Fort Knox isn't technically where the U.S. Government keeps it's gold. The true home is the US Bullion dispensary, Fort Knox is just a US army base that haappens to house the dispensary. So even though the plan isn't to break into Fort Knox, an active US army base home to the main Human Resources department of the US army, you're going to have to break into Fort Knox. Ohhh and you're pretty sure you have a mole or two in your crew. So this isn't going to be easy.
Welcome to One Last Job a resistance game for 9 players. Description of resistance below is shamelessly stolen directly from Silvercrys who adapted it from Iso and the official materials.
The Resistance isn’t really Mafia, but it shares many similarities. There are 9 players divided into 2 factions. 6 Rebels Bank robbers and 3 Spies FBI Informants.
The Bank robbers know nothing; The Informants know the identities of their teammates, but do not have a private chat. This game will also be using the official expansion's trapper module henceforth called as the dummy mission.
(1) There are no Day/Night phases. There is also no death of any kind. Instead, there are 5 Mission Phases.
(2) At the beginning of a Mission Phase, a player will be selected to be the Mission Leader. Whenever a Mission Phase is completed, or a Mission Team (see Paragraph 3) is rejected, the player in the player list directly after the previous Mission Leader will become the new Mission Leader. The first Mission Leader of the game will be the player at the top of the player list (player list will be shuffled before the game begins in the interest of fairness).
(3) After discussion, the Mission Leader will propose a Mission Team by making a post that contains "Proposal (Mission number.proposal number): Player 1, Player 2, etc." on its own, separate line. Bright colors are preferred but not required. The Mission Leader is permitted to put themselves on the Mission Team.
(3.1) The number of players on the Mission Team depends on the mission number. Mission 1 requires 4 players, Missions 2 and 3 require 5 players, and Missions 4 and 5 require 6 players.
(4) Each player votes on the proposed team via PM to the game host only. Votes for or against a Mission Team may be changed any number of times simply by PMing the host again until the deadline; at the deadline, all votes will be revealed simultaneously and the team will be confirmed or denied. Revealed information includes the name of each player and whether they voted to accept the team or reject it. Failure to vote will result in reduced majority requirements for that vote (and also an inactivity prod regardless of prior posting).
(5) If the team earns a majority of assenting votes, that team is confirmed and attempts the mission; otherwise, that team is rejected and the next player sequentially becomes the new Mission Leader (see Paragraph 2). The fifth Mission Team proposed for each mission will be automatically confirmed.
(6) When a Mission Team becomes confirmed, each member of the Mission Team will submit "Pass" or "Fail" to the game host via PM only. If all of the submissions are "Pass", the Mission will succeed. If 1 or more of the submissions is "Fail", the Mission will fail except for Mission 4, which will require two "Fails" to actually fail. In other words, the Fails required to fail will be 1/1/1/2/1. Failure to submit a "Pass" or "Fail" will be counted as a "Pass." At the end of each mission, the number of pass and fail votes is revealed but the names attached to those votes are not.
(6.1) for each accepted mission the mission leader chooses 1 player on the mission team to send on a dummy mission. This player is chosen by sending a message to the game host via PM only with player they want to send on the dummy mission. This player doesn't have an impact on whether the mission succeeds or fails, their pass/fail choice is removed from the pool. The mission leader sees what the player on the dummy mission submitted, but their choice is not made public.
(7) The Robbers win if 3 Missions pass; the Informants win if 3 Missions fail.
Phase lengths are still up in the air so please reply with your preferences. Current plan is for 96 hours for nomination and discussion, 48 for voting, and 24 for submitting mission actions. To try to speed mission and voting phases up I will be accepting and encouraging players to preload their votes based on current information. For example if on Friday Johnny is floating a mission idea of April, Beth, Johnny, and Tommy, and April knows she'll vote Yes for that prospective mission and submit a pass I would accept preliminary yeses on Friday if she's going to be V/LA for the weekend.
Advance warning: phase timers may be significantly affected from April 1st to April 15th as I'll be hosting family. If you're interested in co-modding let me know, the set up is really easy simple and just have to be in the PM threads to report results.
If there are any questions please feel free to ask me and I'll attempt to clarify!
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
So the way this has stalled I don't think we're getting to 9 any time soon. I'm not going to edit the title yet but I'm open to running the game with 7 if all of you are (and we can find two more people).
