Agents of the Synod
A mostly-open game for 7 players
The year 20XX.
Humanity has been overthrown as the dominant force on Earth. Fifty years ago, a Russian botnet took over the majority of the world’s devices, throwing the global financial, military, and meme systems into chaos. Unfortunately for the Russians, the botnet itself achieved sentience—the “singularity.” The botnet soon began using automated factories across the globe to construct an army of machines that it used to take over the world by force. Without the ability to coordinate countermeasures, the nations of the world fell one by one.
Today, the few humans who survived the great purge live underground and are forced to scrap for a living as the mechanical overlords crawl the planet. Fortunately, a breakthrough was recently made—the key to dismantling the botnet’s central command. If it could be taken down… humanity might just stand a chance.
A team of human AGENTS has located a group of seven key MACHINES—the SYNOD—that between them comprise the neural network used to command the global network of MACHINES. The AGENTS recently discovered a flaw in the SYNOD’s security systems that they can exploit to temporarily HACK one of the physical MACHINES. While controlling the MACHINE, the AGENTS can try to learn the secrets of the SYNOD and take it down once and for all!
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Game Summary
Each player is one of the seven members of the SYNOD. At the beginning of the game, one player will be HACKED and join the cause of the AGENTS. The remaining members of the SYNOD, alerted to the fact that there has been an intrusion in the system, will seek to find and eliminate the AGENT before three Days are up!
Game Structure
This game consists of three Missions, each comprised of three Days.
Before each Mission, one player will be selected as the AGENT. The remaining players will then have three chances to lynch, by majority vote, the AGENT. The Mission ends when the AGENT is lynched or if the AGENT survives all three lynches. When the Mission ends, the AGENT will be revealed, and the winning team will score one point. The next Mission will then begin, with all players except for the AGENT returning to the game and a new AGENT being selected from among the remaining players.
In sum, there will be one Mission with 7 players, a second Mission with 6, and a final Mission with 5. During the final Mission, there will be only two Days.
Win conditions
The first team (AGENTS or SYNOD) to score 2 points wins. The game can end after Mission 2.
Special Abilities
Each team has a few abilities that they can leverage during the game.
SYNOD
The first time the AGENTs score a point, the SYNOD unlocks the following ability:
- VERIFICATION: One randomly-selected SYNOD player’s alignment will be publicly revealed. This ability can be used ONLY ONCE during the game. To activate this ability, two players must privately PM me during the same Day saying they wish to use it.
AGENT
- COMMS: At the beginning of each mission, the AGENT will join a QT that is accessible by all subsequent AGENTS. They may speak in this QT at any time and do not leave it even after the mission ends.
The first time the AGENTs fail a mission, each AGENT will gain the following ability:
- <redacte>: <redacted>. This ability can be used ONLY ONCE during the game. To activate this ability, privately PM me saying you wish to use it.
FAQS
Q. Meg, doesn't this game feature alignment-changing roles?
A. Why yes, how astute. I find this acceptable because it is a Micro, meaning that it will end quickly, and also because I'm telling you about it up front. If you do not want to deal with players changing alignment, don't play.
Q. But really, alignment-changing roles?
A. Yes, really. Let me make this clear: Once you are an AGENT, that is your team for the rest of the game. If you attempt to violate the spirit of the game by "batting for the other team" after selected to be an AGENT, I will modkill you and you will lose. That's it.
Q. Meg, what does "ONLY ONCE" mean when you said it up there in all-caps text?
A. ONLY ONCE means ONLY ONCE. Not once per Day, not once per Mission, but only ONCE. Use the abilities wisely.
Q. Why is the scum ability <redacted>?
A. To preserve the "Informed Minority" dynamic of mafia, I want the AGENTS to have some actual tricks up their sleeve that the SYNOD does not know about. Each AGENT will be told what the ability is.
Q. Meg, last time you hosted a game you abandoned it during Day 1. Are you going to run away from your commitments again?
A. Well, last time I hosted a game I did it because I had just gone through a bad breakup and thought I could run away from it by jumping back in to old things I enjoyed. Turns out that wasn't the case, and I ended up just not following through. This time, I am here out of actual desire to participate in the forum. Join with confidence.
