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PanzerCorps

Total War Programmer
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Sep 6, 2012
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Bury them!

Enshroud them!

Put them in the land of the dead!

Don't mourn over them!

For these people never were alive.

They have been used, tortured, walked over, trampled, run in the ground.

And nothing has raised their anger.




6zrDuTJ.jpg


For too long has this been the truth. Now is the time for change. Now is the time to get back to the glorious days of the revolution!

And while other heroes fight more open battles, our people here will be the unknown soldiers.

They fight from behind the shadows, sabotaging the enemy's assets, putting spokes in their wheels.

Sign up today! We need YOU for the people's liberation army!



Game Setup

This is a game for 5 to 10 players. After sign-ups are closed, each player will be either a resistance fighter or a colonist/spy. Distribution of these allegiances depends on the number of players:



Players5678910
Resistance344566
Spies223334



Each spy will secretly be given the name of one other spy, in a chain-like manner.

The GM will randomly determine the order of Leadership.



Game Play

The game consists of between three and five Missions.

Distribute assets

Before every Mission, the Resistance HQ will deliver two special assets to the first Leader for that Mission. The Leader may hand out these assets as he sees fit but may not keep any for himself.

Assemble the Team

First, a Team must be assembled to go on the Mission. The size of the Team depends on the number of players and which Mission is being attempted, according to the following table:

Players5678910
1st Mission222333
2nd Mission333444
3rd Mission243444
4th Mission334555
5th Mission344555



The current Leader must choose this many players and reveal their names in public. All players must then vote to either APPROVE or REJECT the proposed Team.

The Team is approved and goes on their Mission if they receive a majority of approvals (a tied vote means the Team is rejected). If the Team is rejected, Leadership passes to the next player in the order who will make a new proposal. Should there ever be 6 Teams rejected for the same Mission, then the double agents win the game immediately.

Voting may be done in private or in public. Once all votes are tallied, everyone's vote will be revealed.

Executing the Mission

Each player going on the Mission must either SUPPORT or SABOTAGE the Mission. Resistance fighters must SUPPORT, spies are free to SUPPORT or SABOTAGE at will.

The Mission is successful only if every member of the Team supports it; if one or more sabotages occur, the Mission fails. Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail.

Supporting or sabotaging is done in private. Once all actions are tallied, only the tally is revealed and not who did what.

Victory

Freedom fighters win when they complete 3 Missions successfully.

Spies/Colonists win when they sabotage 3 Missions or when 6 Teams are rejected for the same Mission.


Resistance HQ assets

At the start of the game, a fixed pool of Assets of each type are available. The GM will randomly determine each Mission which Assets will be handed out for that Mission. All Assets are single-use and are discarded after use.

Assets are designed for covert use and thus, all information they reveal will be revealed by PM to the relevant freedom fighter.

1 Eagle Feather representing Leadership - The FF who receives this Asset may keep it and use it later to become Leader for the next Team proposal. If the next Team proposal is the first of a new Mission, he will also be allowed to distribute the Assets for that Mission. Once this proposal is handled, the next Leader is the player whose place the agent took in the established order. The use of this Asset must be declared before the next Leader does anything or before Assets are revealed. This may be preloaded.

1 Badge of Merit - The FF who receives this Asset will become the Leader for the first Team proposal of the next Mission.

2 Loudspeaker - The FF who receives this Asset may keep it and use it later to have his vote for a Team proposal count double. The use of this Asset must be declared publicly during a vote cycle.

2 Crystal ball - The FF who receives this Asset may keep it and use it later to learn whether a FF supported or sabotaged a Mission. The use of this Asset must be declared before the Mission result is revealed by the GM. This may be preloaded.

1 Sound-amplifying seashells - The FF who receives this Asset must immediately choose a FF adjacent to himself on the Leader order. This chosen FF's allegiance will be revealed to the FF who received this Asset.

1 Leader's amulet - The FF who receives this Asset will have the current Leader's allegiance revealed to him.

1 Aura revealer - The FF who receives this Asset must immediately choose one other FF (but not the current Leader). The allegiance of the FF who received this Asset will be revealed to the chosen Agent.

1 Spotlight - The FF who receives this Asset may keep it and use it later to force another FF to support or sabotage the then current Mission publicly. The use of this Asset must be declared publicly before any FF sends his Mission orders.


Formalities

No communication between players about the game may happen outside the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. Do not talk about the Resistance.

Each player is solely responsible for clearly communicating to the GM and the other players. Making things like votes and Team proposals stand out by using colors, bold text, bigger fonts and such is strongly encouraged. If anything gets missed, it is the fault of the player who did not make himself clear enough.

In order to make the game move smoother, it is strongly recommended to PRELOAD your support or sabotage of the Mission while the Team is being voted on. This allows the GM to make a single update, counting the votes and handling the mission all at once.

