Revolution II - The Fires of Rebellion
In the words of GlyphGryph,
"This is not mafia. It is almost mafia." Last Febuary, GlyphGryph began an experiment with the game known as Revolution. Although it is certainly not Mafia, the main goals remained the same. There is Scum and Town players, as always. Only this time, there are no lynches, hammers, and night kills. There is no Night and Day. There is only the glorious Revolution.
The concept is simple.
On one side, you have the Rebels or Revolutionaries. It is their goal to overthrow the evil Empire.
On the other, you have a smaller group of Spies dedicating to protecting the righteousness of the Empire by sabotaging Rebel operations.
Each round is split into two phases, the Planning Stage and the Mission.
During the Planning Stage, a player is tasked with the job of assembling a team. This role proceeds in a predetermined order - the order people sign up. After selecting a certain number of players (exact numbers depend on the total number of players we get to play), everyone then submits to me a secret vote - either in support of the current team or against it. I reveal the votes at the same time, along with who cast them. If the vote is a failure - if people decided they do NOT like this team choice - the role of team assembler passes to the next person on the list, and the process repeats. After a certain number of failed attempts to select a team (dependent on player size), the mission is simply declared a failure. Eventually, people will accept a team. When that happens, we proceed to the Mission.
During the Mission, the thread will be locked, and players will submit their actions for the night. Since we will be playing pure vanilla, rebels on the mission do not need to submit any particular action - it is assumed they will aid the Rebellion and insure the mission succeeds. However, to keep things fair, they MUST submit something. A simple "Present" or "Viva la Revolucion!" will suffice. Spies may choose to either "Lay Low" or "Sabotage". A certain number of sabotages (1 for all missions except mission 4, which requires 2) lead to the mission being declared a failure. Come morning, I reveal the results of the night action, including any visible actions such as sabotage, but not who took those actions. Players will simply know that one, two, or three players threw sabotage actions, leading to mission failure.
There will be five rounds total. Each round requires more members to go on a mission, meaning that you must be more and more sure of who you trust and who you don't as the game progresses.
Once again, the game will be Vanilla, using the most basic rules.
*There are no special roles. You are either a Spy or a Rebel.
*No player may communicate about the game with any other player, including Spies, outside the thread.
*Spies are informed of the identity of other spies. However, they will NOT be given a pregame day to discuss strategy this time around. If they need to communicate to one another, they must use the thread like everyone else.
*Each Mission will last at least as long as is needed for all actions to be gathered. Hopefully, not too long.
*Zombie Urist has graciously offered his assistance as a backup GM. If I should have to become absent at any point, he will take over temporarily until I am able to return. Give that man a pat on the back!
*Provided we have enough players, the game will start on this coming Monday the 10th.
That is all. Who here is ready to start a Revolution?
Player List:
1. Dariush
2. Notquitethere
3. Griffonpup
4.
Rangercado replaced by TheWetSheep
5.
Remuthra replaced by Lenglon
6.
Shingami King replaced by Griffionday
7. Nerjin
8. Tiruin
Backup GM
1. Spymaster Zombie Urist
As promised, here is the link to Revolution I!
Revolution I:
http://www.bay12forums.com/smf/index.php?topic=122540.0 - Spy victory!
Also, handy webpage with the rules page for anyone interested!
Rules:
http://boardofplaying.com/archives/455