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Author Topic: Elements -- Age 4: Silent Swamps- WATER and WOOD victory!  (Read 19139 times)

Captain Ford

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #150 on: May 21, 2013, 07:40:08 pm »

Spoiler: The Lead-Up... (click to show/hide)

Spoiler: Major Changes (click to show/hide)




ELEMENTS
The Captain's Edition

In the maelstrom of chaos at the beginning of all things, the five great elements played their games of fate to see who would shape the world to come.

Elements is a mafialike game for five players. Each player plays an element secretly assigned to them: fire, air, water, earth and wood. Each element is naturally allied with two other elements and is enemy with two other elements. A player wins when both their enemies are dead and they are still alive.

The allegiances are as you'd expect:

Fire is allied with Air and Earth, enemy to Water and Wood.
Air is allied with Fire and Water, enemy to Earth and Wood.
Water is allied with Air and Wood, enemy to Fire and Earth.
Wood is allied with Water and Earth, enemy to Air and Fire.
Earth is allied with Wood and Fire, enemy to Water and Air.

Each day each player may take two actions, which must be either an attack or a protect. Each player may cast both an attack and a protect. They may instead cast two attacks or two protects, but doing so exhausts the player (see below). No player may cast more than one action on the same target, nor are they allowed to target themselves.

Each element has one or more special powers (listed below) which can alter the gameplay. Each element is able to speak individually to two other players privately through quicktopic channels. The players must identify themselves by their player name in these channels, but their elements are not known to each other. Each player is guaranteed to be connected to one of their allies, but they don't know which player or which element. In total there will be five quicktopics. Players are encouraged to make secret alliances with their allies, and to attempt to dupe their enemies into helping them win.

When a player dies, they may choose one other player to be privately informed whether the deceased was an enemy or an ally of theirs, but their true element is not revealed until the end.

Resolving Attacks
At the end of the day, all abilities are resolved and the total attacks and protects are tallied. Each protect nullifies one attack, (unless stated otherwise).

If a player suffers only 1 attack, then they are injured for the following day instead of killed. If a player suffers 2 or more attacks, or if they suffer at least one attack while injured, then they die.

An injured player may only take 1 action. (If they survive a day while injured, they are no longer injured on the following day) All players are publicly informed when a player is injured at the end of the day.



Exhaustion
An exhausted player can take only 1 action. Exhaustion lasts for one day, and then expires.

A player that is both exhausted and injured may still take 1 action.

A player that is either exhausted or injured may still register 2 actions, but only one of them will function. If the player does not specify which one is "real", then the most recently cast action will be chosen. The actual actions taken will be shown accurately in the final tally.

The players are publicly informed when a player is injured by day end results, but are never informed when a player is exhausted, or when or if they may have healed from an injury.

Faking Exhaustion: Players may fake exhaustion by PMing the mod with their intent to do so.


Secret Actions
Each player may register a single secret action or conditional action with the mod, specifying which of their actions to change, what to change it to, and the conditions under which it will change. This is only executed at day end, and it will cause the user to become exhausted for the next day.

The number of secret actions taken will be shown at the end of each day, but otherwise, there is no indication that you took a secret action.

You cannot take a Secret Action that would cause you to become exhausted more than once, or if you are already exhausted.

Spoiler: Elemental Abilities (click to show/hide)
Spoiler: Additional Rules (click to show/hide)
« Last Edit: May 21, 2013, 07:41:44 pm by Captain Ford »
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Its official! Ford! You need to put it in your sig now! "Official Mafia Welcomer!"

webadict

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #151 on: May 21, 2013, 07:53:48 pm »

Need a list of elements?
Fire
Water
Earth
Air
Wood
Metal
Lightning
Flesh
Time
Space
Gravity
Life
Decay
Light
Sound
Arcane

That's just a few I can name off for you.
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Captain Ford

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #152 on: May 21, 2013, 07:56:39 pm »

I can add a few more:
Time (whoops! Duplicate)
Love
Heart
Void
Blood
Sarcasm
Pornography
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Nerjin

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #153 on: May 21, 2013, 07:57:11 pm »

Need a list of elements?
Earth
Fire
Wind
Water
Heart

That's just a few I can name off for you.

I fixed that for you. I've watched science shows. I know what's what yo!
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Captain Ford

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #154 on: May 21, 2013, 07:59:12 pm »

So, any feedback on my proposal?
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Nerjin

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #155 on: May 21, 2013, 07:59:32 pm »

After reading through the QT's... It makes me very sad how much of a sap I was. It's... rather depressing actually.
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Nerjin

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #156 on: May 21, 2013, 08:01:30 pm »

So, any feedback on my proposal?

