The Resistance 2 (3-2, Resistance) - Resistance Wins!

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The Resistance 2 (3-2, Resistance) - Resistance Wins!

Postby jayhsu » Wed Apr 27, 2011 2:29 pm UTC


The Empire must fall. Our missions must succeed. By destroying their key facilities, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

-Adapted from original BGG game description.


Game type: Open
Speed: Turbo-ish.
Bastardry: None

Rules, as modified by Weeks (tweaks for The Resistance underlined):
Spoiler:
1. You may only talk about this game in this thread and in an appropriately named spoiler in the Discussion Thread. If you are not playing this game, do not post in this thread without good reason.
2. You may not play to lose. This will be dealt with at the mod's discretion (expect an immediate replacement if you play against your faction).
3. Do not lurk. If you no longer want to or can't play, ask the mod as soon as possible for a replacement. If there are no replacements, you must keep playing until a replacement arrives or the mod decides to modkill you.
4. You may not edit your posts.
5. You may not post your role PM, or quote verbatim from it. You may paraphrase. Otherwise, you may say anything you like during the game.
6. Questions must be posted in

Bold, on a newline.

You may also ask questions to the mod in PM. You must PM all team proposal votes and mission success/failure to the Mod.
7. You may not post game content in this thread during the mission phase.
8. The mod's decisions are final.

How to play The Resistance (Please read carefully)
Spoiler:
1. There are two sides in the resistance – the Resistance (town), working to bring down an evil empire, and the Spies (scum), who work for that evil empire and who have infiltrated the Resistance.

2. In the basic game, the spies know one another but MAY NOT COMMUNICATE PRIVATELY. In a 7-player game, there will be 4 resistance operatives and 3 spies.

3. The game is divided into 5 missions.

4. Each mission is divided into a team proposal step (3 days long max), and a mission run step (~1 day).

5. During the team proposal step, the team leader (randomly chosen first, and then proceeding down the player list) chooses a set number of players (based on the specific mission) to be on the team. They may choose anyone in any combination they wish, including themselves.

6. ALL PLAYERS, including the current mission leader must then vote (either ACCEPT or REJECT) on the proposed team by PMing the mod, who will then reveal all players’ votes simultaneously and publicly - you will know who voted what. A tie counts as a REJECTED vote. Mission leaders default to ACCEPT on their own teams.

7. If a team is REJECTED by the majority (or tie) of players, the next player becomes the team leader and proposes another team for the mission. Failure to submit a vote on a team proposal by the deadline counts as a REJECTED vote.

8. If a team is ACCEPTED by the majority of players, any spies on the team, if any, must decide whether the mission succeeds or fails by PMing the Mod. Resistance players automatically decide the mission passes. Only spies have a choice. Failure to choose by the deadline counts as a MISSION FAIL. You may PM the mod with your decision before the team is approved, but there will always be at least and at most one day for this step.

9. If there is even ONE MISSION FAIL on a mission, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). Otherwise, the mission SUCCEEDS.

10. The Resistance win the mission if it succeeds.

11. The Spies win the mission if it fails.

12. After a mission is completed (successfully by the resistance or sabotaged by spies), the next person on the list becomes the team leader.

13. The first team to win three missions, wins.

14. However, the Spies also win if there are ever 5 consecutive team rejections.

To propose a team (make bold):
The current team leader is: [__].
The current mission is: [__].


Proposed Team Member 1:
Proposed Team Member 2:
etc.

Role PMs
Spoiler:
Resistance Operative
Resistance Operative
The Empire must fall. Our missions must succeed.
You are an operative for the Resistance. You must simultaneously discern the three spies and unmask them, while ensuring that any mission you are placed within succeeds. Only with your help will the Resistance succeed.

You win if the Resistance successfully execute 3 missions.
You lose if the Spies sabotage 3 missions or if there are ever 5 consecutive proposed team rejections.

During a mission, you automatically select MISSION SUCCESS.

Spies
The Empire must stand. The Resistance’s missions must fail.
You are a spy for the Empire. You must try to gain the trust of the Resistance… before betraying each and every one of them.
The spies are: [___]. You MAY NOT communicate with these players privately.

You win if the Spies sabotage 3 missions. You also win if there are ever 5 consecutive rejected teams.
You lose if the Resistance successfully completes 3 missions.

During a mission, you must choose whether there is a MISSION SUCCESS or MISSION FAILURE. So long as there is even a single MISSION FAILURE, the entire mission FAILS (except for the fourth mission, which must have two MISSION FAILURES to FAIL). If you do not choose by the deadline (24 hours), you automatically select MISSION FAILURE.

Plot Powers
Spoiler:
These are the plot powers, and how they work:

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself. PM the mod with who should receive which power before proposing a team. Permanent and immediate powers will be used on the appropriate player immediately. Team leaders must distribute plot powers before missions are proposed, but discussion is allowed before they are distributed.

The team leader then proposes the team normally.

To use a plot power, declare the plot power you are using publically in the thread. Certain plot powers can only be used at specific times, please read carefully.

Some plot powers have duplicates; these are represented by x2 or x3.

Strong Leader x2 (5+ players)
1 Time Use

The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal two plot powers to distribute. Two of these may not be played consecutively. This power may only be used immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed).

Opinion Maker x2 (2 for 7+ players, 1 for 5-6 players)
Permanent

The player who receives this plot power must Vote first and publically for the rest of the game (Vote in-thread).

No Confidence x3 (3 for 7+ players, 1 for 5-6 players)
1 Time Use

The player who receives this plot power may null an approved team and force a leadership change. The next player in line becomes the mission leader. This counts as a REJECTED mission. This power may only be used after a team has been approved.

Overheard Conversation x2 (7+ players)
Immediate

The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

Keeping a Close Eye on You x2 (5+ players)
1 Time Use

The player who receives this plot power is told whether a specific player succeeded or sabotaged the current mission. This power may only be used at the end of a mission.

In the Spotlight (7+ players)
1 Time Use

The player who receives this plot power may select another player who must submit their mission disposition publically (PASS/FAIL). This power may only be used after a team has been approved.

Take Responsibility (5+ players)
Immediate

The player who receives this plot power must immediately take a plot power at random from another player (includes Opinion Maker). This can be used on the current round of plot power distributions (though the player it was taken from is told what their stolen power was).

Establish Confidence (7+ players)
Immediate

The player who receives this plot power is told the role of the current mission leader.

Open Up (7+ players)
Immediate

The player who receives this plot power must choose another player. The chosen player is told their role (E.g. if A receives this card and chooses B, B is told the role of A).


Players (10 Max):
1. cjdrum
2. Lataro
3. Ibarra
4. Chandani
5. Mavketl
6. GopherofPern
7. BigNose

The players required per mission are as such (for a 7 player game):
Mission 1: 2 players
Mission 2: 3 players
Mission 3: 3 players
Mission 4: 4* players
Mission 5: 4 players

Standings
Mission 1: SUCCESS
Mission 2: FAILURE
Mission 3: FAILURE
Mission 4: SUCCESS
Mission 5: SUCCESS

Missions Completed by the Resistance: 3
Missions Sabotaged by the Spies: 2
Last edited by jayhsu on Tue Jun 14, 2011 3:03 pm UTC, edited 20 times in total.
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Wed Apr 27, 2011 2:30 pm UTC

Currently waiting to see if anymore will sign up - if I get the 6 confirmations from people who are already signed up, I'll just go ahead with the 6 player game (unless asked by players to wait a little longer). Let me know.

Any questions are encouraged and welcomed, especially regarding plot powers.


Edit: If you'd like to join this game, please let me know (or sign up as normal in the sign-up thread) immediately.
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Thu Apr 28, 2011 3:50 pm UTC

Okay, we have 7 players and that's probably as good as it's going to get. Role PMs out shortly, as well as the first set of Plot Powers.

Day 1 deadline will be on Wednesday morning 10AM (EST), to account for familiarizing yourself with rules, plot powers, etc. Please ask questions if you have any.

Edit: Role PMs out. Please confirm via PM or in thread. cjdrum will be the first team leader, and will also receive two plot powers to distribute when the game begins.
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Re: The Resistance 2 - PREGAME

Postby Lataro » Thu Apr 28, 2011 4:08 pm UTC

Confirmate.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - PREGAME

Postby Mavketl » Thu Apr 28, 2011 4:21 pm UTC

Confirming. And some clarification questions (sorry if some are dumb, I just want to make sure I'm getting all this right).

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself.
The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal three plot powers to distribute.
Is it two or three?
If this is used on a mission that has not yet had a team proposed, that player also receives the normal three plot powers to distribute. Two of these may not be played consecutively. This power may only be used at the end of a mission.
If it may only be used at the end of a mission, how is the first 'if' ("if this is used on a mission that has not yet had a team proposed") relevant?
The player who receives this plot power must choose a player directly before or after them. They are told the role of the player they chose.
That's before or after in the player list, right?
The player who receives this plot power must take a plot power from another player.
If the player has more than one plot power, do they receive one at random or do they get to pick? And if they get to pick, is it "I'll take the first/second plot power player A received" or can they view the powers and then pick? Who has what power(s) is not generally public, right?
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Re: The Resistance 2 - PREGAME

Postby BigNose » Thu Apr 28, 2011 5:14 pm UTC

Did I really sign up for this?

Oh hwell
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Thu Apr 28, 2011 5:19 pm UTC

Once at the beginning of each new mission, the team leader will be given two plot powers to distribute amongst the players, except himself.
The player who receives this plot power may become the Leader. If this is used on a mission that has not yet had a team proposed, that player also receives the normal three plot powers to distribute.
Is it two or three?

The first team leader for a new mission will receive two plot powers to distribute (excluding themselves) for a total of 10 powers distributed throughout the game.

If this is used on a mission that has not yet had a team proposed, that player also receives the normal three plot powers to distribute. Two of these may not be played consecutively. This power may only be used at the end of a mission.
If it may only be used at the end of a mission, how is the first 'if' ("if this is used on a mission that has not yet had a team proposed") relevant?

There are two scenarios in which Strong Leader can be used - immediately during or after a mission for use on the next mission (before plot cards have been distributed), or on a mission that has already been rejected once (before a team has been proposed). Good catch and I will amend the plot powers page accordingly.

The player who receives this plot power must choose a player directly before or after them. They are told the role of the player they chose.
That's before or after in the player list, right?

Yes.

The player who receives this plot power must take a plot power from another player.
If the player has more than one plot power, do they receive one at random or do they get to pick? And if they get to pick, is it "I'll take the first/second plot power player A received" or can they view the powers and then pick? Who has what power(s) is not generally public, right?[/quote]

It will be random. It is public information who has how many powers (but not what the powers are, except for Opinion Maker).
Last edited by jayhsu on Thu Apr 28, 2011 5:54 pm UTC, edited 1 time in total.
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Re: The Resistance 2 - PREGAME

Postby Mavketl » Thu Apr 28, 2011 5:24 pm UTC

@first answer: I'm not sure you got the question, since you emphasized things that were not really.. the question. :P Anyway, the point is just that it says you get to distribute two plot powers, but one of the plot powers refers to "the normal three plot powers". From your answer I gather that the "three" is wrong in the plot power description.

Anyway thanks for all the clarifications, I think it's all clear now.
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Thu Apr 28, 2011 5:41 pm UTC

Yes, I think I corrected that in the relevant plot power (strong leader). In any case, plot powers will only ever be distributed two at a time (it's 3 for 9-10 players, but we don't have that many).
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Re: The Resistance 2 - PREGAME

Postby Gopher of Pern » Thu Apr 28, 2011 9:04 pm UTC

Confirming.
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Re: The Resistance 2 - PREGAME

Postby Lataro » Thu Apr 28, 2011 9:39 pm UTC

So... we have 15 powers, and 10 will be distributed, if I understand this correctly. Is the presence of 5 extra powers there from when it might of been 3 per mission, and need to be removed, or is this accurate that 5 powers will be randomly chosen to not be distributed from the list provided?
DS9, after being told the story and moral of the boy who cried wolf by Julian.

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Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - PREGAME

Postby Chandani » Thu Apr 28, 2011 9:46 pm UTC

Confirming.
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Thu Apr 28, 2011 11:32 pm UTC

Lataro wrote:So... we have 15 powers, and 10 will be distributed, if I understand this correctly. Is the presence of 5 extra powers there from when it might of been 3 per mission, and need to be removed, or is this accurate that 5 powers will be randomly chosen to not be distributed from the list provided?


The latter, basically. A list has been made with every plot power, with duplicates as necessary. Each power is then assigned a randomly generated number, and the list is then sorted as such. The first ten will be the only ones distributed throughout the game (and a minimum of 6 will be seen, at the least).
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Re: The Resistance 2 - PREGAME

Postby Ibarra » Fri Apr 29, 2011 4:23 am UTC

Confirming
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Blue text is for accusations.
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Re: The Resistance 2 - PREGAME

Postby cjdrum » Fri Apr 29, 2011 10:33 am UTC

Confirming. Looking forward to Round Two.
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Re: The Resistance 2 - PREGAME

Postby jayhsu » Fri Apr 29, 2011 1:18 pm UTC

That's everyone, I believe. We'll be underway shortly.
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Re: The Resistance 2 - Mission 1 Setup

Postby jayhsu » Fri Apr 29, 2011 1:37 pm UTC

May, 2072

Two months have passed since the Resistance's successful destruction of an Imperial base within Victarum, a major Imperial city. Yet that had just been one step towards progress.

