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Author Topic: Sorcerer's Apprentice Mafia III - Game over: Dark Sorcerers win again!  (Read 91854 times)

JanusTwoface

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Sorcerer's Apprentice Mafia III
Dust in the wind; all they are is dust in the wind
-- Kansas, 1977

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...

Spoiler: Rules (click to show/hide)

Spoiler: Roles (click to show/hide)

Previous Rounds:
Sorcerer's Apprentice - Dark Sorcerers win!
Sorcerer's Apprentice II - Dark Sorcerers win!

Living Players
- IronyOwl

Dead Players
- Taco Dan the Apprentice (innocent)
- Book the Sorcerer, formerly known as Zathras, Master of Fire (innocent)
- Dariush the Dark Sorcerer, Master of Air
- NativeForeigner, Master of Water (innocent)
- KaminaSquirtle, Master of Earth (innocent) (modkilled)
- Nirur Torir the Dark Apprentice
- Jim Groovester the Apprentice (innocent)
- Toaster the Apprentice (innocent)
- Jokerman-EXE the Apprentice (innocent)
- vadia the Apprentice (innocent)

Schools of Magic
- Earth Magic
- Air Magic
- Fire Magic
- Water Magic
« Last Edit: February 11, 2011, 12:13:11 am by JanusTwoface »
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia III - Signups [0/9+]
« Reply #1 on: January 09, 2011, 03:44:55 pm »

Summary of changes
- Lurking policy has been changed to 24 hour periods, 3 strikes and you're out
- Remaining Schools will be given with a descriptive name, rather than by color
- Assisting grants a minor ability to the Apprentice (depending on the School)

Does anyone have any comments / concerns about the changes?



Any skill level is welcome, so long as you promise to be active and think you can follow what's going on. 

So far as being active, I have a relatively strict lurking policy (see the Rules section), but so long as you can post one decent post per day / 24 hours, you'll be fine. 

If you haven't played in Sorcerer's Apprentice before, I strongly recommend reading the previous two rounds for the basic idea.
« Last Edit: January 09, 2011, 03:50:27 pm by JanusTwoface »
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Jim Groovester

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Re: Sorcerer's Apprentice Mafia III - Signups [0/9+]
« Reply #2 on: January 09, 2011, 07:52:16 pm »

I'll in.

I think the setup's breakable though. I nearly did it last game.
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia III - Signups [1/9+]
« Reply #3 on: January 09, 2011, 08:32:28 pm »

Anything breakable in particular?

The schools are different each time, so the same easy win shouldn't always be possible.
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NativeForeigner

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Re: Sorcerer's Apprentice Mafia III - Signups [1/9+]
« Reply #4 on: January 09, 2011, 08:52:14 pm »

I've heard good things about this. In.
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Jim Groovester

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Re: Sorcerer's Apprentice Mafia III - Signups [1/9+]
« Reply #5 on: January 09, 2011, 09:43:03 pm »

Anything breakable in particular?

The schools are different each time, so the same easy win shouldn't always be possible.

Well, um, now that you asked I can't quite put my finger on it.

Since the Apprentices cast assists during the day, I think that naturally lends itself to abuse.
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vadia

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Re: Sorcerer's Apprentice Mafia III - Signups [2/9+]
« Reply #6 on: January 10, 2011, 06:00:25 am »

I haven't played before and I'd like to be able to vote for Saturday until 1:00 a.m sunday if that's ok, but other than that I'd like to be in.
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Dariush

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Re: Sorcerer's Apprentice Mafia III - Signups [2/9+]
« Reply #7 on: January 10, 2011, 07:07:26 am »

One more opportunity to get mislynched on first day? I'm in!

JanusTwoface

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Re: Sorcerer's Apprentice Mafia III - Signups [2/9+]
« Reply #8 on: January 10, 2011, 09:09:39 am »

I haven't played before and I'd like to be able to vote for Saturday until 1:00 a.m sunday if that's ok, but other than that I'd like to be in.
So long as you don't mind the second half of this post, I'm glad to have you.  I'm not sure what you're voting for though...

The game will run in a cycle of 72 hour days (with the possibility of extensions) and 24 hour nights.  During the day, everyone votes on someone to Lynch and the Apprentices send me a PM with which school they will support.  During the night, the Dark Sorcerers (the Mafia equivalent) will choose someone to Nightkill and the Sorcerers will cast their spells.

Another basic explanation of more or less what I just said.

Shiny?
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vadia

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Re: Sorcerer's Apprentice Mafia III - Signups [4/9+]
« Reply #9 on: January 10, 2011, 01:19:24 pm »

I meant that I'd like a one hour extention vs. lurking on Saturday -- not that I expect to use it, but Saturdays are tough for me due to the sabbath
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JanusTwoface

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Re: Sorcerer's Apprentice Mafia III - Signups [4/9+]
« Reply #10 on: January 10, 2011, 01:29:40 pm »

I meant that I'd like a one hour extention vs. lurking on Saturday -- not that I expect to use it, but Saturdays are tough for me due to the sabbath
Oh, got it.

Right now, Saturday and Sunday count as a single period.  You only have to post once on either day (although posting more than once is fine as well :D) and you'll be fine.  Will that be sufficient?
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vadia

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Re: Sorcerer's Apprentice Mafia III - Signups [4/9+]
« Reply #11 on: January 10, 2011, 02:32:05 pm »


That would be quite fine.  I just wanted to make sure I could avoid lurking.
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Taco Dan

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Re: Sorcerer's Apprentice Mafia III - Signups [4/9+]
« Reply #12 on: January 11, 2011, 12:38:44 am »

Sure. In.
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Zathras

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Re: Sorcerer's Apprentice Mafia III - Signups [5/9+]
« Reply #13 on: January 11, 2011, 04:17:49 pm »

In. Let's have another limericky game, I say. Haikus are boring.

Also, yay for strict lurking rules! Let them be enforced! I'd like to see what impact they have on activity and if modkills happen and what they do to the game.

Lurking Policy
- You must post at least once within each 24 hour period (Saturday & Sunday are a single period)
- After the 1st period without posting, you will recieve a PMed warning
- After the 2nd period without posting, you will recieve a public warning
- After the 3rd period without posting, you will be modkilled
- Warnings *DO NOT* reset, you only have 3 strikes over the entire game


Regarding the breakability of the game, I think Jim referred to the latest iteration of his fucking goddamned plan last game, which did have some impact in figuring out the scum school (having a sorcerer power of investigation of support helped). It doesn't break it, but it does game the system somewhat. We'll see if it makes sense this game, but I preemptively reserve the right to give him shit for it.
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vadia

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Re: Sorcerer's Apprentice Mafia III - Signups [5/9+]
« Reply #14 on: January 12, 2011, 10:58:16 am »

In. Let's have another limericky game, I say. Haikus are boring.

Also, yay for strict lurking rules! Let them be enforced! I'd like to see what impact they have on activity and if modkills happen and what they do to the game.

Lurking Policy
- You must post at least once within each 24 hour period (Saturday & Sunday are a single period)
- After the 1st period without posting, you will recieve a PMed warning
- After the 2nd period without posting, you will recieve a public warning
- After the 3rd period without posting, you will be modkilled
- Warnings *DO NOT* reset, you only have 3 strikes over the entire game


Regarding the breakability of the game, I think Jim referred to the latest iteration of his fucking goddamned plan last game, which did have some impact in figuring out the scum school (having a sorcerer power of investigation of support helped). It doesn't break it, but it does game the system somewhat. We'll see if it makes sense this game, but I preemptively reserve the right to give him shit for it.
whu?
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