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  • 2 weeks later...
Posted
4 hours ago, Ookla of Anarchy and Chaos said:

@Ookla of Anarchy and Chaos

I'm replying here instead of the GM thread because this is normally where we put game ideas ^^

 - What are the ghostblood's wincons? if revealed?
 - Can we get full definitions for all the actions that aren't defined? (Silenced, Houses, Decieve)
 - what exactly does lightweaver squire do? what does "Investigates one person for another person" mean?
 - Can the highprince ever submit the kill? if not it seems like a role no one would want to roll lol
 - Are you hoping for all roles to be in the game (specifically ghostblood roles?) Because that seems like an awful lot of neutrals.
    -> what are the rules for how the roles will appear, because with everyone having either a confirmed village role or confirmed elim role D1 the game is easily, easily broken via massclaiming.
 - How often can actions be used
 - it's clarified that the messenger gets a will. why is this specifically clarified?
 - how are ties decided?
 - what are the minimum votes needed?
 - "f someone comes to kill the current inhabitant of that house, or mess with the house," this needs elaboration- on what a house with and what consitutes "messing" with the house.

I would say you'd probably want to get a cogm if you ran this, especially because of the Sunday issue.

Spoiler

ELIM

Assassin
 - Vanilla
Shardbearer
 - Carries the kill while alive
 - Cannot be Nightkilled 
 - Appears as Village to alignment scan
Highprince
 - ??? (what is decieve)
 - Can't submit nightkill
§  If there are too few players, the Highprince may be a Ghostblood role.

VILLAGE: (actions can be used every cycle? or once?)
Bondsmith
 - Each cycle can create two PMs.
 - Can use a PM creation action to add someone to a PM
Edgedancer
 
- Each Cycle can heal one person from the Nightkill
 - Doesn't work on the Skybreaker, Stoneward, or Messenger.
Edgedancer Squire
 - Can attempt to heal one person each cycle from the Nightkill
 - Action only goes through after the Edgedancer targets them. Isn't told if/when that happens.
Lightweaver
 - Switches two players roles. Their alignment stays the same. (is this available every cycle? or just once?)
Lightweaver Squire
 - Investigates one person for another person (??? what does this mean??)
 - Alignment scan
Skybreaker
 - If there is no exile, they may lock a player up. Locked player is immune to all targeted actions other than by the skybreaker, the stoneward, and the Messenger.
 - May choose to Execute the person who is locked up once in a game (is this right or are they allowed to kill anyone?)
Skybreaker Squire
 
- Sees target player's action they performed (what are the possible results? will they be told target player's role if they use an action? functionally the same thing)
Stoneward
 - If Exiled, kills one of their voters. If Nightkilled, kills a killer. This kill cannot be stopped. (How do they activate? Do they choose who during the next cycle? do they choose who during the cycle? do they choose to and then it gets randomized?)
 - Doesn't get a will
 - Immune to healing
Willshaper
 - Each cycle can swap two people, switching the actions performed on them.
Windrunner
 - Protects a house. If someone tries to harm the house, the harmer and the Windrunner dies. (What are houses? Does the windrunner pick a house and keep it the entire game? do they pprotect a new one every night?)

GHOSTBLOOD
Elsecaller
 - Picks a house every cycle, Kills the first visitor.
Messenger
 - When Exiled, chooses a player who voted him to die.
 - Immune to heals.
Dustbringer
 - Each cycle can either
   1) Prepare a house for burning (also prepares own house)
   2) Undo preparations on one house
   3) Light all houses on fire
Truthwatcher
 - Silences one person each cycle (what is silencing??)
 - Cancels the Bad Spheres

Posted (edited)
On 11/30/2021 at 1:14 AM, Ooklil' the Wei said:

I'm replying here instead of the GM thread because this is normally where we put game ideas ^^

Ait. Sorry.

I'll fix it in the doc.

 

Edit: If someone wants to volunteer for coGM that's on them. I'm not going to ask someone to do something on Sunday that I wouldn't do on Sunday.

How do I get an IM?

 

Edit2:

Ait. I think I fixed it. Could you (or someone else) look at it again?

https://docs.google.com/document/d/1IJDFsh_Dz0EF2lSf28D0BJE5qckBv6F3-67ZAQVvxtc/edit?usp=sharing

Edited by Ookla of Anarchy and Chaos
  • 2 weeks later...
Posted

I'm looking potentially to run a modified version of Ren's MR2 as an MR.

