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Posted
11 hours ago, Ookla the Redeemed said:

Most updated rules for my Worldhopper LG:

  Reveal hidden contents

LG ###: The Battle for Everything 

 

At dawn on the last of the final ten days, worldhoppers from around the Cosmere gather in Urithiru. They have been summoned by Evinir Cragborn, an agent of Hoid, to compete for a mysterious boon. But time is running out for the Contest of Champions, and the coming storm will shake the entire Cosmere... forever. 

 

Welcome to LG ###! This is my first time running an SE game, and I’m excited to share it with all of you!

Factions: 

There are two factions: 

Innocent Worldhoppers are the standard village faction, gathered to try their hand at receiving the cryptic reward. The entire faction wins upon eliminating all 17th Shard Operatives from the game. They do not share a doc, and do not know their allies. 

17th Shard Operatives are the standard elim faction, hired to infiltrate the gathering and capture Hoid. The entire faction wins upon reaching parity with the Innocent Worldhoppers. They share a doc, and know their allies. Additionally, each cycle, the 17th Shard Operatives can choose to target one player and Assassinate (NK but minus the Night) them. If multiple 17th Shard Operatives submit different Assassinations, the result will be randomized.

Timekeeping: 

The game takes place over a process of day turns, with no night turns. In world, each cycle is equal to one hour, and the entire game will take place over one morning – so for people who are into RP, the pace is fast.

Each cycle will be 72 hours long, split into “Dawn” and “Dusk” turns. During the Dawn turn (48 hours) players will vote for an Execution. Votes should be written in RED while any attempts to unvote someone should be in GREEN. At the end of the 48 hours, all votes will be frozen. Additionally, at any point during the Dawn turn, the elim team will be able to submit the Assassination via PM.

The Dusk turn (24 hours) will begin with the Assassination. Players will have 24 hours to make new votes. At the end of the turn, the votes from the Dawn and Dusk turns will add, and the execution will be carried out. In the event of a tie, the victim will be chosen randomly among tied players. Exed players will have their role and alignment publicly revealed.

Visual representation:

image.thumb.png.4638200569bfb419253b7ec04ee6b744.png

Roles:

Role distribution is unrelated to Alignment. I mean, maybe it's a little related, but that’s for me to decide . There will be no Vanilla (roleless) players.

Mistborn:

On each Dusk turn, a Mistborn can choose to attack someone, and the next Dawn, they will be Wounded (taking the concept from Aman’s spore-themed LG). A Wounded player requires 50% of players to vote for their healing before the next Dusk turn to survive. Otherwise, they die at the end of the Dawn.

Elantrian: 

Each Dusk turn, the Elantrian can shield one person against any roles taken against them. The shield lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination

Knight Radiant:

Each Dusk turn, the Knight Radiant can target a person to save from the exe. That cycle’s exe will proceed as normal, but the next cycle, the target will not be able to be executed. The same player cannot be targeted more than once in the game. 

Hemallurgist:

Each Dawn turn, the Hemallurgist can target a person to swap roles with. At the start of the next Dusk, the Hemallurgist will have their targets’ role, and their target will become a Hemallurgist.

Awakener: 

Each cycle, the Awakener can target a person to block. Any roles that person takes that cycle will not go into effect. The block lasts for both the Dawn and Dusk turnovers and does not apply to the Assassination. 

Feruchemist: 

Each cycle, the Feruchemist can choose to either Store or take an action. They can choose to target as many players per cycle equal to the amount of cycles they have spent Storing plus 1. Each time they use an action, a Feruchemist’s Store goes down by one.

If they choose to take an action, they may Investigate another player to determine everyone who visited them in a cycle of the Feruchemist’s choice. The Feruchemist may use multiple Store charges to Investigate the same player across multiple cycles, or separate players.

Sand Master:

On a Dawn turn, the Sand Master may target a player to stop them from voting the next Dusk turn. Alternatively, on a Dusk turn, the Sand Master may target a player to stop them from voting the next Dawn turn. Whatever their choice, a Sand Master may only take a single action per cycle.

Kandra:

The Kandra begins the game as a functional vanilla role. Once players begin to die, however, they may choose to assume the role of any dead player. They are limited to a single action per cycle, and whenever the Kandra takes an action, it will be announced in the following write up that certain bones have disappeared…

Forger:

Each Dawn and each Dusk turn, the Forger may Forge the votes of any non-voting players who posted within that turn. Those votes will appear in the following writeup under the names of the players whose votes were Forged. Players who did not post within the turn will not be able to have their votes Forged.

Other Rules:

Last Words:

At any point, players may send the GM a PM containing what they wish to be their Last Words. In the case of their death, the Last Words will be discovered as a note written in the character’s place of death and will be publicly revealed.

