A menacing presence has been descending on the town, operating unseen in the shadows of the quiet community. As it happens, Brookview is at an ideal location along a major roadway between two large cities. Drug smugglers have decided that it makes an ideal location to store and arrange their drug trafficking enterprises. For months these activities have gone on in silence, until this evening, when during a routine traffic stop, an officer of the State Police found a trunk full of heroine. About this time, it was reported that Joe Aberton, the convenience store clerk was discovered shot to death while working. The driver was arrested, and while he refuses to cooperate, he has been 'encouraged' to admit that there is a gang of drug runners operating in the town.
The evening news carries all of these shocking events into the homes of the quiet and sleepy town. Phones begin ringing, and people begin to talk. It looks like the citizens will have to band together and see if they can remove this terrible threat from their community before it is too late.
A1) The mod's decisions are final.
A2) If you feel that I have made a mistake or otherwise have questions, you may send me a PM or post a bolded message in thread like this:
A3) You may not discuss this game outside of the game thread unless your role allows you to.
A4) You may not discuss other games still in progress in the game thread.
A5) If you are dead, you may not post in the game thread or communicate with living players about the game.
A6) You may not quote or pretend to quote private communications with the mod or other players. You may paraphrase, but you should check with me first if you are unsure if you are crossing the line.
A7) You may not post in invisible text, encrypted text, or any other form of communication that is intended to not be easily read by all players.
A8) You may not edit any posts.
A9) Please do not post in
A10) If you are modkilled, you lose the game, even if your faction eventually wins. I will decide whether or not modkills end the day. Normally Town-modkills end the day and Scum-modkills the day continues. I reserve the right to change this if the situation requires.
A11) I reserve the right to add rules or make exceptions to any existing rules if I feel there is a situation that requires the mod to intervene.
B1) Votes must be bolded like this:
B2) You may
B3) A lynch will occur when one player has the majority of votes for the day.
B4) Once a player has the majority of votes needed for a lynch, the lynch is final and further votes and unvotes will not count.
B5) You may
B6) If a lynch is not reached by the time the deadline arrives, there will be no lynch.
C1) Each day phase will have a deadline of three weeks at the start of the game. When the number of players alive becomes 8 or fewer, each day phase will have a deadline of two weeks.
C2) Days will not officially end until the mod locks the thread, regardless of whether a player has accumulated enough votes for a lynch or the posted deadline has passed. All players may continue to post until then.
C3) Extensions will be granted if replacements need to be found close to the deadline. Extensions are at the mod's discretion.
C4) Night phases will last for roughly 72 hours, starting from the time the thread is locked and ending when the thread is unlocked and the start of a new day is announced. Night actions may be submitted any time in between.
C5) If a night action is not submitted, no action will be taken.
C6) I will try to prod players when they have not posted for 3 days. Players may also request prods on other players. All prods will be announced in thread.
C7) If a player does not respond to a prod within 24 hours, or if they need to be prodded too often, they will be replaced. This will be up to the discretion of the mod.
C8) If you will be unable to post for over 3 days, inform the mod through PM or in the game thread. All V/LA notifications will be made public by the mod unless the player has already done so.
C9) I will try to post vote counts at least once per page. Players may request a new vote count at any time.
D1) Remember, mafia is a team game. Always play to win.
D2) Do not invoke external non-mafia factors (i.e. threats, wagers, or demands not related to this game) in an attempt to influence the game.
D3) Avoid personal attacks on other players. If a player feels attitudes are getting out of hand in the thread, please send the mod a PM.
D4) Treat this game as a committment and try to stay active out of fairness to the other players.
E1) All end of day scenes will be "arrested" instead of "lynched". This is for flavor only. "Arrested" will, for all purposes, function exactly like "lynched" would in a game in the Normal queue.
E2) At the start of the game, the player list will be shuffled by a random list sorter (via random.org).
E3) Each player will have a night-talk-only QT with the player above them and the player below them. This will "wrap" around the top and bottom of the list (ex. Player 1 and Player 13 will have a QT). Please remember rule A6) (ie. do not quote communications from any QT).
E4) Whenever a player dies, his QTs will be closed. 1 new QT will be created, linking the players on each side of the dead player. (ex. Player 4 is lynched. The QTs for Player's 3-4 and 4-5 will be closed. A new QT will be opened for players 3-5.)
E5) Because this game is based heavily on quicktopics, there will be a 48 hour N0. The purpose for this time will be to use the quicktopics. No other powers/kills will be allowed on N0 (unless the role specifically says otherwise).
E6) The mafia faction(s) will have their own night-talk QT.
E7) Because a lot of action for this game will be occuring in the quicktopics, all quicktopics will be made public at the end of the game. If you don't want something you write to be public, don't write it!
E8) All night actions will be resolved using Natural Action Resolution.
E9) If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.
E10) Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills are an exception to this rule.
E11) Non-investigative roles with an active ability will not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." if their action was unsuccessful.
E12) Flavor text in Role PMs do not contain any information about the setup beyond a player's own alignment and role unless it is explicitly stated that it pertains to the game. Flavor text in vote counts and mod scenes do not contain any information about the setup and are meant solely for entertainment value.
*Rules
Sample Vanilla Townie Role PM:
Joe AbertonVanilla Townie
You are Joe Aberton, a gas station/convenience store clerk in Brookview. Unfortunately you got killed during the opening game flavor text. Sucks to be you.
Powers:
Neighbor - You will have neighborhood quicktopics like all other players in the game. Please see rules E2-E7 for further explanation. Your starting neighbors are <PlayerA> with QT: <QT LINK HERE> and <PlayerB> with QT: <QT LINK HERE>.
Win Condition:
You win when all anti-town elements have been eliminated and at least one town player survives.