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- Registriert
- Februar 2008
Mutiny on the Seven Seas
Mutiny-forum
We write the year 1607 AD. A small sailer is on its way about the Atlantic Ocean - and has been for the last 150 years. A condemned ship full of ghosts, who were forced to live through their last battle over and over again.
The cause for this battle had been quite a simple one: The gold that should have been transported to England. But a small group of mutinees had had other plans about that gold and had been trying to find the place, where it had been stored. When the captain and the chief mate were found dead, the whole situation escalated. Now the sailors were fighting a hard battle against the mutinees to save their gold - a battle that would cost many lives.
The sailors had some aid on their side - there were a nightwatch, a ship's cook, a priest... and the cupid; who all stood on the side of the sailors and all brought their own skills with them.
But somehow, the ship got doomed, with all its sailors forced to repeat that last battle until the end of time. Only if the sailors won the battle this time the curse would be broken...
--
And no, that's not Pirates of the Caribbean - I've never seen it and I never will
The Rules:
The upper might will draw the roles for all takers at the beginning of the game. The crew will separate into sailors and mutineers. The role of each member is a secret. At day, everyone will counsel about who could be a mutineer. Until 7:30 pm, a victim for the plank has to be voted. The victim will be thrown over board and the role will be revealed. Drop out members are allowed to write one [and only one] farewell post to give hidden clues. If you’re not sure whether your farewell post is too direct, send it to us first. There is also a chatroom for the mutineers, whose link they will get via PM. From 7:30 to 8:00 pm [limit!], the mutineers will counsel in the chatroom about which sailor will be mutinied, under the control of the upper might. It is not allowed to talk about votes in the chatroom! After the mutineers have chosen their victim the conclusion will be announced in the thread. If the sailor had a special part [see below] it will be announced as well. The mutineers win if they are the clear majority; the sailors win if all mutineers are over board.
Other rules:
• The daytime „night“ begins after the vote for the plank. Now, the special parts can leverage their special abilities and the mutineers make their decision. The nights ends, if a victim for the mutiny is chosen and the special parts have sent their action via PM. During night no posts will be posted.
• There is a general ban on outing. Nobody is allowed to announce his role. Sentences like “I’m the ship’s cook” are not allowed. Guesses about the roles of other persons are allowed.
• It is not allowed to speak about the mutiny outside of the thread. This is valid for chatrooms and messengers as well as PMs.
• Readers are welcome, but they are not allowed to write something about the game. Drop out members aren’t allowed either to write something in the thread [apart from one farewell post] until the game is finished.
• If the ship’s cook is mutinied in the night in which he’s poisoning somebody, he is allowed to finish his action.
• If a candidate of a duel doesn’t attend, he will lose automatically. If both don’t attend, they will both lose. For this reason, everyone who is not sure if he is present on the day of the duel should send his moves on the PREVIOUS day.
The Special Parts:
• The Captain: he is voted on the first day by all takers. On the third day, he has to detain a duel. He sends the names of the two attendants in a PM to the upper might. The loser of the duel will drop out of the game.
• The Chief Mate: he, too, will be voted on the first day by the crew. He has a double ballot in every vote.
• The Priest: he can ask about the role of any member every night. To do that, he will send the upper might a PM, who will tell the priest the role, but only if he is a sailor or a mutineer. Only a sailor can be a priest.
• The Ship’s Cook: he has two bottles with poison. In the course of the game, he can poison a member in two nights each. The poisoned member will drop out. Only a sailor can be a ship’s cook.
• The Night Watch: every night, the night watch can protect a member of his choice (so he can’t be mutinied), but not himself. Only a sailor can be a night watch.
• The Cupid: in the first night, the cupid will choose two members who will be the lovers. After that, he has no function any more. Only a sailor can be a cupid.
• The Lovers: the lovers will be chosen in the first night by the cupid and can consist of sailors and mutineers. It is not allowed for them to plank or mutiny the other one or send the other one into the duel. If one of the lovers goes over board, the other one will drop out as well.
