MMG V5
Jun 9, 2014 14:57:48 GMT -8
Post by King V on Jun 9, 2014 14:57:48 GMT -8
My new rules for my upcoming game. Please give feedback so I know what to change before I start making my map.
Items:
The item carrying capacity will be 5 per player. Each player will weigh 4. Items will have varying weights depending on how heavy they are or how much space they occupy. Players will now receive their own unique color. Two players cannot have the same color. Whenever a player picks up an item, that item will change to match their color. Colored items cannot be put back into place and only the player who picked them up can carry them. Players cannot pick up or carry items that are not their own color. Items can be disposed of only in a room that matches the item's color, i.e. the item owner's room. Disposed items will be deleted and effectively removed from the game. Getting rid of an item from a player's inventory is virtually impossible without disposing of it or using it. If an item is associated with a murder, it will lose its color until after a trial has been conducted and can be moved or altered by any player including the player who used it for murder. Items without color cannot be disposed of. After a player dies, all of their items will turn colorless. Items that exceed the maximum weight limit of a single player will always remain colorless.
Murdering:
A player must be in the same room as the player they are murdering and must send a murder report to the mastermind. They must have a suitable weapon for murder. A motive for murder is preferred, but not required. Murder reports must be pre-written; however, if a player plans on murdering another player beforehand, they can send the message: "I want to murder ______" to the mastermind first, and the mastermind will stop the player they are murdering from moving or performing actions. This will only apply if the player who is murdering meets the location and weapon conditions. After the conditions are met, the player may go through movements before sending their pre-written murder report. This is so that the murderer doesn't have to stand at the crime scene for an incredibly long period of time, making themselves look suspicious. The murderer may send their murder report anytime between or after they have completed their movements. Please note that if your movements do not match your murder report, you will be instantly executed. If you fail to send a murder report, your murder will be invalidated. All murders will be 100% guaranteed as long as they are not impossible murders, regardless of the circumstances (i.e. you can take a knife and stab someone through the head in a crowded room and nobody will be able to stop you). Impossible murders, such as not being in the same room as the victim, or not having the specified murder weapon when committing the murder, will lead you to being executed.
Investigation and Trials:
The victim will be able to investigate their own murder. Investigation time will be limited based on how much the victim investigates. Only the victim will be able to receive verbal bullets. After the victim has completed their investigation, the trial will begin. Anyone may participate in the trial; however, only the victim will be able to make a concluding statement and decide who the culprit is. Once the victim has made a conclusion, the trial will end. Investigation will begin once a body discovery announcement has been made. A body discovery announcement will only be made after 3 people who are not the culprit examine the body. There will be no murdering allowed during investigation.
If the victim successfully determines who the culprit is, the culprit will be executed and the victim will be revived. If not, the culprit will go free and the victim will die permanently. If the identity of the culprit is not found at the end of a trial, they may select up to one additional player to be executed (please note that this is optional). If a single culprit murders more than one victim, they can be executed if only one of the victims correctly deduces their identity. However, if a victim fails to guess the culprit, they will be executed regardless of if the other victims guessed correctly. There is no maximum number of people a culprit can kill in a single round.
Accomplices will be given the same treatment as a culprit. This means if a victim votes for an accomplice instead of a culprit, the accomplice will be executed and the victim will be revived. However, if the identity of the true culprit is not found by the end of the trial, they will still be allowed to choose an additional player to execute. If a player chooses to manipulate a crime scene after the murder has been conducted, they will be expected to reveal the full extent of their actions in trial, otherwise they will be treated as an accomplice. Partially revealing your actions in a way that is beneficial for the culprit will not be adequate.
Fighting:
Fighting will be adjusted. The old system took far too long and gave too much room for the players in the fight to contact outside players and have them interfere. Fights can involve only up to 3 people at a time, any more and the fight will be canceled. In a fight, a player will have only up to 30 seconds to send their actions, any more and their action will be ignored for the phase. Additionally, the player who sends their action first will have priority unless injured or dazed.
Disclaimer: If you engage another player in a fight, you will no longer be able to murder them with 100% success.
Miscellaneous Notes:
The disposal system will be integrated with the item carrying system. Disposing of an item will now take 1 hour. Items are stuck in your inventory after taking one unless disposed of.
Hunger will be reduced. This system was only really applicable when there was no food available and was ignored by most players. Hunger will apply if a player is being starved to death as a method of murder, or if there is no food available and the entire player population is starving.
Paranoia will be removed. Nobody ever uses it (except me and 1 other player who will not be named).
Searching will be removed. Hiding will be nerfed. When a player hides, there will be a minor change in the location description depending on where they are hiding.
Any non-murder attacks conducted on players will automatically trigger a fight. Fights will be conducted in pms due to hallucinations, but will still be structured by phases. This includes attempts to knock a player out.
Unique System (this system is non-negotiable)
Player Perspective/Hallucination System:
In situations of extreme stress and anxiety such as murders, or fights, all players will hallucinate. Observing such events will also cause mild hallucinations. Hallucinations will make your observations inaccurate.
i.e. Makoto, Vicky, and Rei are in a room. Makoto sees a ghost appear and smack him across the face. Rei sees Makoto smack himself across the face. Vicky sees Rei smack Makoto across the face.
Hallucinations will become more severe the longer the stress-inducing event goes on. You cannot die from hallucinations, but you can be immobilized when all of your senses stop working. There is no set period of time for hallucinations, nor is there any limits to how far you can hallucinate. There will be a canon version of events I will keep for myself to ensure that hallucinations don’t interfere with any physical aspects of the game.