Q. Wow, that makes me feel better. I'm glad you managed to come out of that breakup as a better, fuller, and more attractive person. So, are there deadlines for this game?
A. Yes, each Day will have a strictly-enforced 72 hour deadline. I hope not to need the full 72 hours each time. There are no Night phases in this game.
Q. Right, no Night phases... Isn't this "Not Mafia?" I thought you were going to run a mafia game? And weren't you just complaining about "Not Mafia" games the other day?
A. Technically this is "Not Mafia" but again, Micro. Just roll with it. We are still preserving the Informed Minority vs Uninformed Majority and the Day phase with Discussion portions of mafia, while dropping the Night phase with Kill portion. Again, if this does not interest you you do not have to join.
Q. Hmm... OK. I have another question about the abilities. When you say "two players must privately PM" you, what does that mean? Can a scum PM you to activate the town's ability?
A. Yes, the AGENT can PM me. But that still means at least one member of the SYNOD must PM me. The second I get the second PM during the same Day as another, the ability is considered active and will be resolved at my earliest chance.
Q. Meg, how will vote counts be handled this game?
A. Thanks for asking! I will be trying out Eco's vote counter. I will run this once a night every night unless it would be trivial to do so. In general, expect me to do mod things in the evenings US East Coast time when I return home from work.
Q. Wow, that makes me feel better. I'm glad you managed to come out of that breakup as a better, fuller, and more attractive person
lol
/spectate.
Normally I would /in, but I have knowledge of the agent ability + I'm the kind of guy who would get butthurt if I lynched scum then became scum myself.
Ok, we have only two signups. if i don't get 7 in the next couple of days i will REPEAL and REPLACE this setup with a different one, which may happen later. i'm getting the sense that this one may not appeal to you guys.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
I mean, it looks like a cool set up. I would /in if I wasn't already in a game and we've got like 3 sort of large games running simultaneously. It's up to you, ultimately, but I suspect there are some people who would /in except they don't really have to time for 2+ games.
The thread name convinced me. (Actually reading the op again and seeing the short deadlines did. I have time for this )
/in
I do want proof of that more attractive Megiddo tho.
A mostly-open game for 7 players
The year 20XX.
Humanity has been overthrown as the dominant force on Earth. Fifty years ago, a Russian botnet took over the majority of the world’s devices, throwing the global financial, military, and meme systems into chaos. Unfortunately for the Russians, the botnet itself achieved sentience—the “singularity.” The botnet soon began using automated factories across the globe to construct an army of machines that it used to take over the world by force. Without the ability to coordinate countermeasures, the nations of the world fell one by one.
Today, the few humans who survived the great purge live underground and are forced to scrap for a living as the mechanical overlords crawl the planet. Fortunately, a breakthrough was recently made—the key to dismantling the botnet’s central command. If it could be taken down… humanity might just stand a chance.
A team of human AGENTS has located a group of seven key MACHINES—the SYNOD—that between them comprise the neural network used to command the global network of MACHINES. The AGENTS recently discovered a flaw in the SYNOD’s security systems that they can exploit to temporarily HACK one of the physical MACHINES. While controlling the MACHINE, the AGENTS can try to learn the secrets of the SYNOD and take it down once and for all!
---
Game Summary
Each player is one of the seven members of the SYNOD. At the beginning of the game, one player will be HACKED and join the cause of the AGENTS. The remaining members of the SYNOD, alerted to the fact that there has been an intrusion in the system, will seek to find and eliminate the AGENT before three Days are up!
Game Structure
This game consists of three Missions, each comprised of three Days.
Before each Mission, one player will be selected as the AGENT. The remaining players will then have three chances to lynch, by majority vote, the AGENT. The Mission ends when the AGENT is lynched or if the AGENT survives all three lynches. When the Mission ends, the AGENT will be revealed, and the winning team will score one point. The next Mission will then begin, with all players except for the AGENT returning to the game and a new AGENT being selected from among the remaining players.