It seems fine though I'd prefer more elements with simple abilities than the same five with lots of them.
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notquitethere

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #157 on: May 21, 2013, 08:02:52 pm »

Not sure how well Order gels with Fire, Nerjin, but it's stronger than Dust. Wood and Metal are traditional elements, but I like your suggestion of Life.

Ford, your opposites idea could be fun as it might allow for more dynamic allegiance forming. Take the following scenario:



Fear-Order guy would have reason to buddy up with Death-Fire guy against Hope-Life, but Death-Fire might want to betray Fear-Order as a part of a pact with Chaos-Earth against Air-Water. The challenge is in getting the rule set to more dynamically encourage allegiance and betrayal.



I really like the Exhaustion mechanic and the lack of flips in Captain's Edition Elements-- the added complexity of the powers and autos allows for more unforeseen balancing issues, but on the face of it it's definitely something I'd be happy to play or run. Ultimately, by experimenting by playing games is how we mostly learn how things work out.
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Nerjin

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #158 on: May 21, 2013, 08:06:29 pm »

Does everyone HAVE to be allied with or against everyone else?

Because the way it is now everyone cares about everyone else.

Why not have X not care about Y or Z at all? Would make a few power alliances work out and have the game be a bit shorter. Just a thought. May be dumb.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Captain Ford

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #159 on: May 21, 2013, 08:08:25 pm »

The deception was great fun but I didn't really like it because it wasn't fair. Tiruin couldn't even hope to pull it off. Nerjin and Gankster might have, if they'd been inclined to work together. Me and Sheep were pretty much the only ones who could pull it off, I think.

Actually, it was his idea. All the credit for it should go to him.



I really like the Exhaustion mechanic and the lack of flips in Captain's Edition Elements-- the added complexity of the powers and autos allows for more unforeseen balancing issues, but on the face of it it's definitely something I'd be happy to play or run. Ultimately, by experimenting by playing games is how we mostly learn how things work out.
I have no idea how balanced the setup is. The whole idea was to create as many avenues for people to confirm, fakeclaim and deceive their way to victory. The way to win isn't so much about the abilities you have, but how well you can deceive your fellow players without falling for their schemes.

Water may attempt to fakeclaim Earth to Fire, and to prove that he's earth, he tells fire to attack and injure him. In order to get away with it, water enlists the help of air to secretly protect him, making water appear to have been uninjured by the attack.

It would definitely be helped by more players, but I was working under the self-imposed constraint of making NQT's 5-player setup more viable.
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Tiruin

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Re: Elements -- Age 4/ The End: Silent Swamps
« Reply #160 on: May 21, 2013, 08:21:54 pm »

Nerjin's descriptive post is canon.

After some wranglings, Fire, now revealed, is snuffed out. Captain Ford was Fire!
Wat.
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Nerjin

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Re: Elements -- Age 4/ The End: Silent Swamps
« Reply #161 on: May 21, 2013, 08:23:35 pm »

Nerjin's descriptive post is canon.

After some wranglings, Fire, now revealed, is snuffed out. Captain Ford was Fire!
Wat.

My flavor post happened because why not?

Also Ford was effectively mod-killed.
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Tiruin

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #162 on: May 21, 2013, 08:25:42 pm »

Holy h-

It was TWS all along.

And...and Ford.

Ugh.

I

:<
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notquitethere

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Re: Elements -- Age 3: The Burning Verdant Doldrums
« Reply #163 on: May 21, 2013, 08:26:55 pm »

I'm beginning to think having more players would be a good idea. The core idea of having each player have a different set of targets to each other player, allowing for dynamic alliances to form within the game, is scalable. I can imagine a Mega Elements game with ten players as follows:



A player would win when their three enemies are dead and they are still alive. Each player then would have three enemies, two close allies, two distant allies and two neutral.


Tiruin, SURPRISE! Read the quicktopics for the full story of the deception. The funny thing is, I think you forgot to send in your double protect as well.

Nerjin, more like, we fast forwarded the game a bit when it became a foregone conclusion. High level chess games rarely go on until checkmate.
« Last Edit: May 21, 2013, 08:29:42 pm by notquitethere »
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Tiruin

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Re: Elements --- Age 4: Silent Swamps- WATER and WOOD victory!
« Reply #164 on: May 21, 2013, 08:32:54 pm »

...That was amazing.

Quote
I think you're safe about the line-break thing. She's more likely to think it's a bug of some kind than some kind of deception.
>_> <_<
Riiight. I thought everything was technical errors on Ford's side because of his temper XD

But...damn. That was. That...

I'm still in shock.

Edit: Y'all loved your fun when I was sleeping :/ Why'd it end?
« Last Edit: May 21, 2013, 08:38:56 pm by Tiruin »
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