Many things were learned from that successful operation, perhaps the most important of which was that the Resistance stood a chance against the might of the empire. It emboldened them, made them strong, and whispers on the streets became more just whispers, but action. All over the Empire there were reports of other resistances rising up and fighting back - the first time that many of them could remember.

Yet they also learned that there were those amongst them that worked for the enemy - and this was the most dangerous lesson of all...


You are a cell of Resistance operatives working inside of Victarum, chosen to conquer the First Tower, the seat of imperial strength in the city. In doing so, you shall strike a fatal dagger into the heart of the Empire's grip on this city. You shall first obtain schematics of the First Tower, and then unveil and expose its weaknesses. Finally, you shall open the doors for others of the Resistance to flood in and take control of the building.

Some among you suspect spies in your midst, working for the empire to sabotage your missions. And some of you are sure there are, and have been keeping open eyes and ears to discover them...



Mission 1 has begun.

The current team leader is: cjdrum.
The current mission is: 1.


Current Team Member 1:
Current Team Member 2:

Plot powers have been provided to the team leader. They must be distributed by the team leader before a team may be proposed, but discussion is permitted to aid the team leader in the distribution.

Consecutive Rejected Teams: 0


5 days to deadline.
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Re: The Resistance 2 - PREGAME

Postby cjdrum » Fri Apr 29, 2011 1:46 pm UTC

I already have an idea of who to give these Plot Powers to, but am always open to discussion.

Would anybody extremely like one? I obviously can't tell you what they are, but I've got one locked in and one up for grabs. Basically first in, best dressed... Unless...

Mod: Can Team Leaders give both Powers to the same person, or must it be two different people?
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Re: The Resistance 2 - Mission 1 Setup

Postby jayhsu » Fri Apr 29, 2011 1:51 pm UTC

Team leaders may distribute any number of plot powers to any number of people (excluding themselves).

So yes, you can give both to the same person.
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Re: The Resistance 2 - Mission 1 Setup

Postby BigNose » Fri Apr 29, 2011 2:51 pm UTC

In trying to get a handle on this game:

Team Leader is pre-defined by 'next in list'
TL is allocated 2/10 Powers
TL must allocate the Powers to any other player(s)
TL must then select (with discussion) their Mission Team
The MT may include the TL and any other players, including those with Powers
Players must vote via PM, to accept the proposed Team
Vote results revealed publicly

Mission starts
No more in-thread chat
Spies PM with (optional) Failure vote
Mission Ends

Have I got the simplistic view right?

Can the Team Leader state which Powers he has been given, before allocation?

Can the Team Leader state who he has given the Powers to?
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Re: The Resistance 2 - Mission 1 Setup

Postby jayhsu » Fri Apr 29, 2011 2:59 pm UTC

Yes, that is a good summary of the order of events.

The Team Leader is allowed to state which powers he has been given before allocation AND who he has given each to (it is public information who possesses plot powers, but not what those powers are - e.g. a team leader can say he has given player A the plot power Strong Leader, but the mod will not confirm this).


I might also let Resistance Operatives on mission teams waive the duration of the mission step (akin to PMing me their "Mission Success") so that we can end night earlier, but it's not a big deal.
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Re: The Resistance 2 - Mission 1 Setup

Postby Mavketl » Fri Apr 29, 2011 3:39 pm UTC

cjdrum: can you tell us anything about why you have a preference for a certain player to get one of those plot powers? It seems unlikely that you have any information that we don't... I'll be re-reading all the plot powers to see if there are any for which this makes sense.

Anyway, I don't really have a preference, except that I don't think you should give both to the same player.

