Sparkrunner he/him Posted June 12, 2017 Posted June 12, 2017 (edited) So how do I get my Redwall Game Spoiler On 6/5/2017 at 5:58 PM, Cluny the Scourge said: Redwall Game Template Draft 1: Basics: Reveal hidden contents - Read Marlfox and/or Long Patrol before this, or just look it up on the Redwall Wiki -A 24 hour day, and a 24 hour night. Votes and role actions during the day, other actions at night. -Lynch does not kill, it imprisons. -Make votes in red, retract votes in green. Factions: Long Patrol: Reveal hidden contents Has a Google Doc to plan. The LP has a few abilities instead of a faction kill that they can use. They are a military group working to help the village. Interrogation: The LP learns the alignment of one person in prison. If that person is a Marlfox, then the Marlfox dies dies. If the person is a Marlfox, then the information is released immediately to the village. If they are not, then their alignment is released after they are released from prison. Militia: Can form a militia once during the game. Fight!: The Long Patrol can split up into however many different groups of however many people per group they want. One group can trail a single person for as long as they like. If the person is attacked by Marlfoxes, then the Marlfoxes and the LP fight. If the number of Combatants is equal, the LP kill all the Marlfoxes. If the LP outnumber the Marlfoxes, all the Marlfoxes die. If the Marlfoxes outnumber the LP, then the LP die, but one Marlfox is injured and roleblocked completely. (Posting, PMing and all.) If more than (3) combatants are on each side the target of the dies in the confusion, and one member of the LP is also completely roleblocked. Otherwise, if the LP win then no LP are injured and the target of the kill escapes. Marlfoxes: Reveal hidden contents Has a Google Doc to plan and conspire. They are trying to kill all the LP and outnumber the village by killing them off. Multiple Kill: Can split their members into groups like the LP, and can kill up to three people on the same turn. If the people are being tracked by the LP, they fight. Evil Cellmate: Can station one Marlfox in prison, but they are stationed for every other turn in the game, for the rest of the game. This Marlfox can kill anyone in prison during the turn they are in prison. Village: Reveal hidden contents Your basic abbeydwellers, they win when all the Marlfoxes are dead. Lynch: The lynch imprisons one person for a number of turns, this number is voted on by the village, it can be either 2, 3, or 4 turns. If the votes are tied between any number of people, they are all imprisoned. If you are imprisoned, you are roleblocked, all you can do is post in the thread. Roles: Reveal hidden contents Every player has a different role ability. -Wise Old Mouse: Can vote three times. (The third time is secret.) -Hedgehog: Can survive one attack. -Squirrel: Climb away. Your prison sentence is shortened one turn. -Vole: You can change one vote every turn. -Otter: Can join a militia. Militia: Reveal hidden contents Once during the game, the Long Patrol can form a militia. All otters join the militia. The abbey is on lockdown, and NO ABILITIES, ROLE OR OTHERWISE CAN BE USED. A doc will be formed for the militia. The militiamen have a faction kill every turn. The lockdown lasts until two thirds of the village (excluding otters) vote it down. _______________________ I probably won't GM this game, I plan for it to be a short LG. On the board? Or could I get some help pointing out holes in it? Edited June 12, 2017 by Cluny the Scourge Rand commented! 1
DeTess she/her Posted June 12, 2017 Posted June 12, 2017 (edited) @Cluny the Scourge, to get it on the list, you'd have to contact any of the board moderators (Wilson, Alvron, Metacognition and Gamma fiend). I'd contact Wilson or Alvron, as they are most active, in my experience. However, you need a GM for it to be put there, as you can't just submit a concept without someone to run it(I think. someone correct me if I'm wrong). Anyway, on to the rule-set. This looks very interesting at first glance, and at this point I mostly have questions, and no real balance-related comments. Quote -There is one cycle of 24 hours, with a twelve hour rollover. -Lynch does not kill, it imprisons. -Make votes in red, retract votes in green. -Votes are cast during the day. -Actions are put in during the night. Regarding your rule-set, you reference to 'days' and ' nights', but you don't ention how that works? Is there one 24-hour day cycle and one 24-hour night cycle? Also, what amde you decide for the long rolll-over? Most games only have a couple of hours (LG33 was an exception, due to its extreme complexity). Long-games also usually have cycle times between 48 and 72 hours (which a 24-hour day and a 24-hour night cycle would meet). Quote Has a Google Doc to plan. The LP has a few abilities instead of a faction kill that they can use. They are a military group working to help the village. Interrogation: The LP learns the alignment of one person in prison. If that person is a Marlfox, then the Marlfox dies dies. If the person is a Marlfox, then the information is released immediately to the village. If they are not, then their alignment is released after they are released from prison. Militia: Can form a militia once during the game. Fight!: The Long Patrol can split up into however many different groups of however many people per group they want. One group can trail a single person for as long as they like. If the person is attacked by Marlfoxes, then the Marlfoxes and the LP fight. If the number of Combatants is equal, the LP kill all the Marlfoxes. If the LP outnumber the Marlfoxes, all the Marlfoxes die. If the Marlfoxes outnumber the LP, then the LP die, but one Marlfox is injured and roleblocked completely. (Posting, PMing and all.) If more than (3) combatants are on each side the target of the dies in the confusion, and one member of the LP is also completely roleblocked. Otherwise, if the LP win then no LP are injured and the target of the kill escapes. Can the LP use multiple actions at once? You probably want multiple actions, or some other mechanic for interrogation, as the village is really dependent on getting information from their lynches. Also, based on the rules here and for the Marlfoxes, it seems you are either planning a game with very few villagers, or with a large amount of participants. What would the minimum amount of players be that you would need to run the game? Quote Your basic abbeydwellers, they win when all the Marlfoxes are dead. Lynch: The lynch imprisons one person for a number of turns, this number is voted on by the village, it can be either 2, 3, or 4 turns. Villagers can cast two votes, if the votes are tied between any number of people, they are all imprisoned. If you are imprisoned, you are roleblocked, all you can do is post in the thread. Why exactly did you decide to give each player two votes? Unless you get lynched, getting voted on doesn't seem to have an effect, so the only reason to do so would be to diminish the impact of the wise old mouse and Vole roles. Was that your intention? As I said before, this looks quite interesting, and I'll look forward to playing it once it has been fully fleshed out. Edited June 12, 2017 by randuir
Sparkrunner he/him Posted June 12, 2017 Posted June 12, 2017 @randuir Thanks for the feedback! I changed a few things. I wanted an even rollover, but that is not necessary. The LP can fight every turn, unless they form a militia. They can interrogate any turn, unless they form a militia. I was thinking maybe anywhere from 25-35 people. I also changed the vote.
