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#1 Post[Third Party Win] WW XXVII: The Remnants of Boswell [GAME OVER] Isolate
The end of each day phase will be at 17:00 (5:00 PM) EDT [21:00 (9:00 PM) GMT].
Night phases will last 4 hours and will end at 21:00 (9:00 PM) EDT [1:00 (1:00 AM) GMT].

Many wars have been waged over the Kingdom of Boswell. Each has left the region trampled by legions of knights, polluted by wizards slinging spells across the landscape, looted by opportunistic merchants, littered with assassinated corpses and polluted by the blood magic of so-called 'healers'. Now, the fragmented factions left behind clash once more, to decide what what the future has in store for this ravaged land -- if, indeed, there is any future at all left to be had.





Introduction and Mechanics
The Remnants of Boswell is a multifaction game - there is no village, but rather, each player is assigned to a faction (called Realms). Each Realm has a set of unique abilities that allows it to exert control over the game. Each of the 4 players in the Realm is assigned one of 5 roles. Each realm has one role that is missing, and one that is upgraded to a more powerful version.

At the beginning of the game, players do not know who their teammates are. Some roles have the "Identify" ability, allowing them to check each turn to see if another player is part of their realm. If that player is part of their realm, those two players become "connected" and will share pms from the host. In addition to using Identify, a Realm's wizard can also check a player's Realm each turn. If they are an allied player, a connection is formed.

Each realm additionally has a passive ability (that automatically applies to all its member from the beginning of the game), a Minor Special (available to use when two or more players of that realm have been connected), a Major Special (available and announced publicly when 3 or more members of that realm become connected), and a Disparity (a powerful ability that automatically is revealed and available when there is only one living player remaining in a realm.).

Players of a realm will know their own Major Special and Disparity when the game starts.

To help with finding teams, on Round 0 each player will be given the name of a random player who is not a member of their realm.


Each Realm's Win condition is to to eliminate the other Realms and become the only Realm with one or more living players in the game.


Influence
This game will see the return of the successful Influence mechanic from previous Boswell games. Each player begins the game with 1 influence and, starting on Round 0, each player must give a gift of 1 bonus Influence to another player in the game each round (if no target is selected, a random target will be chosen). Additionally, when a connection is formed, both the peeker and the target receive one Influence. In this way, Influence is constantly being added to the game.

A player's Influence is how much their vote counts (a player with 8 Influence will have their vote be 8 times as powerful as someone with only 1 Influence). Vote tallies will not show individuals' current Influence levels, therefore the popular choice may not be lynched; however, the total amount of Influence placed on each person will be public knowledge following the lynch. This also demonstrates that one would not want to be a lone voter, unless they don't mind their Influence being public knowledge.

Additionally, the roundly nightkill is performed by the Realm with the least total Influence. In the event of a tie, the tied Realm with the lowest individual Influence wins the tie. If that too is a tie, the Realm with the lowest number of players wins the tie. If all of these are a tie, all tied Realms will perform a separate nightkill.

Killing a player via any method transfers the dead player's Influence to their killer. In the case of nightkill or any other factional killing power, the killer is the player with the least Influence in the Realm. In the case of lynch, the killer is the voter with the least Influence on the wagon.

At the dawn of every morning there will be a listing of all of the Influence in the game by Realm. There will be a list of Realms, by number, and the total Influence held by all members of the Realm. The recap will look like this:

Realm One – 8
Realm Two – 7
Realm Three – 7
Realm Four – 5


Roleblocks
Roleblocks are slightly more powerful in this game than they are in a standard mafia game. A roleblock will effectively suspend a player's role for that round, preventing not only active abilities (like Insight) but also passive ones (like Armored). Roleblocks do not block nightkill, lynch, identify, or Realm powers such as the realm Passive, Minor Special, Major Special, or Disparity. In addition, some abilities may be immune to roleblocking, such as the Assassin's Veil of Night.


Poison
Poison is a special status effect that can be applied in this game. Poison will roleblock and kill on the round following its application. Targets will always know that they have been Poisoned. Poison kills can be protected against via the Physician's power.




Roles
Spoiler: show
Assassin
Retaliate [Kills]: If killed, the Assassin retaliates against a single player in the game with Brutal, killing them also.
Disable [Roleblocks]: Once per game, the Assassin may roleblock another player's powers for one round.
Veil of Night: The Assassin will not die to Poison or Doom. This power is immune to roleblocks.
Identify (Two's Company) [Peeks]: So long as the Assassin is not connected to any other player, they are able to choose a player each round and will be told if they share the same Realm with them.


Knight
Armored: The Knight will use their toughness to survive any single action that would otherwise kill them.
Shield [Protection]: The Knight may choose protect one other player each night, taking any attacks on that player besides lynch on themselves instead.
Fortitude [Protection]: Once per game, the Knight may become immune to all death besides lynch for one round.


Wizard
Revelation [Peeks]: The Wizard may choose one player each night and learn either the Realm that they represent or how much Influence they have at the end of the night phase.
Doom [Kills]: Once per game, the Wizard may curse another player, tying that player's fate to their own. If either player dies, the other will be unconditionally killed by the curse. Players are always told if they are doomed, and who they were doomed by.
Identify (Unlimited) [Peeks]: The Wizard is able to choose a player each round and will be told if they share the same Realm with that player.


Merchant
Trade [Manipulation]: The Merchant is able to transfer Influence to or from a single chosen player each round. The sender's Influence is halved and given to the receiver.
Census [Peeks]: Once per game, the Merchant may call a Census, revealing every player's current Influence at the end of that round.
Smoke and Mirrors [Lynch]: Once per game, the Merchant may cast a secret vote which overrides their public vote and does not appear in the end of round tally.


Physician
Medicine [Protection]: The Physician may choose a player each night to protect from any death (except lynch). Physicians and players who were protected by Medicine in the previous round are only protected from Poison.
Adrenaline [Protection]: Once per game, the Physician may cause their Medicine to grant immunity to the following round's lynch.
Identify (Unlimited) [Peeks]: The Physician is able to choose a player each round and will be told if they share the same Realm with them.


Zombie
Zombies are half-roles created by Retribution. See Realm powers below.
Checked Out: Zombies do not count as 'alive' for parity or Specials, and thus do not need to be killed for another Realm to win.
Brain Rot: Zombies retain a single one-use charge of any original nightly powers that they had before they became a Zombie.
Undead: Zombies are immune to roleblocks, cannot be protected from death in any way, and are immune to poison.



The Remnants (Realms) of Boswell
Spoiler: show
Barren Frosts
Even the most remote lands of Boswell have felt the high cost of war, drained of resources and even life itself. An ingenious military scientist named Arceye once devised a machine which wreaked havoc on the upper atmosphere of these once majestic mountains, leaving them exposed to the most extreme cold in winter and heat in summer. A harsher wasteland even than Scorching Sands, its only inhabitants belong to a shadowy cabal that is better left alone.

Theme: Early game, information and manipulation - "Be polite, be efficient, and have a plan to kill everyone you meet."

Missing Role: Knight
Specialty Role: Wizard → Blightcaster (Doom links any two players instead of self-linking)
Passive – Infiltration: Any Identify targeting a citizen of Barren Frosts will always show them as an allied player, displaying them as a random non-connected role if possible and creating a connection with that player. If a citizen of Barren Frosts attempts to override another realm's major/minor special targets, their submitted override will be ignored. If a Barren Frosts citizen becomes roleblocked at any time, all false connections they have made will be severed. If a Wizard peeks a connected Barren frost citizen for Realm, that connection will be severed.
Minor Special – Informant: While one or more citizens of Barren Frosts is connected to an enemy realm, all Barren Frosts citizens not connected to that realm have total immunity from all non-peek night actions originating from the connected realm.
Major Special - [Hidden until available]
Disparity - [Hidden until available]


Scorching Sands
Where Meadowvale once lay, there now stretches a continuation of the western desert. The vast fields that used to cover the countryside have been scorched and salted countless times. They bear no fruit, hold no water, and offer no shade. Very little is able to survive in this barren wasteland, save for a few nomadic groups who have a certain talent for trading.

Theme: Mid-early game, influence and connections - "This is my world. You are not welcome in my world."

Missing Role: Assassin
Specialty Role: Merchant → Politician (May use Smoke and Mirrors every round)
Passive – Rubbing Shoulders: Voting for another member of Scorching Sands forms a connection and subtracts Influence from the tally instead of adding it. Tallies will not report less than zero Influence.
Minor Special – Through the Cracks [Prelock]: Each round, Scorching Sands chooses one of their citizens. That citizen gains the Veil of Night power of the Assassin and is not counted for the purposes of calculating nightkill for the round.
Major Special - [Hidden until available]
Disparity - [Hidden until available]


Twisted Depths
The once lush forests once known as Boswell Woods have grown ever more wild. The forest has a mind of its own, and does not suffer any to live within it except deep underground where even its roots cannot reach. Those who do scrape out an existence in the depths have been twisted by the rampant magic that first brought consciousnesses to the forest.

Theme: Mid game, rule breaking and flexibility - "There is such potential in one mortal life."

Missing Role: Merchant
Specialty Role: Assassin → Shaman ([Kills] Disable becomes a kill)
Passive – Underground Network [Manipulation]: Start the game knowing the Major Special of every Realm. Connected players may rearrange their Roles each round.
Minor Special – Binding Rune [Roleblocks]: Each round, target a player to roleblock them. Cannot target a previously targeted player.
Major Special - [Hidden until available]
Disparity - [Hidden until available]


Desolate Falls
At the outskirts of Twisted Depths, the former paradise known as Golden Lakes is now home to a rough warrior tribe whose holy calling is to protect their once prosperous land from the invasion of the sentient forest to the north and the rampaging thieves to the south. Life here is short and bloody, but lived to the fullest; the inhabitants wary and down-to-earth.

Theme: Mid-late game, raw killing power and defense - "Oh, they're going to have to glue you back together - in hell!"

Missing Role: Physician
Specialty Role: Knight → Defender (Shield provides full protection instead of a self-redirect)
Passive – True Grit: All Desolate Falls citizens are immune to roleblocks.
Minor Special – Rune Amplification [Kills]: Mark a player each round. Once during the game, trigger the mark to Poison all living Marked players. Mark triggering automatically performed when this Special is deactivated.
Major Special - [Hidden until available]
Disparity - [Hidden until available]


Retribution
While others sought power through the blade, the ancient city of Redemption turned to the dark arts. Few now roam its musty streets and deserted buildings, but those who do can hardly be called alive. Even those who retain a modicum of rational thought are so wholly given over to undeath that they consider those who are yet fully alive to be grievously afflicted and in desperate need of release from life.

Theme: Late game, necromancy and survival - "You only live twice. Make them count."

Missing Role: Wizard
Specialty Role: Physician → Necromancer ([Protection] Select a Zombie each round; all kills besides lynch targeting the Necromancer instead target the chosen Zombie)
Passive – Undead Army [Manipulation]: Any non-zombie Retribution citizens who die are reanimated as a Zombie the following round.
Minor Special – Reconstruction [Manipulation]: Each round, give a chosen Zombie an extra charge of their original nightly abilities.
Major Special - [Hidden until available]
Disparity - [Hidden until available]





Other:
-Players are always required to place a vote each round. If a player has not voted at the end of the round, they will automatically vote for themselves.

Order of Actions
Day: Prelock -> Influence Locked -> Influence Gifts -> Lynch
Night: Roleblocks -> Protection -> Kills -> Manipulation -> Peeks -> Realm Power Activations -> Influence Unlocked

Influence locks mean that no changes to Influence will be realized until unlocked.






[cohost Rainboy]





Game Specs:

Spoiler: show
Alternate Game Type: Semi-Open - Most Rules are posted in the thread. Any hidden parts will usually be labeled as such, and most questions will be answered.
Alternate Round Type: Hybrid - Day and night are kept separate, but night lasts only a couple hours. Players are encouraged to submit actions during the day due to the brevity of the night phase.
Common Action Timestamp: No Surprises - Voting and actions are held in tight order. Any votes or actions after the deadline will not be counted, even if the Host hasn’t posted Sunset or Dawn yet. Any action not taken will be lost; the Host will not extend a round or give you a random peek or kill.
Common Voting Type: Timed Lynch - At the end of a certain amount of time, the player with the most votes is lynched.
Common Tie Breaker: LHLV - In the event of a tie, the player with the Longest Held Last Vote, or LHLV, is lynched. Basically, the player with the most votes just before the tie is lynched. If a player is tied with No Lynch, no player will be lynched regardless of LHLV.
Common Ghost Etiquette: RP Play Style - Once dead, players may post in the thread and join public IRC so long as they don't make game related posts or comments. They may not PM other players about the game or have private conversations on IRC. If you have data that you'd like to share, please, do so before your death. Dead Mafia/Wolf players are given a partial exception and are allowed to PM other Mafia/Wolves. All players are always free to talk with their Host in private IRC or PM.
Alternate Game Start: Village Vote (Modified) - The game has a short R0 for Negative Peeks and Influence Gifts, then goes nightless into Round 1.
Common R0 Peeks: Random Negative* - Every player who can peek is given a random peek from all players who would return "No" or "Not X" other than the peeker. All players will also be allowed to gift another player Influence during R0.
Alternate Death Reveal: Alignment Reveal- All players, when they die, will have only their alignment revealed publicly. No other information on roles, powers or anything else is given.



Rounds will be a 44 hour day/4 hour night hybrid-phase game. Think of it as Speedplay, but with a little extra "grace period" to react to the lynch results.



Modkills and Activity:


There will be strict activity expectations for players in this game. Players will be expected to make at least 5 game-related posts per day phase.

Modkills will be given out for the following:

-Failing to meet the posting requirements after being warned once.
-Deliberately throwing the game (Players are expected to try their best to win)
-Directly quoting or sharing screenshots private correspondence from the host(s) without permission.
-Using codes or encrypted information of any kind

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Thu Jun 07, 2018 11:17 pm
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#2 Post Re: WW XXVII: The Remnants of Boswell Isolate
Mechanics, Interactions and Additional Notes
Spoiler: show
General Information
All of the following notes are posted with public knowledge in mind. Major Specials and Disparities may add new entries or exceptions to any of these rules. At the start of the game, Twisted Depths will gain any applicable additional notes related to other Realms' Major Specials and all Realms will gain any applicable additional notes related to their own Major Special and Disparity. Otherwise, notes will be posted when an ability is publicly revealed.

Realms are balanced against each other as a whole, and not on individual powers. You can expect late game Realms to have much stronger Major Specials and Disparities, while early game Realms have lots of ways to form connections and stronger Minor Specials and Passives.

All Influence tallies are accurate at the time of posting. Powers like Smoke and Mirrors will change where Influence goes, but that change will be accurately reported by the tally at the end of the round.


Roleblocks
Roleblocks will last one whole round. (That is, a roleblock would prevent a Merchant from using Smoke and Mirrors the following day) Poison will roleblock on the day following its application, and will kill on the following night.

Disable is effectively immune to roleblock because it is itself a roleblock and thus calculated at the same time as other roleblocks.

Disable (and other limited use powers) will not be refunded if used on immune targets, due to Desolate Falls' True Grit, Assassin's Veil of Night, or Barron Frosts' Informant, etc.

Roleblocked limited use powers are prevented entirely (and thus never used) and are not consumed.


Protection
All protection loops will be broken by invalidating all actions in the loop and notifying all players involved. Protection chains are allowed and encouraged. (So two Physicians will not be allowed to protect each other, but one could protect the other while the other protected someone else)

All types of kills are treated equal for the purposes of protection. Unless "unconditionally" is stated on the kill, successful uses of protection powers like Shield and Medicine will block/redirect any type of kill execution including Poison. Powers which set up a kill but do not execute it (Doom, Poison, etc) are not blocked/redirected by such abilities.

Any kill which is "unconditional" can not be protected by any power unless that power specifically calls out the killing ability's name. (For example, Assassin's Veil of Night specifically grants immunity to Wizard's Doom)


Order of Actions
Lynch happens after Influence Gifting, so it is possible for the lowest Influence player(s) in the wagon to gain more Influence than the target originally had at the beginning of the round.

Since all Influence is locked near the beginning of the round, kills and Influence Gifts will not affect who is lynched or which Realm controls the nightkill.

Curse kills are processed after all other kills. Thus, if a Wizard and his Doom target are the last two players alive, the player who would be killed by the curse wins.

All night kills happen at the same time. Kills which are limited use will be refunded if they were not required in order to kill the target. Any effects which key off certain kills (eg, if an ability did something on nightkill) will be activated if that particular kill type was used on the player the round they died.


Merchant Trade
  • Chains are resolved by allowing the Influence to follow the chain. If Merchant A trades from Merchant B, and Merchant B trades from Player C, and each player started with 10 influence, the result is A:20, B:5, C:5.
  • Splits are processed by splitting the transferred Influence equally (rounded down). If Merchant A and Merchant B both trade from Player C, and each started with 10 Influence, the result is A:12, B:12, C:6.
  • Loops cause all actions in the loop to be invalidated. All Merchants in the loop will be aware that a loop was formed.



Specials and Disparities
Specials are only usable by connected players, and each 'group' of connected players may act seperately from other groups. That is, if there are two groups of two players from the same Realm, both will have access to seperate instances of that Realm's Minor Special. When the groups combine, the least powerful/most used instance of the Sppecial is kept and any others are discarded.

All Realm powers are checked for activation or deactivation at the same time towards the end of Night. It is possible that a Realm will go from 2 players to 0 in the same round and never activate its Disparity. Realms will also be able to use their Minor and Major Specials even if, during the round, enough players die (or are revealed to be Barron Frosts and disconnected) to deactivate the Special.