If a player becomes absent, the GM reserves the right to replace him.
If a player fails to vote, the GM reserves the right to close the vote without him.
If a player fails to provide a Mission order, the GM reserves the right to default the order to support if the player is Resistance and to sabotage if the player is a spy.
If a player fails to propose a Team, the GM reserves the right to move on to the next Leader in the order.



Important notes:


Roleplaying traits have been finalized and WILL be in the game. They are:

Lisp: Has a problem with the letter "S"
Foreigner: Has a problem with the English language
Drunk: Likes rum
Plain: Your average person... Or is it?
Professional: This guy has been doing these missions all his life
Hardcore: Really, really dedicated to the Revolution
Optimist: Wishful thinker
Pessimist: And we're all gonna die!
Coward: Why is he even here, anyway?
Swedish Chef: A Swedish Chef, cooking for the revolution
Moron: An idiot
Scholar: An educated member with an aristocratic background
Teen enthusiast: He joined, just because it was like so cool man!
Real Enthusiast: He's everywhere!
Mathematician: 42 is the meaning of life!
Professor of History and Latin: How else could we move forward, if not by knowing our past?


All this text taken and adapted from Falc's The Resistance 17

Note the proposal limit has been upped to 6

Public votes WILL be counted as usual
 
Last edited:
Conscription list(in leadership order):

1-AsdfeZxcas(Oliver Cromwell)
2-Cliges
3-Tonkatoy
4-Falc
5-Citizen
6-Aedan
7-Seamus



Military Report Draft:


 
Last edited:
IN

As Oliver Cromwell
 
In
 
In
 
An interesting idea. It's worth trying at least once, but I wouldn't want it to become a regular thing.
 
Here.

Of course I'll alter that to fit The Resistance and maybe add or remove a few traits, but you get the idea...

Reading those, one piece of advice: give each person a choice between two of those. Don't just give people a trait, you might give them something they're not interested in doing.

Also allow people with a good idea to just run with their own.

Otherwise, fine by me.
 
An interesting idea. It's worth trying at least once, but I wouldn't want it to become a regular thing.

I think I agree. I mean, how bad can trying it be? But it'd get annoying if used more than sparsely...

Reading those, one piece of advice: give each person a choice between two of those. Don't just give people a trait, you might give them something they're not interested in doing.

Also allow people with a good idea to just run with their own.

Otherwise, fine by me.

Okay so I guess I'll give everyone 3 choices: Chose one of 2 random RP traits, or be plain.

Now to invent some cool ones...

Also game will start in about 7 hours.
 
The Swedish chef role playing trait is from another countries' children's TV show that I never watched, not being a foreigner and all. Could you please restrict that trait to nationalities who understand why saying bork all the time is funny?

By Swedish Chef I was thinking more along the lines of:

[video=youtube;C8Wu3Bps9ic]https://www.youtube.com/watch?v=C8Wu3Bps9ic[/video]

Don't worry though, as I said everyone will have the choice between 2 roleplayings traits OR doing his own thing, so you won't get stuck with it.

Also all the assets start with:
"The FF who receives"
But we intend to not tell everyone who is a FF and who is a spy. So does FF mean potential freedom fighters who might be lying and be spies, and thus that spies might get their evil little hand on some goodies or not?

Assets are just another name for plot cards, they'll work just like previous games with the leader getting some and distributing them to team members. Everyone is assumed FF until proven guilty!
 
It allows you to be in this game, guys! Gach Spion Du!
 
You game sucks, kthxbye.
 
You game sucks, kthxbye.

Still bitter over me winning the game immediately after your team proposal? :p



The Resistance - First Mission:

It is time for The Resistance to start acting. The revolution has begun, already many streets have been liberated from the tyranny of the colonists, but as the enemy holds numerical superiority and a technological advantage, what we hold is a knowledge of the land, and you. YOU will be playing a central role in this war, starting today.

To the north-west the enemy has a highly fortified position: Minefields, machine gun nests, and bunkers all guard the Elflake city. You are to make the colonists believe we are mounting an attack on southern Brightwald, in the hopes that they will send reinforcements there, thus allowing our push north to continue smoothly.

For the purposes of this mission we have assigned Oliver Cromwell(working under the codename: AsdfeZxcas) as leader and given him the following assets:

1 Crystal ball - The FF who receives this Asset may keep it and use it later to learn whether a FF supported or sabotaged a Mission. The use of this Asset must be declared before the Mission result is revealed by the GM. This may be preloaded.

1 bag of Sound-amplifying seashells - The FF who receives this Asset must immediately choose a FF adjacent to himself on the Leader order. This chosen FF's allegiance will be revealed to the FF who received this Asset.

He should distribute those, then propose a team of 2 members to conduct the mission.

We wish him luck, and trust that he will not disappoint.