little wilson she/her Posted June 12, 2017 Posted June 12, 2017 @Cluny the Scourge Do you want to run it? Because I can get you on the list for it. However, since it's non Sanderson, it will need either Wyrm or Sart to give it a pass if it's to run this year, or one of the winners of next year's competitions for the non Sanderson free passes.
Sparkrunner he/him Posted June 12, 2017 Posted June 12, 2017 I am not going to run it, I just want it on the list in case anyone wants to use it in the future.
little wilson she/her Posted June 13, 2017 Posted June 13, 2017 Well, the games on the list are on there less for the games and more for the GM. We don't put games on there unless there's someone to run it.
DrakeMarshall he/him Posted June 13, 2017 Posted June 13, 2017 17 hours ago, Elbereth said: Right. So, lots of thoughts! (Also I did some formatting, I hope you don't mind - just spacing and italicising for clarity, and fixing your misspelling of 'vegetation'. ) 1. 12 hour night cycle. I do not suggest this. Because it is going to disadvantage some people. Some only get on at a certain time of day, for instance, and if that doesn't match up with your 12 hours they're kind of screwed for night actions. Particularly since timzeones tend to get in the way here. (Burnt in LG33, for instance, slept right until the start of turnover for most of the game, which was extremely inconvenient for a Namer.) Plus, it means you either have to do a writeup, sleep, then wake up and do another, or do two in the same day. Both of those sound exhausting, personally. 2. So, eliminators can only kill people on their island. That... not actually sure where to start. In LG19/11, there were rooms. You could submit an order (maybe a second choice as well?) for someone, and if not kill a random person in that room. Since you don't have that third random option, you've significantly reduced the power of the eliminators to kill, which is a bit of a problem. Secondly, want to know what might happen? When a kill happens, or once several kilsl have happened, players reveal what island they're on and so can track exactly who's been on islands when kills occurred, and thus figure out who's an eliminator. Maybe just reveal after once and kill everyone on that island. It could hurt the village too, yes, but it does get very annoying for the elims and can force them to stop killing altogether. Though... I suppose there aren't world PMs this time, so you could just lie about what island you're on. Which is dangerous, but possible. Interesting. I'm still a little worried, though. Thirdly, the fact that they can only kill people on the same island as them makes it difficult for the eliinators for a different reason: finding their targets. In LG11 they really needed to kill Luckat, but because she wasn't in any of their rooms they couldn't. So if a player is dangerous to them they have no guarantee of being able to actually stop that player. Which also makes their lives difficult. Also, that practically guarantees that the eliminators will have a Tracker. They'd be significantly less powerful, otherwise. I'd put it at a 90% certainty, pretty much. 3. You do realise that with such a high chance of death-by-moving, there's going to be very, very little in the game. Though Aviar will help with that. 4. Do Aviar restock once some have been captured? Also, you may want to tailor numbers more closely to the number of players, rather than having it fixed. 5. Honestly, with the number of chances for death this game has (if you keep them), this feels significantly more like a MR. LGs usually have at least 72 hour cycles, and the amount of death could make this game go very, very fast. It looks lovely other than that, though. I do like hte concept a lot, and think it would make an excellent game. Thank you for feedback. In response: 1. Now that I've had some experience co-GMing, I think I understand what you are saying. Probably better to do 48 day / 24 night, because that seems to work pretty well. 2. I considered making it that the "second choice" thing just kill a random person on the same island as the one who put in the kill order. I'm pretty sure the reason I didn't end up doing that is because the environment was already dangerous. But that disadvantages the elims as much as the village, so I think I might change it so that if the specified target isn't available, a random person on the island is attacked instead. In regard to location reveals... I thought about this, yes, because it is pretty central to the gameplay. In most cases, players can lie about their location. Eliminators will obviously want to do this occasionally, because if one player is consistently on the island that a murder takes place, they are instantly suspect. Some villagers may want to lie about this sometimes as well, if they believe that they are likely to be targeted by eliminators. This fact makes the tracker Aviar particularly useful (especially when combined with mindshield), since you can use it as an investigative role as village, or use it to kill specific targets as an eliminator. And the mindshield makes traveling safe, so you can hop islands quickly and make it hard for people to be sure you were on a given island in a given cycle. The only exception to lying about your location is Sori. Sori is the only island that gets a group PM. If everyone goes on Sori, the game becomes pretty much a vanilla mafia game. Power roles become pretty rare and location is no longer a factor. 3. Traveling is a very bad idea unless you have a mindshield Aviar (Speaking of which, I'd probably change it so that mindshield reduce travel dangers to 0%, not 3%. In retrospect, it would be stupid to die on that 3%). Fortunately, mindshield Aviar are by far the easiest type to acquire. I would guess the amount of traveling will increase substantially in the later game when most living players own a mindshield Aviar, but at the beginning, people are basically trapped on their starting island. I realize this means that certain starting island setups would be unbalanced. It is possible that players would need to be arbitrarily assigned starting islands, but I still like the idea of players selecting a starting island themselves since choosing certain islands can be risky. 4. Aviar are never depleted. That is not a final decision though. Similarly, the odds I listed at capturing Aviar are not final. I will need to think about this more and calculate the projected number of each role given the current odds, per cycle. That would give me a better idea of what numbers to use. But I think that for an average sized SE game, the numbers I gave should be sort of close to the target. 5. Depending on how people play it, I can foresee the game going very fast or very slow. But I could get behind it being an MR and not an LG. The only real reason I gravitated towards LG for this one is because the rules are a little complicated.
