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EnvyDemon

Do Not Click Palmyra
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Aug 17, 2015
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[The Resistance] Game 55 - Aboard the Normandy
...yet another installment of the resistance!*

Things are getting bad in the Galaxy. The Citadel Council still won't believe Commander Shepard about the reapers, but the thing is, The Commander is currently back on earth, waiting trial for blowing up a mass relay and possible genocide. The crew of the Normandy must attempt to stop the reapers, alone if necessary. But be weary, it seems some of the crew members are indoctrinated.
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Players and Roles

This is a game for 5 to 10 players. Normally, the players handle the organization of the game themselves, but for a number of reasons this is not possible on a forum. Therefore, the game will be held under the auspices of a GM.

The players will be given a Role through PM, either Spy or Resistance. The Spies will be informed of the identities of the other Spies, but resistance members will only know their own roles. Distribution of the Roles depends on the number of players:

5 players - 3 Resistance, 2 Spies
6 players - 4 Resistance, 2 Spies
7 players - 4 Resistance, 3 Spies
8 players - 5 Resistance, 3 Spies
9 players - 6 Resistance, 3 Spies
10 players - 6 Resistance, 4 Spies

Distribute Plot Cards

Plot card rules depend on the number of players.


5-6 Player games will have only a single-use card, which makes your vote count double, issued to all players at the start of the game.

7-10 Player games will use Falc's pool of 10 cards, 2 of which are issued at the start of every mission to the leader, who will distribute them among the other players as he sees fit. He cannot keep cards for himself.

Build the Team

The Team Building phase consists of the Leader picking the players that he would like on the Mission Team followed by all the players Voting to Approve or Reject the Mission Team.

For each Mission, the Leader chooses a predetermined amount of players, possibly including himself, according to the following table:
5 players - 2-3-2-3-3
6 players - 2-3-4-3-4
7 players - 2-3-3-4*-4
8 players - 3-4-4-5*-5
9 players - 3-4-4-5*-5
10 players - 3-4-4-5*-5

* - requires at least 2 sabotages for a failed mission and will succeed if there is only one sabotage



Once the Leader posts his proposal in public, all players must vote to either APPROVE or REJECT. the proposed Team in public. Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy. Again, players have the option to vote by PM, but it is much better form to also state something about their intentions regarding the current vote in the the thread. Players must provide a Mission action through PM if they are on the team, regardless of their allegiance or whether the team is likely to be approved.

The Mission Team is approved if the majority of Votes approved and fails if a majority rejected the assignments; a tied vote is also a rejection. If the Mission Team is approved, the Mission will be resolved and play moves on to the next round. If the Mission Team is rejected, the Leader passes to the next player in line and the Team Building phase is repeated.

The Spies win the game if Five Mission Teams are rejected in a single Round.

Conduct the Mission

Each player on the Mission Team must Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players must SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE.

The Mission is successful only if every player on the Team supports it; if one or more sabotages occur, the Mission fails. Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail, but the fifth only requires one.

The GM announces the result of the Mission shortly after the deadline in an update without revealing who did what. However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round starts.

Example of a Round

Round Begins:

1. The new leader distributes cards, if there are any. Only the first leader per round receives cards to distribute. *See Special Note on Card below for more information about cards.

2. The leader proposes a team.

3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.

4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.

5. At deadline the team will be either approved or rejected. A tie is considered a rejected team.

6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.

7. If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team. The cycle repeats until a team is APPROVED. Once a mission is completed, whether SUCCESSFUL or FAILED, a new round starts.


Victory

The cycle of Team building and Mission continues until one side scores 3 missions: the Resistance must have 3 successful missions while the Spies want 3 failed missions. Remember that the Spies also win if they have 5 Teams rejected in the same round.

