little wilson Posted September 25, 2017 Report Share Posted September 25, 2017 LG18 would be worse than LG33, since the LG33 spreadsheet was much more automated than LG18's. But really, those two should just share. The only other complicated game I can really think of would be LG12. 1 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted September 25, 2017 Report Share Posted September 25, 2017 (edited) Interesting, thank you. Time to do some research. When I get time anyhow. This game is still quite a ways out. Hmmm so the most relevant takeaway I am getting from LG26 is to go easy on the defensive powers. Or at least, if there are a significant number of protective powers in play, then the eliminator team ought to have something to balance it out. Edited September 25, 2017 by Drake Marshall 0 Quote Link to comment Share on other sites More sharing options...
Orlok Tsubodai Posted September 25, 2017 Report Share Posted September 25, 2017 20 hours ago, little wilson said: LG18 would be worse than LG33, since the LG33 spreadsheet was much more automated than LG18's. But really, those two should just share. The only other complicated game I can really think of would be LG12. Given I ended up doing a lot of the manual work in LG18, I cannot tell you how much of a difference the automation made. Wilson and I had a number of rollovers that took both of us working together more than four hours, whereas El and Lopen's rollovers were closer to two hours. That said, I don't think that necessarily means that LG18 was any more complicated, indicating just that past experience and time invested beforehand make a world of difference. 0 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted September 26, 2017 Report Share Posted September 26, 2017 (edited) My one regret is that this game will probably run some time after Oathbringer comes out, and while it isn't meant to be strictly canonical, I will still probably need to make some tweaks in response to Oathbringer's release. The other side of that coin of coarse is that Oathbringer will be out, and I'll get to read one of the books I've really been looking forward to. So I suppose I can't really complain. Edited September 26, 2017 by Drake Marshall 0 Quote Link to comment Share on other sites More sharing options...
Aonar Posted September 27, 2017 Report Share Posted September 27, 2017 (edited) Okay. Time to post the final version (maybe, we'll see) of yet another non-Sanderson idea I've had. (Only good ideas I'm getting lately, sorry. :P) A Practical Guide to Elimination: Spoiler The world has changed. Callow has been subsumed into Praes, and the forces of Evil are itching to extend their reach even further. Procer fights itself, subtly led on by the Dread Empress. The White Knight is holed up in the Titanomachy; the Calamities stand without equal. Creation demands a balance, and that means one thing. Heroes. More and more appear every day, and some are beginning to slip through the cracks, despite the best efforts of Scribe and Assassin. They need to be quelled, before rebellion can begin. Factions: This game has one Village faction, and two Eliminator factions. Eyes of the Empire: You serve Praes, under the Scribe, Eudokia. You have been tasked to find and destroy the heroes that have arisen. Some of you are Named, sent by the Calamities. You have a doc to speak in, and once per cycle can request for Assassin to kill a player. You goal is to kill all Named Heroes. Callowan Countryman: You care little for the struggles of good and evil. All you want is to return to your normal life. But when you hear the heroes speak, you can’t help but wonder if life could be better without Praes rule…. You have a special ability you may use once per game. You may Choose. If you Choose Evil, you gain the Eyes of the Empire win condition, although you do not gain access to their doc or group abilities. If you Choose Good, you gain the Heroes of Callow win condition, although you do not gain access to their doc or group abilities. After Choosing, you have a much greater chance to gain a Name, based on activity and RP. If you do not Choose, your win condition is to survive, or have only neutral players remaining. Named may gain special win conditions. Heroes of Callow: You are Named, given power to start a Rebellion and free Callow from the Praes occupation. You have a doc to speak in. Additionally, once per cycle you may target a player. If they have not Chosen, or have Chosen Good, you convince them to join the rebellion. Their win condition does not change, and they are informed that they are now a part of the rebellion. If they Choose after this, they remain a part of the Rebellion. As an action, instead of doing this you may incite a riot. All players you have convinced to fight will attack another random non-rebel player; when this attack is successful,.there is a 50/50 chance the rebel will die as well as the targeted player. When the attack fails, the rebel dies. Additionally, every time you incite a riot, one of your teammates must lead it, and is revealed publically. In lieu of this group ability, you may attempt to kill a player. Your goal is to eliminate the Eyes, and have all living players be a part of the Rebellion. Names and Roles: In Calernia, stories have power, and the more power you give them, the more you gain in return. You character’s actions shape their story, and their story shapes the power they can wield. As you write your