/replace because I have plenty on my plate as it is
Sounds fun.
This may, however, be a good time to resurrect the discussion I never got to have with StinkyJoeTerry about my Order of Operations (OoOPS!), that D_V is using for this game.
The issue came up in Silence of the Lambs, and Terry's assertion was "if 'gathering information' comes AFTER killing actions in the order of operations, then a player who claims to have learned something about a dead player has to be lying". I originally got that Order of Operations from DCIII and had never run into the concern before (although I hadn't used it too many times). But that logic doesn't make any sense, as then (for example) a town!watcher would NEVER catch scum killing their target. So I went with what the intent would be, which is that info about a dead player still gets communicated. But I can understand how Terry could have arrived at that conclusion, and I was curious if anyone had suggestions as to how to modify the Order of Operations to make that clearer. Should "gathering information" come just after "sending items and messages"?
You seem to misunderstand how night actions happen. The order of operations doesn't decide when an ability fires. It is only used for solving conflicts. You first apply the golden rule and only if you have something like a roleblocker targeting a redirector who redirected the roleblocker to another person you use the order of operations.
As it is your order of operations produces all sorts of wonky effects. If a redirector targets person X and a roleblocker targets the redirector common sense says that the redirector gets blocked and X isn't redirected. They way you put this up both the redirector will be blocked and X redirected, which frankly makes no sense and if anyone does stuff like this in their games it just pisses of everyone.
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Rollback Post to RevisionRollBack
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy. Check out the Shop Thread
A question on wills. Are they strictly "X gets my Y", or can you do complex things? Examples:
1) "My Rock will be destroyed and not given to anyone".
2) "My Rock will go to X, but only after one Day/Night cycle."
3) "My Rock will go to the next person to post 'Dibs!' in the game thread."
A question on wills. Are they strictly "X gets my Y", or can you do complex things? Examples:
1) "My Rock will be destroyed and not given to anyone".
2) "My Rock will go to X, but only after one Day/Night cycle."
3) "My Rock will go to the next person to post 'Dibs!' in the game thread."
1, 2, 3) No.
But "My Rock will go to DV. If DV is dead, then to Osie instead." is okay.
You can be a little complex and silly, but the items are all given out at the same time and are either given out directly or given out by applicable mod selection.
(As noted, it's not actually my OoO, but since I adopted it without questioning it, I guess whatever...) That's a very helpful link; thank you. I'll probably reference that in future games I run (barring exceptions specific to each game, of course).
/replace because I have plenty on my plate as it is
Sounds fun.
This may, however, be a good time to resurrect the discussion I never got to have with StinkyJoeTerry about my Order of Operations (OoOPS!), that D_V is using for this game.
The issue came up in Silence of the Lambs, and Terry's assertion was "if 'gathering information' comes AFTER killing actions in the order of operations, then a player who claims to have learned something about a dead player has to be lying". I originally got that Order of Operations from DCIII and had never run into the concern before (although I hadn't used it too many times). But that logic doesn't make any sense, as then (for example) a town!watcher would NEVER catch scum killing their target. So I went with what the intent would be, which is that info about a dead player still gets communicated. But I can understand how Terry could have arrived at that conclusion, and I was curious if anyone had suggestions as to how to modify the Order of Operations to make that clearer. Should "gathering information" come just after "sending items and messages"?
You seem to misunderstand how night actions happen. The order of operations doesn't decide when an ability fires. It is only used for solving conflicts. You first apply the golden rule and only if you have something like a roleblocker targeting a redirector who redirected the roleblocker to another person you use the order of operations.
As it is your order of operations produces all sorts of wonky effects. If a redirector targets person X and a roleblocker targets the redirector common sense says that the redirector gets blocked and X isn't redirected. They way you put this up both the redirector will be blocked and X redirected, which frankly makes no sense and if anyone does stuff like this in their games it just pisses of everyone.
A question on wills. Are they strictly "X gets my Y", or can you do complex things? Examples:
1) "My Rock will be destroyed and not given to anyone".
2) "My Rock will go to X, but only after one Day/Night cycle."
3) "My Rock will go to the next person to post 'Dibs!' in the game thread."
1, 2, 3) No.
But "My Rock will go to DV. If DV is dead, then to Osie instead." is okay.
You can be a little complex and silly, but the items are all given out at the same time and are either given out directly or given out by applicable mod selection.
So when we die our items have to go to someone? And if we don't allocate them they go up for auction?
And I realized I'm a bit confused about items in general, on average they give us an ability? Is that correct or is it not supposed to be clear yet?
A question on wills. Are they strictly "X gets my Y", or can you do complex things? Examples:
1) "My Rock will be destroyed and not given to anyone".
2) "My Rock will go to X, but only after one Day/Night cycle."
3) "My Rock will go to the next person to post 'Dibs!' in the game thread."
1, 2, 3) No.
But "My Rock will go to DV. If DV is dead, then to Osie instead." is okay.
You can be a little complex and silly, but the items are all given out at the same time and are either given out directly or given out by applicable mod selection.
So when we die our items have to go to someone? And if we don't allocate them they go up for auction?
And I realized I'm a bit confused about items in general, on average they give us an ability? Is that correct or is it not supposed to be clear yet?
You don't have to designate items, but all items have to go somewhere. If you don't allocate then players will vote where they go no auction really on that one.
For items, yes ish. It'll make more sense once items start getting revealed. Most of the items are going to give abilities.
(As noted, it's not actually my OoO, but since I adopted it without questioning it, I guess whatever...) That's a very helpful link; thank you. I'll probably reference that in future games I run (barring exceptions specific to each game, of course).
That's just an example OoO for the mafia bot on irc. You can obviously change in any way you like. I was just pointing to the page as a reference.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy. Check out the Shop Thread
Thank u! My goal is to create soundtracks for many cards as possible, and maybe in the future some kind of animated series.
And again, thank u I apreciated!
/In it is. Hopefully I don't get overwhelmed by the Auction thing.
You seem to misunderstand how night actions happen. The order of operations doesn't decide when an ability fires. It is only used for solving conflicts. You first apply the golden rule and only if you have something like a roleblocker targeting a redirector who redirected the roleblocker to another person you use the order of operations.
Consult this for a better explanation.
As it is your order of operations produces all sorts of wonky effects. If a redirector targets person X and a roleblocker targets the redirector common sense says that the redirector gets blocked and X isn't redirected. They way you put this up both the redirector will be blocked and X redirected, which frankly makes no sense and if anyone does stuff like this in their games it just pisses of everyone.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
1) "My Rock will be destroyed and not given to anyone".
2) "My Rock will go to X, but only after one Day/Night cycle."
3) "My Rock will go to the next person to post 'Dibs!' in the game thread."
1, 2, 3) No.
But "My Rock will go to DV. If DV is dead, then to Osie instead." is okay.
You can be a little complex and silly, but the items are all given out at the same time and are either given out directly or given out by applicable mod selection.
I brought up a related point on the MTGS Mafia Discord.
So when we die our items have to go to someone? And if we don't allocate them they go up for auction?
And I realized I'm a bit confused about items in general, on average they give us an ability? Is that correct or is it not supposed to be clear yet?
You don't have to designate items, but all items have to go somewhere. If you don't allocate then players will vote where they go no auction really on that one.
For items, yes ish. It'll make more sense once items start getting revealed. Most of the items are going to give abilities.
That's just an example OoO for the mafia bot on irc. You can obviously change in any way you like. I was just pointing to the page as a reference.
Thanks to DNC at Heroes of the plane studios for this awesome sig and SGT_Chubbz for the awesome avy.
Check out the Shop Thread
/replace
My fault, really, for starting a discussion in the same post as /replacing.
Crossbell is Prophylaxis. Togs is not actually Crossbell.
Good try...
Anyways, /replace
And again, thank u I apreciated!