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
Welcome to One Last Job a resistance game for 9 players. Description of resistance below is shamelessly stolen directly from Silvercrys who adapted it from Iso and the official materials.
The Resistance isn’t really Mafia, but it shares many similarities. There are 9 players divided into 2 factions. 6
RebelsBank robbers and 3SpiesFBI Informants.The Bank robbers know nothing; The Informants know the identities of their teammates, but do not have a private chat. This game will also be using the official expansion's trapper module henceforth called as the dummy mission.
(1) There are no Day/Night phases. There is also no death of any kind. Instead, there are 5 Mission Phases.
(2) At the beginning of a Mission Phase, a player will be selected to be the Mission Leader. Whenever a Mission Phase is completed, or a Mission Team (see Paragraph 3) is rejected, the player in the player list directly after the previous Mission Leader will become the new Mission Leader. The first Mission Leader of the game will be the player at the top of the player list (player list will be shuffled before the game begins in the interest of fairness).
(3) After discussion, the Mission Leader will propose a Mission Team by making a post that contains "Proposal (Mission number.proposal number): Player 1, Player 2, etc." on its own, separate line. Bright colors are preferred but not required. The Mission Leader is permitted to put themselves on the Mission Team.
(3.1) The number of players on the Mission Team depends on the mission number. Mission 1 requires 4 players, Missions 2 and 3 require 5 players, and Missions 4 and 5 require 6 players.
(4) Each player votes on the proposed team via PM to the game host only. Votes for or against a Mission Team may be changed any number of times simply by PMing the host again until the deadline; at the deadline, all votes will be revealed simultaneously and the team will be confirmed or denied. Revealed information includes the name of each player and whether they voted to accept the team or reject it. Failure to vote will result in reduced majority requirements for that vote (and also an inactivity prod regardless of prior posting).
(5) If the team earns a majority of assenting votes, that team is confirmed and attempts the mission; otherwise, that team is rejected and the next player sequentially becomes the new Mission Leader (see Paragraph 2). The fifth Mission Team proposed for each mission will be automatically confirmed.
(6) When a Mission Team becomes confirmed, each member of the Mission Team will submit "Pass" or "Fail" to the game host via PM only. If all of the submissions are "Pass", the Mission will succeed. If 1 or more of the submissions is "Fail", the Mission will fail except for Mission 4, which will require two "Fails" to actually fail. In other words, the Fails required to fail will be 1/1/1/2/1. Failure to submit a "Pass" or "Fail" will be counted as a "Pass." At the end of each mission, the number of pass and fail votes is revealed but the names attached to those votes are not.
(6.1) for each accepted mission the mission leader chooses 1 player on the mission team to send on a dummy mission. This player is chosen by sending a message to the game host via PM only with player they want to send on the dummy mission. This player doesn't have an impact on whether the mission succeeds or fails, their pass/fail choice is removed from the pool. The mission leader sees what the player on the dummy mission submitted, but their choice is not made public.
(7) The Robbers win if 3 Missions pass; the Informants win if 3 Missions fail.
Phase lengths are still up in the air so please reply with your preferences. Current plan is for 96 hours for nomination and discussion, 48 for voting, and 24 for submitting mission actions. To try to speed mission and voting phases up I will be accepting and encouraging players to preload their votes based on current information. For example if on Friday Johnny is floating a mission idea of April, Beth, Johnny, and Tommy, and April knows she'll vote Yes for that prospective mission and submit a pass I would accept preliminary yeses on Friday if she's going to be V/LA for the weekend.
Advance warning: phase timers may be significantly affected from April 1st to April 15th as I'll be hosting family. If you're interested in co-modding let me know, the set up is really easy simple and just have to be in the PM threads to report results.
If there are any questions please feel free to ask me and I'll attempt to clarify!
/can't walk away (in)
1. Shadowlancerx
2. LastWhisper
3. Cantripmancer
4. LnGrrrR
5. Killjoy
6. Rumanshi
/I'll need a bigger cut (replace)
1. Rhand
/In the FBI office (spectate)
1. Osie
Btw I’m Merlin.
No, you!
Wait...that doesn't work...
Club Flamingo Wins: 1!
Actually I'm Merlin.
Club Flamingo Wins: 1!
/in.
And sorry to everyone for the delay in launching. Should have it up later today.