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Author Topic: Sorcerer's Apprentice Mafia [Over - Dark Sorcerers Win!]  (Read 50150 times)

JanusTwoface

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Sorcerer's Apprentice Mafia [Over - Dark Sorcerers Win!]
« on: October 21, 2010, 07:04:26 pm »

Sorcerer's Apprentice Mafia
Power corrupts; absolute power corrupts absolutely
-- Baron Acton, 1887

Somewhere in the wilderness, there exists a small school of Sorcerers, proud and powerful.  Each with his own school of magic, the Sorcerers co-exist in relative peace, each teaching several Apprentices about their trade.  But it seems that some of the Sorcerers may have an ulterior motive...

Basic Rules
- PMs between players are allowed, CC the mod
- Votes should be in red
- Unvoting in encouraged but not required
- Vote No Lynch/Exile is acceptable
- Use bold text to get the mod's attention
- Do not edit your posts

Gameplay
- Days will last 72 hours (excepting weekends)
- Nights will last 24 hours (excepting weekends) or until all actions have been received
- If no night action is received, you will perform no action
- Extension requests will extend the day by 24 hours
- Extensions require a simple majority and no more than 2 per day will be accepted
- Each day players will Vote for one Sorcerer to be EXILED
- Each night the Dark Sorcerers will choose a Sorcerer to INCAPACITATE
- The Sorcerers win if they exile all of the Dark Sorcerers
- The Dark Sorcerers win if the remaining Sorcerers can no longer win
- If a vote ends in a tie, no exile will occur
- Roles will be revealed on exile or incapacitation

Lurking Policy
- After 36-48 hours without posting, you will receive a warning
- After 72 hours without posting, you will be modkilled
- Multiple warnings will result in a shorter window
- Hours are consecutive between days, nights and weekends don't count
- Only posts in the thread count (not PMs or Scumchat)
- If you have a reasonable excuse, PM the mod

Roles
- Each player will be either an Apprentice or a Sorcerer
- Apprentice: each day they will PM the mod one of the remaining schools of magic to support
- Sorcerer: get more powerful abilities depending on how much support their school has

Schools of Magic
- Possible schools will be Red Magic, Green Magic, Blue Magic, White Magic, and Black Magic
- The remaining schools of magic will be posted each morning
- The number of Apprentices who supported each school the previous day will be posted each morning
- Each school will have an associated night action for 1, 2, or 3 Apprentices (with increasing power)

Dead Players
- Criptfeind the Black - innocent
- Eduren the White - innocent
- Jim Groovester the Apprentice - innocent
- Jokerman-EXE the Apprentice - innocent
- Mr.Person the Apprentice - innocent
- Zathras the Apprentice - innocent

Winning Team
- IronyOwl the Apprentice - Dark Sorcerer
- Jetsquirrel the Apprentice - Dark Sorcerer
- Org the Red - Dark Sorcerer
« Last Edit: November 12, 2010, 02:26:46 am by JanusTwoface »
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Zathras

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Re: Sorcerer's Apprentice Mafia [Signups: 0 / 9+]
« Reply #1 on: October 21, 2010, 07:22:29 pm »

I'm jonesing, jonesing for a game! Let's get this show on the road.

Fear my arcane supremacy, scummaggots!

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Vector

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Re: Sorcerer's Apprentice Mafia [Signups: 1 / 9+]
« Reply #2 on: October 21, 2010, 08:02:20 pm »

Hmm... I may in on this.  But for now, a sidenote:

Janus, you're going to need some kind of night length policy.
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia [Signups: 1 / 9+]
« Reply #3 on: October 21, 2010, 08:08:29 pm »

I have this:

- Nights will last 24 hours (excepting weekends)

Do you mean something else?  It's entirely possible that I missed something.
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Org

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Re: Sorcerer's Apprentice Mafia [Signups: 1 / 9+]
« Reply #4 on: October 21, 2010, 08:08:57 pm »

In.
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Vector

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Re: Sorcerer's Apprentice Mafia [Signups: 1 / 9+]
« Reply #5 on: October 21, 2010, 08:09:27 pm »

I have this:

- Nights will last 24 hours (excepting weekends)

Do you mean something else?  It's entirely possible that I missed something.

Yeah, I meant something more stringent--i.e., what's the policy if someone doesn't turn in his night action.  Do you extend the night, blah blah blah.
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"The question of the usefulness of poetry arises only in periods of its decline, while in periods of its flowering, no one doubts its total uselessness." - Boris Pasternak

nonbinary/genderfluid/genderqueer renegade mathematician and mafia subforum limpet. please avoid quoting me.

pronouns: prefer neutral ones, others are fine. height: 5'3".

Jim Groovester

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Re: Sorcerer's Apprentice Mafia [Signups: 1 / 9+]
« Reply #6 on: October 21, 2010, 08:13:48 pm »

I'm a sucker for wizardry themed mafias.

I'll join.
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia [Signups: 2 / 9+]
« Reply #7 on: October 21, 2010, 08:15:32 pm »

In.

Be active in a useful way please.

I have this:

- Nights will last 24 hours (excepting weekends)

Do you mean something else?  It's entirely possible that I missed something.

Yeah, I meant something more stringent--i.e., what's the policy if someone doesn't turn in his night action.  Do you extend the night, blah blah blah.

Fair enough.  I added a clarification, if you don't send me an action, you won't perform an action.  It may be harsh, but I don't think it's unreasonable.  Depending on how the Apprentices go, there will never be more than 2-4 per night anyways.
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Org

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Re: Sorcerer's Apprentice Mafia [Signups: 3 / 9+]
« Reply #8 on: October 21, 2010, 08:16:23 pm »

I am active and usefulness is an opinion.
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia [Signups: 3 / 9+]
« Reply #9 on: October 21, 2010, 08:17:42 pm »

I am active and usefulness is an opinion/

I guess that's often enough true.  I don't personally care for your playstyle as it's impossible to read, but I really don't have to worry about that as a mod.  :)
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You may think I'm crazy / And I think you may be right
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Novels: A Sea of Stars, Confession

Criptfeind

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Re: Sorcerer's Apprentice Mafia [Signups: 3 / 9+]
« Reply #10 on: October 21, 2010, 08:21:14 pm »

As archmage this game seems right up my... narrow street.

In.
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IronyOwl

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Re: Sorcerer's Apprentice Mafia [Signups: 4 / 9+]
« Reply #11 on: October 21, 2010, 09:38:56 pm »

In. Looks like an intriguing mechanic.
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Mr.Person

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Re: Sorcerer's Apprentice Mafia [Signups: 5 / 9+]
« Reply #12 on: October 21, 2010, 09:55:47 pm »

In
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Jetsquirrel

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Re: Sorcerer's Apprentice Mafia [Signups: 6 / 9+]
« Reply #13 on: October 22, 2010, 12:55:29 am »

in

Jokerman-EXE

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Re: Sorcerer's Apprentice Mafia [Signups: 7 / 9+]
« Reply #14 on: October 22, 2010, 11:09:59 am »

Go ahead and count me in.
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