I think we should await if anything happens with the plot powers today before we decide on a team.
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Re: The Resistance 2 - Mission 1 Setup

Postby Lataro » Fri Apr 29, 2011 4:07 pm UTC

So, I made a discussion post on this yesterday just so I didn't lose my train of thought and forget anything. To sum it up, this game is a lot more like dethy than it is like regular mafia it seems, since deduction and powers will be far more useful in finding spies than any tells, primarily because like dethy, spies have no reason not to act completely pro-resistance in thread. To that end, I suggest for team make ups, that we do something relatively simple, though systematic. We pick a spot on the sign-up ordered list, and go in that order for assigning people to the first and second mission. This will give us some info on 5 of 7 people, and using the list that was made before any alignments were assigned, as per dethy, is as unbiased way to go as any. After that, depending on the results we can go from there. I don't particularly agree with the reasoning of the first game, especially with the change (at least I think it's a change) where mission 4 is harder to fail. I'd bet anything that this time around, the spies are going to want to fail as many as possible early on, despite any risks of exposure.

As for the plot powers, I think it'll really boil down to which 10 of the 15 we see. That along with pre-game role distribution seems like the biggest factor in this game. The plot powers are out of player's hands, however, the distribution can be modified, however, like dethy, I am suspicious of anyone who wants to add arbitrariness to the list, since only scum would have a reason to try and manipulate events.

As for who should get the powers, on D1 I don't really think it matters much due to the fact that we've no information on which to base our choice, and it's a crap shot either way.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - Mission 1 Setup

Postby Mavketl » Fri Apr 29, 2011 4:11 pm UTC

Would you still advocate the "first people on the list" approach if we get something from the plot powers today?
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Re: The Resistance 2 - Mission 1 Setup

Postby Lataro » Fri Apr 29, 2011 4:17 pm UTC

Why are you twisting my words? Please, read my post again, and tell me if you see anywhere in it where I said first people on the list. I'll wait.

As for if we got an useful info back, the obviously, that would be used to dictate where on the list to start.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - Mission 1 Setup

Postby Lataro » Fri Apr 29, 2011 4:17 pm UTC

EBWOP: then obviously... stupid typos
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - Mission 1 Setup

Postby Mavketl » Fri Apr 29, 2011 5:20 pm UTC

Lataro wrote:Why are you twisting my words? Please, read my post again, and tell me if you see anywhere in it where I said first people on the list. I'll wait.
Why do you feel the need to be so abrasive when someone replies to your post and doesn't feel the need to spell out all the details you have just spelled out, thus using a short description of the proposed approach and leaving the reader to fill in the (obvious) gaps?

Replace "first people on the list" with "first people on the list from [a starting point that is not necessarily the person on top of the list] assuming a circular list".

Lataro wrote:As for if we got an useful info back, then obviously, that would be used to dictate where on the list to start.
So I guess that the answer to that revised question would be "I think we should still take the first two and then the next three people from [a starting point that is not necessarily the person on top of the list] for mission 1 and 2, but (only) the starting point can be influenced by any extra information we receive"? Feel free to actually respond to that even if it is not precisely what you meant. Here are some examples:

Wrong: I did not mean that at all.
Right: I did not mean that, I meant X instead.

Wrong: I never said that.
Right: I think you misinterpreted my statement in this particular way:...

Wrong: Why are you twisting my words? Have you stopped beating your wife?
Right: Most things that are not a loaded question.
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Re: The Resistance 2 - Mission 1 Setup

Postby Lataro » Fri Apr 29, 2011 7:52 pm UTC

Mavketl wrote:Would you still advocate the "first people on the list" approach if we get something from the plot powers today?

Mavketl wrote:Wrong: Why are you twisting my words? Have you stopped beating your wife?
Right: Most things that are not a loaded question.


Gee, kind of like, "So do you think we should ignore any obvious sources of useful information?"

Don't complain about stuff when you're doing the exact same thing to the other person.
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Re: The Resistance 2 - Mission 1 Setup

Postby Mavketl » Fri Apr 29, 2011 8:26 pm UTC

Lataro wrote:Gee, kind of like, "So do you think we should ignore any obvious sources of useful information?"
What the hell? That is not a loaded question. There was no assumption in that question, controversial or otherwise.

I'm trying to discuss strategy here. Can you please get over the need to prove that you are far superior to me and that I could never hope to understand the perfection of your posts and... elaborate on your strategic opinions in reply to my question? I don't get why you're being so hostile.
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Re: The Resistance 2 - Mission 1 Setup

Postby BigNose » Fri Apr 29, 2011 10:13 pm UTC

Settle down Mom and Pop.

Should we put those in the Mission Team also as receivers of Powers?