One issue we ran into when the game was being run was that sending a PM was an ability, and there was another ability to steal PMs. Docs self-destructed after the first cycle. Thing was, people defaulted to using codes instead so messages barely got used. Though Twei had a moment of awesome in which she did linguistic analysis and pinned down Tulir.

Given the current rules about codes, is it worth keeping messaging and message-stealing as an ability?

  • 4 weeks later...
Posted

@Tani it's listed in the first post of this thread, and at the top of the signup sheet. (It's not the same as when SE started; it didn't exist until I think AG4? :P)

@Kasimir Probably? PM spying is always interesting. :P Although it is a massive pain for you as a GM, so. I probably wouldn't, because I've done enough of that for one lifetime :P

Posted
3 hours ago, Elbereth said:

@Kasimir Probably? PM spying is always interesting. :P Although it is a massive pain for you as a GM, so. I probably wouldn't, because I've done enough of that for one lifetime :P

Oh yeah but IIRC you send one message. It's not a PM thread. And the message can be intercepted. So it's a pain but less of a pain. Our issue in MR2 was there was no incentive to use it, because knowing that messages could be intercepted, no one wanted to spend an action on it. Conversely, since no one was sending messages, also no incentive to use that. With the current ruling on codes though...

Posted
1 hour ago, Kasimir said:

Oh yeah but IIRC you send one message. It's not a PM thread. And the message can be intercepted. So it's a pain but less of a pain. Our issue in MR2 was there was no incentive to use it, because knowing that messages could be intercepted, no one wanted to spend an action on it. Conversely, since no one was sending messages, also no incentive to use that. With the current ruling on codes though...

Honestly, it might still not be used. I don’t know for sure, but I wouldn’t be too surprised if people choose not communicating over chance of communication being stolen - I can remember at least one past game where something akin to that happened. I’m not sure it’s particularly rational, but the avoidance of low-risk problems in this kind of context isn’t unusual. 

Posted
13 hours ago, Tani said:
Quote

@Tani you'll also need to PM the rules to the five SE moderators listed in the first post of the GM Signups & Discussion Thread.

Emphasis on PM :P You're typically supposed to send the rules to the committee and the mods in a PM and that's where they comment on it. No worries though, you could have already done that, I have no idea.

Posted
On 1/11/2022 at 9:10 AM, Tani said:

Comments:

  • Lots of roles/mechanics for a QF game. There are three factions and 18 roles, which seems like too many for a QF.
  • Deceive seems like it's extremely hard to manage.
  • What kinds of win conditions would Ghostbloods have?
Posted (edited)
5 hours ago, Straw said:
  • Deceive seems like it's extremely hard to manage.

Mostly it's honor system ig. I can't really stop you from breaking this rule, but it's more fun for everyone if you keep it. Also you can totally deceive by telling the truth, just not always.

Quote
  • What kinds of win conditions would Ghostbloods have?

Some roles want to survive, the Messenger wants to be exiled, some roles want the Ghostbloods to be the only ones left. You know what I'll go put that in the doc.

 

And yeah it is kinda a lot of roles and mechanics but I'm fairly sure I can do it and also we need a QF like right now-ish...

Edited by Tani
Posted
On 1/11/2022 at 1:16 PM, Elbereth said:

Honestly, it might still not be used. I don’t know for sure, but I wouldn’t be too surprised if people choose not communicating over chance of communication being stolen - I can remember at least one past game where something akin to that happened. I’m not sure it’s particularly rational, but the avoidance of low-risk problems in this kind of context isn’t unusual. 

I remember, that's why I'm wondering if it's better to change the Lashing, as Ren suggested, because it's probably just not going to see use. Or people will go wild with codes.

Posted

 

I made a Wheel of Time LG, but I'm not sure about the balance. Here's the doc if you don't want to deal with spoilers and broken formatting. 

https://docs.google.com/document/d/1mrx-Nslg3G5WpPPOtz83V79PSAK-znQF5_LzUtTOHiA/edit?usp=drivesdk

LG### - Blood and Bloody Ashes

Housekeeping:

 

Spoiler


  • 48 hour Days and Nights

  • There will be a community execution every Day

  • It will have a two vote minimum, meaning that the highest player up for execution must have two votes in order to die

  • Ties will result in a coin flip, if the Amyrlin votes on one of them however, they will lose the coin flip/die

  • When an elim links with a villager and disagrees with the villager, it will be more likely for the villager to win

  • This will be role madness.

 

  •  

Factions:

Spoiler

 

People of the White Tower: You have discovered that the Black Ajah has not only infiltrated the White Tower but also brought a Myrdraal, and that's not counting the Forsaken that rumor says is with them. You must eliminate them from your ranks.

Servants of the Dark One: The Aes Sedai have discovered your existence and alerted their allies in the city. Maybe you shouldn't have tried to bring that Myrdraal into the Tower. And they think you have a Forsaken? Time to overturn the White Tower. You must make it impossible for the People of the White Tower to win. You also have a factional kill each Night and a doc to conspire in.

 

Ratings:

Spoiler

 

0-5 each Air, Fire, Water, and Earth

 

0 = 5% 

1 = 25% 

/\ 1

\/ 2

2 = 40%

3 = 55%

/\ 2

\/ 1

4 = 75%

5 = 95%

 

Spirit is on the same scale, but completely random.

 

Example:

Air: 3 55%

Fire: 1 25%

Water: 4 75%

Earth: 3 55%

Spirit: 2 55%

 

Complexity:

 

1 85%

2 55%

3 40%

4 25%

 

For each additional weave, the chance of failure increases by 5%, unless it has a complexity of 3+. If it does, it increases by 10%. Physical actions increase it by 2%.

 

Example Turn:

 

Trace 2 55% - 22% = 33% Success

Heal 3 40% - 17% = 23% Failure

Earthquake 3 40% - 17% = 23% Failure

Physical Action

 

 

Weaves:

\/Formatting is weird\/

Weave:

Element:

Difficulty:

Complexity

 

Trace:

Spirit

2

2

See what physical actions a player takes

Delve: 

Spirit

3

2

See what actions were used on a player of your choice 

Heal:

Air, Water, and Spirit

1, 1, 2

3

Heal a player. Any attacks against them will fail

Voice of Power:

Air and Fire

2, 2,

1

Post an anonymous message

Renew:

Air, Water, and Spirit





 

1, 1, 2,

2

Give your target player an extra action next turn that does not affect their weave limit or difficulty 

Raise Fog:

Air and Water





 

2, 1

2

Cloak yourself and another player of your choice from action detection weaves 

Light:

Air and Fire



 

1, 1

1

Pierces fog used on you or a player of your choice.

Mirror of Mists:

Air, Fire, and Spirit



 

2, 2, 2

2

Make yourself appear to take another action on a player of your choice

Earthquake:

Earth

3

3

Physical block two players other than yourself

Lightning:

Air and Fire 

One must be 4, the other 3

4

Kill a player

Shield:

Spirit





 

3

3

Weaveblock a player for two turns or until they break free or you release them

Seal/Ward Against People:

Air, Fire, and Spirit

1, 2, 2

2

Roleblock any player who takes a non-lethal action against a player of your choice. Including yourself

Fold Light/Bending:

Air and Fire

2, 2

2

Disguise a single physical action from being discovered by a weave

Circle of Silence:

Air, Fire, and Water

1, 1, 1,

1

Create a group PM

Harden Air:

Air

2

1

Physical block a player

Compulsion:

Air, Earth, Water, Fire, and Spirit

2, 1, 1, 1, 2

3

Change a player's vote to whatever you wish from whatever you wish.

 

Linking:

Spoiler

 

If two or more players state that they intend on linking with each other, they will combine to use the highest stat for each element. The complexity of each weave will also decrease by one. 

Example Link:

Player 1:

I will link with Player 2 and Player 3 in order to attempt to Create Lightning on Player 4 and to Heal myself. 

Stats:

Air: 3 

Fire: 1 

Water: 4 

Earth: 3 

Spirit: 2 

Player 2:

I will link with Player 1 and Player 3 in order to attempt to Create Lightning on Player 4.

Stats:

Air: 5

Fire: 3

Water: 1

Earth: 3

Spirit: 2

Player 3:

I will link with Player 1 and Player 2 in order to attempt to Create Lightning on Player 4 and to Mirror of Mists to make it appear I took an extra action on Player 5.

As my physical action, I will open a PM with Player 5

Stats:

Air: 2

Fire: 4

Water: 1

Earth: 3

Spirit: 5

End Stats:

Air: 5

Fire: 4

Water: 4

Earth: 3

Spirit: 5

End Actions:

Lightning on Player 4 4 - 1 for linking = 3 = 40% - 15% = 25% Failure

Heal on Player 1 3 - 1 for linking = 2 = 55% - 15% = 40%

Success

 

Physical Actions(You may take two per turn or one and at least one weave):

Roleless:

Spoiler

Create a one on one PM

Roles:

 

Spoiler


  • Aes Sedai: You will have elemental stats and can perform weaves.

  • Amyrlin Seat: Your voice can sway a crowd and your power within the tower is utmost. Or it was until these Black Ajah started running around. Change a player's vote to another player. You may change the vote from and to a no-vote.

  • Warder*: You are bonded to an Aes Sedai. If they die, there will be a fifty percent chance that you die. Every other turn, you protect them. On off turns, you protect yourself. You also have a permanent PM with them. 

  • Blademaster*: You have an extra life and can roleblock a player every turn.

  • A Shepherd from the Two Rivers*: You have a heron-marked blade that you can use to fend off attackers. You will survive one attack. You may do a weave once per game. If the weave fails, it does not count .

  • A Blacksmith from the Two Rivers*: You sensed are greater and the wolves tell you who they think are Darkfriends. Discover the alignment of two players.

  • A Horse Trader from the Two Rivers*: You have an odd knife you found in Shadar Logoth. You can kill one person per game with this knife. If you are successfully healed by two Aes Sedai on the same turn, you die.

  • Forsaken: At random, one of your weaves, or as you call them, webs, will always succeed. However, you are still imprisoned slightly, so you cannot vote. You can still vote in thread, it simply won't count.

  • Myrddraal*: You don't like to die. Stay alive for the turn after the one where you would otherwise be dead.

*cannot be an Aes Sedai

 

 
Posted
7 hours ago, The Unknown Aon said:

 

I made a Wheel of Time LG, but I'm not sure about the balance. Here's the doc if you don't want to deal with spoilers and broken formatting. 

https://docs.google.com/document/d/1mrx-Nslg3G5WpPPOtz83V79PSAK-znQF5_LzUtTOHiA/edit?usp=drivesdk

LG### - Blood and Bloody Ashes

Housekeeping:

 

  Reveal hidden contents

 

  • 48 hour Days and Nights

  • There will be a community execution every Day

  • It will have a two vote minimum, meaning that the highest player up for execution must have two votes in order to die

  • Ties will result in a coin flip, if the Amyrlin votes on one of them however, they will lose the coin flip/die

  • When an elim links with a villager and disagrees with the villager, it will be more likely for the villager to win

  • This will be role madness.

 

  •  

Factions:

  Reveal hidden contents

 

People of the White Tower: You have discovered that the Black Ajah has not only infiltrated the White Tower but also brought a Myrdraal, and that's not counting the Forsaken that rumor says is with them. You must eliminate them from your ranks.

Servants of the Dark One: The Aes Sedai have discovered your existence and alerted their allies in the city. Maybe you shouldn't have tried to bring that Myrdraal into the Tower. And they think you have a Forsaken? Time to overturn the White Tower. You must make it impossible for the People of the White Tower to win. You also have a factional kill each Night and a doc to conspire in.

 

Ratings:

  Reveal hidden contents

 

0-5 each Air, Fire, Water, and Earth

 

0 = 5% 

1 = 25% 

/\ 1

\/ 2

2 = 40%

3 = 55%

/\ 2

\/ 1

4 = 75%

5 = 95%

 

Spirit is on the same scale, but completely random.

 

Example:

Air: 3 55%

Fire: 1 25%

Water: 4 75%

Earth: 3 55%

Spirit: 2 55%

 

Complexity:

 

1 85%

2 55%

3 40%

4 25%

 

For each additional weave, the chance of failure increases by 5%, unless it has a complexity of 3+. If it does, it increases by 10%. Physical actions increase it by 2%.

 

Example Turn:

 

Trace 2 55% - 22% = 33% Success

Heal 3 40% - 17% = 23% Failure

Earthquake 3 40% - 17% = 23% Failure

Physical Action

 

 

Weaves:

\/Formatting is weird\/

Weave:

Element:

Difficulty:

Complexity

 

Trace:

Spirit

2

2

See what physical actions a player takes

Delve: 

Spirit

3

2

See what actions were used on a player of your choice 

Heal:

Air, Water, and Spirit

1, 1, 2

3

Heal a player. Any attacks against them will fail

Voice of Power:

Air and Fire

2, 2,

1

Post an anonymous message

Renew:

Air, Water, and Spirit





 

1, 1, 2,

2

Give your target player an extra action next turn that does not affect their weave limit or difficulty 

Raise Fog:

Air and Water





 

2, 1

2

Cloak yourself and another player of your choice from action detection weaves 

Light:

Air and Fire



 

1, 1

1

Pierces fog used on you or a player of your choice.

Mirror of Mists:

Air, Fire, and Spirit



 

2, 2, 2

2

Make yourself appear to take another action on a player of your choice

Earthquake:

Earth

3

3

Physical block two players other than yourself

Lightning:

Air and Fire 

One must be 4, the other 3

4

Kill a player

Shield:

Spirit





 

3

3

Weaveblock a player for two turns or until they break free or you release them

Seal/Ward Against People:

Air, Fire, and Spirit

1, 2, 2

2

Roleblock any player who takes a non-lethal action against a player of your choice. Including yourself

Fold Light/Bending:

Air and Fire

2, 2

2

Disguise a single physical action from being discovered by a weave

Circle of Silence:

Air, Fire, and Water

1, 1, 1,

1

Create a group PM

Harden Air:

Air

2

1

Physical block a player

Compulsion:

Air, Earth, Water, Fire, and Spirit

2, 1, 1, 1, 2

3

Change a player's vote to whatever you wish from whatever you wish.

 

Linking:

  Reveal hidden contents

 

If two or more players state that they intend on linking with each other, they will combine to use the highest stat for each element. The complexity of each weave will also decrease by one. 

Example Link:

Player 1:

I will link with Player 2 and Player 3 in order to attempt to Create Lightning on Player 4 and to Heal myself. 

Stats:

Air: 3 

Fire: 1 

Water: 4 

Earth: 3 

Spirit: 2 

Player 2:

I will link with Player 1 and Player 3 in order to attempt to Create Lightning on Player 4.

Stats:

Air: 5

Fire: 3

Water: 1

Earth: 3

Spirit: 2

Player 3:

I will link with Player 1 and Player 2 in order to attempt to Create Lightning on Player 4 and to Mirror of Mists to make it appear I took an extra action on Player 5.

As my physical action, I will open a PM with Player 5

Stats:

Air: 2

Fire: 4

Water: 1

Earth: 3

Spirit: 5

End Stats:

Air: 5

Fire: 4

Water: 4

Earth: 3

Spirit: 5

End Actions:

Lightning on Player 4 4 - 1 for linking = 3 = 40% - 15% = 25% Failure

Heal on Player 1 3 - 1 for linking = 2 = 55% - 15% = 40%

Success

 

Physical Actions(You may take two per turn or one and at least one weave):

Roleless:

  Reveal hidden contents

Create a one on one PM

Roles:

 

  Reveal hidden contents

 

  • Aes Sedai: You will have elemental stats and can perform weaves.

  • Amyrlin Seat: Your voice can sway a crowd and your power within the tower is utmost. Or it was until these Black Ajah started running around. Change a player's vote to another player. You may change the vote from and to a no-vote.

  • Warder*: You are bonded to an Aes Sedai. If they die, there will be a fifty percent chance that you die. Every other turn, you protect them. On off turns, you protect yourself. You also have a permanent PM with them. 

  • Blademaster*: You have an extra life and can roleblock a player every turn.

  • A Shepherd from the Two Rivers*: You have a heron-marked blade that you can use to fend off attackers. You will survive one attack. You may do a weave once per game. If the weave fails, it does not count .

  • A Blacksmith from the Two Rivers*: You sensed are greater and the wolves tell you who they think are Darkfriends. Discover the alignment of two players.

  • A Horse Trader from the Two Rivers*: You have an odd knife you found in Shadar Logoth. You can kill one person per game with this knife. If you are successfully healed by two Aes Sedai on the same turn, you die.

  • Forsaken: At random, one of your weaves, or as you call them, webs, will always succeed. However, you are still imprisoned slightly, so you cannot vote. You can still vote in thread, it simply won't count.

  • Myrddraal*: You don't like to die. Stay alive for the turn after the one where you would otherwise be dead.

*cannot be an Aes Sedai

 

 

I like these rules. I do think the way you describe the success rates for each weave and stuff is a little confusing to understand. What do the extra 1’s and 2’s mean in that first section about success rate?

  • 3 weeks later...
Posted

So this is just in the early stages currently but was curious if anything along these lines has been run in the past.