Plot Cards

The cards to be used in case the game reaches a size of 7 or more players:

1 Strong Leader - The player who receives this Card may keep it and use it later to become Leader for the next Team proposal. If the next Team proposal is the first of a new Mission, he will also be allowed to distribute the Cards for that Mission. Once this proposal is handled, the next Leader is the player whose place the user took in the established order. The use of this Card must be declared in public before the next Leader does anything or before Cards are revealed. This may be preloaded.
1 Successor Nomination - The Player who receives this Card will become the Leader for the first Team proposal of the next Mission.
2 Passionate Speech - The Player who receives this Card may keep it and use it later to have his vote for a Team proposal count double. The use of this Card must be declared publically during a vote cycle.
2 Keeping a Close Eye on You - The Player who receives this Card may keep it and use it later to learn whether a player supported or sabotaged a Mission. The use of this Card must be declared before the Mission result is revealed by the GM. This may be preloaded.
1 Overheard Conversation - The Player who receives this Card must immediately choose a player adjacent to himself on the Leader order. This chosen player's allegiance will be revealed to the player who received this card.
1 Establish Confidence - The Player who receives this card will have the current Leader's allegiance revealed to him.
1 Open Up - The Player who receives this card must immediately choose one other player. The allegiance of the player who received this card will be revealed to the chosen player.
1 In The Spotlight - The Player who receives this Card may keep it and use it later to force another player to support or sabotage the then current Mission publicly. The use of this Card must be declared publicly before any player sends his Mission orders.

Special Note on Cards

Cards can be played publicly or privately unless otherwise stated in the description of that card. Players may play a card by stating so in the thread or through PM. Please bold card use if done in the thread.

General Information on Voting and Mission Orders

Each player must Vote in during Team Building phase.

Each player on the Mission must Vote by PM to the GM in the Mission phase.


Deadlines, Voting, and Mission Resolution

The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM. All players' votes will be revealed at the final count. Players should try to not miss any team approval votes.

For this game, there will not be a phase for order-sending-in unless a plot card requires that there be one. You are asked to preload your order by PM to the GM when you cast your vote, if someone has not sent in an order yet when a team has been approved, his order will be set to the default for his role - sabotage for a spy, support for a resistance member.

Formalities

All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. No private conversations about this game, period.


Each player is solely responsible for clearly communicating to the GM and the other players. This is especially crucial for the Leader. He has a number of statements to make in public, like who gets what Plot Card and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be made.​

Important Notes:
(If you are a regular, this section should contain all you need to know about the game. If this is your first time playing, you still need to read the rest of the post.)

(This post is mainly a copy of the Resistance 52's introductory post, with some revisions)

The proposal limit is 5.

Chain Spy Rules will be not be in effect. All spies will know other spies.

We are using Falc's reduced card set.


This game may possibly contain spoilers for the Mass Effect Series. And forgive me for ignoring the lore a bit, but with Mass Effect's "Indoctrination", it's kinda to hard to miss an opportunity for a themed game around this.

RP Identities are encouraged, but not required.
 
Player List
1. Aedan777
2. Tamius23
3. Rovsea
4. Npstr
5. Cliges
6. Hazbot
7. Madchemist
8. Falc
9.
10.
 
Last edited:
While Shepard was detained on Earth, the Normandy was impounded, not wandering around the galaxy on its own.

In, regardless
 
While Shepard was detained on Earth, the Normandy was impounded, not wandering around the galaxy on its own.

In, regardless
This game may possibly contain spoilers for the Mass Effect Series. And forgive me for ignoring the lore a bit, but with Mass Effect's "Indoctrination", it's kinda to hard to miss an opportunity for a themed game around this.

The original draft was the game happened when Shepard was dead. Think about that.

Let's just say that Joker illegally managed to take the ship, and it's crew, off of Earth and out of the Sol System.

How you ask? It's Joker.
 
I will only join if needed. Time is limited I'm afraid.
 
I forgot to mention this, but there will be a deadline, 24 hours after the proposal is made, or else your vote will not be counted.
 
In
 
Observing for the Mass Effect updates.
 
As a huge Mass Effect fan I have to give this a try.
In
 
The Game has now started, the first deadline will be 100GMT on Tuesday.

You don't know how you got the ship out of impoundment, but Joker did it. It's now your job to stop deal a blow to the reapers, before it's to late. You make the decision as a group to go to Eden Prime, despite being wanted by the Systems Alliance, because it would be a good idea to search for remnants of Sovereign's attack there 3 years prior.

Cliges is our first leader, he must propose a team of 3 and distribute plot cards.

He has one Passionate Speech and one Keeping a Close Eye on You
 
Not sure that I have ever been first on the leader list.

Passionate Speech to Aedan.

KACOY to Tamius.



Team.

Cliges

Falc

Madchemist



Based on the (as of my posting this unrandomized) player list.

Speaking of which, do we get to see the leader order?


Approve.
 
I'm not on it.
Reject.