DrakeMarshall he/him Posted June 15, 2017 Posted June 15, 2017 Hmmm... What sort of neutral roles have been seen in LGs? I've been wanting to incorporate a neutral alignment role into a certain game I'm thinking about... In terms of both theme and balance, a survivor role really makes sense... My reservation is that playing the survivor sounds like it would be kind of boring. Also, I'll try not to make too much of a habit of double posting, but I think there are many reasons for this to go in its own post.
Jondesu he/him Posted June 15, 2017 Posted June 15, 2017 (edited) 17 minutes ago, Drake Marshall said: Hmmm... What sort of neutral roles have been seen in LGs? I've been wanting to incorporate a neutral alignment role into a certain game I'm thinking about... In terms of both theme and balance, a survivor role really makes sense... My reservation is that playing the survivor sounds like it would be kind of boring. Also, I'll try not to make too much of a habit of double posting, but I think there are many reasons for this to go in its own post. LG34 that's running right now has two neutral roles (Metallurgist and Thief). Their win condition is just to survive, so they can work with either team or neither. Edit: the trick with a neutral role is to make sure they can still do something. Both of those roles have a purpose and actions they can take. I've also played IRL games with a role called the Fool. Their entire goal is to get the village to lynch them. If they succeed, they win and the game is over. It's a very interesting role because it makes everyone much more cautious with the lynch when they know that role might be in play. Edited June 15, 2017 by Jondesu 1
DrakeMarshall he/him Posted June 15, 2017 Posted June 15, 2017 Just now, Jondesu said: LG34 that's running right now has two neutral roles (Metallurgist and Thief). Their win condition is just to survive, so they can work with either team or neither. I suppose those are neutral roles, yes I am aware of how they work I daresay I suppose the way that is made still interesting is by giving the player an actually useful power to play around with, like item stealing. That's not a half bad approach to making what is basically a surv actually more interesting.
Elenion he/him Posted June 15, 2017 Posted June 15, 2017 14 minutes ago, Drake Marshall said: I suppose those are neutral roles, yes I am aware of how they work I daresay I suppose the way that is made still interesting is by giving the player an actually useful power to play around with, like item stealing. That's not a half bad approach to making what is basically a surv actually more interesting. If you want a great example of a neutral role, look up the Mad Prince from LG24. His win con was to get all those with the Noble role killed in some way, after which he gained a bunch of abilities. He was completely neutral, but could be converted, and Alv brought him over to the Derethi.
little wilson she/her Posted June 15, 2017 Posted June 15, 2017 You could also look at LG26. That had a crap-ton of neutral roles, though that is also a very different game as well. But you might be able to get some ideas there.
DrakeMarshall he/him Posted June 15, 2017 Posted June 15, 2017 Wow. LG26 is fascinating. Also thoroughly nonstandard.
Sparkrunner he/him Posted June 15, 2017 Posted June 15, 2017 5 hours ago, Jondesu said: LG34 that's running right now has two neutral roles (Metallurgist and Thief). Their win condition is just to survive, so they can work with either team or neither. Absolutely no Secret Roles Here is a ton of neutral roles for you. (From wikipedia) Spoiler Optional roles These additional roles are named differently in the many versions of Mafia, for thematic flavor, or historical reasons. Also, the same role-name can have differing functions across different versions of the game.[29] What follows is a general list of role types found in Mafia variants; since the specific names vary by milieu it must be non-exhaustive. Investigative roles Players with these roles use their own night-phase to discover something about other players. Though the standard game now includes the basic Detective, these roles are optional, and games can exclude them entirely (such as the stool pigeon variant, or Davidoff's original rules). Investigative roles (standard) —Detective, Seer, Commandant,[30]Sheriff,[31] etc. Allied with the Innocents, the Detective can detect whether a player is a mafioso. They will typically wake up, and point at one person; the Narrator will silently indicate to the Detective whether that player is Mafia or Innocent. In some versions of the game, the Detective's investigation result is announced publicly by the Narrator, for example the Detective found a Mafioso!. More commonly, no announcement is made. As with other roles, which player is the detective is not generally known, leaving anyone the option of pretending to be the Detective. A Detective is usually included in modern games. For example, somebody is always assigned this role in all commercial card game versions,[Note 4] and almost all internet-based, and most face-to-face games start with at least one detective.[Note 5] Multiple detectives either act in separate night phases (unaware of the identities of other detectives)[32] or work together as the police (an association role). Investigative roles (less common) —Psychic, Wizard, Fortune Teller, Oracle, etc. Psychic, Psychologist, or Sorcerer-type investigators can determine other players' roles, rather than their alignments.[29] Roles which detect other roles are usually implemented in the same way as the Detective's ability to determine alignment. For example: the Psychologist points to a player (at night) for a Thumbs-up from the moderator if the Vigilante is pointed to.[Note 6] A Tracker may see what someone's night action was, or the target of their action. Information revealed to investigators is fallible (in more complicated variants). Online versions can give information with a confidence level, and in other variants the Narrator deceives the Detective by showing all players as Innocent, all as Guilty, giving reversed results, or random information (these can be termed as Naive,[33] Paranoid, Insane, or Random respectively). Additionally, some Alignment roles give immunity to successful investigation.