character’s tale, you can guide them towards a Name, an archetypal Role. Dramatic actions, narrative patterns, thought patterns, strengths, weaknesses, background, etc., all contribute. Names will be handed out at the GM’s discretion, with input from the player. (It can be assumed however that someone who RP’s consistently and of consistent quality (say 2-3 hundred words a turn) are much more likely to gain a Name than someone who does not, even if the Name has to be shoehorned somewhat to fit.) Names will be tied to their RP and alignment; a Good orphan who has devoted themselves to swordsmanship is for example far more likely to become the Lone Swordsman than a wandering noble or drunken minstrel. (Who are, in turn, more likely to become the Exiled Prince or Wandering Bard, respectively.) The powers you gain are in turn determined by the Name earned as well as your RP. While powers vary, it can generally be assumed that, for example, a martial or combative Name (like Squire, Ranger, Champion, etc.) will gain an ability related to attacking others, or defending oneself, while Administrative Names (Like Tyrant, Scribe, Adjutant, etc.) are likely to gain an ability related to information and manipulation, and so on and so forth. In addition to the base power a Named gets with their Role, each Named can gain access to three Aspects. These are more powerful abilities, but they have stricter RP requirements to use. An Aspect takes the form of an imperative verb, related to the intent and theme of the Name. (For example, a Black Knight might have Lead, Conquer and Destroy, while a Lone Swordsman might have Swing, Rise and Triumph.) When a player decides which Aspect they want to come into, they need to reference it by name (not as an Aspect, but the word/concept/action must appear) at least three times, or in every RP post you make that turn (whichever is more), and must be similarly referenced on any turn you decide to use the ability. You can only tap into one Aspect at a time, and must wait one cycle before gaining a new Aspect. Tapping into an Aspect may enhance the base abilities of your Name, or provide new abilities. The exact function or functions of any given Aspect are determined when the Aspect is gained. Notes: Claimants: If two or more players both attempt to take the same (or similar enough to be essentially the same) Name at the same time, they will be considered Claimants to the Name. As a Claimant, you will gain a base power, but cannot form any Aspects until all other Claimants are dead. Transitional Roles: Some Names are designed to transition into other, greater Roles. (For example Squire>Knight, Apprentice>Wizard/Warlock, Heir(ess)>Tyrant.) These roles cannot come into play unless their senior counterpart has already come into existence. In addition to being able to be gained normally, these Roles can be bestowed by their counterpart on to someone with the same Alignment. (This can be done even if there is already someone with the Role in play, in which case they become Claimants, following those rules.) Maintaining a Role: If your story begins to falter, or you act out of accordance with your Name and Role, you can damage your connection to it. At the GM’s discretion, or if you fail to maintain the RP requirements, you may lose the ability to access your Name’s power; leaving you unable to use your Aspects, or even possibly your base powers. During this time, other Claimants may arise. Aspect Conditions: Many Aspects, in addition to the RP requirements, require certain, flavour conditions to use. For example, Obey can be taken with another action, and makes said action unblockable. However, in order to use this Aspect, the action must be taken at the request of another player. Role Fulfillment: Many Roles come with certain burdens; the pull of your personal story is just as important as the rebellion you’re fighting in. Named may also gain additional, secondary goals and win conditions. Starting Named: Some Heroes and Villains will start with Names, however, these Names and stories are unformed. Named are encouraged to decide on their Name and Role as early as possible, so they can use their powers. The Rule of Three, and the Shape of Stories: A savvy Named, or even a regular mortal, con manipulate fate to their advantage, if they find the right story. Actions beyond the hard definitions of Names and mundane powers may be taken; however, they will require both justification and related RP to perform. However, this also means that the narrative can and will work against you; anything you come to over-rely on can and will fail you at the worst possible time. Likewise, with proper RP and justification, a Named can tie their fate to that of another, opposing player, forming a pattern of three. Fate will work to prevent their deaths until the pattern is complete and one has proven the victor, however it is not completely infallible. Mundane Abilities: Named are not the only people with power in Calernia, although they may reap the lion’s share of it. Magecraft: Some few Callowans, and more Praesi, have the ability to directly influence Creation. You may have access to one of the following abilities: Scrying: PM two players of your choice each turn, or set up a PM between any two players. Unless you choose to keep the PM going, it will end with the turn’s end. Warding: Target a player. You are informed of the actions that target them. Healing: Target a player and prevent their death or roleblocking. However, mage healing is not perfect, and tends to leave the healed person fragile. Cannot target a player consecutively, and the player cannot take actions on the turn following their healing. Evoking: Throw a sphere of heat and force at a player. While not quite hot enough to kill, it will hurt them badly enough they cannot take any actions. Veteran/Legionaire/Pit Fighter (Depends on starting Alignment/player preference.): Your days spent fighting have granted you a superior constitution. While you may not be able to hold your own against the full might of a Named, you can shrug off one attack otherwise. Underworld Connections: You manage to know a bit of everything going on in Callow, thanks to your ties to the Dark Guilds.You may have one of the following abilities: Blackmail: One player changes their vote to a player of your choosing. Bribery: Target a player, and determine whether or not they have Chosen, and if they belong to the Rebellion. Pulse of the City: Determine roughly how close any one Faction is to completing their win condition/learn the current size of the rebel Faction. Alchemist/Sapper/Goblin Munitions: (Again, depends on Alignment/player preference.) You have somehow learned the secrets of goblin alchemy, and can use their powders and explosives to devastating effect, although without the reagents mined from the Grey Eyries, they are a little weaker than usual. Once per cycle you can detonate a Brightstick near a player, cancelling any action they take that turn. Some Named may be resistant to this. Any thoughts? I know it'll be a while before it gets run, even if I manage to get permission for it, but hey. Edited September 27, 2017 by Aonar Faileas 3 Quote Link to comment Share on other sites More sharing options...
Arrae Posted September 28, 2017 Report Share Posted September 28, 2017 Quote The Rule of Three, and the Shape of Stories: A savvy Named, or even a regular mortal, con manipulate fate to their advantage, if they find the right story. Actions beyond the hard definitions of Names and mundane powers may be taken; however, they will require both justification and related RP to perform. However, this also means that the narrative can and will work against you; anything you come to over-rely on can and will fail you at the worst possible time. Likewise, with proper RP and justification, a Named can tie their fate to that of another, opposing player, forming a pattern of three. Fate will work to prevent their deaths until the pattern is complete and one has proven the victor, however it is not completely infallible. This sounds both awesome and game-breaking. I'm going to list a bunch of scenarios, so could you say if they would work or not? 1. Let's say that before this game starts, I and another player plan characters together who are married. Let's also say that because of chance, or because the GM is a troll, we end up on opposing factions. Would I be able to use the power of True Love Beyond Factions to convince the other player to defect their faction or to convert them to my alignment? 2. Same married couple. Let's say the other player gets attacked. Could I use the power of Love Protects All to take the attack and die instead? 3. Same married couple. Say I get bored of the same old True Love RP and my character has an affair with a third player's character. The spouse finds out. Would that create a pattern of three, maybe with a win con of something where I have to run away with the player who my character had an affair with or the spouse has to kill both of us in vengeance? 0 Quote Link to comment Share on other sites More sharing options...
Aonar Posted September 28, 2017 Report Share Posted September 28, 2017 4 minutes ago, Arraenae said: This sounds both awesome and game-breaking. I'm going to list a bunch of scenarios, so could you say if they would work or not? 1. Let's say that before this game starts, I and another player plan characters together who are married. Let's also say that because of chance, or because the GM is a troll, we end up on opposing factions. Would I be able to use the power of True Love Beyond Factions to convince the other player to defect their faction or to convert them to my alignment? 2. Same married couple. Let's say the other player gets attacked. Could I use the power of Love Protects All to take the attack and die instead? 3. Same married couple. Say I get bored of the same old True Love RP and my character has an affair with a third player's character. The spouse finds out. Would that create a pattern of three, maybe with a win con of something where I have to run away with the player who my character had an affair with or the spouse has to kill both of us in vengeance? 1. Possible, with the right build up. However, note that this build up is rather public. If someone doesn't want it to happen, there's no reason they can't interfere. Also, if you do manage it, it might not turn out the way you expect. 2. Again, build up. Maybe. The Heroic sacrifice angle doesn't work for everyone. 3. Not quite right for a pattern of three. Rule of Three gets involved for more of a contest or confrontation, tending to involve a nemesis or rival of some sort. If that happened and then they found themselves in opposition, and they were both Named, then sure. (Pattern of Three tends not to be invoked by people without Roles.) 0 Quote Link to comment Share on other sites More sharing options...
Arrae Posted September 28, 2017 Report Share Posted September 28, 2017 8 minutes ago, Aonar Faileas said: 1. Possible, with the right build up. However, note that this build up is rather public. If someone doesn't want it to happen, there's no reason they can't interfere. Also, if you do manage it, it might not turn out the way you expect. 2. Again, build up. Maybe. The Heroic sacrifice angle doesn't work for everyone. 3. Not quite right for a pattern of three. Rule of Three gets involved for more of a contest or confrontation, tending to involve a nemesis or rival of some sort. If that happened and then they found themselves in opposition, and they were both Named, then sure. (Pattern of Three tends not to be invoked by people without Roles.) So for the Rule of Three, what about two warrior-type characters who were in a battle to prove that they were the best at general warfare? Does the Rule of Three need three people? 0 Quote Link to comment Share on other sites More sharing options...
Aonar Posted September 28, 2017 Report Share Posted September 28, 2017 13 hours ago, Arraenae said: So for the Rule of Three, what about two warrior-type characters who were in a battle to prove that they were the best at general warfare? Does the Rule of Three need three people? :shrug: Sure? They have to both be Named, and they have to be directly in conflict. (Essentially, they must either be of opposing alignments or have opposing goals or win conditions.) Everything has to tie back to solid mechanics somehow. While this mechanic adds a fair bit of freedom if you're willing to work for it, it's not something you can generate from nothing. 0 Quote Link to comment Share on other sites More sharing options...
Sparkrunner Posted October 6, 2017 Report Share Posted October 6, 2017 Roadwalker's COLORFUL EXPLODING Game! Tell me how this will work. (not Sanderson set for now, but I could probably configure it into Warbreaker setting.) It will probably be a short QF. There are five teams. Red, Green, Blue, Factionless, and Yellow. The color teams win by having the most players of their color. The factionless win by (TBD) All factions except the Factionless get a doc. Each color team begins with one person on the team. (The Originators) The factionless are all the remaining players. The cycles are one long cycle, followed by a rollover, actions must be submitted before rollover. Each cycle, an Originator may choose to convert someone. This succeeds if the target is Factionless and is not exploding on that turn. If the target is part of another color faction, they are not notified that someone attempted to convert them, and the Originator is not informed why their conversion failed. If the Originator succeeds in converting the person, they gain the win con of the Originator's color faction. EXPLODING All players in the game are assigned a number, and as a player dies, all other players move up one number spot. At any time during a cycle, but before rollover, a player may choose to EXPLODE. They send in their order in the GM PM. The player immediately loses the game, regardless of whether their faction wins. If the player chooses to EXPLODE, they may choose a grouping of five players from the number list. They will explode, and a random player from that grouping of five (Determined by RNG) will be EXPLODED. Starting the beginning of the next cycle, they will be dead. They may still win if their faction wins. If an Originator is EXPLODED all the members of the Originator's faction will go into shock. (Role-blocked one turn.) A new Originator will then be voted into place by the members of that faction. Every turn, the members of a faction (Not including the Factionless) may vote. This vote determines who has to explode on that turn, and what grouping of five they will explode in. The faction may choose not to vote. If a member of a faction EXPLODES and RNG chooses a person from their faction, the target is only roleblocked for one turn, and not EXPLODED. ___ This is a very rough draft. I just wanted to write out a game with explosions. 0 Quote Link to comment Share on other sites More sharing options...
little wilson Posted October 6, 2017 Report Share Posted October 6, 2017 Why would someone choose to explode if they insta-lose? 0 Quote Link to comment Share on other sites More sharing options...
Sparkrunner Posted October 7, 2017 Report Share Posted October 7, 2017 To stop someone from winning, or have their team win, sacrifice themselves for their team, etc. Should I add more motivation for exploding? remove the insta-lose if you are in a color faction? 0 Quote Link to comment Share on other sites More sharing options...
Jondesu Posted October 7, 2017 Report Share Posted October 7, 2017 1 hour ago, Roadwalker said: To stop someone from winning, or have their team win, sacrifice themselves for their team, etc. Should I add more motivation for exploding? remove the insta-lose if you are in a color faction? Yeah, removing the insta-lose factor would make it actually something people might do. With that in there, there's absolutely no incentive to doing it. 0 Quote Link to comment Share on other sites More sharing options...
Alvron Posted October 7, 2017 Report Share Posted October 7, 2017 2 hours ago, Jondesu said: Yeah, removing the insta-lose factor would make it actually something people might do. With that in there, there's absolutely no incentive to doing it. Apart from the fun of blowing up that is. I mean who doesn't want to explode? As long as we explode with glitter that is. 5 Quote Link to comment Share on other sites More sharing options...
Sparkrunner Posted October 7, 2017 Report Share Posted October 7, 2017 (edited) 44 minutes ago, Alvron said: Apart from the fun of blowing up that is. I mean who doesn't want to explode? As long as we explode with glitter that is. Is colored paint alright? Edited October 7, 2017 by Roadwalker 0 Quote Link to comment Share on other sites More sharing options...
Darkness Ascendant Posted October 11, 2017 Report Share Posted October 11, 2017 On 08/10/2017 at 8:11 AM, Roadwalker said: Is colored paint alright? Does it have led in it? 0 Quote Link to comment Share on other sites More sharing options...
Sparkrunner Posted October 11, 2017 Report Share Posted October 11, 2017 Spoiler On 7/9/2017 at 7:25 PM, Roadwalker said: Basic Setup There are two teams, the Drakeface Villagers and the Dawnface Sorcerers. The sorcerers have infiltrated the town, but the hardy villagers have struck a deal with the dragons to rid themselves of the Sorcerers. The sorcerers can communicate telepathically (Faction Doc) and can use their magic to "Get rid of" a villager each night turn. They win when they outnumber the villagers. The day turn is 24 hours and the night is 12. (For now) Rollover TBD. During the day turn, everyone votes on who to throw to the dragons. You may open a PM during the night turn, and it it will last until the next night turn. Knacks Knacks! Before the game starts, there will be an extra large rollover, where you will receive your GM PM. You may tell the GM what knack you want, ie. "I want to be able to hear gossip about myself!" And the GM will decide a role that goes with your knack, and give it back to you, ie. "You know one person who has mentioned you in a PM." Sorcerers do not get a knack. Food You need food to live. Every day turn, you will consume one food. If you run out of food, you die. You will receive a food every day turn, as long as you use dialogue in all of your posts, and roleplay a bit in every post. Sell Your Soul At any point during the game, you may sell me your soul. I will purchase your soul. Your soul is worth three foods. You may only sell your soul once. I accept hemalurgically modified souls. You may not make the excuse that you do not have a soul. If you try, I will take your soul and one of your limbs. Sorcery Sorcerers have a kill every night turn. They may, once during the game, revive one of their members with sorcery. They may only do this once one of their members has been killed. (A random person will be converted to the elim team, and the dead elim will stay dead, but Shh.) LOOKING FOR GM'S! 0 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted October 11, 2017 Report Share Posted October 11, 2017 1 hour ago, Roadwalker said: Hide contents You may not make the excuse that you do not have a soul. Objection! I'm a ginger and therefore soulless. 0 Quote Link to comment Share on other sites More sharing options...
Steeldancer Posted October 11, 2017 Report Share Posted October 11, 2017 So I'm trying to balance a Dream engineer role for the inception game im working on (it's pretty cool). Essentially it's the main elim role, and is an appointed position. They can do anything that does not contradict the rules, change what has already happened, and i have final approval powers. The bigger the change, the bigger the information the village is given in the write up. (If they create one gun, it might not show up. If they make 10 guns, it'll be mentioned in the write up that 10 guns were found). If they make a big enough change, a guard (the main village power roles) will get a more powerful role (probably with an unblockable kill). The engineer is only able to do this for the dream scape they are voted to do by their team, and if they die, only one more turn can take place in that dreamscape. The elim team also has no kill. Just the appointed different engineers, for each dream scape (essentially it's a Dreamscape 1 engineer, dreamscape 2 engineer, ect). I'm just trying to figure out if the role needs any more checks. The lynch is unblockable, and each person may only have one life... ive gone through a lot of scenarios, but I dont know if I'm missing something that will allow the role to break the game. 0 Quote Link to comment Share on other sites More sharing options...
Elenion Posted October 12, 2017 Report Share Posted October 12, 2017 13 hours ago, Drake Marshall said: Objection! I'm a ginger and therefore soulless. *is actually a ginger* Are you really? 0 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted October 12, 2017 Report Share Posted October 12, 2017 (edited) Okay so I just wanted to float an idea for a game that I've considered several times. Not sure if it would be a good fit or not. The game would be based on The Lies of Locke Lamora by Scott Lynch. I will note that it is solely based on the first book. This is because 1) Camorr is an excellent setting for elimination and 2) personally I thought the first book was vastly better than any of the ones that came after. This would probably be an LG, but that isn't set in stone. So here goes, for everybody's consideration. To clarify, this is an outline for a non-Sanderson game. Welcome to the city-state of Camorr, famous for its astromically high crime rates and excellent cuisine. In Camorr, the Secret Peace reigns. The Secret Peace is a pact between two groups: the City of Camorr (the government) and the Right People of Camorr (the underworld). Everything was going splendidly. Trouble is, there's some folks who call themselves the Order of the Crooked Warden who keep walking all over the Secret Peace, stealing from the nobility and what not. This simply will not do. The City of Camorr (the government) and the Right People of Camorr (the underworld) both make up "the village." The primary objective for both factions is to kill all the eliminators (the Order of the Crooked Warden). However, they each have a secondary objective to end the game with a higher per-capita wealth than the other faction. If a faction meets their primary objective and secondary objective, this will result in a major victory. If a faction meets only their primary objective, this will result in a minor victory. If a faction fails their primary objective, they lose. If it wasn't clear earlier, the Order of the Crooked Warden only has a primary objective, and that is to outnumber everybody else. Cycles are divided into 3 parts. Daylight lasts 24 hours. During daylight, members of the City of Camorr can speak in-thread and take actions. Falselight lasts 24 hours. During falselight, all players may post in-thread, no actions may be taken, and there is a lynch vote. Night lasts 24 hours. During night, members of the Right People of Camorr can speak in-thread and take actions. The Order of the Crooked Warden will be particularly gifted in the act of disinformation. Most notably, they will be able to appear as various roles, and whether they may act/post by day or night will be determined by what role they are impersonating. Note that the specifics of this mechanic will depend a great deal on whether anonymous accounts would be available for this game or not. Yes, I am aware that disguises with anonymous accounts has the potential to be very powerful, and I have in mind certain things that would mitigate this. Players will all have a role. Most roles have a day and night counterpart. For example, the City of Camorr might have a physicker as a doctor role. The Right People of Camorr would in turn have a dog-leech (the underworld counterpart of a physicker), which would serve a similar function. Other examples include: Alchemist / Black Alchemist (can create a variety of 1-shot items) Don / Garrista (vote manipulator, starts out with a fair amount of money) Merchant / Fence (can anonymously buy/sell things, has a secondary win condition to earn a certain amount of money) Bruiser / Yellowjacket (roleblock, becomes fatally wounded instead of dying if attacked at night, and thus takes an extra cycle to die) Thief / Tax Collector (steals items and money, respectively) This is not a completely exhaustive description of all the roles and what they do, but it gives a pretty good outline of how it would work. Most of the game mechanics would be centered on money (specifically White Iron) and items. Most power roles get their powers through certain items they start the game with. Here are some items that would probably occur in the game: A chest item that will let you lock items away. In this state you can pass multiple items as a single item (the chest). Furthermore the items can't be stolen while in a chest, unless the thief has a "lockpick" item. The downside is that it takes an action to lock items up (but not to unlock them). Contact poison is one of the things an alchemist can create. Contact poison can be applied to most other items, using up the contact poison. The next time anybody attempts to use that item normally, they will become poisoned. They will be notified that they have been poisoned, and will have 1 full cycle (day/falselight/night) before they die. Unless they get an antidote, anyways. Contact antidote would be the corresponding antidote to the above poison. It would be a 1-shot item that passively protects against contact poison for whoever holds it. If you pass contact antidote to somebody who is already poisoned, it will passively cure them of the poison and be used up. Virulent poison is another of the many things an alchemist can create. It can be applied to any item capable of performing an attack. The next attack said item performs will bypass protection. A yellow jacket is an item that passively makes attacks on the holder result in fatal wounds instead of instant death. A fatally wounded player will die after one cycle. As you may have guessed, this item would be characteristic of the yellowjacket role. A stilletto is an item that may be used to attack other players. In most cases, an attack attempted by a stilletto will be a failed attack (and the writeup will state that the target was attacked, but survived). However, it will sucessfully perform a kill if 1) it is poisoned with virulent poison or 2) the target is roleblocked on the same cycle that the stiletto is used on them. An alley piece is an item that takes one cycle to load, and one cycle to fire. Firing it will let you attack another player. Since it's a crossbow, it can only hold one round at a time. Again, this is not an exhaustive list, because the game isn't finished. But it is a handful of ideas I have for this game. So yeah. These are some random ideas I've had. The game isn't polished, completed, or probably very balanced. But do these ideas have any potential? Is it worth building this into a game, and is there any chance that this would be approved as one of our non-Sanderson games sometime? Edited October 12, 2017 by Drake Marshall 0 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted October 12, 2017 Report Share Posted October 12, 2017 (edited) 6 minutes ago, Elenion said: *is actually a ginger* Are you really? Curses, why can't you quote somebody while editing a post. Ah well. Yes, I am actually a ginger. Well, it gets closer to blond if I spend a lot of time in the sun, but definitely if I've cut my hair recently it will be red. So basically, I slowly gain a soul over time when I spend time exposed to sunlight? Edited October 12, 2017 by Drake Marshall 0 Quote Link to comment Share on other sites More sharing options...
A Joe in the Bush Posted October 12, 2017 Report Share Posted October 12, 2017 11 minutes ago, Drake Marshall said: The City of Camorr (the government) and the Right People of Camorr (the underworld) both make up "the village." The primary objective for both factions is to kill all the eliminators (the Order of the Crooked Warden). However, they each have a secondary objective to end the game with a higher per-capita wealth than the other faction. If a faction meets their primary objective and secondary objective, this will result in a major victory. If a faction meets only their primary objective, this will result in a minor victory. If a faction fails their primary objective, they lose. If it wasn't clear earlier, the Order of the Crooked Warden only has a primary objective, and that is to outnumber everybody else. Cycles are divided into 3 parts. Daylight lasts 24 hours. During daylight, members of the City of Camorr can speak in-thread and take actions. Falselight lasts 24 hours. During falselight, all players may post in-thread, no actions may be taken, and there is a lynch vote. Night lasts 24 hours. During night, members of the Right People of Camorr can speak in-thread and take actions. Since this seems to be the "Twist" of the game, I will focus on this stuff. First off, the actions divide as it applies to technically warring factions. Because only Right People can take actions at Night, and only City People can take actions at day, it seems that both factions can rob the other with relative impunity, assuming they can target their 'rivals'. Right people aren't going to rob eachother, they'll rob the City People, and the city people can't protect themself during that action period. A similar problem; If the Crooked Wardens have a faction kill, can they use it durinf either night or day? Either choice means they only have to worry about that Factions doctors, effectively halving the Villages protection. And minor note, how will the role manipulation roles work if they cannot act during the lynch? Then there is the Not Talking for a third of the game. Will there at least be open PM's? PS: You are right about the first book being the best. 0 Quote Link to comment Share on other sites More sharing options...
DrakeMarshall Posted October 12, 2017 Report Share Posted October 12, 2017 8 minutes ago, A Joe in the Bush said: Since this seems to be the "Twist" of the game, I will focus on this stuff. First off, the actions divide as it applies to technically warring factions. Because only Right People can take actions at Night, and only City People can take actions at day, it seems that both factions can rob the other with relative impunity, assuming they can target their 'rivals'. Right people aren't going to rob eachother, they'll rob the City People, and the city people can't protect themself during that action period. A similar problem; If the Crooked Wardens have a faction kill, can they use it durinf either night or day? Either choice means they only have to worry about that Factions doctors, effectively halving the Villages protection. And minor note, how will the role manipulation roles work if they cannot act during the lynch? Then there is the Not Talking for a third of the game. Will there at least be open PM's? PS: You are right about the first book being the best. To clarify. Protection from stealing / killing will extend over an entire cycle, not just the division of the cycle that it occurs in. Vote manipulation will take place during the lynch cycle, yes Perhaps I should have said most actions can't be taken during falselight. And yes there will be open PMs at all times. I should have said that in the initial post. 0 Quote Link to comment Share on other sites More sharing options...
A Joe in the Bush Posted October 12, 2017 Report Share Posted October 12, 2017 When do the Wardens kill? Do they have a kill? 0 Quote Link to comment Share on other sites More sharing options...
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