SPP Revolution (Forum Game)

Started by: Devour | Replies: 307 | Views: 18,791

Devour
Administrator
1

Posts: 9,916
Joined: Apr 2008
Rep: 10

View Profile
Jul 15, 2015 8:43 AM #1383046
Looks like I can take a turn running a forum game again. This is fantastic, because I've had an idea in my head for a while now.

SPP Revolution:

This game takes inspiration off of a game mode in the game Space Station 13, called a Revolution round. The way it works is that a small number of Revolutionaries begin in a space station full of hostiles who don't know who the bad guys are, and they need to convert others to their cause in secret. Without the space station's leaders noticing, they need to rally together an uprising powerful enough to take the station and its non-converted crew on and bring down the leaders. I'll explain in more detail below, but this is essentially how the game will work here as well.

In Detail:

Each player is going to be an occupant on the Stickpage Space Station. Within them, one Revolutionary (or two, depending on how many people join) will be tasked with bringing down the station's three Captains. They are armed with clever devices called Neuralizers that, when flashed in someone's eyes, rewrites their brain patterns and converts them to the cause of the Revolution and against the Captains. Slowly but surely, the revolution will grow in secret until it's either stamped out by the good guys, or when Mutiny is called and an epic battle between Revs and Captains erupts, and victory will be decided by who survive. In this game, being a mundane character doesn't mean that they aren't very important. It will be the regulars who win or lose the game for the Revs or Captains.

Playing the Game:

As usual, each sequence of events will be separated into Rounds. We can decide how long rounds should be depending on everyone's availability. In each Round, players will be able to do a bunch of things depending on their roles. I'll explain how each role plays down below:

The Captains:

The Captains of the SSS have caught wind of the Revolution, and have disguised themselves to appear as normal crew members. The only two things that makes them different than the others is that they are immune to the Rev's Neuralizers. So if a Rev Head tries to use it on them, they blow their cover. The second thing is that they can inject one player of their choice to be immune to the Neuralizer as well, which will also cause the Rev Heads to blow their cover if they try to convert them. But obviously, if they inject someone on the enemy side with this, they've just blown their cover as well. They also have 4 hitpoints rather than 2 when Mutiny breaks out. Mutiny will be explained later as well, but for now I'll continue through the roles.

The Crew:

The crew is the power of numbers. If someone calls for a vote to eject a player out into space, the crew will vote for or against it. The Captains know who the Captains are and the Rev Heads know everyone who is on their side, so paying close attention to who votes what will be crucial. When Mutiny breaks out, whoever's side has the most crew members will most likely be the side that wins the game. They must spot who the Rev Heads are, or if they're turned to the dark side, they must find the Captain and tell their leaders his name so that they may dispatch him. The game hinges on the crew.

If all the Captains die from being voted to die, the Revs win. If the Rev Head is voted to die, the Captains win. Even if there are plenty of people on the enemy team left.

The Revolutionaries:

Every round, the leader of the Revolution may choose one person to hit with his Neuralizer and add him to his side. From that point on, the player becomes one of the bad guys and must do everything in his power to assist the Revolution. The goal of the Rev Leader is to acquire enough followers to declare Mutiny.

If the identity of a Captain becomes known, he and two other turned crew members may PM me that they wish to kill him. They may also kill regular players, at a price. Killing a non-captain will reveal a letter or two of one of the assailants, giving the players leverage on finding the bad guys. This is tough, because the Rev Heads need overwhelming numbers in order to win. They also have four hit points when Mutiny is declared.

When they think the time is right, a Revolutionary may declare Mutiny.

For the most part, this part of the game behaves a lot like Mafia. The game changes drastically when Mutiny is called.

Mutiny:

When Mutiny is declared, the names of all Revolutionists will be revealed and arranged on a list together, but the leaders will remain a secret. The same will happen to the Crew. When it reaches this stage of the game, everyone may PM me who they wish to attack and deal damage to. Attacking will deal a single point of damage to your target, and each normal crew member has two points of health. The Captains and the Rev Head have four. They also have guns, allowing them to deal 2 damage when they attack.

When this simple battle breaks out, the game goes into overdrive. If the Captains die, the Crew loses at once. If the Rev Head dies, the Revolution fails. The game closes in a spectacular bloodbath, and a winner is declared.

Other Important Things:

Muscle Atrophy:
Saying nothing at all for a whole round will cause you to lose half your health. If this happens twice, you're out. This shouldn't be a problem though, because I don't know why anyone would join this game if they don't plan to play it ;) Obviously, I can make exceptions if people just can't show up for a few days because of irl circumstances.
Truth Serum: Each round, a player can declare that they'd like to research a truth serum. After this is done a certain number of times, depending on the number of players, a truth serum will be developed that allows the Captains to learn who the Revolutionists are without any trouble. Basically, the completion of the Truth Serum wins the game for the Captains. The only problem is that you must say you're working on it publicly, and that puts you in danger. But what if a Rev Head does it? Surely, this will make everyone think you're on the enemy team and keep you safe from votes. It's a risk with rewards as well.

If anyone else has questions or if something seems unbalanced, feel free to bring them up. For now though I think we're good. Join any time you like :) We'll start when the time seems right.

Players:
-Nish
-Veir
-Damian
-Ipman
-Squidd
-Exilement
-Stracked
-Bluvarth
-
-
(Unlimited)
Zero
2

Posts: 4,727
Joined: Aug 2009
Rep: 10

View Profile
Jul 15, 2015 8:52 AM #1383048
Futuristic Mafia with more options!

I won't join but I will observe and have fun reading the arguments fly back over and over again. Good luck with this!
Veir
2

Posts: 3,014
Joined: Feb 2012
Rep: 10

View Profile
Jul 15, 2015 8:55 AM #1383049
How often/how many days do you think this will update/take?
Devour
Administrator
1

Posts: 9,916
Joined: Apr 2008
Rep: 10

View Profile
Jul 15, 2015 8:58 AM #1383050
Quote from Zero
Futuristic Mafia with more options!

I won't join but I will observe and have fun reading the arguments fly back over and over again. Good luck with this!

It's kind of Mafia, but not really. The "Mafia" part is just a preparation before Mutiny starts and truly decides the game. But it does have a lot of fun elements from there :)
Quote from Veir
How often/how many days do you think this will update/take?

Whatever seems good will be fine. Maybe two days per round? That seems like a good default and people can suggest more or less time if they need it.
Not_Nish
2

Posts: 10,837
Joined: Mar 2010
Rep: 10

View Profile
Jul 15, 2015 8:58 AM #1383051
I haven't read all the rules but please put me in this, and I am signing up Exilement as well whether he wants to or not.
Veir
2

Posts: 3,014
Joined: Feb 2012
Rep: 10

View Profile
Jul 15, 2015 8:59 AM #1383052
Eh. Sounds good. I expect to be able to take part ATLEAST every other day.

Sign me up.
Damian
2

Posts: 5,026
Joined: Feb 2013
Rep: 10

View Profile
Jul 15, 2015 10:14 AM #1383154
I am down. Sign me up.
Devour
Administrator
1

Posts: 9,916
Joined: Apr 2008
Rep: 10

View Profile
Jul 15, 2015 10:18 AM #1383156
You're all in :) Though I'm still gonna wait for Exilement to say himself if he wants to join, lmao. But having him would be great.

Also Ipman VM'd me this, just in case it answers any other questions:

Quote from Ipman
Awesome! A space game haha.
Although there are things I don't get like, why do the Captains (they're the bad guys right?) Have the Neutralizer, which makes a person turn into a Rev if their enemy is the Revs?
And can you summarize how this is gonna work? (I'm sorry, some of it I really don't get)
All I know already is that Revs are gonna need to get as much members as possible and be undercover.
What I don't really get is how do you hide and how does your cover get blown? (Don't worry, I did read everything but I just didn't understand some stuff)
Other than all that this game is gonna be awesome haha



Quote from Devour
The Captains are the leaders of the good guys. The Revs are the leaders of the bad guys, and the Rev starts out alone.


I don't really know how to summarize how it'll work. Just read the thread carefully maybe.


Your cover gets blown when you make a mistake that lets an enemy figure out that you're a Captain or Revolution player. Using a Neuralizer on the Captain won't work, and instead it'll reveal to the Captain that you tried to do that, and thus you must be the Rev Head. Same thing if you're the Captain and you try to inject the Rev Head with a thing to make them immune to the Neuralizer. Also, ask any further questions on the thread so that everyone can have their answers answered if they were wondering the same thing
Squidd
2

Posts: 547
Joined: Mar 2015
Rep: 10

View Profile
Jul 15, 2015 11:08 AM #1383170
Interested, I'll read the rules on the way home.
Ipman
2

Posts: 4,021
Joined: Jul 2014
Rep: 10

View Profile
Jul 15, 2015 11:18 AM #1383174
Place my name up that list, cause I'm surely down for this.
By the way, do we get to choose on what side we're gonna be in or not?
Devour
Administrator
1

Posts: 9,916
Joined: Apr 2008
Rep: 10

View Profile
Jul 15, 2015 11:40 AM #1383182
By default, everyone is on the Crew's side except for the one Revolutionist. But every round he can add one more person gets added to the Revolution, increasing the number of bad guys. Unless the Rev Head accidentally gets a captain instead, blowing his cover.

Also, its good to note that we can roll with just 1 or 2 Captains as well, depending on how many people join.
Squidd
2

Posts: 547
Joined: Mar 2015
Rep: 10

View Profile
Jul 15, 2015 12:45 PM #1383236
Joining the game.

Mutiny gang-up rak
Ipman
2

Posts: 4,021
Joined: Jul 2014
Rep: 10

View Profile
Jul 15, 2015 12:50 PM #1383239
Quote from Devour
By default, everyone is on the Crew's side except for the one Revolutionist. But every round he can add one more person gets added to the Revolution, increasing the number of bad guys. Unless the Rev Head accidentally gets a captain instead, blowing his cover.

Also, its good to note that we can roll with just 1 or 2 Captains as well, depending on how many people join.


Sweet, I love how this game is full of secrets.
Godfather
2

Posts: 427
Joined: Feb 2008
Rep: 10

View Profile
Jul 15, 2015 1:10 PM #1383242
Reading this interests me very much, plus I've always enjoyed forum games. I'll keep an eye out for this.
Devour
Administrator
1

Posts: 9,916
Joined: Apr 2008
Rep: 10

View Profile
Jul 15, 2015 1:14 PM #1383245
Quote from Squidd
Joining the game.

Mutiny gang-up rak

You're in aaaaaaaaaaaaaaaaaaa
Quote from Godfather
Reading this interests me very much, plus I've always enjoyed forum games. I'll keep an eye out for this.

Do you mean you're just watching? Or do you want to join?

Also, I see that you still have my quote in your signature after all these years. A man's gotta respect that kind of dedication :o