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Posted (edited)

I've been working on a game idea for a while now, I was looking to get some feedback on it. It's an LG set on Sel, in Arelon right after the Reod.

Here is the link to the doc. I'm also including the rules here.


 

Reforging Arelon

 

You play as members of the merchant guild of Kae (the capital of Arelon) directly after the Reod. Since the elantrians fell, there is a very very loose ruling structure that could collapse at any time. The new laws and policies are still being put into place, and as they form the game itself will change. When certain conditions are met, rules will be added, removed, or changed.

 

There are those among you who think that Arelon has outstayed its welcome and that the people or Arelon would be better off integrating with Fjorden; it is the job of the loyal merchants to root them out and remove them from power - and remove them from life. The guillotines will be busy. In this volatile state of change, will the merchant guild be able to reforge Arelon into a great nation once more?

Factions:

Spoiler
  • Loyal merchants:

    • You win when all the Fjorden Sympathisers are dead

 

  • Fjorden Sympathisers:

    • You win when you outnumber or tie the number of Loyal Merchants, and the Dakhor Monk Spy is dead

    • You have a doc to conspire in as per normal

    • You have a faction kill action as per normal

 

  • Dakhor Monk Spy:

    • There is only one of you, and you won’t have a role outside of Dakhor Monk Spy

    • If you are alive when the Fjorden Sympathisers outnumber the Loyal Merchants, then you win instead of the Fjorden Sympathisers

    • If all the Fjorden Sympathisers die, you lose

    • You can survive one attack

    • If you are the only player to vote on the player you are voting for, you unlock an extra secondary action that you can use to roleblock a player or protect a player other than yourself from an attack

      • This extra action is available for that turn only

Cycles:

Spoiler
  • 48 hour day turn

    • Voting for the lynch

    • You’ll get your income from last cycle at the beginning of the day turn

 

  • 24 hour night turn

    • Actions

Roles:

Spoiler
  • King Iadon

    • As an action you can swap the roles (not alignments) of two players

    • There will only be one of this role

    • If King Iadon is removed from the game the Executive Secretary can no longer use their ability

    • If King Iadon is lynched at any point, the Item Market and the Contract Market will be closed for one cycle

 

  • Adjudicator

    • As an action you can target one player other than yourself. During the next day turn, that player will be immune to the lynch.

    • If the Adjudicator is killed by an attack then the lynch must have 50% or greater of players voting for a lynch to occur 

 

  • Executive Secretary

    • As an action you can target a player and learn either which action they took OR who they targeted

    • After the first cycle you can learn which action they took and who they targeted

    • After the third cycle you can learn either which action they took and who they targeted OR what role they have

    • After the fifth cycle you can learn either which action they took and who they targeted and what role they have OR what alignment they are

    • After the seventh cycle you can learn all of those things.

      • If there are tons of players these numbers might be made higher, official numbers for the game will be announced cycle 1

    • If at any point King Iadon is removed from the game, you can no longer scan anyone.

 

  • Socialite

    • Once PMs are opened (see the PM section of the rules) you can have two additional PMs open and active

    • You can use your action to open two PMs instead of just one.

    • You can use your action to send an anonymous message to up to two players

    • If there were votes on 4 separate players during any given day turn when PMs are open, Socialites can create group PMs instead of one-on-one PMs

    • If there are no longer any socialites alive in the game then PMs can only be used during the day turns, not the night turns

 

  • Actor

    • As an action you may target a player, any action targeting that player will target you, and any action targeting you will target that player instead

      • A scan will read who the action actually targeted, not who the player using that action targeted

    • If the Actor is targeted with an action, the player who targeted them will not receive any income for that cycle

      • If the Actor is targeted but they trade places with another player so that the action ends up targeting the other player, this clause is not triggered

 

  • Trademaster

    • You get a 10% discount on the Item Market

    • After you buy an item you get a further 5% bonus discount, this is cumulative but caps at 35%

    • Whenever a Trademaster dies the prices at the Item Market raise by 10%

 

  • Kingpin

    • You get a 10% discount on the Contract Market

    • After you buy a contract you get a further 5% bonus discount, this is cumulative but caps at 35%

    • Whenever a Kingpin dies the prices at the Contract Market raise by 10%

 

  • Burglar

    • As an action you can target a player and if they have any items you steal the items

    • If at any time you have four or more items in your possession you unlock the ability to target two people with your burglary action

Lynch:

Spoiler
  • Start of Game Lynch Rules

    • No vote minimum

    • Kills player

    • Ties result in RNG lynch

 

  • Alterations to Lynch Rules

    • State of emergency - 33% of players dead

      • 2 vote minimum

    • Martial Law - 67% of players dead

      • Majority vote needed to lynch

    • Anarchy in Court - If an Adjudicator dies to an attack

      • 50% or more of all living players must vote for the lynch to occur

Actions:

Spoiler
  • Each player has one action they can use to do any of the following:

    • Use a role ability

    • Increase your income for this cycle by 50%

      • Ex. If your income is 10 then after using this action the income you get will be 15.

    • Buy something from the item market (explained more later)

    • Buy something from the contract market (explained more later)

    • Create a PM (only if the necessary conditions have been met, see the PMs section of the rules)

 

  • Once 50% or more of players are dead, everyone gets an extra action, although you cannot use this additional action for the same thing as your other action

The Dakhor Monk Spy still gets their secondary action in addition to these two actions

PMs:

Spoiler
  • Start of Game PM Rules

    • PMs are closed

 

  • Alterations to PM rules

    • Conference - There is a majority vote

      • PMs are unlocked

      • You may create a maximum of two PMs

      • PMs can only be made between two players (for the exception see the Socialite role)

      • Making a PM takes an action

      • Tell the GM whom you would like to open a PM with and that PM will be made for you the following day turn. Please do not make your own PMs

      • If a player with whom you had a PM dies then that PM does not count against your total number of PMs

    • Assembly - If Conference has been unlocked and there is no lynch

      • There is no limit to the number of PMs you can create for the rest of the game

  • If at any point there are no socialites alive in the game PMs can only be used during the day turns, not the night turns

Currency:

Spoiler
  • The currency in Arelon is the Deo, after Aon Deo meaning gold or metal

  • Every cycle players will receive 20 Deo as income from their business ventures

  • Players must post at least one game related post throughout the cycle to get their income from that cycle.

    • If there are extraneous circumstances come talk to the GMs

Item Market:

Spoiler
  • The following items are for sale:

    • Noble Insignia - remove one vote from yourself

      • 22 Deo

    • Trade Rights - your vote counts as two votes

      • 22 Deo

    • Embargo - roleblock one player

      • 35 Deo

    • Personal Messenger - Send a message to another player (no more than 50 words) which they can respond to once

      • 15 Deo

      • You will send the message in your GM PM and it will be forwarded to the player through their GM PM

      • If the player you message doesn’t reply within the turn you send the message or the turn subsequent, they can no longer reply at all

 

  • Items bought from the Item Market are not used when you buy them. They are instead in your possession until you choose to use them during a later turn

    • You are able to use the vote manipulation items during day turns

  • Items do not take an action to use

  • If you are roleblocked then you did not buy the item, you will not lose any money either

  • Items can be given to other players without using an action, however the player who receives it cannot use that item that cycle

  • Whenever a Trademaster Dies the prices at the Item Market will raise by 10%

  • If you die with items in your possession the items are taken by authorities (essentially destroyed)

Contract Market:

Spoiler
  • The following contracts are for sale:

    • Murder - Kill a player

      • 100 Deo

    • Surveillance - Learn a players alignment

      • 65 Deo

    • Mercenary Bodyguard - Protect a player of your choice, yourself included

      • 65 Deo

    • Identity theft - Steal the role of another player

      • 79 Deo

      • There will only be one contract of this kind in the game, once it has been purchased once nobody else can purchase it

      • If two players try to purchase it in the same turn the first player to submit the action will receive it

 

  • Contracts bought from the Contract Market are not like items, they do not stay with you. You buy a contract and it is carried out that same turn

  • Contracts are illegal business, so if you buy a contract there is a ⅓ chance that you will be detained and be unable to vote next turn.

    • Detainments will be made public, but not which contract you bought

    • If you are detained the contract will still go through

  • Instead of risking being detained, you can pay an additional 50% of the price of what you are buying to buy off any guards that walk by

  • If you are roleblocked then you are stopped from buying anything at all, you will not lose money, you will not have a chance at getting detained, and the contract will not be carried out

  • Whenever a Kingpin dies the prices at the Contract Market increase by 10%

Order of Actions

Spoiler

Order of Action Daytime

  • Embargo

  • Noble Insignia / Trade Rights / Personal Messenger

  • Lynch

 

Order of Action Nighttime

  • Dakhor Monk Spy Roleblock 

  • Embargo

  • Actor Place Swap

  • Executive Secretary Scan / Socialite Anonymous Message / Surveillance Contract / Increase income by 50% / Buy item / PM creation / Personal Messenger / Adjudicators Lynch Protection

  • Burglars thievery

  • Dakhor Monk Spy Protection / Mercenary bodyguard

  • Murder Contract

  • King Iadon’s Role Swap

  • Identity Swap

  • Elim Kill

 

Edited by Kynedath
Formatting
Posted (edited)

@Kynedath, I keep meaning to check this. I don't have time right now, but could you ping me if I haven't responded by tonight? 

EDIT: I did have time for a brief skim, so I'll add a few notes really quickly. 

On 5/16/2020 at 9:15 PM, Kynedath said:

Murder - Kill a player

  • 100 Deo

Does this give someone the ability to kill a player? Or would they have to have a kill ability in order to fulfill the contract? 

The restrictive lynch is also somewhat concerning, as it really inhibits the village ability to do anything late in the game. Since there don't seem to be any village kill roles (outside of the potential of a Murder contract), they would just be systematically slaughtered by the elims with no reliable ability to stop them. 

Edited by Elandera
Posted
On 5/17/2020 at 0:15 AM, Kynedath said:
  • King Iadon

    • As an action you can swap the roles (not alignments) of two players

    • There will only be one of this role

    • If King Iadon is removed from the game the Executive Secretary can no longer use their ability

    • If King Iadon is lynched at any point, the Item Market and the Contract Market will be closed for one cycle

Does the Dakhor Monk Spy count as a role in addition to being an alignment?

Posted
4 hours ago, Elandera said:

Does this give someone the ability to kill a player? Or would they have to have a kill ability in order to fulfill the contract?

You do not have to be able to kill someone to fulfil the contract. It's like hiring an assassin, anyone can buy it and kill a player

4 hours ago, Elandera said:

The restrictive lynch is also somewhat concerning, as it really inhibits the village ability to do anything late in the game. Since there don't seem to be any village kill roles (outside of the potential of a Murder contract), they would just be systematically slaughtered by the elims with no reliable ability to stop them.

That's really fair actually. My reasoning was that since there are a couple ways to scan people that it should balance out, but even then there would be a difficulty doing anything about it. Plus with the vote manip it gives even more power to the elims. Would you suggest loosening the restrictions on the lynch or adding a village kill role? I'm partial to the latter as I feel like the lynch rules are at the core of this game.

3 hours ago, Straw said:

Does the Dakhor Monk Spy count as a role in addition to being an alignment?

I didn't want them to come up in scans which is why I made it an alignment without specifying that it was not technically a role. And I don't want King Iadon to be able to switch their role either. So no, it does not count as a role i addition to an alignment. I can make the following change to clarify the matter: change "you have no role other than Dakhor Monk Spy" to "Dakhor Monk is not a role, although being of this alignment does give you the abilities mentioned here".

Another thing I think I should add is specifically say that there is a vanilla role with no actions tied to it. I don't plan on making this a role madness game. So that will go in the next iteration.

  • 2 weeks later...
Posted
On 5/19/2020 at 9:58 AM, Kynedath said:

You do not have to be able to kill someone to fulfil the contract. It's like hiring an assassin, anyone can buy it and kill a player

Got it, then it should be fine.

On 5/19/2020 at 9:58 AM, Kynedath said:

Would you suggest loosening the restrictions on the lynch or adding a village kill role? I'm partial to the latter as I feel like the lynch rules are at the core of this game.

 I'd also suggest a village kill role. The lynch rules are interesting and I'd like to see them in play, but you would need to give a little more ability to the village to act in the late game. It wouldn't be out of place to have up to two village kill roles (depending on player count) that have a limited number of kills. That plus the contract to kill would be enough to balance the restricting lynch.

Posted

Alright, then a kill role I shall add. I can't just make it a normal kill role though, so I'll add a bit of flair. Maybe they can kill every second turn, but once 50% of players have been killed they only get one or to more kills the whole game?

Posted
25 minutes ago, Kynedath said:

Alright, then a kill role I shall add. I can't just make it a normal kill role though, so I'll add a bit of flair. Maybe they can kill every second turn, but once 50% of players have been killed they only get one or to more kills the whole game?

Yeah, my suggestion was just to keep them from being able to kill freely every turn.

  • 2 weeks later...
Posted

So i am interested in hosting a game...

I have a few ideas, although it most likely needs balancing.

factions:

Bridgeboys

about four? most likely four bodyguards. vote who to protect and have a doc.

if there are 4 bridgeboys, one protect vote means 25% chance of surviving a kill. these votes stack.

E.G

random1 votes to protect random, random has a 25% chance of surviving a kill directed at them.

if random1 and random2 vote to protect random, random has a 50% chance of surviving a kill directed at them.

if random1 and random2 vote to protect random, and random3 and random4 vote random2:

random has a 50% chance of surviving a kill directed at them and random2 will have 50% chance of surviving a kill directed at them.

 

looses and wins along with the royal entourage.

An... interesting position.

#stormmoash will hate or love this game. depends on if moash dies or not...

has access to both docs(elim and bridgeboy)

is both one of those 4 bridgeboys, and one of the 5 lets kill the king!

wins along with lets kill the king.

ALSO looses if all bridgeboys(moash himself doesnt count for this matter) die.

needs to keep bridgeboys alive while helping the elims win.

The Royal Entourage

needs to kill all lets kill the king.

looses if Dalinar dies.

looses if the lets kill the king outnumber them.

Lets kill the king!

five players? including moash

get an elim doc.

they vote which player to attack.

the player with most votes wins!(a free death.)

looses if Dalinar dies.

looses if all lets kill the king(including moash) are dead.

wins when it outnumbers the village.

roles:

Moash can vote to protect one person with the bridgeboys.

can not vote to kill with the elims.

Adolin can visit one person of their choosing.:ph34r: what do they do is up to the imagination.

if the person adolin visited is lets kill the king adolin dies.

this does NOT include Moash.

Renarin can see if someone is lets kill the king or not. (moash will appear as not lets kill the king.)

Kaladin is just like the other bridgeboys, but can survive one lynch or kill.

Once in the game they can take matters into their own hands...

and kill one player.

after that they die.

Dalinar

i dont know weather this role should have abilities.

no one wants to lynch or kill this role.

so they are kind of overpowered.

claim first cycle and you will be invulnerable

 

 

so this is it.

please tell me how to make it better

i would really love to host this.

I think i will need an IM right?

perhaps a co-host cause i will struggle to keep up with everything.

Posted

Uh could you do some formatting for that?

I think this is correct:

Factions:

Spoiler

Royal Entourage: The normal village. Wins if all Traitors are dead. Loses if Dalinar dies.

Bridgemen: Each Bridgeman can target someone else, giving them a 25% chance of surviving any attack directed at them. This chance stacks. The Bridgemen have a doc to communicate and have the same goals as the Royal Entourage.

Traitor Bridgemen: They are in both the Traitor doc and the Bridgemen doc. The Traitor Bridgemen have the Bridgemen's protection ability but do not get to vote for the Traitor kill. Has the same goals as the Traitors, but has the additional goal of making sure that at least one Bridgeman survives the game.

Traitors: The normal eliminators. They have a factional kill each night (decided via vote) and a doc to communicate in. Wins if they outnumber the Royal Entourage. Loses if Dalinar dies.

Roles:

Spoiler

Adolin: Can visit one person each night. If the person they visit is a Traitor, they die.

Renarin: Can scan one person each night, finding out if they are a Traitor.

Dalinar: No abilities.

Kaladin: Can survive one lynch/kill. Once per game, they can sacrifice themself to kill someone.

I'll give some balance thoughts soon, I just need to read through everything again.

Posted

No one is trying to kill Dalinar though. Shouldn't one of the factions have Dalinar's death as their wincon?

Posted

The first main issue is Dalinar. Dalinar is a confirmed good role that no one wants to kill. As you said, Dalinar can claim right away and then lead the village as a confirmed good. If multiple people claim Dalinar, they can be cleared with Renarin or Adolin. Another issue I see with Dalinar is if the elims are about to lose, they can threaten to kill him, since they'd lose either way. All in all, I don't see much reason for people to lose if Dalinar dies. If you want Dalinar to be unkillable, just make him unkillable.

Another major issue is the threat of a mass claim. Adolin, Renarin, Dalinar, and Kaladin can all claim right away, as they are unique roles that are confirmed good. The the bridgemen can also all claim, since they all know each other. This massively reduces the pool of possible elims. For example, let's say there are 20 players, with four bridgemen and five traitors. A mass claim would leave a pool of 13 players with four elims in it. There would also be four confirmed good players, and three bridgemen with one traitor among them. Adolin and Renarin would be outed to the thread, so the village could work together to clear three people in the pool each cycle (lynch and two scans). The traitors can try to kill Adolin or Renarin, but will run into the issue of bridgemen protection. To avoid the traitor bridgeman revealing the protection target, the three good bridgemen would likely want to choose randomly between Adolin and Renarin. This means that the eliminators would have to risk wasting a kill in order to kill one of the scanners. Once the pool of 13 is cleared, there would be a maximum of three bridgemen to clear.

I'll think a bit more on what you could do to balance this, and I'm sure others will have ideas, but I would recommend having some kind of mechanic that punishes people for claiming. As I said before, I would also recommend changing Dalinar, probably by removing him from the game. Unkillable players who are confirmed good are not particularly interesting or fun to play with. It'd also be nice to give the traitor bridgemen the ability to vote for the traitor kill. That way, if all the true traitors die, they have a better chance of winning.

Questions:

If Adolin is protected by four bridgemen and he visits a traitor, does he still die? Does this also apply to Kaladin? If Kaladin kills someone before using his extra life, does he still die?

Are PMs open or closed?

Posted

Doesn't really make much flavor sense for the Traitors to want to keep Dalinar alive? That could fix the problems with Dalinar claiming to the thread and then controlling the game.

Posted
30 minutes ago, little wilson said:

Doesn't really make much flavor sense for the Traitors to want to keep Dalinar alive? That could fix the problems with Dalinar claiming to the thread and then controlling the game.

In Words of Radiance, I believe the traitors wanted to put Dalinar on the throne? I assume the traitors are Graves' group?

Posted
4 minutes ago, Straw said:

In Words of Radiance, I believe the traitors wanted to put Dalinar on the throne? I assume the traitors are Graves' group?

You could probably solve the Dalinar thing by adding Elhokar to the game and giving them the role that Dalinar currently has.

Posted (edited)
24 minutes ago, StrikerEZ said:

You could probably solve the Dalinar thing by adding Elhokar to the game and giving them the role that Dalinar currently has.

Uh... the traitors want to kill Elhokar. Why would that fix it?

Edited by Straw
Posted
20 minutes ago, Straw said:

Uh... the traitors want to kill Elhokar. Why would that fix it?

Make it so that Elhokar wouldn't be able to mayor. Not sure what role to give Dalinar in that version though. 

Posted (edited)

Thanks for all the ideas.

Yes, i was thinking about adding

the one in white

szeth-son-son-vallano wants to kill dalinar.

has a kill used every cycle.

(adolin dies if he visits szeth.)

and yes, grave's people want to kill Elokhar so dalinar takes the throne.

I was thinking perhaps one PM per cycle?

perhaps remove kaladin.

also the bodyguard protects dont work for when adolin visits someone.

also, if the one in white or the elims target adolin when he visits someone, the kill doesnt work.

plus, if adolin visits the target of a kill, he dies or is protected along with the target.

 

Oh, and perhaps add something like...

Jasnah

wins along with the villagers, but only if renarin is dead.

can target any player, if the player targeted is renarin, he dies. if the player targeted is not renarin, that person is notified.

and

one of Adolin's girlfriends

wins along with the elims, but only if adolin is dead.

if they vote to kill someone and that player is adolin, adolin dies.(even if all other elims voted someone else)

 

 

thanks again for all the ideas!

and for the formatting, it is perfect.

 

tell me what do you think about the one in white.

oh and...

the cycles last 48 hours, ending and starting midday UTC.

one PM

Edited by Lord_Silberfarben
Posted

If you add Szeth, the main issue would be if he got lucky and hit Dalinar early, instantly winning the game. To fix this I would recommend buffing bridgemen, maybe to 50% each. If that sounds OP, you could make the bridgeman protection all or nothing where if two bridgemen target someone, they defend against all attacks, but if only one bridgemen protects them, all attacks hit. These two changes would essentially make it so Szeth's win condition would be to kill all but one of the bridgemen and then attack Dalinar. This adds opposition to Moash's goal of keeping the bridgemen alive, and discourages the bridgemen from claiming. It also gives the traitors a choice between keeping bridgemen alive and taking the risk that their attack will be blocked vs killing bridgemen and bringing the game closer to a win for Szeth.

Also, on the topic of Dalinar, I'd recommend making Dalinar an outed NPC who doesn't count for parity. Being confirmed good and unkillable isn't particularly interesting to play, and he works better as a NPC. I think past games have done similar things (Ex: Elend Venture in LG41). It also helps prevent mayoring from Dalinar, especially since if he could talk, Renarin and Adolin could just PM him with results.

I'm not sure about how balanced it is to have Adolin be able to dodge kills while visiting someone. It basically removes any consequences to him outing himself in the thread. All it does is it stops him from saying who he is going to visit, and not much else.

By one PM per cycle, do you mean one PM channel with unlimited talking? Or do you mean one PM message, like MR42 has?

Posted (edited)
On 6/9/2020 at 11:05 PM, Straw said:

By one PM per cycle, do you mean one PM channel with unlimited talking? Or do you mean one PM message, like MR42 has?

I was thinking one PM message.

On 6/9/2020 at 11:05 PM, Straw said:

I'm not sure about how balanced it is to have Adolin be able to dodge kills while visiting someone. It basically removes any consequences to him outing himself in the thread. All it does is it stops him from saying who he is going to visit, and not much else.

well, i thought adolin was going to die quickly, possibly revealing one elim, and securing one or two villagers.

Although it could make it more interesting, making the village less powerful.

On 6/9/2020 at 11:05 PM, Straw said:

If you add Szeth, the main issue would be if he got lucky and hit Dalinar early, instantly winning the game. To fix this I would recommend buffing bridgemen, maybe to 50% each. If that sounds OP, you could make the bridgeman protection all or nothing where if two bridgemen target someone, they defend against all attacks, but if only one bridgemen protects them, all attacks hit. These two changes would essentially make it so Szeth's win condition would be to kill all but one of the bridgemen and then attack Dalinar. This adds opposition to Moash's goal of keeping the bridgemen alive, and discourages the bridgemen from claiming. It also gives the traitors a choice between keeping bridgemen alive and taking the risk that their attack will be blocked vs killing bridgemen and bringing the game closer to a win for Szeth.

Also, on the topic of Dalinar, I'd recommend making Dalinar an outed NPC who doesn't count for parity. Being confirmed good and unkillable isn't particularly interesting to play, and he works better as a NPC. I think past games have done similar things (Ex: Elend Venture in LG41). It also helps prevent mayoring from Dalinar, especially since if he could talk, Renarin and Adolin could just PM him with results.

you mean both of these?

it actually makes sense, i actually planned to have both Elokhar and Dalinar NPC. then opted to have dalinar a real player, and elhokar just be part of the write ups.

so Dalinar NPC and nerf bridgeboys.

Bridgenoys: Each Bridgeboy can target someone else, if two Bridgeboys target the same player, that player is protected. The Bridgeboy have a doc to communicate and have the same goals as the Royal Entourage.

Dalinar: outed NPC

 

Edited by Lord_Silberfarben
Posted (edited)
Spoiler

Factions

  • Arbiters - 1 scan per night/cycle (Need to figure out a better ability), doc to discuss. 

  • Glory Faction - 1 kill per night/cycle, doc to discuss. 

Roles

  • Forger - Essence Marks: Has five Essence Marks, each can be used once per game and last for one cycle (except for the Way Out), Essence Mark actions are free actions, Restoration: Work on the emperor’s Essence Mark, takes 5 uses to restore the emperor, one for each keystone stamp(Maybe change it to 3, 5 seems too long).

    • Warrior: 1 kill

    • Survivalist: 1 extra life (passive)

    • Scholar: Double your vote

    • Beggar: Immune to vote manipulation (passive)

    • The Way Out: Changes win-con to survive and removes all abilities. The arbiters still need to kill you.

  • Bloodsealer - Ward: Roleblock, Skeletals: Kill (Once per game? Several times?)

  • Striker - Training: Extra life

    • Striker Captain - Skilled Warrior: 1 kill per night/cycle

  • Resealer - Physician: Protect

  • Arbiters - Unbribable: Immune by vote manipulation (Add an ability for all arbiters or no arbiters. Gaotona’s steadfast stays? What to add for the faceless ones‽)

    • Frava - Criminal Connections: Move a vote

    • Gaotona - Powerful: Double your vote, Steadfast: Once the emperor is restored, you will take attacks in his stead (passive)

    • Stivient

    • Ushnaka

    • Yazaken

  • Emperor Ashravan: (Make NPC? Change random pleb to Emperor? I feel like I should give the emperor epic powers, which makes me think Ashravan should be an NPC, but then the GF can’t kill him. Conundrums…)

Win Conditions

  • Arbiters: Restore the emperor and kill the Forger OR kill the Glory Faction

    • Gaotona: The emperor is alive at the end of the game

  • Glory Faction: Kill the Heritage Faction OR kill the emperor (once restored)

  • Forger: Restore the emperor and survive

    • The Way Out: Survive

  • Striker: Heritage Faction win-con and kill the Bloodsealer.

  • Bloodsealer: Kill the Forger and survive.

Problems

  • Lynch too risky

    • Arbiters know who the Forger is?

  • No de facto village

    • Add more unique roles with WC and discard village entirely?

Behold, a SE Emperor's Soul game I typed up over the course of an hour, complete with notes about my failings. Please help.

Edited by Coda
Formatting
Posted

To be honest, it's kind of hard to help balance at this point until you start to nail down the core mechanics and stuff, but I'll try. :P

The first issue I see is the Arbiters. They're a confirmed good bloc of five people with a doc and scan. The easiest way to fix this would be to give them some kind of opposing win condition.

With the Emperor, I would indeed recommend making him a NPC, probably with no abilities.

In my opinion, I don't see much of a reason to have the additional win conditions for the Striker and the Bloodsealer. It seems best to just have a classical village vs elim setup, with the Arbiters and the Forger being extra elements to the game.

With the Forger, I don't see much reason for them to not just use Restoration four times, and then wait until the very end of the game to use Restoration to bring back the Emperor.

