Welcome to Untitled!!! a resistance game for 7-10 players. Description of resistance below is shamelessly stolen directly from Silvercrys who adapted it from Iso and the official materials.
As this game is being used to fill a gap in the queues I currently do not have flavor for it. I will be accepting suggestions for it!
On a similar note player size, phase length, and format are also up for discussion. I am planning it as a direct copy of my One Last Job game from last year. So currently planning for 96 hours for initial nomination and discussion, 48 hours for voting, and 24 for submitting mission actions. I also am intending to reuse the official trapper mechanic that was in One Last Job. There was some discussion about how it made the game swingier last time to I'm open to player opinions on it. Also to amending it to just removing 1 player from the mission but not providing a peek to the mission leader. I want this to be a discussion about what the players want. If there is demand I'm even open to running this as an Avalon game instead. Please see this Wikipedia page for more information on game size, mission size, and variants we could run.
Currently will be run as vanilla Resistance. Will only run with trapper module if there is overwhelming support.
Missions have 1 more player than the standard rules. 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.
The Resistance isn’t really Mafia, but it shares many similarities. There are x players divided into 2 faction, Rebels and Spies.
The Rebels do not know the alignment of any other players; The Informants know the identities of their teammates, but do not have a private chat.
(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 and player size.
(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. Depending on game size missions 4 and 5 may requires 2 fail submissions to fail.
(7) The Rebels win if 3 Missions pass; the Spies 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.
If there are any questions please feel free to ask me and I'll attempt to clarify!
Okay that is noted. Current plan is updated to run the game without the peek mechanic and as straight resistance.
Current light flavor ideas: generic Cyberpunk (mostly informed by Netrunner card game, not Blade Runner), Medici's vs Vatican, or Monarchy succession intrigue.
Query for all of you: is the lack of signups a sign of lack of interest in resistance games or a sign that we're currently running two active games and people don't feel the need to start another right now?
I would think it’s a combination of some already playing and others (like me) not being huge fans of Resistance.
I would play, but my idea was to wait until it’s almost full and then see if I have time for it.
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.
Query for all of you: is the lack of signups a sign of lack of interest in resistance games or a sign that we're currently running two active games and people don't feel the need to start another right now?
To speak to this, resistance does seem to have less of a draw to it than typical Mafia, which is okay, and I think still something that is worth running periodically. I don’t anticipate going much higher than 7 players, but it’s still a good game
If it's any consolation it can often play slower than the phases look. A nomination that is rejected leads to a second discussion/nomination phase (which is the motivation for not having those last more than 96 hours each.
As this game is being used to fill a gap in the queues I currently do not have flavor for it. I will be accepting suggestions for it!
On a similar note player size, phase length, and format are also up for discussion. I am planning it as a direct copy of my One Last Job game from last year. So currently planning for 96 hours for initial nomination and discussion, 48 hours for voting, and 24 for submitting mission actions. I also am intending to reuse the official trapper mechanic that was in One Last Job. There was some discussion about how it made the game swingier last time to I'm open to player opinions on it. Also to amending it to just removing 1 player from the mission but not providing a peek to the mission leader. I want this to be a discussion about what the players want. If there is demand I'm even open to running this as an Avalon game instead. Please see this Wikipedia page for more information on game size, mission size, and variants we could run.
Currently will be run as vanilla Resistance. Will only run with trapper module if there is overwhelming support.
The Resistance isn’t really Mafia, but it shares many similarities. There are x players divided into 2 faction, Rebels and Spies.
The Rebels do not know the alignment of any other players; The Informants know the identities of their teammates, but do not have a private chat.
(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 and player size.
(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. Depending on game size missions 4 and 5 may requires 2 fail submissions to fail.
(7) The Rebels win if 3 Missions pass; the Spies 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.
If there are any questions please feel free to ask me and I'll attempt to clarify!
/in
1. Shadow
2. Killjoy
3. Umami
4. Sloth
5. Rhand
6. GJ
7. Vaimes
/replace
1.
/spectate
1.
Didn’t like the peek mechanic, prefer it wasn’t in, or just didn’t give info like you suggest.
Current light flavor ideas: generic Cyberpunk (mostly informed by Netrunner card game, not Blade Runner), Medici's vs Vatican, or Monarchy succession intrigue.
I would play, but my idea was to wait until it’s almost full and then see if I have time for it.
Fine, /in
@Grape so there are no flips or kills of any kind then?
That's correct, everyone is in for the whole game. There is no escape!
Not a fan of the shorter phases but perhaps work better in this set up.
Need something to do
/in
The GJ way path to no lynching: