Straw

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Straw last won the day on May 17 2020

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About Straw

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    Male
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    United States (East Coast)
  • Interests
    Books, computer programming, spreadsheets, math, and Sanderson Elimination.

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  1. IMO starting with a day is better since it means that no one gets killed or scanned before they can say anything.
  2. Was the protection limited in some way? It seems really easy for the village to win by having the alignment scanner claim. Then the protection role just saves them while they get off as many scans as possible. If you run that setup again I'd recommend having a mafia roleblocker at least, so the mafia can shut down any alignment scanner that claims (and also so the mafia has a small chance of blocking a scan or protect). I probably wouldn't recommend doing vote manip in such a small game size. It's annoying to handle and it can be frustrating if it interferes with the vote (since it's kind of undemocratic ). A Jester role seems like it could be fun if your family is into that. Three player elim team means that would be 3 vs 8 or roughly 27.27%. So it'd have to be pretty heavily in favor of the elims. For setups, I'd recommend looking at some other sites. For example, the MafiaScum wiki: Lots of smaller setups. Look under the "mini" and "micro" links for setups of the size you're looking for.
  3. I think that gruesome violence and mature undertones are both allowed under the 17th Shard RPG rules: To clarify, are you saying that these ratings are too limited for SE, or are you saying that existing stuff is violating these ratings? Also, I'm a bit unsure about the gruesome violence bit specifically. SE is a game that is focused around gruesomely murdering people, so I think gruesome violence is to be expected. I can kind of see your point about mature undertones though. Mm, I think that's probably a question for the mods. I'm pretty sure that most warning moderation is done privately, so that makes it hard to tell. I think it's valuable to note that being pulled from games only happens on the third instance of a rule being broken, and that blacklisting only happens if the player keeps breaking rules after that. The reason why those aren't seen very often is because most players are going to stop after they've gotten two direct warnings. Also, players who are blatantly violating the rules after two warnings are far more likely to get hit by the site mods. I think you're also assuming more of a distinction between the SE mods and site mods than actually exists. To what degree do you think heated discussions should be moderated, considering that arguments and debates are a pretty big part of SE? Also, are you saying that the current rules aren't being enforced, or are you saying that new rules need to be added?
  4. BTW if you don't want to have the white border, here's Wyrm's full pfp:
  5. IMO, cycle length is a pretty good way to split up games compared to complexity and activity level. Activity level is very difficult to enforce, as you said. Complexity is easier to enforce but seems less helpful than dividing by cycle length. For example, if you divided by complexity and had both current games be QF speed, that could lock out a lot of players. Ideas for alternative Tyrian ruleset: Coinshots -> one shot kill (alt: even night kills) (alt2: X shot kills) Coinshots are a bit too swingy as is in my opinion (one player has lots of power, and can seriously change the game balance on their own). I think that the best way to solve this is to just limit the number of kills that can happen. One shot kills are best IMO, but even night kills could also be good if you want to make the role a bit stronger. You could also up the number of shots, so that they'd have a limit on how many kills they can shoot off. Seekers -> always have role scan, one shot alignment scan Seekers are definitely too swingy without enough Smokers, and alignment scanners aren't very popular regardless. One alignment scan seems reasonable enough to keep the role powerful while not making it too swingy. Having no alignment scans would mean there'd be too many non-impactful roles IMO. Smokers -> X shot universal vote manipulation block (blocks all vote manip that day) Honestly not super sure what to do here. Since I nerfed Seekers I'm just dropping the Seeker block bit entirely. Blocking vote manip on yourself and one other seems too weak and is also a bit random. Being able to stop all vote manip a few times could help stop gambits that are very reliant on vote manip (ex: second elim hammer this game). It's also a decent enough ability for both teams, since you can make sure a vote goes the predicted way. Smoker as a roleblocker could also maybe work, but it'd be going outside of proper flavor from Mistborn. Mistborn -> ??? With the above changes I feel like Mistborn would need changes, but not sure how. Current way would be reasonable enough but would also make Mistborn arguably the strongest role. Having the normal random rotation between the non-one-shot abilities could also work, but would make Mistborn a bit weak. A decent middle ground might be to have the Mistborn rotate as it is currently but using any one shot ability makes all the one shot abilities unusable (so they'd have a 3/8 chance of getting nothing). Anyone else have thoughts on this?
  6. Some things I drew about spiked!Illwei: Funnily enough I made this one before I had even seen the Gears one This one was made after talking to Illwei about TJ's meme from the thread:
  7. Straw waz here

    (don't ban me wilson :P)

  8. I've read the Broken Earth trilogy. I know that Elbereth and Frozen Mint have both read at least part of it. Orlok might have read it as well. I think that if you're going to run a game based on it, at least do it just based on the first book rather than anything past it.
  9. Do Lord Mastrell Elects have to be the people who are voted on during cycle five? If so, can the Lord Mastrell Elects be killed? If they can, then the elims can kill three of them and force a win.
  10. First of all, I'm a bit confused about this. So, if I'm understanding correctly, there are four cycles of normal play and then a special vote on the fifth cycle? And if a member of the High Council is elected in the vote on the fifth cycle, the elims win? The number of alignment scanners here is way way overboard. The village will be able to clear a massive number of players and then win easily. I also don't like the randomness with the alignment scanners. Finding out someone's alignment versus finding out nothing at all seems like a massive difference in effect. EDIT: Reread the rules and I'm still a bit confused. Is it that there's one elim who's immune to alignment scans and must be elected? The elims having one player survive four rounds of voting and then getting them elected on cycle five seems quite difficult, especially since the elims have to deal with alignment scans.
  11. I'm usually very against GM judgement/intervention, but I think this is a case where it's not bad. I don't think it's very hard to tell if a post is just dodging the filter. If it says pretty much anything other than "I exist" or "posting to dodge the filter" or something like that, then it counts.
  12. The big issue with vote based inactivity counts is that you end up with a lot of vote noise so to speak. Basically, people voting just because they have to vote. Also, there's often a lot of bandwagoning, since people who need to place a vote will just vote on the current vote train. I know QF45, MR29, and QF30 all had vote based inactivity filters, if you want to look at how it's gone in the past. I only remember playing QF45, so I can only speak about my experience from there.
  13. Four consecutive cycles is far too long. If someone hasn't done anything for two cycles in a row then they deserve to be replaced. I personally think an action based inactivity filter is worse than a post based one, since IMO thread participation is more important for fun. A game isn't interesting if someone can just put in actions and refuse to talk in the thread.
  14. I know, I was so excited!