Posted

You're probably right about the Striker and Bloodsealer. I could make the arbiters' win-con to kill the forger and nix the scan. I could also have the arbiters turn against each other once the Forger dies. I would probably need a policy of anonymity in the doc, then. 

If the emperor becomes an NPC, then an argument could be made for removing that plotline from the game entirely, thus making it not identical to Emperor's Soul. Glory Faction needs to kill the arbiters, village faction needs to kill the Glory Faction, arbiters don't revive the king. Make the Forger need to kill Frava? 

Posted (edited)

Okay, went a little crazy... here is a full MR game plan, complete with starting writeup:

Spoiler

Mid-Range Game ##: A Broken Imperium 

As the dim sun rises over an ashen sky, the Lord Ruler gazes from Kredik Shaw with distaste. His Obligators and Inquisitors are at a standstill- fighting and struggling for power in and out of the Steel Ministry. The Lord Ruler grimaces. How was he to rule while struggling against the Deepness and while his followers squabbled in the ruins of the Final Empire? 


Factions: 

Obligators: The Village 

  • Win Condition- Kill/lynch all the Inquisitors 
  • Remains unknown to each other- no group doc 

Inquisitors: The Eliminators 

  • Win Condition- Reach equal numbers with the Obligators 
  • Has a doc to communicate in and a kill every cycle which must be submitted by an elim in their GM PM 

Lord Ruler: The Hidden Overseer 

  • Win Condition- By the end of C3 the Lord Ruler must formally align themselves with either the Obligators or the Inquisitors in their GM PM. Their win condition will become the same as their new alignment, but they also must remain alive to win. 
  • If they align themselves with the Inquisitors they will not join the doc and the Inquisitors will not be informed 
  • Has a doc to jot down their thoughts

 

 

Roles/Abilities: 

Faction-Specific: 

  • Obligators: None 
  • Inquisitors:  
    • The Spiked: Due to their incredible survival skills it takes two lynches/kills to take out an Inquisitor. Because of this there will be less eliminators in the game than there would otherwise be. 
  • Lord Ruler:   
    • Ruling Lord: The Lord Ruler can discover the alignment of the targeted player once he aligns himself with a faction. This ability is available three times per two cycles. i.e., C3 and C4 the ability is available 3 times, then it resets in C5 back to 3 times until C6 ends. 

 

Non-Faction Specific: No player will have more than one of these roles, and some will have none 

  • Misting: Once per game, a Misting can kill a player 
  • Canton Member: Canton Members belong to one, and only one, of these Cantons: 
    • Canton of Orthodoxy: A member of the CoO can rolescan a player. 
    • Canton of Resource: A member of the CoR can remove a lynch vote 
    • Canton of Finance: A member of the CoF can move a lynch vote, but this action cancels their own  
    • Canton of Inquisition: A member of the CoI can roleblock a player, delaying their action for a cycle. This action will delay elim kills. Members of this Canton do not have to and won’t necessarily be Inquisitors 

 

 

Private Messages: 

PM’s are freely open as long as a member of each Canton lives. Once this is not the case PM’s are restricted to one per cycle. Group PM’s are allowed up to three members, not including the Game Master, who must be included in every PM. 

 

 

Details & Housekeeping: 

  • Ideal player count: The higher side, 22-30 ish 
  • Turns are combined, with 48-hour cycles. 
  • One vote lynch minimum. A tied vote results in a random player from the tie being lynched.

So, once the kinks get worked out, ideally I would absolutely love to GM this but it would be far to long before I would be qualified for that, so I wouldn't really care. I would want to play it, though.

Questions/Concerns/Tips/Kinks?

 

EDIT: Actually, how qualified do you need to be to host a game? :ph34r: 

Edited by Matrim's_Dice
Posted
2 minutes ago, The Young Pyromancer said:

Finance is strictly better than Resource in almost all scenarios. I would suggest the Financier canceling their own vote, as that's standard in Allomantic setups.

Cancel their own vote, or switch abilities with Resourse?

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