I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Wait, I could see how the vig, and guard, would work posthumously. But how would a seer work like that?
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
Generalísimo de Fuerzas Armadas de la República Argentina
+1
BrodyThe WatchThe First ShoreRegistered Userregular
When are you running this game, so that I can ask for vacation time?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Wait, I could see how the vig, and guard, would work posthumously. But how would a seer work like that?
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
I still don't see how the mafia kill works.
If random people put in random orders to use the mafia kill, the dead mafia decide where the mafia kill goes, and then the mafia kill will randomly land on more people who will turnnout to be mafia.
In the end, whether the mafia wins or not will be strictly dependent on the random targetting of the vote and other kills.
Basically, the mafia distribution would have to be predetermined or there won't be much of a game.
Which ignores the whole conceit of phalla in the first place. Like @Munkus Beaver kept saying back in the day, it's all about the pitchfork wielding mob vs the illuminati trying to control things from the shadows (or, if you want to be boring: uninformed majority vs coordinated minority)
You could potentially have a couple of mafia setups I guess...
But I guess they would need to be determined independently from each other, and some people could be on all the mafia boards but others only village/SK.
And you would not want to announce on one board that you're on another.
That 33% chance mafia is not going to necessarily want to keep around that 66% mafia or certain mafia that's on other boards...
Or it might fall the other way and you get a super-mafia group working together and able to win together due to shared members.
Resulting in a mafia superposition win where the joint members win and the non-joint members win without observation of whether they're in the mafia or not.
I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Wait, I could see how the vig, and guard, would work posthumously. But how would a seer work like that?
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
I still don't see how the mafia kill works.
If random people put in random orders to use the mafia kill, the dead mafia decide where the mafia kill goes, and then the mafia kill will randomly land on more people who will turnnout to be mafia.
In the end, whether the mafia wins or not will be strictly dependent on the random targetting of the vote and other kills.
Basically, the mafia distribution would have to be predetermined or there won't be much of a game.
Certainly, the game is in principle very complicated and I'm not sure what the best strategy is, but it's very easy to fix the problem of mafia killing other mafia: eliminate every variation where the mafia shotcaller attacks another mafia. That means potential mafia have substantial control over who might be mafia with them. That means putting in kill orders doesn't need to be random; you can do it strategically.
Generalísimo de Fuerzas Armadas de la República Argentina
+2
BrodyThe WatchThe First ShoreRegistered Userregular
I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Wait, I could see how the vig, and guard, would work posthumously. But how would a seer work like that?
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
I still don't see how the mafia kill works.
If random people put in random orders to use the mafia kill, the dead mafia decide where the mafia kill goes, and then the mafia kill will randomly land on more people who will turnnout to be mafia.
In the end, whether the mafia wins or not will be strictly dependent on the random targetting of the vote and other kills.
Basically, the mafia distribution would have to be predetermined or there won't be much of a game.
Certainly, the game is in principle very complicated and I'm not sure what the best strategy is, but it's very easy to fix the problem of mafia killing other mafia: eliminate every variation where the mafia shotcaller attacks another mafia. That means potential mafia have substantial control over who might be mafia with them. That means putting in kill orders doesn't need to be random; you can do it strategically.
STOP TEASING ME DAMNIT!
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Wait, I could see how the vig, and guard, would work posthumously. But how would a seer work like that?
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
I still don't see how the mafia kill works.
If random people put in random orders to use the mafia kill, the dead mafia decide where the mafia kill goes, and then the mafia kill will randomly land on more people who will turnnout to be mafia.
In the end, whether the mafia wins or not will be strictly dependent on the random targetting of the vote and other kills.
Basically, the mafia distribution would have to be predetermined or there won't be much of a game.
Certainly, the game is in principle very complicated and I'm not sure what the best strategy is, but it's very easy to fix the problem of mafia killing other mafia: eliminate every variation where the mafia shotcaller attacks another mafia. That means potential mafia have substantial control over who might be mafia with them. That means putting in kill orders doesn't need to be random; you can do it strategically.
The mafia then still wins at random in this scenario however, as the remaining players would be, for instance, 33% mafia in a 3 player game, regardless of who died before.
Then the 3 players decide who they like the least and the mafia wins 66% of the time and the village 33% of the time.
Better to have multiple preset versions oc the mafia, with mafia boards closing as soon as those mafia setups become untenable.
But that's not your original every-combination game.
I have been considering running a game for awhile where the roles are indeterminate, chosen from (say) a thousand hypothetical distributions of roles, and only when someone is voted off do we learn what their role is, and that eliminates every variation of the game that doesn't have that person in that role. The game continues as normal, with results (except the vote) given in percentages until the remaining variations determine whether (say) someone is dead, or someone turns out to be the seer.
I saw a description of this idea somewhere, and it's stuck with me--maybe it's called quantum werewolf? My worry is that I'd be the only one who enjoyed it; pretty sure the strategy would be...complicated.
So what...
When someone is voted off and they turn out to be the vig through a die roll, all their pending orders kill off the remaining players?
And who decides the mafia kill?
Everyone who might be the vig sends in a kill order every night. when someone turns out to be the vig, all the people they vigged die.
When you give orders at night, you don't know whether you're shooting them, scrying them, or guarding them? That sounds...interesting
Well, the way I was intending to run it would probably start off very simple, maybe not even with a vig. But if there were vigs and seers, you'd send in separate orders for seering and vigging, and they would only matter if you turned out to be the seer or the vig.
Not a criticism, an exploration of this concept:
Consider the following scenario:
WACriminal, Brody, and ObiFett are playing (amidst an arbitrarily large group of players).
WACriminal sends in a vig order on Day 1 targeting ObiFett because HE NEEDS TO DIE SOMETIME, HE CAN'T KEEP GETTING AWAY WITH IT.
On Day 2, WACriminal is voted out and the probability waveform collapses, determining him to be the vig. ObiFett dies.
However. On Day 1, Brody sent in a guard order protecting ObiFett. On Day 3, after Obi is already dead and his alignment/role revealed, Brody is voted out and the probability waveform collapses, determining him to be the guard.
In this instance, is Obi resurrected? Because god knows we need more of that happening.
This is sort of what I ran into trying to spec out balefire for a WoT phalla. Killing people before their actions ever took effect
I ended up concluding that at least one unresolvable paradox was pretty much guaranteed to occur
So I'm fiddling with this....2 year old... [phalla]mentry procedure game. Just how bad would it be to balkanize the mafia, if it's also a multi-faction game? Are they even a mafia, if their survival doesn't actually block the completion of the game?
So I'm fiddling with this....2 year old... [phalla]mentry procedure game. Just how bad would it be to balkanize the mafia, if it's also a multi-faction game? Are they even a mafia, if their survival doesn't actually block the completion of the game?
That just sounds like another faction to me. What separates them?
So I'm fiddling with this....2 year old... [phalla]mentry procedure game. Just how bad would it be to balkanize the mafia, if it's also a multi-faction game? Are they even a mafia, if their survival doesn't actually block the completion of the game?
That just sounds like another faction to me. What separates them?
Hard networking? (kinda sorta). Meta-factions, on top of the existing factions?
I am currently brainstorming a Phallection game, roughly based on the presidential election but with 100% fictionalized country/characters (don't expect any hot takes or political commentary in the roles, it's all in good fun) but with a unique mechanic Spoit inspired in me and told me it was okay to use for myself. Keeping the mechanic under my hat for now, all I'll say it plays to my fear that I'll really suck at writing narrations.
Not officially signing up, but I'm definitely closer to having an actual game put together than I was with my last idea for a halloween phalla (and I'm kinda glad Matev had one instead since I turned out to be crazy busy for the past week, I didn't even see signups go up). @MrTLicious I'm still gonna take you up on your offer for balance when I get something coherent together. :P
Posts
This is the kind of complexity that comes up with guard/vig interactions. I would play it as that ObiFett is a percentage dead, depending on how many of the possibilities involve him being guarded, and only when none of the possibilities left end up with him being guarded that day does he die--or maybe it turns out he was guarded, then he turns out to be not dead.
Well, here's how the seer would work. Everybody with a possibility left of being the seer--I think you'd know how likely you are to be the seer, every night--would send in seer requests, and would get randomized responses based on how likely their targets are to be mafia. Now, as people die and the possibilities collapse, sometimes people will turn out to be mafia or villagers in ways that falsify some seer responses. In that case, the people who received the false seer responses would turn out not to be the seer, or to put it more formally, all the possibilities where they are the seer would be eliminated.
One way someone could learn that they're the seer is by dying and one of the cases where they're the seer gets rolled. That does kinda suck. But it might also be that other people who might be the seer all end up with falsified responses. In any case, if it turns out you are 50% the seer, that means in 50% of the possibilities left all of your seer responses are true. So you can still get info from the responses.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Not so hot at the balance so far, but I'm generally around a fair bit and can help automate things where needed for anyone.
I still don't see how the mafia kill works.
If random people put in random orders to use the mafia kill, the dead mafia decide where the mafia kill goes, and then the mafia kill will randomly land on more people who will turnnout to be mafia.
In the end, whether the mafia wins or not will be strictly dependent on the random targetting of the vote and other kills.
Basically, the mafia distribution would have to be predetermined or there won't be much of a game.
But I guess they would need to be determined independently from each other, and some people could be on all the mafia boards but others only village/SK.
And you would not want to announce on one board that you're on another.
That 33% chance mafia is not going to necessarily want to keep around that 66% mafia or certain mafia that's on other boards...
Also also -> Birthdaygate Mach II
Resulting in a mafia superposition win where the joint members win and the non-joint members win without observation of whether they're in the mafia or not.
You let me know when you want to run a game.
Certainly, the game is in principle very complicated and I'm not sure what the best strategy is, but it's very easy to fix the problem of mafia killing other mafia: eliminate every variation where the mafia shotcaller attacks another mafia. That means potential mafia have substantial control over who might be mafia with them. That means putting in kill orders doesn't need to be random; you can do it strategically.
STOP TEASING ME DAMNIT!
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The mafia then still wins at random in this scenario however, as the remaining players would be, for instance, 33% mafia in a 3 player game, regardless of who died before.
Then the 3 players decide who they like the least and the mafia wins 66% of the time and the village 33% of the time.
Better to have multiple preset versions oc the mafia, with mafia boards closing as soon as those mafia setups become untenable.
But that's not your original every-combination game.
It doesn't matter lately, but if it does, it does.
This is basically what I meant. My apologies for my poor wording.
This is sort of what I ran into trying to spec out balefire for a WoT phalla. Killing people before their actions ever took effect
I ended up concluding that at least one unresolvable paradox was pretty much guaranteed to occur
That just sounds like another faction to me. What separates them?
3DS Friend Code: 3110-5393-4113
Steam profile
Hard networking? (kinda sorta). Meta-factions, on top of the existing factions?
https://www.youtube.com/watch?v=PgPfShkbEZk
Not officially signing up, but I'm definitely closer to having an actual game put together than I was with my last idea for a halloween phalla (and I'm kinda glad Matev had one instead since I turned out to be crazy busy for the past week, I didn't even see signups go up). @MrTLicious I'm still gonna take you up on your offer for balance when I get something coherent together. :P
Who's up next? Based on the sign up list from Bandwagon, @WACriminal is up with @Egos to follow.
Given I've never run a game I should probably just stick to playing it
Confusion will be my epitaph
And you just can't hide it?
For the bride!
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I think the obvious solution is to run a game right now.
I'm in.
I could give you a hand with this. Im probably not going to have time to play any phallas for a while anyway.
3DS: 1289-8447-4695