[Note 7] In some games, there are Mafia Detectives, who have the power of a normal detective but are on the Mafia side. The Super Commandant has the standard power of a Detective, while also protecting the investigated from night-time attack. Omniscient roles —Witness, Child, Little Girl, etc. Instead of having to investigate, some innocent roles give complete information on the entire mafia: The witness is told who the mafia are during the first night, while the mafia are not told the witness's identity (differing from the stool pigeon in not being a part of the mafia). The Little Girl in Werewolf and Werewolves of Miller's Hollow is allowed to secretly peek and watch as the werewolves choose their victim; if discovered doing so by the Werewolves, she dies of fright.[Note 8] Protective roles —Guardian Angel, Doctor, Bodyguard, Hero, etc. Allied with the Innocents, the Doctor-type role defends others at night.[Note 9] Typically, they will awaken at night after the Mafia have gone back to sleep and point at one person to protect; that person will survive any night-time attack.[Note 10] They are typically allowed to protect themselves, and are commonly barred from protecting the same target on successive nights.[34] A Guardian Angel can only protect others. The Nurse gains the Doctor's abilities if the Doctor dies.[Note 11] The Firefighter,[35] or the Herbalist can protect from some night-time attacks but not others (in Werewolf, for example, they choose one person to protect with wolfsbane, but that person may still be killed by the Serial Killer). Other games limit this ability to a certain number of times.[Note 12] Killing roles —Vigilante, Hunter, Bomb, Woodcutter, etc. Aside from Mafia, Werewolves, and Serial Killers (solitary guilty parties), the Innocents may have some roles with the ability to kill at night. The Vigilante is an innocent who kills every night, in their own night-time phase,[Note 13] in some variations, having a limited bullet supply for the entire game. Some variations introduce a time limit of two nights before the player in the Killing Role can exercise their right to kill again. The Bomb may only trigger if targeted at night (not necessarily for death) by another role. Variants exist where this person can kill during the daytime cycle (e.g., the Terrorist / Gravedigger), sometimes only if executed during the daytime. The Woodcutter or Hunter can take one other person with them whenever they die.[Note 14] Alignment roles —Miller, Godfather, Alpha Wolf, Wildcard, etc. Some roles can fool investigations to determine their alignments: the Miller is an Innocent who appears guilty (usually because they are an outsider); the Godfather, on the other hand, appears innocent despite being the Mafia leader.[Note 15] The Alpha Wolf or Master Werewolf have the same role as the Godfather in Werewolf settings. Double-agent roles —Traitor, Possessed, Undercover Cop, Godfather, etc. The Traitor is not a mafioso (in that he does not awake at night and is not revealed as a mafioso by Detective type roles), but works to protect them and hamper the town during the day cycle, and wins only with a Mafia victory.[36] Conversely, the Undercover Cop is a mole within the Mafia group who acts with the Mafia but wins with the innocents. The stool pigeon may be the only optional role in play,[37] and makes up one of the few modern game forms to be played without an investigative role. Distinct from the alignment-role Godfather, the double-agent Godfather behaves as a standard mafioso, but wakes again (after the Mafia sleep) to perform an extra kill. This Godfather-role wins only if he survives. Role manipulators —Role-blocker, Bus Driver, Thief, Barman, etc. These roles can stop or alter the night actions of others; for instance, they may prevent a protection or investigation from occurring, or they may change the target. The Role-blocker can block the Vigilante for a night, while the Thief, Prostitute or Hypnotizer might be able to disable the powers of any selected target.[Note 16] When the thief is used in Werewolves, an additional townsfolk card is added before dealing, and the Thief may choose on the first night to steal the role of another player or to take the unused role card. The player whose role was stolen gets the unused role card and the Thief card is discarded. Recruitment roles —Godfather, Psychiatrist, Piper, Cult Leader, etc. The Mafia Godfather may be able to recruit innocent players into their faction under certain circumstances. The Yakuza is a regular mafia player with an extra power: they may sacrifice themselves from the second night (during the night) and choose an innocent to join the mafia.[Note 17] Each night, the scientist selects a player to cure; if a mafioso is cured, they awaken as an innocent.[38] The Psychiatrist is an innocent with the ability to convert the Serial Killer into a normal innocent.[39] Cult Leaders recruit followers at night instead of kill; they act as an independent faction, usually with the ability to talk at night. The Piper wins by charming every surviving player; she charms players at night, who then know each other (but not the piper) but are otherwise unaffected.[34] Association roles —Freemasons (Masons), Siblings, Lovers, Police, etc. Possessors of these roles know one another and what their roles are.[40] On the innocent's side, a Mason usually has no special abilities, but knows the identity of all other Masons and that all Masons are also innocent.[41] Every member of the detectives or the police knows all the rest, because they collaborate at night to investigate someone (sharing the powers of the Detective role between them).[42] Sibling pairs typically consist of one Mafia and one Innocent; if one dies, both die. Cupid in Werewolves chooses a pair of Lovers on the first night.[43] In this variant, the Lovers can also win the game (regardless of whether they are Mafia, Innocents, or both) by being the last two standing. In most versions, if one Lover is killed the other dies immediately.[44] Election roles —Doublevoter, Priest, Rabble Rouser, Lawyer, etc. Until the Rabble Rouser dies there are two lynchings per day.[34] In some games there are players who can change the vote count. Some players have 2 votes (Doublevoter); some players can only cast the final vote to kill a player (Actor); cannot vote to lynch (Voteless Innocent);[45] must delegate someone else to vote for them (Fool),[46] or require one fewer vote to lynch (Hated Innocent). The Priest cannot place the final vote (this role is not necessarily the same as the Reanimation-role priest). The lawyer selects someone during the night, and if that person tops the lynching vote the next day, saves them (a different lawyer role releases the wills written by players killed up to that point, when she dies).