Note: For events in the game before it had to be restarted, see this thread. Alignments have been rerandomized, so information from the old thread will not be useful in the new one, except possibly for meta purposes.
Player list
Gamma Emerald
replaced
Not_Mafia (
who was prodded five times
)
Realeo
Imperium (Nachomamma8 + Tammy)
Infinity 324 (
prodded twice
)
Peptobislawl (
prodded twice
)
NJAC
Creature (
prodded twice
)
Vedith (
prodded once
)
Titus
replaced
Blade Dancer (
prodded once
)
Alive
players can post and vote, and must attempt the day's section every evening. If a
Maze Engineer
is alive at the end of the game, their faction wins.
Spoiler: Alive players
Everyone died :-(
Trapped
players can post, but cannot vote, cannot attempt sections, and do not directly contribute to their faction's win condition. They die after their section is attempted.
This game uses relatively normal rules for activity and fair play; there shouldn't be anything there that you're unaware of. See Callforjudgement's Standard Rules if you want details, or if you aren't already very familiar with typical rulesets. However, this game does not use a normal day/night cycle, and
there are no normal lynches or nightkills
; thus much of section B of those rules does not apply.
For things that vary from game to game, here's the guide:
Factions
: 7
Maze Engineers
(town-equivalent) and 2
Maze Guardians
(mafia-equivalent)
Phase sequence
:
Nonstandard
, see below
Deadlines
: 240 hours for morning phases; 96 hours for evening phases
In this game, you are trapped in a maze, formed of nine
segments
; one created by each player. Each segment contains two paths, one safe, one dangerous. The game ends once all nine segments have been attempted (or as soon as the result becomes inevitable, i.e. one faction has a guaranteed strategy to win).
The
Maze Guardians
are trying to protect the maze they created, hoping for the death of everyone who enters it. They win if all nine players die.
The
Maze Engineers
don't care about the maze as much, and are hoping for survival. They win if anyone survives.
Gameplay will alternate between
morning
and
evening
phases (which both follow similar rules to day phases). In the morning, players collectively vote whose segment they wish to attempt. This vote will use standard plurality voting rules with a hammer (i.e. if more than half the players are voting for the same segment, the morning will end immediately; otherwise the segment at the top of the vote count will be selected at the end of the morning phase). In the evening, each player individually chooses a strategy for attempting the segment, posting their choice in
bold
in the game thread. The evening phase ends once everyone has chosen a strategy; if a player has not chosen a strategy by deadline, they will
Follow
by default. Here are the possible strategies:
Dangerous paths are deadly, but not always immediately deadly; making the wrong choice in the evening causes you to become
trapped
. In this state, you can still post in-thread in an attempt to give advice (or misleading advice!) to your fellow players, and can still use your factional communication if you are a
Maze Guardian
, but cannot take part in the game in other ways: you cannot vote on a segment, and cannot make evening choices. Additionally, if you become trapped after your segment was attempted, or an attempt on your segment is completed while you are trapped, you will die (within the game; I don't kill players in real life) and not be able to take further part in the game. As all nine segments must be completed as part of the game, trapped players are therefore doomed and guaranteed to die at some point. It's a pretty deadly maze. Additionally, because
Maze Guardians
necessarily follow themselves into danger, they will necessarily be trapped at the latest when their segment is attempted (they may also choose to trap themselves earlier in order to mislead the town into thinking they are innocent). This guarantees that each
Maze Guardian
will die at some point during the game. The question is, can they take all the
Note: this game's flavour is intended for entertainment purposes and does not contain any hints about the game itself. Whenever a flavour element is potentially relevant to gameplay, such as the safe path in a section, it will be randomized.
The maze had been finished, and its opening ceremony was winding up. The maze's owner, a somewhat eccentric and stooped old man, walked slowly along the exit path that linked the centre to the outside world. Behind him, the maze's designers and engineers, the nine of them that were left, walked equally slowly in formation.
They were walking slowly for a reason. The maze was a marvel of engineering, designed to resist all the usual solution techniques. So far, nobody had entered the finished maze, but its future victims would find that as they ran through corridors tracing out paths, the maze would shift beneath their feet, changing according to only a complex pattern that only its designers knew. There were traps and triggers everywhere, and even the exit path, in its apparently smooth and gold-plated splendour, could trap the unwary at the final hurdle. Every now and then, someone would step out of line for a moment just before a burst of flame shot up from the floor, or a swinging axe blade came down from the ceiling. And those, of course, were only the most obvious traps.
As they neared the exit, they stopped. Partly to have one last look at the maze in its completed state, before it was reset. Partly because they all knew this was the most dangerous section. The world outside was in view, but there was one last trap that they had to avoid.
The owner addressed them, giving a last, short speech. This maze was not just a marvel, he said. It was also made for a purpose, something
important
. It was vital. And most importantly, nobody else could know the route through!
And with those words, he started again, aiming for the exit with surprising speed. Perhaps he couldn't run as fast as the maze's builders, but it was fast enough, especially when the only people in a position to stop him were stunned with surprise. Everyone knew what would happen, but they had no chance to react in time; and as the owner disappeared past the threshold of the maze, the exit path rapidly rotated sideways and broke apart, with the pieces scattering to the corners of the maze.
With 8 of 9 players confirmed, the game has started! (The ninth player has since also confirmed.)