Items:
The item carrying capacity will be 5 per player. Each player will weigh 4. Items will have varying weights depending on how heavy they are or how much space they occupy. Players will now receive their own unique color. Two players cannot have the same color. Whenever a player picks up an item, that item will change to match their color. Colored items cannot be put back into place and only the player who picked them up can carry them. Players cannot pick up or carry items that are not their own color. Items can be disposed of only in a room that matches the item's color, i.e. the item owner's room. Disposed items will be deleted and effectively removed from the game. Getting rid of an item from a player's inventory is virtually impossible without disposing of it or using it. If an item is associated with a murder, it will lose its color until after a trial has been conducted and can be moved or altered by any player including the player who used it for murder. Items without color cannot be disposed of. After a player dies, all of their items will turn colorless. Items that exceed the maximum weight limit of a single player will always remain colorless.
Murdering:
A player must be in the same room as the player they are murdering and must send a murder report to the mastermind. They must have a suitable weapon for murder. A motive for murder is preferred, but not required. Murder reports must be pre-written; however, if a player plans on murdering another player beforehand, they can send the message: "I want to murder ______" to the mastermind first, and the mastermind will stop the player they are murdering from moving or performing actions. This will only apply if the player who is murdering meets the location and weapon conditions. After the conditions are met, the player may go through movements before sending their pre-written murder report. This is so that the murderer doesn't have to stand at the crime scene for an incredibly long period of time, making themselves look suspicious. The murderer may send their murder report anytime between or after they have completed their movements. Please note that if your movements do not match your murder report, you will be instantly executed. If you fail to send a murder report, your murder will be invalidated. All murders will be 100% guaranteed as long as they are not impossible murders, regardless of the circumstances (i.e. you can take a knife and stab someone through the head in a crowded room and nobody will be able to stop you). Impossible murders, such as not being in the same room as the victim, or not having the specified murder weapon when committing the murder, will lead you to being executed.
Investigation and Trials:
The victim will be able to investigate their own murder. Investigation time will be limited based on how much the victim investigates. Only the victim will be able to receive verbal bullets. After the victim has completed their investigation, the trial will begin. Anyone may participate in the trial; however, only the victim will be able to make a concluding statement and decide who the culprit is. Once the victim has made a conclusion, the trial will end. Investigation will begin once a body discovery announcement has been made. A body discovery announcement will only be made after 3 people who are not the culprit examine the body. There will be no murdering allowed during investigation.
If the victim successfully determines who the culprit is, the culprit will be executed and the victim will be revived. If not, the culprit will go free and the victim will die permanently. If the identity of the culprit is not found at the end of a trial, they may select up to one additional player to be executed (please note that this is optional). If a single culprit murders more than one victim, they can be executed if only one of the victims correctly deduces their identity. However, if a victim fails to guess the culprit, they will be executed regardless of if the other victims guessed correctly. There is no maximum number of people a culprit can kill in a single round.
Accomplices will be given the same treatment as a culprit. This means if a victim votes for an accomplice instead of a culprit, the accomplice will be executed and the victim will be revived. However, if the identity of the true culprit is not found by the end of the trial, they will still be allowed to choose an additional player to execute. If a player chooses to manipulate a crime scene after the murder has been conducted, they will be expected to reveal the full extent of their actions in trial, otherwise they will be treated as an accomplice. Partially revealing your actions in a way that is beneficial for the culprit will not be adequate.
Fighting:
Fighting will be adjusted. The old system took far too long and gave too much room for the players in the fight to contact outside players and have them interfere. Fights can involve only up to 3 people at a time, any more and the fight will be canceled. In a fight, a player will have only up to 30 seconds to send their actions, any more and their action will be ignored for the phase. Additionally, the player who sends their action first will have priority unless injured or dazed.
Disclaimer: If you engage another player in a fight, you will no longer be able to murder them with 100% success.
Miscellaneous Notes:
The disposal system will be integrated with the item carrying system. Disposing of an item will now take 1 hour. Items are stuck in your inventory after taking one unless disposed of.
Hunger will be reduced. This system was only really applicable when there was no food available and was ignored by most players. Hunger will apply if a player is being starved to death as a method of murder, or if there is no food available and the entire player population is starving.
Paranoia will be removed. Nobody ever uses it (except me and 1 other player who will not be named).
Searching will be removed. Hiding will be nerfed. When a player hides, there will be a minor change in the location description depending on where they are hiding.
Any non-murder attacks conducted on players will automatically trigger a fight. Fights will be conducted in pms due to hallucinations, but will still be structured by phases. This includes attempts to knock a player out.
Unique System (this system is non-negotiable)
Player Perspective/Hallucination System:
In situations of extreme stress and anxiety such as murders, or fights, all players will hallucinate. Observing such events will also cause mild hallucinations. Hallucinations will make your observations inaccurate.
i.e. Makoto, Vicky, and Rei are in a room. Makoto sees a ghost appear and smack him across the face. Rei sees Makoto smack himself across the face. Vicky sees Rei smack Makoto across the face.
Hallucinations will become more severe the longer the stress-inducing event goes on. You cannot die from hallucinations, but you can be immobilized when all of your senses stop working. There is no set period of time for hallucinations, nor is there any limits to how far you can hallucinate. There will be a canon version of events I will keep for myself to ensure that hallucinations don’t interfere with any physical aspects of the game.