[46] Public roles —Mayor, Judge, Sheriff, President, etc. This role is taken in addition to the assigned role, and it endows the player with additional, overt, powers (particularly during the daytime). Empowerment can be random, but is usually made by vote. For instance, the Mayor or Sheriff can be elected each morning, and gain two lynching votes,[47] or a Judge could moderate discussion in parliamentary fashion (to the advantage of their team). The elected President has the sole lynching vote.[48] Handicapped roles —Murr, Drunk, Village Idiot, Teenage Werewolf, etc. This may be a secondary role, taken in addition to the assigned role. However, it has the opposite effect, giving the bearer a handicap, like speaking only gibberish in the case of the Village Drunk, etc. Alternatively, it may be a standard role with a particular constraint, such as the teenage werewolf, who must say the word werewolf at least once each day.[49] Handicapper roles —Silencer, Dentist, Prostitute, etc. The Dentist may select any other player at night, and prevent them speaking during the following day.[34] The Silencer is a mafioso with the identical power, except that they may not silence the same player on successive days. The silenced individual wakes in the morning and is immediately instructed not to talk until the end of the day. They can still raise their hand to vote in live games (although, if they were silenced by a prostitute, they are not allowed to vote).[50] Post-mortem roles —Dark Background, Priest, Medium, Coroner, etc. The dark background roles are standard (mafia or innocent) except for revealing a deceptive alignment when killed. The M.E. gathers information from the killings that can help the innocents, while the Priest learns about the alignment of the dead in the same way that the Detective learns about the living.[51] The Medium can interrogate dead players.[Note 18] While the coroner survives, the narrator will explain the means of death in all night kills.[38] Reanimation roles —Reviver, Governor, Martyr, Witch, etc. Revivers and Master Revivers are able to resurrect dead players, Master Revivers can bring the revived into their association (e.g., the Masons: see Association roles). The players resurrected by a Necromancer are converted to the Necromancer's alignment; those revived by the voodooist join a separate zombie group.[38] The Governor can reprieve those killed during the daytime, as can the Martyr if he sacrifices himself. The Witch has a (single-use) revival potion. At night, she's shown who will die in the morning, and can choose to save them.[Note 19] Rule-immune Roles —Bulletproof, Oracle, Elder, etc. The Bulletproof innocent is invulnerable at night,[Note 20] though usually with limits; for example, the Elder will survive the first night attack, but not the second.[34] The Oracle has an investigative role similar to a Seer but also has the power to talk when inactive (talking in a sleep phase is usually a rule infraction). Special roles —Baker, Village Idiot, Cobbler, etc. The baker is on the side of the innocents. During the night, the baker gives one player a loaf of bread, potentially revealing their identity. If the baker dies, the innocents have just three nights to dispose of the mafia, or the innocents starve, and the mafia win. The Cobbler,[34]Village Idiot, or Jester has the objective of convincing the town to kill them, or is required to vote in favor of all proposed lynchings. Sometimes, successful lynching of the Village Idiot results in the mafia being able to kill two people that night. Self-team roles —Alien, Angel, White Wolf, etc. The Alien role is assigned in the beginning of the game. The Alien plays for themselves. If the Alien is targeted during the night phase, they do not die; however, during the alien's night phase, the narrator indicates that they have been activated. After the alien has been activated, they have to get people to vote them out during the following day. If they succeed, they explode and win the game. If they fail, they deactivate.[citation needed]
BrightnessRadiant she/her Posted June 16, 2017 Posted June 16, 2017 (edited) Heyo! Here's my Marvel game I said I was making if anyone's interested. It's based off of Marvel's Agents of Shield show, but it's gonna be Agents of Hydra instead. I mean who doesn't want to try their hand at being Hydra, am I right? Hail Hydra! hehe I'm aware that this may never run, because it's not Sanderson based, but I just had to pay tribute to my Marvel obsession heh. @The Flash It's not DC, and there are no Metahumans, BUT there is a speed superpower in here! If this does get picked to run, @TheMightyLopen has agreed to be my co-GM. (Lopen Clan for the win! lol) He gave me some tips, and helped me to figure out the best ways to balance this game. So thanks Lopen! I'll be starting to work on a Sanderson based game now, so I'm gonna sign up to GM anyways. (Whether or not anyone's interested in a marvel game hehe) Have fun reading my crazy ideas! ___________________________________________________________________________________________________________________ Hail Hydra! We all know what happened when Hydra infiltrated S.H.I.E.L.D., but what happens when S.H.I.E.L.D decides to repay the favor? Plus, if you add a few Inhumans into the mix, things could get pretty interesting! This game takes place at Hydra’s secret headquarters. Hydra (village) is trying to get rid of the S.H.I.E.L.D. spies (eliminators) that have infiltrated their base. Another faction is lurking in the base as well, and may be within both of the ranks. The Inhumans protect their own before any others. They may be working for Hydra or Shield, but their loyalties are to each other most of all. Factions: Spoiler There are 3 factions in the game: 1. The village- Hydra Agents (must eliminate ALL of the Shield Agents to win) 2. The elims- Shield Agents (must eliminate or outnumber the Hydra Agents to win) 3. Neutral- The Inhumans (Must finish the game with at least (?)(number depends on amount of players) living Inhumans to win) General Rules: Spoiler This game will be a Mid-Range with 48 hour cycles. No group pms are allowed, but you may make 2 one-on-one pms per cycle. Pms will rollover for the entire game. The eliminators have a private doc in which to communicate. The eliminators have one conversion per game. The eliminators have one kill per cycle. The Inhumans have a private doc in which to communicate. The Inhuman gene will be distributed randomly throughout the player list before the game begins. Only a percentage of the players will be given the Inhuman gene. The eliminators may not start out as Inhumans, but they may become an Inhuman if they have the gene. There is a standard lynch every cycle. Tied lynches will result in a no lynch. You may only use two actions per cycle. (i.e. If you are a doctor, an Inhuman and an elim you may not use both powers and send in the elim kill/use a Terrigen Crystal on the same cycle) (Voting for the lynch does not count as an action period unless you use the Inhuman voting abilities.) Regular Abilities: (These will be distributed among the player list at the beginning of the game, minus the two starting Inhumans.) (There will be Vanilla players as well.) Spoiler 1. Field Agent (role blocker) (You will be told if you blocked any actions. Only Fire, Speed, and Warping, (or strength until their two blocks are gone) abilities are immune to your role blocks.) 2. Hacker (PM spying) (You will be shown the content from a random pm between the player you targeted and one of the player’s they messaged that cycle.) 3. Scientist (Inhuman scanner) (You will be told if the player you targeted is an Inhuman or has the gene. You may scan yourself as well.) 4. Doctor (protection ability) (protect yourself or another player) 5. Assassin (one kill per cycle) Rules for Inhumans: Spoiler The Inhumans protect their own. Protecting each other always comes first. So, you must finish the game with at least (?) (number depends on amount of players) Inhumans alive to win, but this does not include the players with the Inhuman gene who haven't been changed. If you become an Inhuman you may win the game with the Inhuman win condition, or your original win condition. The game will start with two Inhumans already in play. These players will NOT have an alternate win condition, unless they are targeted by the elim conversion. The Inhumans will be given their own private doc in which to communicate. Each cycle, the Inhumans may decide to use a Terrigen Crystal on any player (besides themselves), or they may target a player to find out if they have the Inhuman gene. You may not have more than one Inhuman ability. If they target a player with the Inhuman gene, that player will receive Inhuman abilities, to be added to any Regular abilities (i.e. doctor, etc.) they may already have. When someone becomes an Inhuman, it will be announced the next cycle that someone has received Inhuman abilities, but the player will not be named. The Inhuman ability will be chosen randomly from the abilities list. There may only be one of each Inhuman ability in play at a time. If an Inhuman dies, there ability will be returned to the list. If the Inhumans target a player with their Crystal, who does not have the gene, that player will die. If the Inhumans kill someone with their crystal, they must wait to use another crystal for one cycle. (They have the ability to see if someone has the gene or not, so that would make any kill an intentional/inexcusable death.) If the player targeted by a Terrigen Crystal is protected or killed by another player the same round they are targeted, than the crystal will go to the player who blocked it or who sent in the kill order. (You were watching the Inhuman’s target and so you were around to take the Crystal.) The person who acquires a Crystal through these means may choose to use it on themselves, or another player (or not at all). It may NOT be passed. You can keep it until used. If you die while holding the unused Crystal, it will be revealed that you had one in the following write up. If a player with Inhuman abilities is targeted with a Terrigen Crystal, the action will fail. If a player who attained a Terrigen Crystal through blocking it, targets an Inhuman with that Crystal, their action will fail but they will still keep the Crystal. They may use it again the next cycle. Inhuman Abilities: Spoiler 1. Ice- freeze a person's actions for one cycle. (takes effect the cycle after you put in the order) 2. Shape Shifter- copycat any player's abilities for one cycle. (This applies to Regular AND Inhuman abilities. May not copy the same player two cycles in a row. Takes affect the cycle after you target a player. You will be told their power/s and may choose to use them that cycle, or put in your copy cat action to target someone else for the next cycle. You will than replace the previous copied ability with the new one.) 3. Cloning- The first time you die, you will still be in the game (because you can make two of yourself) 4. Mind Reader- see a person's role, but not alignment (will be shown to you at the start of the next cycle) 5. Fire- burn through any role blocks (Any action you take will be impossible to block. You must send in an action for Fire.) 6. Invisibility- secret vote (Any vote you make in the thread will take precedence.) 7. Warping- save yourself or another player from an attack (you will be told what type of attack(block or kill attempt, but not specifics)was made on you or the player you protected) 8. Powers of Persuasion- move a person's vote (You can still vote as well.) 9. Strength- withstand role blocks up to 2 times, and a kill attempt one time (Automatic protection. No actions needed. If you have already used two other actions the cycle you are attacked, than your first action will be canceled.) 10. Speed- if you already have another ability (i.e. doctor, field agent, etc.), then your action will take priority over any other action in the cycle (because you’re faster) (This power will not be given to the two players who start the game as Inhumans.) 11. Electricity- cancel a person's vote (they're too "shocked" to vote *ba dum ts) Order of Events: Spoiler Inhuman speed ability Protection abilities Role blocks Other Regular and Inhuman abilities Kills (elim, assassin, and Terrigen Crystal) Edited June 16, 2017 by BrightnessRadiant 3