In sum, there will be one Mission with 7 players, a second Mission with 6, and a final Mission with 5. During the final Mission, there will be only two Days.
Win conditions
The first team (AGENTS or SYNOD) to score 2 points wins. The game can end after Mission 2.
Special Abilities
Each team has a few abilities that they can leverage during the game.
SYNOD
The first time the AGENTs score a point, the SYNOD unlocks the following ability:
- VERIFICATION: One randomly-selected SYNOD player’s alignment will be publicly revealed. This ability can be used ONLY ONCE during the game. To activate this ability, two players must privately PM me during the same Day saying they wish to use it.
AGENT
- COMMS: At the beginning of each mission, the AGENT will join a QT that is accessible by all subsequent AGENTS. They may speak in this QT at any time and do not leave it even after the mission ends.
The first time the AGENTs fail a mission, each AGENT will gain the following ability:
- <redacte>: <redacted>. This ability can be used ONLY ONCE during the game. To activate this ability, privately PM me saying you wish to use it.
FAQS
Q. Meg, doesn't this game feature alignment-changing roles?
A. Why yes, how astute. I find this acceptable because it is a Micro, meaning that it will end quickly, and also because I'm telling you about it up front. If you do not want to deal with players changing alignment, don't play.
Q. But really, alignment-changing roles?
A. Yes, really. Let me make this clear: Once you are an AGENT, that is your team for the rest of the game. If you attempt to violate the spirit of the game by "batting for the other team" after selected to be an AGENT, I will modkill you and you will lose. That's it.
Q. Meg, what does "ONLY ONCE" mean when you said it up there in all-caps text?
A. ONLY ONCE means ONLY ONCE. Not once per Day, not once per Mission, but only ONCE. Use the abilities wisely.
Q. Why is the scum ability <redacted>?
A. To preserve the "Informed Minority" dynamic of mafia, I want the AGENTS to have some actual tricks up their sleeve that the SYNOD does not know about. Each AGENT will be told what the ability is.
Q. Meg, last time you hosted a game you abandoned it during Day 1. Are you going to run away from your commitments again?
A. Well, last time I hosted a game I did it because I had just gone through a bad breakup and thought I could run away from it by jumping back in to old things I enjoyed. Turns out that wasn't the case, and I ended up just not following through. This time, I am here out of actual desire to participate in the forum. Join with confidence.
Q. Wow, that makes me feel better. I'm glad you managed to come out of that breakup as a better, fuller, and more attractive person. So, are there deadlines for this game?
A. Yes, each Day will have a strictly-enforced 72 hour deadline. I hope not to need the full 72 hours each time. There are no Night phases in this game.
Q. Right, no Night phases... Isn't this "Not Mafia?" I thought you were going to run a mafia game? And weren't you just complaining about "Not Mafia" games the other day?
A. Technically this is "Not Mafia" but again, Micro. Just roll with it. We are still preserving the Informed Minority vs Uninformed Majority and the Day phase with Discussion portions of mafia, while dropping the Night phase with Kill portion. Again, if this does not interest you you do not have to join.
Q. Hmm... OK. I have another question about the abilities. When you say "two players must privately PM" you, what does that mean? Can a scum PM you to activate the town's ability?
A. Yes, the AGENT can PM me. But that still means at least one member of the SYNOD must PM me. The second I get the second PM during the same Day as another, the ability is considered active and will be resolved at my earliest chance.
Q. Meg, how will vote counts be handled this game?
A. Thanks for asking! I will be trying out Eco's vote counter. I will run this once a night every night unless it would be trivial to do so. In general, expect me to do mod things in the evenings US East Coast time when I return home from work.
The Family
The Family
/spectate.
Normally I would /in, but I have knowledge of the agent ability + I'm the kind of guy who would get butthurt if I lynched scum then became scum myself.
In too many games already
/in
You can run whatever setup you want
Still haven't read the op anyway
^^^^^^
Cept I read the OP
/in
I do want proof of that more attractive Megiddo tho.
So, to stop the pain just /in.
here's your first dose: