The Resistance!
Jan 19, 2013 10:41:28 GMT -8
Post by Deleted on Jan 19, 2013 10:41:28 GMT -8
Greetings.
While my crack team of top-notch writers works on my character, I have decided to fill my time with forum games. I see you all like werewolves, but instead of putting werewolves in your werewolves, I decided to offer you an alternative: A game called The Resistance. Similar to Werewolf, this is a "party game", where players take on different roles and attempt to deceive each other, because somebody decided that lying and stabbing each other in the back was a good way to promote friendship at parties. I don't know who that person was, but, he or she deserves a medal.
So! The game itself. In a ten player game (we'll start with that), players take on the role of a resistance movement against a tyrannical government, attempting to carry out missions for their side. However, some members of the resistance are actually evil spies attempting to sabotage them. The resistance is going to have figure out who the spies are if they want to succeed, and obviously the spies are trying to keep a low profile while completing their missions.
The game itself is simpler than Werewolf in that there are only two roles, and no real special abilities. It's more a game of deduction than random lynching, and at no point are any players eliminated, so you can't be randomly killed in the first round and not get to play any more. Not sure if you'll all like it, but, I'd like to give it a try.
How Stuff Works
- In a ten player game, six players are loyal members of the Resistance, and four are evil Spies. The Spies are aware of each others identities.
- The game lasts up to five rounds. The Resistance must successfully complete three missions to win. The Spies must successfully sabotage three missions to win.
- Each round, the person running the game (me in this case) will assign a mission (which will require a certain number of operatives to complete), and a leader.
- The leader for that mission will suggest a team of X operatives (however many are required to complete the mission). The leader can volunteer him/herself for the mission.
- The rest of the team votes on whether they agree with this team or not. If the vote fails, leadership passes to the next person in the list, who suggests a new team. This is the primary method for trying to keep Spies away from the mission.
- An important note: If the vote fails five times in a row, the Spies win, as the Resistance is too fragmented and disorganized to accomplish their goal.
- Should the vote succeed, the mission is carried out. Each operative participating in the mission submits via PM a Mission Result. This result will be either Success or Fail.
- If all operatives have submitted a Success result, the mission succeeds, and the Resistance gets a point.
- If even one operative submits a Fail result, however, the mission is sabotaged, and the Spies get a point. This gives the Resistance an important clue, however: One member of that team, at least, is a Spy
And those are the basics! The Resistance must keep careful watch on who is on a mission when it succeeds or fails in order to determine who is a Spy, and who is a loyal member of the Resistance. They must then try to swing the vote to keep the spies out. As the game progresses, some missions will require more than one Fail result, making things more difficult for the Spy team.
I hope that was all clear. If it wasn't feel free to ask questions, and I'll clarify as best I can. I'll post a bit of a sample game turn here so you get a better idea of how things will work:
A Sample Round
Game Start: Roles are assigned in secret, Spies are made aware of each other.
Assignment Phase: Mission One is assigned. Mission One will require three operatives to complete. Bob is selected as the leader.
Team Selection Phase: Bob suggests a team of himself, as well as Doug and Linda.
Voting Phase: Everyone agrees with this team, and votes for it. The vote passes, and the mission proceeds.
Mission Phase: Operatives submit their results in secret.
Result Phase: Two successes, but one fail! The Spies take this round, but now we know that either Bob, Doug, or Linda is a spy...
Some Tips
- Voting in the first round is tricky. Imagine the first leader selects a team that contains no Spies. This is bad for the Spies, because they will lose the round. However, they have no basis to vote against the team, so doing so will cast suspicion on them. It might be good to simply let the Resistance have the first round in this case.
- Alternately, maybe there IS a Spy on the team in the first round. It may be wise for the Spy to submit a Success result so the mission is carried out successfully. They may lose a round, but now the Resistance will be fairly certain that every operative on that team is on their side.
- When multiple Spies are on a team, make sure only ONE of you submits a Fail result (unless the mission requires multiple Fail results to sabotage it). If multiple Fail results are received, I will announce it. Then people will know that there were multiple Spies on the team.
- Remember: There are two ways for the Spies to win. They must either sabotage three missions, OR, cause the vote to fail five times in a row. Don't get too hung up on the voting phase, or you'll lose, Resistance!
And that's about all I can think of for now. Again, if you have questions, let me know. If you're interested, feel free to start a sign-up sheet in the usual fashion. I'm limiting this to ten players for now, because I've never run it before, so, I'd like to keep it manageable. In future, maybe we'll expand it to more players!
While my crack team of top-notch writers works on my character, I have decided to fill my time with forum games. I see you all like werewolves, but instead of putting werewolves in your werewolves, I decided to offer you an alternative: A game called The Resistance. Similar to Werewolf, this is a "party game", where players take on different roles and attempt to deceive each other, because somebody decided that lying and stabbing each other in the back was a good way to promote friendship at parties. I don't know who that person was, but, he or she deserves a medal.
So! The game itself. In a ten player game (we'll start with that), players take on the role of a resistance movement against a tyrannical government, attempting to carry out missions for their side. However, some members of the resistance are actually evil spies attempting to sabotage them. The resistance is going to have figure out who the spies are if they want to succeed, and obviously the spies are trying to keep a low profile while completing their missions.
The game itself is simpler than Werewolf in that there are only two roles, and no real special abilities. It's more a game of deduction than random lynching, and at no point are any players eliminated, so you can't be randomly killed in the first round and not get to play any more. Not sure if you'll all like it, but, I'd like to give it a try.
How Stuff Works
- In a ten player game, six players are loyal members of the Resistance, and four are evil Spies. The Spies are aware of each others identities.
- The game lasts up to five rounds. The Resistance must successfully complete three missions to win. The Spies must successfully sabotage three missions to win.
- Each round, the person running the game (me in this case) will assign a mission (which will require a certain number of operatives to complete), and a leader.
- The leader for that mission will suggest a team of X operatives (however many are required to complete the mission). The leader can volunteer him/herself for the mission.
- The rest of the team votes on whether they agree with this team or not. If the vote fails, leadership passes to the next person in the list, who suggests a new team. This is the primary method for trying to keep Spies away from the mission.
- An important note: If the vote fails five times in a row, the Spies win, as the Resistance is too fragmented and disorganized to accomplish their goal.
- Should the vote succeed, the mission is carried out. Each operative participating in the mission submits via PM a Mission Result. This result will be either Success or Fail.
- If all operatives have submitted a Success result, the mission succeeds, and the Resistance gets a point.
- If even one operative submits a Fail result, however, the mission is sabotaged, and the Spies get a point. This gives the Resistance an important clue, however: One member of that team, at least, is a Spy
And those are the basics! The Resistance must keep careful watch on who is on a mission when it succeeds or fails in order to determine who is a Spy, and who is a loyal member of the Resistance. They must then try to swing the vote to keep the spies out. As the game progresses, some missions will require more than one Fail result, making things more difficult for the Spy team.
I hope that was all clear. If it wasn't feel free to ask questions, and I'll clarify as best I can. I'll post a bit of a sample game turn here so you get a better idea of how things will work:
A Sample Round
Game Start: Roles are assigned in secret, Spies are made aware of each other.
Assignment Phase: Mission One is assigned. Mission One will require three operatives to complete. Bob is selected as the leader.
Team Selection Phase: Bob suggests a team of himself, as well as Doug and Linda.
Voting Phase: Everyone agrees with this team, and votes for it. The vote passes, and the mission proceeds.
Mission Phase: Operatives submit their results in secret.
Result Phase: Two successes, but one fail! The Spies take this round, but now we know that either Bob, Doug, or Linda is a spy...
Some Tips
- Voting in the first round is tricky. Imagine the first leader selects a team that contains no Spies. This is bad for the Spies, because they will lose the round. However, they have no basis to vote against the team, so doing so will cast suspicion on them. It might be good to simply let the Resistance have the first round in this case.
- Alternately, maybe there IS a Spy on the team in the first round. It may be wise for the Spy to submit a Success result so the mission is carried out successfully. They may lose a round, but now the Resistance will be fairly certain that every operative on that team is on their side.
- When multiple Spies are on a team, make sure only ONE of you submits a Fail result (unless the mission requires multiple Fail results to sabotage it). If multiple Fail results are received, I will announce it. Then people will know that there were multiple Spies on the team.
- Remember: There are two ways for the Spies to win. They must either sabotage three missions, OR, cause the vote to fail five times in a row. Don't get too hung up on the voting phase, or you'll lose, Resistance!
And that's about all I can think of for now. Again, if you have questions, let me know. If you're interested, feel free to start a sign-up sheet in the usual fashion. I'm limiting this to ten players for now, because I've never run it before, so, I'd like to keep it manageable. In future, maybe we'll expand it to more players!