DeTess she/her Posted June 16, 2017 Posted June 16, 2017 @BrightnessRadiant, this looks like a fun game. I have one question regarding the inhuman win condition: let's say that the inhumans have reached thr amount of survivors they need to win, and then convert an elim to an inhuman. What is to stop them from just posting the entire list of elim players to guarantee a win? ("Working as intended" is a valid answer, btw, just as long as you considered this situation). 1
BrightnessRadiant she/her Posted June 16, 2017 Posted June 16, 2017 (edited) 40 minutes ago, randuir said: @BrightnessRadiant, this looks like a fun game. I have one question regarding the inhuman win condition: let's say that the inhumans have reached thr amount of survivors they need to win, and then convert an elim to an inhuman. What is to stop them from just posting the entire list of elim players to guarantee a win? ("Working as intended" is a valid answer, btw, just as long as you considered this situation). Thanks Randuir! Hehe I did think of that You're right...there's absolutely nothing stopping them (except maybe the fact that they'd no longer have 2 win conditions, which in my opinion is a plus) I completely expect there to be a lot of mistrust in this type of game...that's kinda how AOS rolls. They almost never know who they can fully trust. Edited June 16, 2017 by BrightnessRadiant
Steeldancer he/him Posted June 16, 2017 Posted June 16, 2017 4 hours ago, BrightnessRadiant said: Thanks Randuir! Hehe I did think of that You're right...there's absolutely nothing stopping them (except maybe the fact that they'd no longer have 2 win conditions, which in my opinion is a plus) I completely expect there to be a lot of mistrust in this type of game...that's kinda how AOS rolls. They almost never know who they can fully trust. Whoa I like it. Almost like my hypothetical Skrull wars one where the skrulls are infiltrating the Avengers... 1
BrightnessRadiant she/her Posted June 16, 2017 Posted June 16, 2017 5 hours ago, The Flash said: Whoa I like it. Almost like my hypothetical Skrull wars one where the skrulls are infiltrating the Avengers... Thanks Flash! Oooooo more marvel
Steeldancer he/him Posted June 16, 2017 Posted June 16, 2017 Well it's just a vague idea. Everybody would have public identities, but a few would actually be "super-skrulls". Perhaps they would have a convert/kidnapping action. So there would be iron man, captain america, black panther, antman, hulk, ect. 1
BrightnessRadiant she/her Posted June 16, 2017 Posted June 16, 2017 39 minutes ago, The Flash said: Well it's just a vague idea. Everybody would have public identities, but a few would actually be "super-skrulls". Perhaps they would have a convert/kidnapping action. So there would be iron man, captain america, black panther, antman, hulk, ect. Sweet! Sound intriguing I considered doing something like that, where I made the players be the actual Marvel superheroes but I had already wanted to do something based off of AOS because it fits so perfectly into a game about lies and deception.
BrightnessRadiant she/her Posted June 17, 2017 Posted June 17, 2017 (edited) Sorry for the double post, but it's been a long time since my last post, and I realized I never actually signed up to GM a game oops I'd like to sign up for a MR please. @Metacognition @little wilson @Alvron not sure exactly who I'm supposed to ask and how lol Edited June 17, 2017 by BrightnessRadiant
Elenion he/him Posted June 17, 2017 Posted June 17, 2017 2 hours ago, BrightnessRadiant said: @Metacognition @little wilson @Alvron not sure exactly who I'm supposed to ask and how lol That works. Once you're on the list to GM your first game, you'll be added into the SE GM PM (say that 5 times fast :D) where you can sign up for more games and watch as we try to figure out who's up to run what game when. 1
Aonar he/him Posted June 17, 2017 Posted June 17, 2017 So since this game's first couple mechanics seem to be pretty well-received on the Discord, I figure I might as well present it here. It's based on the first book and setting of erraticerrata's web serial, A Practical Guide to Evil. LG: A Practical Guide to Elimination: The world has changed. Callow has been subsumed into Praes, and the forces of Evil are itching to extend their reach even further. Procer fights itself, subtly led on by the Dread Empress. The White Knight is holed up in the Titanomachy; the Calamities stand without equal. Creation demands a balance, and that means one thing. Heroes. More and more appear every day, and some are beginning to slip through the cracks, despite the best efforts of Scribe and Assassin. They need to be quelled, before rebellion can begin. In the city of Laure, said rebellion is already stirring. Heroes are flocking to the former capital of Callow, working to convince the people to throw off their Praesi oppressors. Said oppressors, in the form of the Legions of Terror and the Eyes of the Empire, are working double-time, trying to keep the city peaceful and functional despite rising tensions. With the Calamities themselves on the edge of stepping in, no one can say how much of the city will be left standing in the aftermath.... Factions: This game has one Village faction, and two Eliminator factions. Eyes of the Empire: You serve Praes, under the Scribe, Eudoika. You have been tasked to find and destroy the heroes that have arisen. Some of you are Named, sent by the Calamities. You have a doc to speak in, and once per cycle can request for Assassin to kill a player. You goal is to kill all Named Heroes. Callowan Countryman: You care little for the struggles of good and evil. All you want is to return to your normal life. But when you hear the heroes speak, you can’t help but wonder if life could be better without Praesi rule…. Choosing: You have a special ability you may use once per game. You may Choose. If you Choose Evil, you gain the Eyes of the Empire win condition, although you do not gain access to their doc or group abilities. If you Choose Good, you gain the Heroes of Callow win condition, although you do not gain access to their doc or group abilities. After Choosing, you have a much greater chance to gain a Name, based on activity and RP. If you do not Choose, your win condition is to survive, or have only neutral (unchosen) players remaining. Heroes of Callow: You are Named, given power to start a Rebellion and free Callow from the Praes occupation. You have a doc to speak in. Additionally, once per cycle you may target a player. If they have not Chosen, or have Chosen Good, you convince them to join the rebellion. Their win condition does not change, and they are informed