for:
A-Village's map:
![[Image: EjrTU9C.png]](http://i.imgur.com/EjrTU9C.png)
Legend:
B - Village center and Meeting Place
P - Post office
M - Village market
H - Hospital
W - Village Well
1 - AmadisLFE's House
2 - Bamboori's House
3 - Ramond's House
4 - Rhino.Freak's House
5 - MangaD's House
6 - the mad maskman's House
7 - TORNADO's House
8 - LutiChris's House
9 - empirefantasy's House
10- Simoneon's House
At the village center is the emergency bell*. In the case of an emergency, villagers can sound the bell. Players will have the option to respond by going out. To point to a location, villager should follow sounding the bell by shooting dried pumpkins on fire to a particular direction.
In the village lives "The Oracle"; an old lady in her 90s who claims to have the abilities to contact the dead. Messages she's delivered from the dead have many times given the cops useful clues that helped determine criminals' methods and identities.
I'm waiting for responses from some of you before I can post the prologue, but the game has already started. So this is pre-day 0. For now, if you have any questions about the rules or the mechanics, ask away.
A-Mafia
Rulebook (Click to View)
Messaging:
Messaging outside the framework of the game is prohibited by default. This rule also applies to the dead.
During the day phase, players participating should use this thread and only this thread to communicate. Everyday, before or after the day phase, players may send up to 3 letters (limit per day) to other players by sending a PM to the game master, with the recipient and body content. A message may only contain plain text (no links/images..etc) with a 300 character limit. Including the name of the sender is optional. Messages are delivered everyday at 5 PM. The messages are delivered to the recipient's home, and therefore a recipient has to physically be in their home to check their inbox and read their messages.
Dead and Asleep Players:
Both are still in game and so may not participate in the thread, nor be involved in any discussion about the game events outside the thread. The dead will be informed of the rules of their world as soon as they arrive.
The dead will be able to "communicate" with alive players in subtle, indirect ways; it will only involve changing the state of the mind (dreams, shivers, strong feelings, illusions ..etc). Another way for the dead to communicate is via the "oracle" as will be discussed below.
Items:
There will be a limited supply of items in the village. Items can be dropped or acquired through actions (should be shown in your action list). At the start, it's implicitly assumed that you're not bringing your item(s) with you. So you'll need to mention that you'll be taking the item(s) with you.
Roles:
The will be no roles in this variation. Everybody will be able to do their investigation and all.
Instead, the game will focus more on giving different players different advantages (not necessarily balanced). For instance, a certain character could have certain "features". For example: a character with more than average-size build that will not fall in combat if it's one vs one, or a character with a unique voice that makes them easy to be distinguished. Another advantage could be in their location in the village, making it easier for them to investigate, or more difficult to attack by the mafia.
Mafia assassination schemes:
Some of the assassination schemes will have certain conditions for success. Hopefully, it will always be something to reason with. Targets will pretty much always have a chance to thwart them by making a certain action.
Post-day phase, travelling and village layout:
In this variation, the village will have a layout.
From after the day phase till before the next day phase, players will have the freedom to move around the village. An important point is, for the mafia to assassinate someone, they will have to take his location into account. For example, if the perpetrator is to stab the victim, they will have to be at the victim's location to carry out the assassination.
Moving around the map will count as an action (see below). The action PM to be sent (again, see below) should contain information about where the player wants to move to and when.
Example:
Let's consider the map above. Under normal circumstances, moving from one location to another adjacent location will take (10 ± 5) minutes (that is 10 minutes on average, but could range from 15 to 5 minutes). The altitudes of the different locations will be of significance in determining the time it takes to travel. For instance in the layout above, travelling from B to C will most likely take 10 minutes as the path is pretty flat, whereas going from A to B will be slightly faster. On rainy nights, the travelling time can increase drastically if you're climbing up a steep path (from 30 minutes to several hours) so much that you could get stuck in a valley an entire night or for the duration of the rain. Moving to low in such conditions will take slightly more time than normal.
If an event is to happen during a trip (e.g: a confrontation, assault, sees something, hears something ..etc) the player will be notified via PM by the game master, and they will have the option to act or change their course of action.
Action phase, Actions and Events:
Straight after the day phase, during the "Action phase", players can turn in messages they'd like to send without having to visit a post office (to save some time). During the "Action phase", every player in addition must send a PM that specifies the actions they wish to take from after the day phase until they get home and turn to bed. If an event occurs in the middle of the actions (hears something, sees something, enters home and finds a new message delivered ..etc), the player will be notified and will be asked to send a new PM of actions to react to the event.
Note: In the game's universe, there are no portable clocks (watches), so estimated times reported by events will have uncertainty of 30 minutes. It's assumed, however, that inside every home is a fairly accurate clock, and that events at home will be given more accurate times.
Day phase, sleeping and lynching:
The day phase village meetings begin at sunrise (7am). It's divided into a discussion-accusation phase that lasts (7±2) hours and a voting phase that lasts (4±2) hours. In the discussion-accusation phase, players will discuss what they have all gathered, and at the end, everybody may submit a formal accusation with a name and a reason (which they may choose to leave blank) for the voting phase. In the voting phase, players will vote to lynch one of the accused persons. Those asleep will not participate in the discussion-accusation phase if they are 3 or more hours late to it. If they are 6 or more hours late, then they may not participate in the voting phase. Feeling sleepy in the middle of the meetings will be visible as yawning and can also result in similar consequences. Moreover, staying awake for too long will get you sick and send you to the hospital for 24 hours. Being lynched or being considered dead (if you disappeared for more than 48 hours) makes your home subject to investigation by the village cops (items, unread messages ..etc will be revealed to everyone in the next day meeting) .
Each player must have (7±2) hours of sleep every day inside a home (every player will know how much they need exactly). The sun sets at ~10pm. Every home can house 3 players at most.
Messaging outside the framework of the game is prohibited by default. This rule also applies to the dead.
During the day phase, players participating should use this thread and only this thread to communicate. Everyday, before or after the day phase, players may send up to 3 letters (limit per day) to other players by sending a PM to the game master, with the recipient and body content. A message may only contain plain text (no links/images..etc) with a 300 character limit. Including the name of the sender is optional. Messages are delivered everyday at 5 PM. The messages are delivered to the recipient's home, and therefore a recipient has to physically be in their home to check their inbox and read their messages.
Dead and Asleep Players:
Both are still in game and so may not participate in the thread, nor be involved in any discussion about the game events outside the thread. The dead will be informed of the rules of their world as soon as they arrive.
The dead will be able to "communicate" with alive players in subtle, indirect ways; it will only involve changing the state of the mind (dreams, shivers, strong feelings, illusions ..etc). Another way for the dead to communicate is via the "oracle" as will be discussed below.
Items:
There will be a limited supply of items in the village. Items can be dropped or acquired through actions (should be shown in your action list). At the start, it's implicitly assumed that you're not bringing your item(s) with you. So you'll need to mention that you'll be taking the item(s) with you.
Roles:
The will be no roles in this variation. Everybody will be able to do their investigation and all.
Instead, the game will focus more on giving different players different advantages (not necessarily balanced). For instance, a certain character could have certain "features". For example: a character with more than average-size build that will not fall in combat if it's one vs one, or a character with a unique voice that makes them easy to be distinguished. Another advantage could be in their location in the village, making it easier for them to investigate, or more difficult to attack by the mafia.
Mafia assassination schemes:
Some of the assassination schemes will have certain conditions for success. Hopefully, it will always be something to reason with. Targets will pretty much always have a chance to thwart them by making a certain action.
Post-day phase, travelling and village layout:
In this variation, the village will have a layout.
From after the day phase till before the next day phase, players will have the freedom to move around the village. An important point is, for the mafia to assassinate someone, they will have to take his location into account. For example, if the perpetrator is to stab the victim, they will have to be at the victim's location to carry out the assassination.
Moving around the map will count as an action (see below). The action PM to be sent (again, see below) should contain information about where the player wants to move to and when.
Example:
Spoiler (Click to View)
If an event is to happen during a trip (e.g: a confrontation, assault, sees something, hears something ..etc) the player will be notified via PM by the game master, and they will have the option to act or change their course of action.
Action phase, Actions and Events:
Straight after the day phase, during the "Action phase", players can turn in messages they'd like to send without having to visit a post office (to save some time). During the "Action phase", every player in addition must send a PM that specifies the actions they wish to take from after the day phase until they get home and turn to bed. If an event occurs in the middle of the actions (hears something, sees something, enters home and finds a new message delivered ..etc), the player will be notified and will be asked to send a new PM of actions to react to the event.
Note: In the game's universe, there are no portable clocks (watches), so estimated times reported by events will have uncertainty of 30 minutes. It's assumed, however, that inside every home is a fairly accurate clock, and that events at home will be given more accurate times.
Day phase, sleeping and lynching:
The day phase village meetings begin at sunrise (7am). It's divided into a discussion-accusation phase that lasts (7±2) hours and a voting phase that lasts (4±2) hours. In the discussion-accusation phase, players will discuss what they have all gathered, and at the end, everybody may submit a formal accusation with a name and a reason (which they may choose to leave blank) for the voting phase. In the voting phase, players will vote to lynch one of the accused persons. Those asleep will not participate in the discussion-accusation phase if they are 3 or more hours late to it. If they are 6 or more hours late, then they may not participate in the voting phase. Feeling sleepy in the middle of the meetings will be visible as yawning and can also result in similar consequences. Moreover, staying awake for too long will get you sick and send you to the hospital for 24 hours. Being lynched or being considered dead (if you disappeared for more than 48 hours) makes your home subject to investigation by the village cops (items, unread messages ..etc will be revealed to everyone in the next day meeting) .
Each player must have (7±2) hours of sleep every day inside a home (every player will know how much they need exactly). The sun sets at ~10pm. Every home can house 3 players at most.
Examples of PMs Players Will Be Sending to the GM (Click to View)
For messaging. At most 300 characters should be in the message body (Any more that that will be cut without notice. ASCII only). Send this PM either directly after the day meeting. If you didn't make it, you can send it by visiting a post office:
Action PMs (turn in as soon as possible after day phase).
Title of PM: Mafia Message (Click to View)
To: Amadis
Mention sender: Yes
Message: Hey Amadis. I have what we talked about later. Meet me at location "b" at 10PM tomorrow.
Mention sender: Yes
Message: Hey Amadis. I have what we talked about later. Meet me at location "b" at 10PM tomorrow.
Title of PM: Bamboori Action (Click to View)
Move: B -> u -> c -> b -> 1 # go to house 1, no rush
Knock door: 30 minutes (keep knocking for 30 minutes. You'll be informed if you get a response)
Move: 1 ->> b ->> 5 ->> 2 (go home, you're in a rush. you'll be informed if you have mail or anything)
Wait: 20 minutes (stay awake for 20 minutes, if you expect somebody visiting or something)
Sleep
Knock door: 30 minutes (keep knocking for 30 minutes. You'll be informed if you get a response)
Move: 1 ->> b ->> 5 ->> 2 (go home, you're in a rush. you'll be informed if you have mail or anything)
Wait: 20 minutes (stay awake for 20 minutes, if you expect somebody visiting or something)
Sleep
Title of PM: Bamboori Action (Click to View)
Move: B -> u -> c -> b -> 5 -> 2 # go home
Sleep
Don't attend day meeting # by default, Bamboori would attend the meeting. But since he's written this, he'll just be informed.
Sleep
Don't attend day meeting # by default, Bamboori would attend the meeting. But since he's written this, he'll just be informed.
A-Village's map:
![[Image: EjrTU9C.png]](http://i.imgur.com/EjrTU9C.png)
Legend:
B - Village center and Meeting Place
P - Post office
M - Village market
H - Hospital
W - Village Well
1 - AmadisLFE's House
2 - Bamboori's House
3 - Ramond's House
4 - Rhino.Freak's House
5 - MangaD's House
6 - the mad maskman's House
7 - TORNADO's House
8 - LutiChris's House
9 - empirefantasy's House
10- Simoneon's House
At the village center is the emergency bell*. In the case of an emergency, villagers can sound the bell. Players will have the option to respond by going out. To point to a location, villager should follow sounding the bell by shooting dried pumpkins on fire to a particular direction.
In the village lives "The Oracle"; an old lady in her 90s who claims to have the abilities to contact the dead. Messages she's delivered from the dead have many times given the cops useful clues that helped determine criminals' methods and identities.
I'm waiting for responses from some of you before I can post the prologue, but the game has already started. So this is pre-day 0. For now, if you have any questions about the rules or the mechanics, ask away.