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Author Topic: Wizard Duel: Duel 5 - Game over! All Hail JanusTwoFace  (Read 35130 times)

Mephansteras

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Wizard Duel: Duel 5 - Game over! All Hail JanusTwoFace
« on: September 16, 2009, 03:17:11 pm »

Ok, I'm starting up the first session of the Wizard Duel!

For this first game, I'm going to be limiting it to 12 spots so we can test things and get a feel for how running the game goes.


Basic Premise
  It is time for the old High Mage to retire, and so the ancient tradition of Wizard Duels to choose the next High Mage has begun! The greatest wizards of the Realm have gathered once again to test their mettle against one another. This year, however, things are different. A cabal of Dark Wizards has decided to take the reigns of the Order of Magic for themselves. To do so, they need only remove the other competitors so that they can usurp the High Mage's seat for themselves. By cheating, if possible.

Of course, they need to do that while staying undiscovered, so they'll need to blend in. Fortunately for them, outside involvement during the duels is a time-honored tradition. They just need to make sure that one of them makes it through the tournament all the way to the end. To do that, they've decided to 'remove' some of the competition during the distraction of the duels.


Game will start once we have 12 players (or shortly thereafter).

Wizards of the Realm:
  • Leafsnail, Tower Wizard of Fire
  • Neruz, Cabal Nullifier of Earth
  • Kashyyk, Tower Wizard of Water
  • JanusTwoface Cabal Archmage of Water and the new High Mage
  • Jim Groovester, Tower War Mage of Water
  • Mr.Person, Tower Archmage of Earth
  • webadict, Cabal Battle Mage of Air
  • Pandarsenic Tower Time Mage of Water
  • SniHjen Tower Warrior Mage of Earth
  • ExKirby Tower Battle Mage of Water
  • Frelock Tower Wizard of Water
  • Jetsquirrel Tower Grey Mage of Earth

Note: When I send you your Role PM, you must reply with your Elemental Affinity and the Color that you wish your magic Runes to be in. The Color is just for flavor, but anyone who doesn't send me a color just gets boring white runes.
« Last Edit: October 06, 2009, 07:53:16 pm by Mephansteras »
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Mephansteras

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Re: Wizard Duel: Sighn-ups
« Reply #1 on: September 16, 2009, 03:21:55 pm »

Rules Section:

Order of Actions:
Phase 1) Voting
  Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day. You may change your votes freely up until I close voting for the day. All votes must be in red
    In the event of a tie, the Duelists will be determined randomly
Phase 2) Set-up
  Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing.
  Unlike voting, you cannot change your assist once you put it in red. Once you place the assist you have scribed the runes of power over your chosen mage, and they cannot be undone.
Phase 3) The Duel
  The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
  During the duel, some Wizards may use Side Actions (like night actions in normal mafia games). This includes the Dark Cabal Wizards, who select one of their members to incapacitate during the confusion surrounding the duel. Side actions are PM'd to be during the set-up phase.

We then start with the next duel

All Wizards will be Role-flipped upon Incapacitation or losing a duel.

Each player will decide on an Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Cabal wizards may also choose the special Dark element. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.

Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people.


Technical rules:
Spoiler (click to show/hide)

Special Roles:

Duelist Roles: These wizards are skilled in magic that effects the Duel, and may have advantages in the Duel themselves

War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
  +2 to Attack attribute
  +1 to all Attack Boosts

Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
  +2 to Defense attribute
  +1 to all Defense Boosts
 
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
  +5 to Health attribute
 
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages.
  +2 to Speed attribute
  +1 to all Speed Boosts   

Healer: Has powerful Healing Magic
  +2 to all Healing actions

Subtle Wizard: He specializes in casting magic unseen, and his Assist actions are not reported to the other players.

Archmage: A very powerful mage, he has a major advantage when dueling other mages.
  +5 to all attributes

Side-Action Roles: These wizards can take actions during the Duel that effect other mages not in the Duel.

Nullifier: Skilled in the ways of anti-magic, the nullifier can choose one mage each day and prevent them from effecting the Duel. 

Enchanter: Using thier enhanced mind magic, the Enchanter can prevent another Wizard from taking any side-actions that day.

Guardian: Carefully watches over another Wizard and can prevent them from becoming incapacitated by side-actions during the Duel.

Oracle: Can use their magic to see if another Wizard performs any side-actions during the Duel.

Justicar: A Wizard seeking the destruction of the Dark Cabal. Can examine a Wizard as a side-action to determine if they are part of the Cabal.

Grey Mage: Taking justice into his own hands, he can incapacitate a player each day as a side-action.

Seer: He can examine one player each day as a side action to learn thier Affinity.



Basic Rules:
The Voting phase will go for 48 hours, or until everyone has cast their two votes. All votes must be in Red
The Set-up phase will last for 48 hours or until everyone has determined their actions.

Players who lose the Match are Incapacitated. Incapacitated players are sent off to the Healing Ward to recover and are out of the tournament. Once there they can no longer talk with any of the players still in the Arena and may only speak to other players in the Healing Ward.

PMs between players are allowed, and as usual I must be copied on all of them.
Quoting a PM from me (that is not specifically a rules question) will result in a mod-kill. You may quote PMs from other players if you wish.
Incapacitated players may make one final post before heading off to the Medical ward. It may NOT convey any game information.

Unlike most mafias, the game does not actually end until a player has become the High Mage. Therefore all players have two goals, the most important being that someone from their side becomes High Mage. Once the other side has lost, your goal becomes attaining the position of High Mage for yourself.
« Last Edit: September 19, 2009, 01:48:20 pm by Mephansteras »
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JanusTwoface

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Re: Wizard Duel: Sign-ups
« Reply #2 on: September 16, 2009, 03:27:25 pm »

Phase 1) Voting
  Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day
    In the event of a tie, the Duelists will be determined randomly
Randomly amongst the people that tied or from everyone?

Also: officially in.
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Mephansteras

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Re: Wizard Duel: Sign-ups
« Reply #3 on: September 16, 2009, 03:28:38 pm »

Randomly from however the tie went.

So, say Wizard A had 6 votes and Wizards B and C had 3 each. Wizard A would be one Duelist, and I would randomly pick B or C to see which would be the other duelist.
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Jim Groovester

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Re: Wizard Duel: Sign-ups
« Reply #4 on: September 16, 2009, 03:43:16 pm »

I'll sign up. I'll give these mafia games another shot, and this one sounds pretty interesting.
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Leafsnail

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Re: Wizard Duel: Sign-ups
« Reply #5 on: September 16, 2009, 03:47:57 pm »

Wow, looks pretty good (although I know I'm already in :P).  Hmm, what if the town were to agree to all pick the same affinity?  If we all picked, say, fire, we'd all benefit.
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Jim Groovester

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Re: Wizard Duel: Sign-ups
« Reply #6 on: September 16, 2009, 03:55:33 pm »

It goes both ways, though. If all the town decided to go with Fire as their affinity, the duelists can just attack with water, and do double damage. So I think it would be a good idea to have a mix. Also, flavor reasons.

Are our affinities hidden? I imagine they would be, as having the dark affinity public would certainly make finding the dark wizards trivially simple.
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Mephansteras

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Re: Wizard Duel: Sign-ups
« Reply #7 on: September 16, 2009, 03:56:55 pm »

Well, the Seer would be pretty pointless if everyone's affinity was known. :P

But, yeah, everything is hidden at the start. The only things you know are who people vote for and who helps whom using what elements in what way. That's it.
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Leafsnail

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Re: Wizard Duel: Sign-ups
« Reply #8 on: September 16, 2009, 04:02:18 pm »

Ok, well, even if this game were horribly broken or swingy, it should be broken in an extremely fun way.

Also, I've been thinking.  Perhaps you wouldn't just vote in the person you thought was scum, but you would also try to vote in a powerful town role to face him off (like the archmage).
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Mephansteras

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Re: Wizard Duel: Sign-ups
« Reply #9 on: September 16, 2009, 04:05:10 pm »

Oh, yes, I should mention that Every role except Justicar and Grey Mage can be either town or scum. All Cabal wizards get the boost to their base stats in addition to whatever their Role might give them.
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Leafsnail

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Re: Wizard Duel: Sign-ups
« Reply #10 on: September 16, 2009, 04:06:42 pm »

Which I suppose means that an Arch Mage Cabal member is gonna be pretty difficult to stop even if you happen to know exactly who he is :P.  Should be good.
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Mr.Person

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Re: Wizard Duel: Sign-ups
« Reply #11 on: September 16, 2009, 04:41:30 pm »

In
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Re: Wizard Duel: Sign-ups
« Reply #12 on: September 16, 2009, 05:20:34 pm »

I... guess I'll be in.
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Pandarsenic

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Re: Wizard Duel: Sign-ups
« Reply #13 on: September 16, 2009, 05:32:30 pm »

Webadict, how could you not join with your avatar?

*In as well*
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Re: Wizard Duel: Sign-ups (4 spots left!)
« Reply #14 on: September 17, 2009, 08:24:49 am »

Lets try this.
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