The duel on the third day comes up with the prominent game of rock-paper-scissors. both candidates will send us in their PMs two times three moves, for example: rock, paper, rock, scissors, paper, rock. If the first three moves lead to tie, the second three moves will compete. If they lead to tie as well, both candidates will survive the duel.
For the game to be alive, the members should engage themselves active. Members who will not write meaningful posts with theories and suspicions (as to say, an average of at least one post per day) after the first day will be banned for the following two games.
IMPORTANT!
Due to an increased number of egresses it was decided to supplement the rules by the following point: Banning members with multiple egresses or inactivity during the game.
To prevent further egresses and inactivity of members to bother the game there will be a „account for egresses and inactivity“.
Every member will be given one point each for one egress or inactivity that has been noticed by the upper might. By adding the second point, the member will be banned for the following three games. After that he can participate as usual. However, the points won’t be deleted and after 2 further points there will be a ban of five games. If the number of 4 games with inactivity or egresses gets crossed, there might be more bans.
If there is a cogent reason to egress, it will not be able to consider it, because the upper might won’t be able to check on it. The points will be given regardless of the reasons.
To prevent that egresses or inactivity some time ago have consequences after some completed games in the meantime, one point can be deleted after 5 completed games. The „burden of proof“ is at the side of the member, the points won’t be deleted automatically by the upper might or by the admins of the mutiny-forum. Before a ban is spoken out, the deletion of points has to be clarified.
The validation of egresses is self-explaining, as the point of time counts the beginning of the game through the first mutiny. The rating of inactivity may be done by the upper might of each game. Hereby there should be used some intuition, but simultaneously there should be a consequent usage of the rule (i.e. multiple days withouth any meaningful posts that contain suspicions and estimations). Other members should be fair and don’t claim bans, simultaneously the upper might can of course consider the reactions of the members. The account can be seen in the mutiny-forum by the following link: Link
Register until Thursday, May 12th, 6pm
And notice: No German word allowed - all the votes, too!
Thanks to Spocky for the admission.
Participators: (18/18)
1. Chrisslybärchen - sailor
2. Eowyn - sailor
3. dieLexi, planked 3rd day, sailor
4. Himmel, planked 1st day, sailor
5. Mailin, planked 4th day, mutineer
6. *Lotusbluete*, mutinied 5th night, nightwatch*Captain
7. Seme - sailor
8. Wiesel, planked 5th day, mutineer
9. Ghostwriter, poisoned 5th night, sailor
10. Firyar *Chief Mate - ship's cook
11. Kestrel, poisoned 3rd day, mutineer
12. YvaineLacroix, died because of the loving couple 5th night, mutineer
13. Antébero, planked 2nd day, mutineer
14. Alca - Cupid
15. Nik Sim - sailor
16. M.P., mutinied 4th night, priest
17. Nam Som, died in the duel 3rd day, mutineer
18. Margaret, mutinied 2nd night, sailor
Replacements:
- Himmel
Logbook:
First night:
- Firyar was protected by the nightwatch
- Nightwatch was active
- Priest was active
- the Cupid chose a loving couple
First day:
- Lotusbluete was elected Captain, Firyar was elected Chief Mate
- Himmel went over the plank
Second night:
- Margaret got mutinied
- Nightwatch was active
- Priest was active
Second day:
- Antébero went over the plank
Third night:
- Eowyn was protected by the nightwatch
- Priest was active
- Nightwatch was active
Third day:
- Nam lost the duel
- Lexi went over the plank
Fourth night:
- M.P. was mutined
- Kestrel was poisoned
- Priest was active
- nightwatch was active
Fourth day:
- Mailin got planked
Fifth night:
- Lotus was mutinied
- Ghost was poisoned
- Yvaine died because of the loving couple
Fifth day:
- Wiesel got elected captain
- Wiesel went over the plank
Dates:
May 15th:
- 7.30pm plank
afterwards: mutineer's meeting
Mutineers : Sailors = 2:8
The sailors win!
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