Maybe we will have to later, but for the first Mission?
Adacore wrote:In all honesty, BigNose has been pinging me slightly with almost every post since the start of the game. But he always does - I was utterly convinced he was anti-town for most of Wizardry2 and he was the High Wizard. I just can't read him.
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Re: The Resistance 2 - Mission 1 Setup

Postby Gopher of Pern » Fri Apr 29, 2011 10:35 pm UTC

I would venture that we should not give powers to the undertakers of the first mission. I'm not sure why, but I think it will be abit safer.

And why are you two bickering already? We have enough problems, trying to figure out who the spies are without you two going at each other!
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Re: The Resistance 2 - Mission 1 Setup

Postby cjdrum » Fri Apr 29, 2011 10:46 pm UTC

Okay, I'm sending in Plot Powers in a bit. I'm suggesting Lataro (who was locked in) and Mavketl, though I can easily change either of them if anybody has real problems with "The Bickerers" getting Powers.
:shock:
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Re: The Resistance 2 - Mission 1 Setup

Postby Ibarra » Sat Apr 30, 2011 4:57 am UTC

I don't see why Lataro suddenly jumped on Mav like that.
All Mav asked was if he would change his plan if we had input from the plot powers.

Gopher of Pern wrote:And why are you two bickering already? We have enough problems, trying to figure out who the spies are without you two going at each other!

Why did this statement ping me.
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Re: The Resistance 2 - Mission 1 Setup

Postby Gopher of Pern » Sat Apr 30, 2011 6:05 am UTC

I dunno, maybe because I was sorta half in-character.
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Re: The Resistance 2 - Mission 1 Setup

Postby jayhsu » Sat Apr 30, 2011 12:04 pm UTC

Plot powers have been distributed to Lataro and Mavketl. Lataro must use his immediately.

The following players are holding plot powers:

Mavketl: 1
-Jay
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Re: The Resistance 2 - Mission 1 Setup

Postby BigNose » Sat Apr 30, 2011 2:03 pm UTC

OK you 3, are you prepared to spill the beans?
Adacore wrote:In all honesty, BigNose has been pinging me slightly with almost every post since the start of the game. But he always does - I was utterly convinced he was anti-town for most of Wizardry2 and he was the High Wizard. I just can't read him.
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Re: The Resistance 2 - Mission 1 Setup

Postby Mavketl » Sat Apr 30, 2011 2:49 pm UTC

I'll wait for Lataro to use his magic plot power before I do anything, but do you guys think I should announce what plot power I have, or should I wait? I think "wait" would be a better option (I think cjdrum can vouch for me in that it wouldn't be useful to use right now), but I'm willing to listen to arguments.
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Re: The Resistance 2 - Mission 1 Setup

Postby Lataro » Sat Apr 30, 2011 3:17 pm UTC

The power I received was one of the...

Overheard Conversation x2 (7+ players)
Immediate
The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

I choose cjdrum, and can confirm that he is one of us in the resistance!
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."
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Re: The Resistance 2 - Mission 1 Setup

Postby BigNose » Sat Apr 30, 2011 4:45 pm UTC

Lataro wrote:The power I received was one of the...

Overheard Conversation x2 (7+ players)
Immediate
The player who receives this plot power must choose a player directly before or after them in the player list. They are told the role of the player they chose.

I choose cjdrum, and can confirm that he is one of us in the resistance!
Needs more flavour, so a pinch of salt rests nicely with this.
Adacore wrote:In all honesty, BigNose has been pinging me slightly with almost every post since the start of the game. But he always does - I was utterly convinced he was anti-town for most of Wizardry2 and he was the High Wizard. I just can't read him.
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Re: The Resistance 2 - Mission 1 Setup

Postby cjdrum » Sat Apr 30, 2011 10:01 pm UTC

Mavketl wrote:I'll wait for Lataro to use his magic plot power before I do anything, but do you guys think I should announce what plot power I have, or should I wait? I think "wait" would be a better option (I think cjdrum can vouch for me in that it wouldn't be useful to use right now), but I'm willing to listen to arguments.

No, not useful right now. Probably not good for the Resistance for you to claim it either...

BigNose: Can you say that again? Are you saying:
a) The post needs more flavour and should be "taken as a pinch of salt"
b) The post needs more flavour (and salt is a flavour enhancer haha)
c) The post should be "taken as a pinch of salt" (and salt enhances flavour haha)
I'm really lost...

Now, about Mission 1. I think we decided in The Resistance (1) that Mission 1 really gave no information, so I was thinking myself and [random out of 4]. That's if we're going by "powers should not be on the mission".
Thoughts? Could the first mission be different with the extra player and Plot Powers? I can't find anything, but...
:shock:
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