Barron Frosts players count towards activating Specials in other Realms. It is possible, using Barren Frosts players, for a Realm to have two instances of its Major Special active at the same time.

Barron Frosts connections will prevent Disparities from activating, as a Disparity only activates when the last living player in the realm has no connections.

All peeks happen simultaneously, and connections are calculated at the same time Realm Powers are. Thus, if a BF player disconnects from a group at the same time another member of that group's Realm uses Identify on the BF player, the BF player will be connected to the other member, and the group will not.

Barren Frosts connections are still transitive within a foreign Realm. That is, if an unconnected player from Realm X Identifies a Barren Frosts player, they will be connect to the Barren Frosts player and any other Realm X players that the Barren Frosts player was connected to.

Wizards using Revelation on Barren Frosts players will automatically disconnect them from any current or future group that the Wizard is connected to. The peek will NOT disconnect the Barren Frosts player from groups that the Wizard is not connected to.

Underground Network allows for mutually accepted role trading. Both players must submit an action to trade with the other, and both players must be connected. Trades with connected Barren Frosts players are allowed.

Necromancer requires a (un-)living Zombie player to use his extra ability. Dead Zombies and living players will not do.

Zombies may vote, and will start with one Influence when they are revived (due to losing all Influence to their killer and being raised to the minimum one). Reconstruction and the inherent Zombie ability only work with nightly abilities, not limited use powers. Zombies may be killed again, and do not inherently revive.






Players:

1. Romeo - Nightkilled R1 (Barron Frosts)
2. Numble
3. Cruxell
4. Blaze
5. Patrick
6. Lawliet
7. Wertydoo
8. Maki
9. Mystic
10. Katika VS
11. ARSENIC
12. SweedyGonzales - Lynched R1 (Scorching Sands)
13. Cap_H
14. Freddy
15. UnwaveringGrey
16. AnOddGuy
17. Mendel
18. [404 - Player Not Found] Sniped R3
19. MMage
20. WaywardVole

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Fri Jun 08, 2018 7:59 pm
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#3 Post Re: WW XXVII: The Remnants of Boswell Isolate
Ah, it's good to be back. With a classic madness game, no less.

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Sat Jun 09, 2018 4:19 am
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#4 Post Re: WW XXVII: The Remnants of Boswell Isolate
[signups open]. There may be a couple tweaks to the roleset, but overall we're pretty happy for it.


More mechanics explanations will be provided soon.

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#5 Post Re: WW XXVII: The Remnants of Boswell Isolate
[IN]

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#6 Post Re: WW XXVII: The Remnants of Boswell Isolate
Leroy. Jenkins.
[in]

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#7 Post Re: WW XXVII: The Remnants of Boswell Isolate
[in]


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#8 Post Re: WW XXVII: The Remnants of Boswell Isolate
In

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#9 Post Re: WW XXVII: The Remnants of Boswell Isolate
[In]

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#10 Post Re: WW XXVII: The Remnants of Boswell Isolate
[In]


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#11 Post Re: WW XXVII: The Remnants of Boswell Isolate
[in]
I am proud of having helped influence the prior events that led to this boswell world in in a wonderful Fate campaign that Rainboy hosted years ago.

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#12 Post Re: WW XXVII: The Remnants of Boswell Isolate
[in]

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#13 Post Re: WW XXVII: The Remnants of Boswell Isolate
Maki wrote:
[in]

BABY! <3 YOU CAME BACK TO ME.

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#14 Post Re: WW XXVII: The Remnants of Boswell Isolate
OP has been updated with a couple fixes (roleblocks do NOT block nightkill).

Also, Liquid Rage is the hosting account Rainboy and I will be using to host this game. Please send all your private action PMs to Liquid Rage.

This is for your own convenience, so you do not have to CC rain and me on every pm you send (that gets old quickly).

Night actions sent to Rainboy's or my main accounts will be ignored. (You still may, of course PM either of us if you have questions about the game, just make sure you send in-game actions to the correct account).

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#15 Post Re: WW XXVII: The Remnants of Boswell Isolate
HATER wrote:
Night actions sent to Rainboy's or my main accounts will be ignored. (You still may, of course PM either of us if you have questions about the game, just make sure you send in-game actions to the correct account).


Personally, if I notice that I received any PMs, I will forward them to the hydra account. This is not a guarantee that your actions will make it in, and I will not be held accountable for unconfirmed actions that were sent via any medium besides a PM to the hydra. That is, you may send me actions via any means you desire, but if I have not confirmed to you that I have received them, I do not guarantee that the actions will be counted.

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Sun Jun 10, 2018 10:53 pm
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