Reckoners game. Elims are Epics, Village is Reckoners. Epic and Reckoner identities are known, public Epic powers are known, secret Epic powers and weaknesses are unknown except to that player. Reckoner roles are known to the Reckoners. Epics and Reckoners each have a doc. Epics get a kill, with possibly more depending on powers. Epics are requires to make 1 rp post per (cycle or turn not sure yet) that subtly leaves a clue as to their weakness, any other rp posts they make that turn/cycle don't need to mention it. Reckoners get a kill action, that requires the submission of a weakness guess. Some Epics may have invulnerability, some or most won't. If the Reckoners correctly guess the weakness, the Epic dies. If they guess wrong but the Epic isn't invulnerable, the Epic and a rng Reckoner die. If they guess wrong and the Epic is invulnerable the Epic lives and a rng Reckoner dies.

Reckoners would have some protection or info gathering roles. 

Posted
45 minutes ago, Karnatheon said:

So this is just in the early stages currently but was curious if anything along these lines has been run in the past.

Reckoners game. Elims are Epics, Village is Reckoners. Epic and Reckoner identities are known, 

So the game would revolve around everyone analyzing RP. That's a lot of pressure on the elims to write appropriately revealing RP to keep the game fair. At the very least, you'd need to GM to assign weaknesses so people don't pick obscure ones. And maybe you could have people pre write their RP or get the dead involved in helping inactive people have some up. 

I think you'd be better off having it run as a normal game where everyone writes RP as if they were Epics, then there's an arsonist component where you can prepare people's houses for burning if you guess their weakness. But you need an incentive for the elims to write fair RP. 

Or you could make it a regular game  with a side of clue discovery, where if you use a search action, you recieve some RP with hints to their weakness. Then you can use their weakness to action block them or something. 

Posted (edited)
2 hours ago, Archer said:

That's a lot of pressure on the elims to write appropriately revealing RP to keep the game fair.

I feel like an ameliorating factor could be to push it towards how Lotus ran the Honest tells in MR52, but from a player perspective, those are fiendishly hard to guess.

Edited to add: So basically stylistic tells such as having to introduce spelling errors or use a particular sort of formatting, rather than requiring you to RP the weakness carefully. 

Edited by Kasimir
Posted

Ya I know the rp/weakness thing has lots of potential issues. Since everyone will know who the Epics are anyway I was thinking in signups I could ask for volunteers from people who are confident they could meet the rp requirement. And definitely limit it to one needed every 48 hours, so once a cycle. And ya weaknesses would be assigned.

Some potential ways for the Reckoners to get more clues could be a role that can as an action identify which post contained the weakness, or another that could submit multiple guesses and I would eliminate an incorrect one.

The other issue would be distribution. With 4 elims and 9 villagers assuming all vanilla and no Invincibility the village would auto win cause even if they guess wrong they still get the kill one of them just also dies. With 5 elims and 8 villagers under the same conditions villagers could only guess wrong twice or they would auto lose. And 1 Invincibility under any distro could be fatal to the villagers if they can't figure out the weakness. I suppose some element of chance could be added to situations where the weakness was unknown to keep things from being deterministic. So there would be a chance 1 died, the other, both, or neither.

Your suggestions for other styles of game could work too. And making it not rp but instead a tick or writing choice might work.

Posted
3 hours ago, Karnatheon said:

Ya I know the rp/weakness thing has lots of potential issues. Since everyone will know who the Epics are anyway I was thinking in signups I could ask for volunteers from people who are confident they could meet the rp requirement. And definitely limit it to one needed every 48 hours, so once a cycle. And ya weaknesses would be assigned.

It's true this would make things more fiddly. That being said, I ran a playerbase survey in 2019 and RP proved to be a fairly popular draw in games. The issue is the demographics have changed substantially but minimally I think this is not insurmountable if you at least have some sense of interest levels - seeing as the recent AG featured a little less RP than previous points in SE.

I think you will almost certainly be asked for examples of RP weaknesses and what's okay and what's not. 

9 hours ago, Karnatheon said:

that subtly leaves a clue as to their weakness

This needs to be cashed out clearly pre-game in terms of your expectations from the Epics as you want to be maintaining a clear principled line in terms of your judgements on whether an Epic has or has not met the requirement. (e.g. do you just require them to mention it? If their weakness is onions, can you just mention an onion in part of the post and get away with it, or must they subtly RP some repulsion or dislike? And so on.)

Guessing wrong killing both the Epic and a RNG Reckoner at first blush definitely seems to favour the Village a bit too strongly, though I suppose that's what invulnerability is for. And having a public outed Elim faction could be interesting as it'd more or less be openwolfing and maximum trolling from the get go.

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