The Fall of Tinsel Town: A Play by IAAFR
Act 1: The Hatters Go Mad
There once was Tinsel Town.
Tinsel Town was a noble, formidable place. A place where people wore Hats with Meaning. Everybody in Tinsel Town was conferred a Hat upon birth, signifying their place in society. Without their Hat, they would have no place and they would be banished from Tinsel Town. So all the noble, formidable people of Tinsel Town guarded their Hats jealously.
But over the course of the recent years, something strange has befallen upon Tinsel Town. It seems some of Tinsel Town's Friends (everybody in Tinsel Town is a Friend so long as they have their Hat) have developed a strange paranoia.
One fateful night, four of Tinsel Town's Friends decided to take off their Hats, so as not to be identified, and do a very bad thing. A very, very bad thing. They snuck off together past the Walls of Tinsel Town, and they ingested some LSD. And the LSD told them things. The LSD reminded them that their Hats were all they were, and they were meaningless without the Hats. They needed their hats, but they were outside the walls. What could they do? They panicked under the disorientation of the drugs. They thought they would never find their hats again. One forgot who he was entirely and ran away from the group. In their panicked, lysergic state, they drove themselves into a frenzy searching for the hats. Reduced to a primal, UnFriendly state, they desparately clawed the walls, having forgotten where the entrance to Tinsel Town was located.
When the three finally made their way back inside the walls of Tinsel Town, they had convinced themselves that there was a conspiracy to keep them from their Hats of Meaning. So in the dead of night, the Three Hatters, now permanently Mad from the effects of the LSD, concocted a plan to battle the conspiracy fabricated by their delusional acid-thinking. They would enter the abodes of the sleeping Friends of Tinsel Town (nobody in Tinsel Town locked their doors, since all were Friends), and steal all the hats. I lied earlier, by the way: nobody really guarded their Hats jealously anymore. The Hatters had grown complacent from years of enduring peace, and their Hats were easily stolen.
The Mad Hatters agreed to split each of the 12 stolen Hats evenly, hoarding 4 each. They didn't forget their comrade-in-tripping either: they refrained from stealing his hat, but left him a note: "Hide your hat. Trouble will befall us all soon. If you remember us, help protect us. If not, just save yourself. We know you're one of the pure ones." Upon returning and finding this note the next day, the Lost Mad Hatter was convinced he had to help the friends whom'se identities he could not remember, by either killing an outsider or by dying to one of his comrades. His logic was not clear, but it was unmistakably lysergic.
Upon waking and finding their Hats missing, the victimized Friends of Tinsel Town were bewildered. Being a remote Town 2000 miles away from any other civilization, they knew the Hat Thieves were among them. But who? And why would they do such a thing? Only one thing was for sure: the Elders of Tinsel Town had written very clearly a specific protocol for Hat Retrieval: Individual Duels to the Death, one at a time. Who would be the first to accuse another Friend of Tinsel Town of the worst crime, Hat Thievery? Would the Mad Hatters be able to hide their crimes? And what of the Lost Mad Hatter, on his own Mad mission? They were about to find out.
Rules
Play to win condition; use of abilities considered wincon-sabotaging will incur bans from future games. Disciplinary action will not be taken during the game; perceived violations will be called out post game.
Mafia have nightchat only. Night will last up to 16 hours (mafia may choose to end night early) from the time of an execution.
Regular lynchvoting is not a mechanic in this game: the only valid votes are ones that take place during duels.
Days will last until either majority is reached or 24 hours have passed from the declaration of a duel, at which time the duelist with the most votes will be executed. The execution will never rand: a tie will hold up the day until a tie is broken.
IMPORTANT RULE: Duel challenges cannot be issued in the first 8 hours of a day; however, you may issue a preemptive duel within the first 8 hours of the day using the normal phrasing. If multiple preemptive duels are issued before the 8 hour mark, the duel will be randed. Preemptive duels can also be cancelled with the bolded phrase, Nevermind, I take it back.
Duelists will be considered to be automatically cross-voting. They cannot self-vote or retract their vote. Therefore, majority will be counted from the remaining non-dueling players during the day. Example: with 16 people alive and 2 dueling each other, majority will require 8 votes from the non-duelists.
Minimum post requirement of 5 non-fluff posts by the 24 hour mark of each day. Violators will be modkilled.
All the standard rules of the Mafia subforum apply; the most important are the following:
Do not discuss or make reference to this game in any capacity outside the Game Threads until the game has concluded.
Do not post in the Game Threads during night for any reason.
Ask questions about mechanics and rules directly through PM, and do not refer to any communications from the host in the Game Thread.
If necessary, I will make rule clarifications in the Game Thread without reference to who brought up the issue: do not claim to be the reason for any clarification.
Do not use out-of-game information inside the Game Thread for the purposes of deducing (or pretending to deduce) alignment.
Example Role PMs
Town Hatter (x12)
Town Hatter Role PM
Welcome, [Player Name], you are a Town Hatter.
Abilities:
Hat Duel: During the day phase, you may type in bold:
“[Player Name], I Believe You Have My Hat!”If you are the first to declare this after the 8 hour waiting period, or if your duel is chosen through rand between preemptive duels, votes for that day will become locked between you and your target, and the day will end when majority (hammer) is reached on one of the two duelists. A winner of a duel is immune from duels the following day phase and dueling has a cooldown of 1 day phase, unless the next day is a Lynch or Lose (LyLo) situation. Even if you win a challenge that you did not issue, you may not issue a duel challenge nor be challenged the following day unless the day is LyLo.
Preemptive duels made in the first 8 hours of a day phase can be cancelled with the bolded phrase, Nevermind, I take it back.
Condemnation: While witnessing somebody else's duel, you may express belief in the guilt of one party by typing in bold:
"[Player Name] is a dirty Hat Thief!"This is equivalent to lynch-voting, and upon a reaching a majority consensus for the identity of a Hat Thief, the consensus thief will be executed and the day will turn to night. You may cancel a condemnation by typing in bold: Nevermind or Unvote.
Sacrificial Ceasefire: While witnessing an ongoing duel, you may cancel the first duel of a day by typing in bold:
I don't think either of you have each other's hats!Any Hatters who activate this ability cannot duel or be dueled, and another duel must be issued within 12 hours of the cancellation. The Hatter who activated this ability will automatically die at the end of the day phase. The stopped duelists cannot re-duel and will be immune from duels that day, but they may duel again from the following day.
Win condition:
You win when all the Mad Hatters are dead and gone.
Mad Hatter (x3)
Mad Hatter Role PM
Welcome, [Player Name]. You are a Mad Hatter, along with your partners, [Player Name] and [Player Name].
Abilities:
Hat Duel: During the day phase, you may type in bold:
“[Player Name], I Believe You Have My Hat!”If you are the first to declare this after the 8 hour waiting period, or if your duel is chosen through rand between preemptive duels, votes for that day will become locked between you and your target, and the day will end when majority (hammer) is reached on one of the two duelists. A winner of a duel is immune from duels the following day phase and dueling has a cooldown of 1 day phase, unless the next day is a Lynch or Lose (LyLo) situation. Even if you win a challenge that you did not issue, you may not issue a duel challenge nor be challenged the following day unless the day is LyLo.
Preemptive duels made in the first 8 hours of a day phase can be cancelled with the bolded phrase, Nevermind, I take it back.
Condemnation: While witnessing somebody else's duel, you may express belief in the guilt of one party by typing in bold:
"[Player Name] is a dirty Hat Thief!"This is equivalent to lynch-voting, and upon a reaching a majority consensus for the identity of a Hat Thief, the consensus thief will be executed and the day will turn to night. You may cancel a condemnation by typing in bold: Nevermind or Unvote.
Sacrificial Ceasefire: While witnessing an ongoing duel, you may cancel the first duel of a day by typing in bold:
I don't think either of you have each other's hats!Any Hatters who activate this ability cannot duel or be dueled, and another duel must be issued within 12 hours of the cancellation. The Hatter who activated this ability will automatically die at the end of the day phase. The stopped duelists cannot re-duel and will be immune from duels that day, but they may duel again from the following day.
Win condition:
You win when the Mad Hatters obtain parity (equal numbers with Town Hatters) in Tinsel Town.
Lost Mad Hatter (x1)
Lost Mad Hatter Role PM
Welcome, [Player Name]. You are the Lost Mad Hatter. You have forgotten the identities of the Mad Hatters, but you are sympathetic to their cause.
Abilities:
Hat Duel: During the day phase, you may type in bold:
“[Player Name], I Believe You Have My Hat!”If you are the first to declare this after the 8 hour waiting period, or if your duel is chosen through rand between preemptive duels, votes for that day will become locked between you and your target, and the day will end when majority (hammer) is reached on one of the two duelists. A winner of a duel is immune from duels the following day phase and dueling has a cooldown of 1 day phase, unless the next day is a Lynch or Lose (LyLo) situation. Even if you win a challenge that you did not issue, you may not issue a duel challenge nor be challenged the following day unless the day is LyLo.
Preemptive duels made in the first 8 hours of a day phase can be cancelled with the bolded phrase, Nevermind, I take it back.
Condemnation: While witnessing somebody else's duel, you may express belief in the guilt of one party by typing in bold:
"[Player Name] is a dirty Hat Thief!"This is equivalent to lynch-voting, and upon a reaching a majority consensus for the identity of a Hat Thief, the consensus thief will be executed and the day will turn to night. You may cancel a condemnation by typing in bold: Nevermind or Unvote.
Sacrificial Ceasefire: You do not have this ability because there is no way to fulfill your win condition after activating it. If you wish to read the details of this ability, refer to the Role PM examples in the OP.
Win condition:
You win either by winning a duel against a Town Hatter or by losing a duel against a Mad Hatter. You lose by dying without winning, or by surviving to the end of the 3rd day, when you will automatically die and lose the game.
Living Players
Nmagane
Roragok
epok
jdance
DEEPTHROAT
im_cool_your_weird
Klaze
yns
Lucky Artist
bazingaboy
Matticus
Gamut
ironstove
krazykat
jones
big-benny
Day 1 starts October 5th, 2018 at 8 AM Eastern Daylight Time. Do not post in this thread for any reason until Day Start. Role PMs have not yet been sent out at the time of thread creation, they will be sent out later tonight.