They might have been scattered, but they'd spent years in the maze already. Even though the maze's builders were unfamiliar with each others' sections, they knew the common passages linking them together all too well, having spent so much time going back and forth while gathering materials or helping to connect up the mechanisms underneath the maze. So it would not be too hard to at least form a group to discuss their next move. They needed to find a common location to get to, but a hub near the centre where every path met was an obvious choice.
Still, the question of where to go from there was a tricky one. They'd made sure that no one person knew the entire solution via building their sections independently, so they'd need to work together. But there'd been plenty of mysteries in the maze even while it was being built. One engineer had tried to guard their section with live tigers; when they were eaten by a tiger, nobody was much surprised, and the section was subsequently walled off and removed from the solution of the maze. But several deaths were less easily explained. An engineer had been stabbed to death by a paperclip, and it's not likely that the paperclip did it itself. Another had apparently drowned in an inch of water. And given that the engineers who died were the ones who worked on the mechanism, and knew most about how the maze was solved, it seemed likely in retrospect that the task of eliminating those who knew too much had started early.
So once everyone met up, there was a lot of tension, and uncertainty about where to go first. They would have to rely on each other to plot a path through. But who could they trust?
Last edited by callforjudgement on Thu Oct 20, 2016 2:36 am, edited 3 times in total.
Also, what is NM doing? Worst play I’ve ever seen.
I can't remember the last N_M post that wasn't bland, unimaginative and lame. Some shitposters are at least somewhat funny. You are the epitomy of the type of poster that nobody would miss if you were to suddenly disappear. You never add anything of value.
I'm guessing you haven't read the game and probably never will? Why even sign up to play?
To be fair, the reason I push on you because If I were town, I will be genuinely paranoid about you playing troll!scum.
In post 5, Blade Dancer wrote:The goal is to have the majority of us vote 1 way and 1-2 dissenters in case we are wrong IMO.
This way, if we suffer mass death, the rest of the maze should be easier unless I fail to understand.
The consensus of last game is to hunt from werwolf get go.
VOTE: infinity
For unproperly RVSing me last game.
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
Blade dancer, it might be helpful to read the original thread, it isn't very long and contains useful setup spec.
Certainly not everyone should distrust, since the player is more likely to flip town than scum and if they do, we are fucked. It doesn't give us any more information than we would have otherwise, and then 1-2 players end up having to guess the whole
The reason why we should try to start with scum's segment is that it makes it a lot easier for us down the line if we only have to guess 1 of the scum as opposed to 2. Even though I was scum last game, I think the plan of letting everyone choose whether to trust or distrust or flee, but limiting the amount of people who distrust and flee, might be a good idea for d1. Then on d2, or whenever we can safely eliminate people from the scumpool, we do that. Each player then chooses 1-2 of the remaining scumteams (depending on whether they have their joker left) without overlapping. If one of those scumteams is the correct scumteam, that player will survive and town will win.
(At first I thought I could trick town into letting them do what they want and using a lot of distrusts, but then I realized nachmamma is in the game who is a really good setup speccer I believe so it was best for me to propose the most pro-town strategies I could think of).
Ok cfj removed viewing rights from the old scum thread but I'll see what I can remember. Realeo tell me if I'm missing anything major.
Basically, it was me talking about some setup spec things, and realeo saying he wants to see how the game plays out before making plans. I said that the correct play for town was probably to limit the amount of jokering and distrusting until they got to a point where certain people could be eliminated from the scumpool. Then each person would take 1-2 scumteams (depending on whether they had their joker available), and, if one of those scumteams was the actual scumteam, that player would survive and town would win. I proposed that if scum was about to be chosen, I could push limiting the amount of players that would distrust, while if town was about to be chosen, I could push letting people do whatever they want. I also remember saying that we shouldn't be afraid to scumread each other, since scum can't harm each other as much in this game as they can in normal games. The last thing I said was that it's probably better for me to buddy imperium that scumread them, since tammy says she is usually a universal townread and nachomamma is a very strong player.
In post 10, Infinity 324 wrote:I said that the correct play for town was probably to limit the amount of jokering and distrusting until they got to a point where certain people could be eliminated from the scumpool. Then each person would take 1-2 scumteams (depending on whether they had their joker available), and, if one of those scumteams was the actual scumteam, that player would survive and town would win.
I can confirm that it is indeed the setup spec that we are talking in the mafia PT.
However, the reason infinity proposed the "optimal plan" despite being scum is because his plan at that point was
1) Propose a plan with flaws (which is indeed, Gamblers Fallacy. I am intentionally oppose him to set up negative association)
2) Combine it with "busy town analyzing" things
to make him look credible.
The reason I attack Not_Mafia, beside I know I will attack Not_Mafia if I were town, is to make people compare him with infinity. Both people was scumread for scumreading me. I intentionally talked a lot with infinity, so people went "Well, infinity talked a lot while Not_Mafia was just come-and-go" *distrust Not_Mafia*
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
OMG infinity. You actually believe at that argument? I thought we threw the argument in the original game only for the sake of negative association??
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo
Can I just pick anybody that I want to predict? You guys can nominate your townread and scumread and I will sheep the wagon that I am most confident of. Learning from previous game that is seriously lacking activity, I just want to focus on scumhunting/townhunting.
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo