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If a player with multiple factions is lynched by plurality, are all their factions revealed, or just the one whose win condition they share? A similar question applies to faction scans. Are all non-unique roles Independent Thinkers? Do Independent Thinkers win if they die before being converted?

Are players aware if they are converted without a change in win condition? Does the Windrunner heal require an action? How are vote manipulations represented in the writeup?

As always, an order of actions is required to answer questions like: Can Moash cancel a Soulcasting by stealing all the requisite items?

 

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1 hour ago, Devotary of Spontaneity said:

If a player with multiple factions is lynched by plurality, are all their factions revealed, or just the one whose win condition they share? A similar question applies to faction scans. Are all non-unique roles Independent Thinkers? Do Independent Thinkers win if they die before being converted?

In both cases, all factions the player belonged to would be revealed. It is possible for a player to possess win conditions from multiple factions, though mere “converts” to the Coalition or the Sympathisers will be marked only as honourary faction members, and not as actually belonging to that faction’s doc or sharing a win condition. Only unique roles or roles with special abilities are listed in the “roles” section—all other players are vanilla members of one of the four “major” factions. They would win if they died before conversion, which does seem like a flaw I may have to fix. 

1 hour ago, Devotary of Spontaneity said:

Are players aware if they are converted without a change in win condition? Does the Windrunner heal require an action? How are vote manipulations represented in the writeup?

Yes, though the thread is not. The only players notified are the faction, which will receive the number of players currently counting towards their win condition at the end of each cycle, and the “convert.” No Stormlight abilities require an action except Soulcasting. Vote manipulation will be explicit, so any negated or changed votes will be clearly shown as such. 

1 hour ago, Devotary of Spontaneity said:

As always, an order of actions is required to answer questions like: Can Moash cancel a Soulcasting by stealing all the requisite items?

An order of actions would be required for that. Unfortunately, I don’t have one right now, but based on that one specific question I now know that Soulcasting will come before item theft. Thank you! :P And thank you more generally for your thoughtful questions and feedback. 

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14 minutes ago, The Young Pyromancer said:

If a player is targeted by two conversions at once, what happens?

Hmm, I didn’t address this. Both conversions would fail. 

For those curious, an order of actions has now been added to the doc, which should be sufficiently exhaustive to address such questions. 

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QF: And Then There Were None (An Agatha Christie Themed Game on Scadrial)
 

Spoiler

Premise:

Spoiler

10 people have received letters from U. N. Owen, to Koloss Island in the Sea of Lennes. They all come from different backgrounds and different places, and their mysterious host is nowhere to be found. Though they might seem different, they all share 2 things in common. They all have a dark secret, and they all have been marked for murder.

 

General Housekeeping:

Spoiler

 

Run as a QF or an MR. Split into Day and Night Cycles. Every night the player can select which area they wish to go to the following day. Every full cycle, players have 2 actions, which can be distributed among the Day and Night, or both used during the same cycle.

 

There will be a lynch every Day cycle, with the sole exception of the first. The lynch will not result in death, but the lynchee will lose all of their items, and be roleblocked for the next full cycle. Tied lynches will be random. The items the lynchee had will be distributed randomly among those who voted on them.

 

The village win by either killing the Killer, or escaping the island.

 

The Killer wins by killing every other person on the island with the exception of themselves.

 

Kills will not be announced in write ups, only the discovery of a body if a body is discovered during that cycle.

 

Vote Manipulation will not be noted in the write up.

 

Upon death, 1 random item that the person has will be passed to another random player. The rest of the items will be removed from the game.

 

Pms are closed.

 

 

Insanity:

Spoiler

 

Every player starts at 0% insanity. Every cycle this will increase 20%. If 100% is reached then the player will go insane, killing themselves. Besides specific actions that can reduce insanity, every time a player submits an action and/or votes, this will go down 5%. Note: If a player votes for someone and then retracts the vote it will not be counted towards this, the same applies with actions. Insanity cannot go negative.

 

 

Injury:

Spoiler

Players who are injured, or gain the injured status are unable to use any actions until they are healed by the doctor or injected with the hypodermic needle. They can still move from area to area.

 

Movement:

Spoiler

Every night cycle, every person can select which area to enter during the day cycle. Movement is not an action. Upon entering an area, they will be put into a pm/doc with all other members of the area, as well as be made aware of all actions available and items contained within the area.

Areas:

Spoiler

 

There are 3 non-bedroom areas of the house.

The Outdoors

The Drawing Room

The Dining Room

 

 

Roles:

Spoiler

 

Anthony Marston: A reckless young man, who loves to speed in his motorcar.

Alcohol does not cause him to lose sanity, and the sanity he recovers from voting and doing actions is doubled.

 

Ethel Rogers: The Cook of the island, married to Thomas Rogers.

Always has access to the food

Shares a bedroom with Thomas Rogers

Starts in a pm with Ethel Rogers

 

Thomas Rogers: The Butler of the island, married to Ethel Rogers

Learns the identity of anyone who orders drinks, and has access to them

Shares a bedroom with Ethel Rogers

Starts in a pm with Ethel Rogers

 

General MacArthur: An Ex-Lawman, and a Smoker.

Vote cannot be changed, as well as the vote of a person of their choice, even through persuasion. (Not an action)

 

Emily Brent: an old noble women.

Starts with the Words of Founding item.

Has access to the Study the Words of Founding action.

 

Dr. Armstrong: A doctor at the University.

Starts with the Hypodermic Needle item.

Can target someone once per full cycle, either the day or the night, and prevent them from being injured. (This takes an action)

Can target someone and heal an injury. (Not an action)

 

William Blore: a private investigator and former constable.

Can analyze someone, discovering their actions for previous Day cycle (Takes an action)

 

Vera Claymore: a young resourceful university student, who is also a rioter.

Can change someone’s vote to a person of their choice. (Not an action)

 

Philip Lombard: a gentleman adventurer who is down on hard times.

Starts with the Revolver item.

Has access to the Crackshot action.

 

Justice Wargrave: a well respected judge, as well a soother, whose opinions carry a large amount of weight with the group

Can negate the vote of one person, preventing it from being counted.

 

 

 

 

The Killer:

Spoiler

 

Any of the above roles can also have the killer role. The Killer’s goal is to kill everyone on the island besides them. They have an extra action every full cycle, as well as access to several more actions that the village doesn’t have access to. They are not affected by insanity.

 

Killer Movement: In addition to being able to move around during the day like everyone else, the killer can also, during the day, select a room to enter during the night. When moving during the night, the killer has access to all rooms, and areas including the bedrooms. When in the room, they can do any of their night actions unless otherwise specified.

 

Bedrooms: There are 9 bedrooms in the houses, all of which the killer has access to, unless otherwise specified. The bedrooms will be named based on the usernames of the players. Example: Snipexe’s Bedroom.

 

Killer Actions: All of the unique killer actions result in the death of the target unless otherwise specified. All items used in a kill action are left at the scene of the crime, and are given to the person who arrives there first. If multiple people arrive at the same time, then it is given to a random person among them.

 

Day:

Poison the Drinks: Only possible if the killer is Thomas Rogers, or is in the same area as where the drinks were delivered. If multiple people in the same area ordered drinks then a random one among them is killed.

 

Poison the Food: Only possible if the killer is Ethel Rogers, or is in the same area as where the food was delivered. If multiple people ordered food then a random one among them is killed.

 

Poison Directly: Only possible if the killer is Dr. Armstrong, and someone has been injured, or the killer has the Hypodermic Needle item.

 

Push off a Cliff: Only possible if the killer is alone outside with one other person.

 

Night:

Shoot to someone: Only possible if the killer has the Revolver item. Everyone will be alerted to the location of the body, and will receive a 15% insanity increase rather than a 30% one.

 

Stab someone: Only possible if the killer has the Knife item. 25% chance that the person is injured rather then killed.

 

Bludgeon someone: Only possible if the killer has the Rock item. 50% chance the person is injured rather then killed.

 

Set a Trap: Only possible if the killer has the Rope item and is not in a bedarea. If someone is caught in a trap, and are not cut down, they will die at the end of the day cycle, and will be able to communicate with those in the same area as them, but not the thread. Someone who is cut down from the trap is Injured.

 

Move a corpse: Move a corpse from one area to another.

 

Steal an item: Steal an item from the area that you are in.

 

 

 

Actions: 

Spoiler

 

The actions available to each person at each given time vary depending on their circumstances. Day actions are done during the Day cycle, and Night actions are done during the Night cycle. Below is a list of all actions:

Day:

Spoiler

 

Drawing Room:

Spoiler

 

Anthony Marston:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Thomas Rogers:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Ethel Rogers:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

General MacArthur:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Emily Brent:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Study the Words of Founding: Restores 30% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles. .

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Dr. Armstrong:

Spoiler

 

Doctor’s Protection: Select anyone currently alive. If they are attacked, then they will live.

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Sedative: Inject someone in the same room as you with a sedative. Forces them to sleep at night, but restores 50% of their sanity.

 

 

 

 

William Blore:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Vera Claymore:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Philip Lombard:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone (Crackshot):Shoot someone in any area, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Justice Wargrave:

Spoiler

 

Take a Sealed Bottle of Alcohol: A Sealed Alcohol is gained.

Take a Mirror: A Mirror is gained

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

 

Dining Room:

Spoiler

 

Anthony Marston:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Thomas Rogers:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Ethel Rogers:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

General MacArthur:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Emily Brent:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Study the Words of Founding: Restores 30% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Dr. Armstrong:

Spoiler

 

Doctor’s Protection: Select anyone currently alive. If they are attacked, then they will live.

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Sedative: Inject someone in the same room as you with a sedative. Forces them to sleep at night, but restores 50% of their sanity.

 

William Blore:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Vera Claymore:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Philip Lombard:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone (Crackshot):Shoot someone in any area, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Justice Wargrave:

Spoiler

 

Take a Knife: A Knife is gained.

Drink Alcohol: Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Eat Food: Restores 20% of one’s sanity.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror: None

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

 

 

 

 

The Outdoors:

Spoiler

 

Anthony Marston:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Thomas Rogers:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Ethel Rogers:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

General MacArthur:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Emily Brent:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Study the Words of Founding: Restores 30% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Dr. Armstrong:

Spoiler

 

Doctor’s Protection: Select anyone currently alive. If they are attacked, then they will live.

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Sedative: Inject someone in the same room as you with a sedative. Forces them to sleep at night, but restores 50% of their sanity.

 

William Blore:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Vera Claymore:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

Philip Lombard:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone (Crackshot):Shoot someone in any area, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

Justice Wargrave:

Spoiler

 

Take a Rock: A Rock is gained.

Take a Rope: A Rope is gained.

Search the Area: Searching the area will reveal whatever items were taken from the room, and the quantity in which they were taken.

Pass an Item: Pass an item that you have to someone in the same room as you.

If the following item is had, then these actions will be applicable.

Knife:

    Cut Down a Trap: If someone is caught in trap in a room that you enter, you may use an action to cut them down.

Revolver:

Shoot Someone:Shoot someone in the same room as you, killing them. All other players will be alerted to the death, and the revolver will be passed to a random player.

Words of Founding:

Read the Words of Founding: Restores 15% of one’s sanity.

Mirror:

Signal the Mainland: If done for 5 consecutive day cycles allows rescue of those on the island. Can only be done in the outdoors, using the mirror item.

Signal a Player: 2 players who signal each other using mirrors can establish a permanent pm between each other.

Sealed Alcohol:

Drink Alcohol:Restores 25% of one's sanity, but decreases it an additional 5% for the next 2 cycles.

Rope: None

Rock: None

Hypodermic Needle:

Injection: Heal an Injured player.

 

 

 

 

 

 

Night:

Spoiler

 

Anthony Marston:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Thomas Rogers:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Ethel Rogers:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

General MacArthur:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Emily Brent:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Dr. Armstrong:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

William Blore:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Vera Claymore:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Philip Lombard:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

Justice Wargrave:

Spoiler

 

Sleep: Go to sleep, restoring 10% of your sanity. (Doesn’t count as an action, and will automatically be done if no action is submitted)

Stay up at Night: Stay up at night, increasing your insanity by 50%. Staying up does not count as an action, but all of the following come at the above cost.

If the following item is had, then these actions will be applicable.

Rope:

Set a Trap: Set a trap for the Killer, preventing them from entering the room and roleblocking them for the next Day cycle if they attempt to enter the room. After the cycle ends the trap disappears

Knife:

Guard the Door: Prevent the Killer from entering the room and injuring them if they enter.

 

 

 

 

 

 

 

 

Items:

Spoiler

 

Knife

Revolver

Words of Founding

Mirror

Hypodermic Needle.

Sealed Alcohol- Cannot be poisoned

Rope

Rock

 

 

Sorry the formatting gets crappy towards the end, I got lazy. Kudos to anyone who reads the 8k word monstrosity. Feedback is very much appreciated.

Edited by Snipexe
Added Lynch info
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3 hours ago, Snipexe said:

QF: And Then There Were None (An Agatha Christie Themed Game on Scadrial)

I'll have more detailed observations with a reread, but with the first skim-through it appears the only way for the village to kill the killer is with the revolver. If Philip Lombard is the killer, or if any player with the revolver is lynched before being able to kill someone, the village cannot win except for the mirror victory. However, I'm not sure the killer can actually stop a mirror victory.

To accomplish a mirror victory, all nine villagers grab a mirror D1 or D2 depending on which room they start out in, move outside as quickly as possible, and then have everyone start spamming the mirror action D2/D3. There's no reason for an active player to eat or drink unless they plan to stay up at night, so those methods of murder are out. That leaves revolver if the killer is Philip, hypodermic needle if the killer is Dr. Armstrong, and rock for everyone else(unless the killer's traps can catch those who go to sleep at night, in which case anyone can kill). Regardless, the village can lynch the same player over and over again, and the killer won't be able to kill everyone else fast enough unless 'three actions per cycle' means 'the killer can attack three different people every night'. In that case, the village actually would need to kill/permalynch the killer in order to win.

Please tell me if I missed any obvious details in this preliminary analysis.

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9 hours ago, xinoehp512 said:

Why did you redo the actions for every single person? Almost all of them are the same. You could just condense them and list the exceptions.

The ways of the Snip are mysterious and unknowable (and I didn’t think of it :P)

17 hours ago, Devotary of Spontaneity said:

To accomplish a mirror victory, all nine villagers grab a mirror D1 or D2 depending on which room they start out in, move outside as quickly as possible, and then have everyone start spamming the mirror action D2/D3. There's no reason for an active player to eat or drink unless they plan to stay up at night, so those methods of murder are out. That leaves revolver if the killer is Philip, hypodermic needle if the killer is Dr. Armstrong, and rock for everyone else(unless the killer's traps can catch those who go to sleep at night, in which case anyone can kill). Regardless, the village can lynch the same player over and over again, and the killer won't be able to kill everyone else fast enough unless 'three actions per cycle' means 'the killer can attack three different people every night'. In that case, the village actually would need to kill/permalynch the killer in order to win.

You are very correct in your analysis. On the revolver note, I forgot that I was planning on having the lynchee’s items distributed randomly among those who voted on them.

The Mirror victory was something that I was worried someone would figure out how to break. I added it in sort of last minute, and I should have thought it through more. There are 2 ways I think I could fix it. 1. Extend the number of cycles that it takes inorder to complete this wincon. 2. Change how the insanity works. I think if I got rid of the bonuses that people get from submitting actions, it could potentially work to stop this way of winning to work. (Marston would just relieve the benefits I had planned for everyone to receive as his new abilities.) There is of course a 3rd option of just taking it out of the game entirely, but my worry was the if the killer got access to the revolver then it would be nearly impossible for the village to win. The killer cannot attack 3 people every night, as movement is separate from actions, the 3 people would have to be in the same room. The only way for the killer to multiple kills would be to either set many traps which would require at least a full cycle of preparation, or to kill the Rogers at the same time.

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1 minute ago, Snipexe said:

1. Extend the number of cycles that it takes inorder to complete this wincon

I don't like this idea.

Maybe instead if X or more people signal for 5 cycles all at the same time, it doesn't work?  Because the mainland people think that if there's multiple, it must be a fluke???

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40 minutes ago, The Young Pyromancer said:

Maybe instead if X or more people signal for 5 cycles all at the same time, it doesn't work?  Because the mainland people think that if there's multiple, it must be a fluke???

I do like this idea, but I still think it could come with the same issues Devotary mentioned. The Killer won’t be able to drop the number of people low enough quickly enough if the number is too low. If the wincon was changed to this method then I would go with 3 people, maybe 4, it just depends on if the killer is smart/effective.

How many people would you have?

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I don't know, but the REAL thing this change does is play into suspicion.  The village would want to have as many people signalling as possible, but the killer could have said they weren't signalling and actually signal, messing up the wincon, or kill the people who are signalling.

I would suggest one or two.

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Redistributing items among everyone who voted for that person, as well as ensuring that the revolver cannot leave the game through death of it's owner(it's always the one item that isn't destroyed) would solve the revolver issue. Even if the killer ended up with the revolver, the village could recover it by lynching the killer.

The mirror victory seems like the type of mechanic to use if the game stalls due to lack of kills, rather than the village's best chance to win. It's also boring to have all the villagers stand outside and take the same action every cycle. Perhaps the village could auto-win if they survive until cycle X, probably 8-10? If the game is expected to go on that long with 48 hour cycles, then this is an MR despite its low number of players.

If you want insanity to be a serious threat instead of a long term inactivity filter, enough that someone might be tempted to eat or drink, eliminating the sanity bonus for sleep and actions should be sufficient. Every cycle, each villager gains 20% insanity, or 15% if they vote, and will die by the end of the seventh cycle unless they eat/drink/read.

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On 2/20/2019 at 10:05 PM, Devotary of Spontaneity said:

Redistributing items among everyone who voted for that person, as well as ensuring that the revolver cannot leave the game through death of it's owner(it's always the one item that isn't destroyed) would solve the revolver issue. Even if the killer ended up with the revolver, the village could recover it by lynching the killer.

The mirror victory seems like the type of mechanic to use if the game stalls due to lack of kills, rather than the village's best chance to win. It's also boring to have all the villagers stand outside and take the same action every cycle. Perhaps the village could auto-win if they survive until cycle X, probably 8-10? If the game is expected to go on that long with 48 hour cycles, then this is an MR despite its low number of players.

If you want insanity to be a serious threat instead of a long term inactivity filter, enough that someone might be tempted to eat or drink, eliminating the sanity bonus for sleep and actions should be sufficient. Every cycle, each villager gains 20% insanity, or 15% if they vote, and will die by the end of the seventh cycle unless they eat/drink/read.

 

3 hours ago, The Young Pyromancer said:

I think insanity isn't really meant to be a threat unless you stay up at night.  Which is fine, as the choice of whether to stay up or not seems like one of the main strategy points in this game.

The insanity is intended as both an inactivity filter, and as way to balance the ability to stay up at night.

In regards to the mirror victory, I think I could change it to a combination of both, in that you have to be outside signaling for like 8 cycles straight or something. The issue is that it still allows for a mass mirror spam at the start of the game. At this point I am really tempted to just remove it, as the mirrors can still be used to create pms, and maybe replace it with the auto win. I would still like to think of a better solution if possible, and I’m very open to suggestions.

I would probably run the game with 48 hr days, 24 hr nights, but I would like to keep the number of people playing at 10, so if I had to drop the length of cycle in order to keep it a QF I would be fine with it. 

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I've posted my idea for this game before, but now I am working on getting it ready to be approved, to hopefullly run this in the future. I've changed the format somewhat so that it's not too short to even be run as a QF, and I'll post the not secret part here, because I am looking for feedback on balancing this portion of the game. The remaining portions will be discussed with people on the committee who approves the games after I've finished creating them, but prior to me actually running the game.

Any feedback would be greatly appreciated!

Spoiler

Mistborn: The Rebellion
Now or Never

Cycle/Game length:

Spoiler

 

24 hour night.

48 hour day

After that point, it will change into a typical game, determined by who wins the Night-One portion of the game. (This additional format of game is still being worked on, and will remain secret until the moment it is put in place)

 

Game mechanics: 

Spoiler

 

There will be 3 more roles than there are number of players. Roles will be distributed randomly. There will then be one night cycle, where most actions will take place, and one day cycle where voting will occur. Because some roles change the role and alignment of other players, players may believe that they are one role, however, in reality, they are another.

The action that you will perform will be based off your role at the beginning of the night cycle, not based on the role you have at the end of the game.

The player(s) with the most votes wil die. Alternatively, players may choose to do a “circle vote” where all players receive one vote, and no one dies.

The Village team only wins if at least one eliminator is killed

The Elim team only wins if no ministry workers are killed

There are also a few neutral roles that may affect the victory for either team.

If there are more or less players than there are roles, then some roles may be duplicated, and some vanilla village players may be added, or removed by discretion of the GM based on what they think would keep the game most fair prior to role assignment. Players will be informed which roles are in play.

 

Teams

Spoiler

 

Steel Ministry: These are the Eliminators. They do get to know who the other members are at the beginning of the night, but, they do NOT get a Doc to conspire in at this time.

     Leader of the Ministry

     Ministry Seeker

     Ministry Workers

     Kandra Spy

 

Rebels: This is the village team. They do not get to know who each other are

     Matchmaker

     Seeker

     Informant

     Spiked

     Hemalurgist

     Hemalurgic Troublemaker

     Tineye

     Oracle

     Confused Kandra

 

Neutral/Other Roles

     Lerasium spiked

     Rogue Hazekiller

     Kelsier

     Lovers

 

Order of actions

Spoiler

 

Lerasium-spiked(Starts out Village): May choose to find out another person’s role at the beginning of the cycle, if they do so, they will become a copy of that role (His new role will be informed to him as soon as possible, and will be performed simultaneously or immediately after the original role performs the role)(It is not guaranteed that the new role will be able to be used if this player does not put in a request early in the turn, due to the cycle ending, and GM not having time to provide new role)

Matchmaker(Village): May Choose two players at random to be lovers. Lovers will be informed at the beginning of the Day cycle who their lover is, but they will not be given any way to communicate.

Leader of the Ministry(elim): May convert one player to join the ministry. That player’s role is now Ministry Worker. The rest of the ministry does not know who this person is, and that person will be aware that they have become converted, but will not be told who the remainder of his teammates are. Their role becomes another unused role.

Ministry Seeker(Elim): May scan to confirm role of one player or one unused role

Seeker(Village): May scan one other player or one of the unused roles.

Informant(Village): May scan the role of one other player. If that player is not in the Ministry, the role is revealed in the write-up.

Confused Kandra(Starts out Village) The confused Kandra may submit a list of up to 2 other players, in a specific order. They are informed of those Player’s roles. If either player is Kelsier, or a Ministry Worker, The Kandra becomes a copy of that role. If the first player they chose to view was one of these roles, they don’t get to view the second player. This means that the confused Kandra may change alignments.

Spiked(village): May spike another player, and himself, and swap roles with that player. The Spiked will be informed of his new role. The other person will not be informed of the change

Hemalurgist(village): May swap one person’s role for one of the unused roles

Hemalurgic troublemaker(Village): May choose to spike two people other than themselves, and swap their roles. Neither will be informed of the swap

Tineye(Village): May scan a player to see if any actions have been performed by that player. The role will not be revealed.

Rogue Hazekiller(Neutral): During the night phase, this player may choose another player as a target. This player can only win this wincon, if that player is lynched.  Your target will be notified that they are the target.

Drunk(Village) Your role will be switched with one of the unclaimed roles You will not know your new role.

Oracle(Village) At the end of the night, they will be informed what their current role is. 

Other Roles(inherent abilities, No night actions)

Other ministry workers(elim): All ministry workers will know the who the other ministry workers are. It will not be revealed who is the ministry seeker, or who is the leader of the ministry. No doc will be provided for them to communicate in, however all night actions will be put in blindly, without communication with other Ministry workers.(Between 20-33% of the possible roles will be Elim roles. The more players, the lower the percentage, generally speaking.

Kandra spy(elim wincon-if lynched, acts as a village lynch): The Kandra spy is attempting to infiltrate the rebellion. This character wins if the Elims win. He will know who the Eliminators are, and will be given access to view the doc, but will not be able to speak in the doc, or reveal who he is there. If the Kandra dies, If he is lynched, it is as if a villager is lynched, and the Eliminators win.

Hazekiller(village): If a hazekiller is lynched, the person he is voting for is killed as well.

Kelsier(neutral): His goal is to sacrifice himself, to start a religion about him. He wins if he is lynched. If he is lynched, all others lose.

Lovers: Lovers gain a secondary wincon of making sure their partner survives. Both the individual primary and secondary wincon must be met in order for that player to win. If Lovers have separate alignments, then only one lover can win, but it is dependent on the other lover surviving. The exception to this is if one lover is Kelsier. Kelsier’s goal still is to be lynched.

 

 

 

Edited by Cadmium Compounder
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Here's my hemalurgic conversion game! It will be an LG. It's slightly edited from my first version of it, and thanks to @Fifth Scholar for helping me create this game.

Basic rules:

Spoiler

 

Start out with 1 elim (the Inquisitor) who has a bunch of spikes. 7 of them, to be precise.

The elims have a team kill each night. During each kill, the Inquisitor can choose whether or not to charge a spike (and if so, which spike to charge). Once a spike is charged, it may be used to spike someone, thus converting them into an elim and granting them an ability.

Day and night cycles are 24 hours long each.

1 action per cycle. Voting does not count as an action. The elims' group kill does not count as an action, but must be submitted at night just like any action would. Charging a spike with the group kill uses an action. Spiking someone uses an action. Passive roles are always active and do not count as actions. Any roles marked "Day", "Night", or "Day OR Night" count as actions and are to be used during the specified times.

PM’s are closed, and the elims have a doc.

 

Spike rules:

Spoiler

 

The Inquisitor has 1 of each spike at the start of the game. An uncharged spike cannot be used to spike a player. Multiple spikes can be charged in a row before spiking someone, but no more than 1 spike can be charged or used to spike someone at a time.

There is no limit to how many spikes can be used on a player. However, a maximum of 3 players, excluding the Inquisitor, can be spiked. Having multiple roles does not grant a player extra actions. If an Allomancer is spiked, they retain their Allomantic powers as well as those granted by the spike.

If the Inquisitor is killed, all unused spikes are lost, regardless of whether or not they are charged. If a spiked player other than the Inquisitor is killed, the spike loses its charge but may be reused.

 

Spike roles: 

Spoiler

 

Iron - Gives the elim an extra life (passive)

Steel - The elim can choose 1 player. Actions against said player override a Lurcher's protection OR a Coinshot's redirection, with a 50% chance of success (Night)

Tin - The elim can use an action to scan someone and see what Allomantic powers they have, if any (Night)

Zinc - The elim has their votes count as 2 votes (Passive)

Copper - The elim can choose to nullify one vote on them as an action (effectively needing 1 more vote than normal to lynch them) (Day)

Bronze - if the person who is killed with the spike is a Misting, their role is transferred to the elim (Passive)

Atium - Replicate the effects of any one of the above spikes.

 

 

Allomancy:

Spoiler

 

Lurcher - Can prevent any one player, including themselves, from being killed OR spiked. If a Lurcher successfully prevents a kill that charges a spike, that spike is left uncharged. (Night)

Coinshot - Can redirect 1 kill action from that night, if any, onto a different player of their choice with a 50% chance of success (Night)

Thug - has an extra life (Passive)

Tineye - Can target a player and learn who they targeted that night, if anyone (Night)

Soother - Can suppress one person’s vote (Day)

Rioter - can double one person’s vote so that it counts as 2 votes (Day)

Seeker - Can choose a player and scan what metal their role is associated with, if any. This does not reveal their alignment or the nature of their metallic art. If someone is spiked with bronze, only the Allomantic metal that they stole will be revealed. If someone is spiked with Atium, the metal associated with the role they ended up receiving will be revealed. (Night) 

Smoker - Can prevent any player, including themselves, from the effects of Seeking, Soothing, and Rioting (Night, effects last the entire cycle)

Seer - Can target any player to nullify their action (Day OR Night)

 

Allomantic roles are randomly assigned at the start of the game.

P.S. Yes, I know that being spiked with tin does not actually grant Allomantic scanning powers. Don’t at me.

 

 

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@Lumgol:

Will vote tallies reflect the changes due to vote manipulation? If so, village rioters may not consistently double-vote if they know that an elim with a zinc spike is forced to have their vote count double.

If an elim with an atium spike dies, can the Inquisitor choose a different power when it's reused? Would the second bearer of the iron spike still gain the extra life?

Until a steel elim can be created, the village has a 50% chance of blocking the kill by having the lurcher claim and a coinshot redirecting the kill to the lurcher every cycle. If a steel elim is created, attempts to kill or spike the lurcher will still only have a 50% chance of success.

If a misting is spiked with a metal other than bronze or atium, would a bronze scan only reveal their original role? What would be the results of scanning the Inquisitor?

If you're worried about the Inquisitor dying before being able to convert anyone, you could use an LG2 style mechanic where the Inquisitor starts out with all the spike abilities. If you allow atium to change abilities upon reuse, this could mean the Inquisitor starts out with three lives and has a good chance of converting someone unless they're lynched D1, successful coinshot trying to spike someone, then lynched again. To balance this out, iron and atium spikes could only ever grant one extra life.

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@Devotary of Spontaneity, these are really good questions.

The number of tallies in a vote will be reflected due to vote manipulation, but the names will stay anonymous, like so:

Player1 (4): Player2, Player3, Player4

So you'll know that one of the 3 players is a rioter or a zinc-spiked elim, but you wouldn't find out which.

An atium spike can have a different power when it's reused.

As for the lurcher and coinshot working together, that's something that I hadn't thought of before. This can be prevented by spiking or killing the lurcher (since they would claim). If this is still too overpowered for the village, I could make the Lurcher also have a 50% chance of success.

If a Misting is spiked, a bronze scan would reveal both metals that the player is associated, so they would be outed as an elim, but the Seeker wouldn't find out which metal is Allomantic and which one is a Spike.

The last 2 questions combined just gave me an idea. Having an Inquisitor who doesn't start out with any spikes makes no sense, but I don't want them to have all of the spike powers and lose them towards the end, or anything like that. So, I'll have the Inquisitor choose up to 2 spikes to start out with and have for the rest of the game. Choosing 2 spikes would make them vulnerable to bronze scans that expose them as having multiple powers and thus being an elim. However, 2 spikes = more fancy magical powers = good.

Scanning the Inquisitor wouldn't provide any results other than revealing the metal(s) that they spiked themselves with at the beginning.

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  • 2 weeks later...

I'm currently working on an Alcatraz themed game. I've been able to come up with good abilities for everyone/village roles, but I'm struggling to give balance toward the elims as well. Here's what I have so far. I'd like to get some input on possible roles/abilities for the elim team.

https://docs.google.com/document/d/1kYHoUiGam9IvSTRulJupBD2tb-5LO4mrN6L6W3WTUOE/edit?usp=sharing

General comments about balance are also very appreciated. Thanks!

EDIT: I forgot about Alivened, so I added a mechanic for that to the Elims.

Edited by Elandera
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@Elandera

What actions specifically do the Windstormer's lenses block? Even if they can be removed with Voidstormer's lenses and Alcatraz's breaking ability, I'd still say the general invincibility is a bit too powerful to have in the hands of a provable safe role. Perhaps make it such that the owner has to submit an action to use the lens?

Can the disguiser's lens be used for a double-protect, where the person targeted by the disguiser is protected, ensuring that neither of them can die?

Having two shaper's lenses floating around from Aydee's ability combined with four confirmed safe roles, two of which(Alcatraz and Aydee) can easily prove themselves without too much fear of death, will make this game quite difficult for the elims. Maybe have a usage limitation for the shaper's lens, or have some elims that scan as village.

For the elims, you could include the other groups of librarians. Warden of the Standard scans as a villager, Order of the Shattered Lens can choose a certain number of times to destroy the lenses of the elim kill, Scrivener's Bones are not oculators but can forge new lenses for themselves from the blood of oculators, or other thematic abilities. The game will likely not have enough players to fit elims from all four factions and still have roleless elims though.

 

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31 minutes ago, Devotary of Spontaneity said:

What actions specifically do the Windstormer's lenses block? Even if they can be removed with Voidstormer's lenses and Alcatraz's breaking ability, I'd still say the general invincibility is a bit too powerful to have in the hands of a provable safe role. Perhaps make it such that the owner has to submit an action to use the lens?

I could make it similar to the Voidstormer's lense, in that once it is used, it is dropped. That way one person can only use it once. Also making it a specific action would be good.

31 minutes ago, Devotary of Spontaneity said:

Can the disguiser's lens be used for a double-protect, where the person targeted by the disguiser is protected, ensuring that neither of them can die?

No, it either protects the disguised in the even the disguised is attacked, or it will kill both if the person the disguised looks like is attacked. In a thematic sense, the elims will go after one target, but since there are two of that target, the kill both just to be sure.

31 minutes ago, Devotary of Spontaneity said:

Having two shaper's lenses floating around from Aydee's ability combined with four confirmed safe roles, two of which(Alcatraz and Aydee) can easily prove themselves without too much fear of death, will make this game quite difficult for the elims. Maybe have a usage limitation for the shaper's lens, or have some elims that scan as village.

I could probably make the Shaper's lense reveal the role rather than alignment. That way some elims would only register as Oculators.

31 minutes ago, Devotary of Spontaneity said:

Warden of the Standard scans as a villager, Order of the Shattered Lens can choose a certain number of times to destroy the lenses of the elim kill, Scrivener's Bones are not oculators but can forge new lenses for themselves from the blood of oculators, or other thematic abilities.

I like this idea. I'm thinking maybe the Order of the Shattered Lens addition would be very good in response to Aydee's and Alcatraz's ability. I also like the Scrivener's Bones suggestion, but Aydee's ability does have the potential to assign those extra lenses to the elims as well.

EDIT: 

What do you think about making the disguise also make the person appear as their target in scans?

Edited by Elandera
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44 minutes ago, Elandera said:

No, it either protects the disguised in the even the disguised is attacked, or it will kill both if the person the disguised looks like is attacked. In a thematic sense, the elims will go after one target, but since there are two of that target, the kill both just to be sure.

So if a villager disguises themselves as Alcatraz, if the elims target Alcatraz with the kill both Alcatraz and the villager will die even if Bastille protects Alcatraz?

48 minutes ago, Elandera said:

I could probably make the Shaper's lense reveal the role rather than alignment. That way some elims would only register as Oculators.

So the new Shaper's lens shows most players, including the Dark Oculator and any roleless librarians, as Oculators, the Smedries as such, Bastille as a Knight, and reveals the Shattered Lens and a potential Scrivener as their respective roles?

The new Windstormer edit seems to work, and I believe it should require an action to allow the player to choose when they use it. Thematically, I think the disguiser's lenses should only alter the scans of the tracker's lens and possibly the oculator's lens, if anything.

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2 hours ago, Devotary of Spontaneity said:

So if a villager disguises themselves as Alcatraz, if the elims target Alcatraz with the kill both Alcatraz and the villager will die even if Bastille protects Alcatraz?

Oh, I hadn't thought of that. I lean towards it protecting just the real Alcatraz. However, I'll gladly take balance suggestions for this.

2 hours ago, Devotary of Spontaneity said:

So the new Shaper's lens shows most players, including the Dark Oculator and any roleless librarians, as Oculators, the Smedries as such, Bastille as a Knight, and reveals the Shattered Lens and a potential Scrivener as their respective roles?

It would show most players as Oculator, but anyone with a specific name attached (Dark Oculator, Smedry's, Bastille, Scrivner's) would be shown. Again, I can change this for balance.

And yes, I'll specify which scans work for disguising.

EDIT: I was, however, thinking the Shaper's Lense would be the only real scan that disguising would change. If given to elims, it would assist them in hiding. And since they only look like the other player, they're still taking their own actions and using their own lenses.

Edited by Elandera
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So I was reviewing the games I've played in, and in the King Killer Chronicle game (MR 29, I believe), There was a joke going on before the game actually started to lynch the GM, and it got me wondering...

Have there been any games where the GM also had a secret role or something that allowed them to directly influence the game in an unknown way? If so, could someone point me to it? It seems like it could be an interesting and fun mechanic.   

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