that they are now a part of the rebellion. If they Choose after this, they remain a part of the Rebellion. As an action, instead of doing this you may incite a riot. All players you have convinced to fight will attack another random non-rebel player; when this attack is successful,.there is a 50/50 chance the rebel will die as well as the targeted player. When the attack fails, the rebel dies. Additionally, every time you incite a riot, one of your teammates must lead it, and is revealed publicly. Your goal is to eliminate the Eyes, and have all living players be a part of the Rebellion. Names and Roles: In Calernia, stories have power, and the more power you give them, the more you gain in return. You character’s actions shape their story, and their story shapes the power they can wield. As you write your character’s tale, you can guide them towards a Name, an archetypal Role. Dramatic actions, narrative patterns, thought patterns, strengths, weaknesses, background, etc., all contribute. Names will be handed out at the GM’s discretion, with input from the player. (It can be assumed however that someone who RP’s consistently and of consistent quality (say 2-3 hundred words a turn) are much more likely to gain a Name than someone who does not, even if the Name has to be shoehorned somewhat to fit.) Names will be tied to their RP and alignment; a Good orphan who has devoted themselves to swordsmanship is for example far more likely to become the Lone Swordsman than a wandering noble or drunken minstrel. (Who are, in turn, more likely to become the Exiled Prince or Wandering Bard, respectively.) The powers you gain are in turn determined by the Name earned as well as your RP. While powers vary, it can generally be assumed that, for example, a martial or combative Name (like Squire, Ranger, Champion, etc.) will gain an ability related to attacking others, or defending oneself, while Administrative Names (Like Tyrant, Scribe, Adjutant, etc.) are likely to gain an ability related to information and manipulation, and so on and so forth. In addition to the base power a Named gets with their Role, each Named can gain access to three Aspects. These are more powerful abilities, but they have stricter RP requirements to use. An Aspect takes the form of an imperative verb, related to the intent and theme of the Name. (For example, a Black Knight might have Lead, Conquer and Destroy, while a Lone Swordsman might have Swing, Rise and Triumph.) When a player decides which Aspect they want to come into, they need to reference it by name (not as an Aspect, but the word/concept/action must appear) at least three times, or in every RP post you make that turn (whichever is more), and must be similarly referenced on any turn you decide to use the ability. You can only tap into one Aspect at a time, and must wait one cycle before gaining a new Aspect. Notes: Claimants: If two or more players both attempt to take the same Name at the same time, they will be considered Claimants to the Name. As a Claimant, you will gain a base power, but cannot form any Aspects until all other Claimants are dead. Transitional Roles: Some Names are designed to transition into other, greater Roles. (For example Squire>Knight, Apprentice>Wizard/Warlock, Heir(ess)>Tyrant.) These roles cannot come into play unless their senior counterpart has already come into existence. In addition to being able to be gained normally, these Roles can be bestowed by their counterpart on to someone with the same Alignment. (This can be done even if there is already someone with the Role in play, in which case the become Claimants, following those rules.) Maintaining a Role: If your story begins to falter, or you act out of accordance with your Name and Role, you can damage your connection to it. At the GM’s discretion, or if you fail to maintain the RP requirements, you may lose the ability to access your Name’s power; leaving you unable to use your Aspects, or even possibly your base powers. During this time, other Claimants may arise. Win Conditions: Some Named may have special win conditions. Mundane Abilities: Named are not the only people with power in Calernia, although they may reap the lion’s share of it. Magecraft: Some few Callowans, and more Praesi, have the ability to directly influence Creation. You may have access to one of the following abilities: Scrying: PM two players of your choice each turn, or set up a PM between any two players. Unless you choose to keep the PM going, it will end with the turn’s end. Warding: Target a player. You are informed of who targets them. Healing: Target a player and prevent their death. However, mage healing is not perfect, and tends to leave the healed person fragile. Cannot target a player consecutively, and the player cannot take actions on the turn following their healing. Veteran/Legionaire/Pit Fighter (Depends on starting Alignment/player preference.): Your days spent fighting have granted you a superior constitution. While you may not be able to hold your own against a Named, you can shrug off one attack otherwise. Underworld Connections: You manage to know a bit of everything going on in Callow, thanks to your ties to the Dark Guilds.You may have one of the following abilities: Blackmail: One player changes their vote to a player of your choosing. Bribery: Target a player, and determine whether or not they have Chosen, and if they belong to the Rebellion. Pulse of the City: Determine how close any one Faction is to completing their win condition/learn the current size of the rebel Faction. Alchemist/Sapper/Goblin Munitions: (Again, depends on Alignment/player preference.) You have somehow learned the secrets of goblin alchemy, and can use their powders and explosives to devastating effect, although without the reagents mined from the Grey Eyries, they are a little weaker than usual. Once per cycle you can detonate a Brightstick near a player, cancelling any action they take that turn. Some Named may be resistant to this. Any thoughts?
Straw he/him Posted June 17, 2017 Posted June 17, 2017 Hmm... sounds interesting but has a few problems: 1. Anyone who RPs a lot will have a massive advantage, possibly causing the best RPers to be killed first, thus creating less quality RP. 2. If everyone doesn't choose in a balanced way, the game will be unbalanced. 3. The game is non-Sanderson, so it might be hard to run.
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