"ALRIGHT, THE GAME'S UP! COME OUT WITH YOUR HANDS IN THE AIR!"
It has been a long and arduous journey, but it is nearing its end. The ancient alien crash site that the government tried to cover up is less than a day's journey away. All you need to do is get there alive, and you can sieze the ancient alien artifacts and use their powers to break the government's chokehold over the will of the populace.
But it's not easy being among the few who know the truth. And their agents are everywhere. Even among your own ranks.
You look to your left. You look to your right. You know they're there among you. But on this day, your weapons will be bathed in the conspirators' blood. Well, the bullets, anyway. This is a setting with guns, after all. And I'm not sure they guns themselves will actually get blood on them. The bullets will though. Unless you get astronomically unlucky. But anyway, you've already shot the guy who yelled the line at the beginning of this block of flavor, so his bullet-riddled body definitely counts.
Hang on a minute. Shouldn't I be writing this from a scum POV? Since they're the majority of the players?
You were carefully selected for this job. You've all busted cults like this one before. But this one has been especially tricky to inflitrate. They're all incredibly paranoid. It's like they think *everyone* is an enemy agent. Well, notwithstanding the fact that they're almost right...
You look to your left. You look to your right. You know exactly who your allies are, and you're confident you have the upper hand this time. Well, except that they've already shot that nameless agent who yelled the line at the beginning of the flavor. That could be a bit of a setback. You'd better conduct the rest of your operation in a more subtle fashion.
Or it's... Death to the Conspiracy!
Rules (read them carefully, a bunch are non-standard)
1. There are two factions: "town" and "scum". Everyone is in one of those factions. The scum win if they kill all the town. The town win if they kill all the scum and at least one townie survives. The game ends as soon as one of those happens, or as soon as it's completely inevitable which one will happen first. Those two possibilities are a disjoint cover, i.e. it's guaranteed that exactly one of them will happen in a finite amount of time, and hence there are no other special endgame rules. The scum start the game with a majority; i.e. with 15 players, there are at least 8 scum, and no more than 7 town. Every member of the "scum" faction knows who all the other scum are; every member of the "town" faction is a vigilante, i.e. they can kill someone each night, and the vigilantes can even kill on the night they're lynched. There are no other faction powers (i.e. the scum don't have a nightkill or chat.)
2. Each game day, you decide on somebody to lynch. Someone will always be lynched each day - you can't choose not to lynch - and there are no vote-affecting or lynch-affecting abilities in the game. If there's no majority by the deadline, then the lynch will be decided by plurality. If there's a tie, it will be decided at random, except that town will always be lynched before scum, because the lynch is the scum's main weapon. The town are also not permitted to decide the lynch based on the player order, cryptography, or any other external source of randomness. You're supposed to vote for who you think is scum.
Just for flavor, I'm going to call the game days "hours", and the night phases the "firefight phase" instead of the normal terminology.
Spoiler'd for rambling about something you're not allowed to do anyway:
3. Since the game will probably have deadline lynches, I'll set specific rules for deadlines. The default deadline for each day will be two weeks after the day starts. If discussion dies down before that, I'll push it forward. Vote-switching just before the deadline is not a legitimate tactic in this game; if a player changes their vote, and that vote changes who has plurality or is tied for plurality, I'll push the deadline forward to at least 48 hours after the change. (Don't abuse that rule to extend the deadline indefinitely. Just don't.) Deadlines are inexact; I'll accept votes made slightly after the deadline if I don't get there first.
Each night phase will be limited to around 72 hours, but nights will end as soon as all actions are in. You may queue your actions before the night begins if you wish.
4. Some of the players are "power roles" with additional abilities. None of them are ridiculously complex, and the game contains no bastardry (unless you think that the setup itself is bastardly, but that can't be helped
5. The people who die, either by the lynch or by night kills, will have their roles revealed on the following morning, including their exact powers.
6. This isn't a rule, but if the town picks a player order and instructs each player to kill the next player on the list, then the town will almost certainly lose. Be wary of claiming your targets before the night.
7. If you think you might want to replace in, sign up as a replacement now. I won't go looking for extra replacements if too many people drop the game, because this setup already has so many kills that a few modkills won't hurt much. (Right now, it looks like we have plenty of replacements, but I don't want to jinx it.
8. The vanilla town role PM looks like this:
Elvish Pillager wrote:You are Vanilla Town.
You may kill another player each night. If you're lynched, you can still kill on that night.
Role PMs are going out now. I will begin Day 1 once they're all out.
Players
1. John Citizen
2.
3. Misnomer
4. webby
5.
6. more_people
7. softchews
8. a-wan
9. weiyaoli
10. Lorenz
11. jayhsu
12. Sruixan
13. Not A Raptor
14. Dr Ug
Replacements
None.
(Original lists, just for the record)