PMs:

Unlimited PMs. Each PM may be between only two players, however, and must include both the GM (Me) and the IM. They must be titled as: “LG XXX: (sender) - (receiver)”. For example, if Bob sends a PM to Rob: “LG XXX: Bob – Rob".

Inactivity Filter:

If a player does not post for an entire cycle, they will receive a warning. If they do not post for two consecutive cycles, they will be swapped out for a Pinch Hitter. Players may also willingly request replacement.

I’m also trying to cook up a role to interact with dead players but I’ve kinda run out of magic systems, so ideas are welcome

I'd be careful about dead player mechanics tbh. A lot of people look forward to the dead doc, but if there's interactions/rezzing, you might not be able to include it, which leads to dead player inactive, which in turn makes the mechanic not work as well.

Posted
1 hour ago, The Unknown Ookla said:

I'd be careful about dead player mechanics tbh. A lot of people look forward to the dead doc, but if there's interactions/rezzing, you might not be able to include it, which leads to dead player inactive, which in turn makes the mechanic not work as well.

Yeah… I was thinking for a while more like getting to investigate like the past actions of dead players, maybe something with the Feruchemist, but decided against it cause seeing who targets a dead person is pretty much an immediate elim find

4 hours ago, Ookla the Wallfacer said:

Really cool. For dead people interaction, maybe after a fixed amount of cycles, the dead folks get to vote on someone to bring back as a Returned?

 

Ooh that would be interesting

But like TUO said the dead doc might be tainted, and Returned traditionally don’t have their memories…

Also I’m just thinking of how funny it would be if a Hemallurgist targeted another Hemallurgist.

Even funnier, if the target was targeting like a Mistborn. So the target swaps roles with a Mistborn, and then immediately gets that role stolen from them by someone else. And the Hemallurgist that targeted another Hemallurgist ends up a Mistborn.

Posted (edited)
4 hours ago, Ookla the Redeemed said:

Yeah… I was thinking for a while more like getting to investigate like the past actions of dead players, maybe something with the Feruchemist, but decided against it cause seeing who targets a dead person is pretty much an immediate elim find

Ooh that would be interesting

But like TUO said the dead doc might be tainted, and Returned traditionally don’t have their memories…

Also I’m just thinking of how funny it would be if a Hemallurgist targeted another Hemallurgist.

Even funnier, if the target was targeting like a Mistborn. So the target swaps roles with a Mistborn, and then immediately gets that role stolen from them by someone else. And the Hemallurgist that targeted another Hemallurgist ends up a Mistborn.

I did play a game once where, I think it was each cycle, the dead players got to vote on something... I believe it was a message that got put into the writeup? But there were some rules about it and obviously with something like this you cant have spoilers. I think there are potentially fun things you can do there but I would lean more towards it being more for flavor than game affecting. That being said, game affecting can be fun too. And there have been some kinds of attempts to do this in the past. I didnt find which games on quick scans but there was one game where each day the dead doc gets remade as that way players only have access to the info from when they were dead/in that doc (couldnt find the game dont remember specifics). Iirc that was pretty overwhelming to manage though.

Similarly. LG49 had 2 docs one for death and another for the execution as that technically didnt kill you. I dont think the GMs were happy with how that system worked either, but if the game was less complicated it may have been easier to manage.

I like a lot of what you have. Im a big fan of having lots of different possible combinations of things that affect the game that can happen.

What would happen if 2 hemalurgists target the same person at the same time?

Edited by Furamirionind
Posted
4 hours ago, Ookla the Redeemed said:

Yeah… I was thinking for a while more like getting to investigate like the past actions of dead players, maybe something with the Feruchemist, but decided against it cause seeing who targets a dead person is pretty much an immediate elim find

Ooh that would be interesting

But like TUO said the dead doc might be tainted, and Returned traditionally don’t have their memories…

Also I’m just thinking of how funny it would be if a Hemallurgist targeted another Hemallurgist.

Even funnier, if the target was targeting like a Mistborn. So the target swaps roles with a Mistborn, and then immediately gets that role stolen from them by someone else. And the Hemallurgist that targeted another Hemallurgist ends up a Mistborn.

True

Yes that would be very funny

Also I believe it is spelt Hemalurgist

Posted (edited)
3 hours ago, Ookla the Wallfacer said:

True

Yes that would be very funny

Also I believe it is spelt Hemalurgist

Oh, thanks

3 hours ago, Furamirionind said:

What would happen if 2 hemalurgists target the same person at the same time?

… I’m not sure

One of them would definitely have to stay a Hemalurgist 🤔

Honestly with normal player counts I probably won’t stick more than a single Hemalurgist in the game

Edited by Ookla the Redeemed
Misspelled Hemalurgist again 🤦‍♂️
  • 5 weeks later...
Posted

Sorry for the double post but it’s been a while

So this is a very not developed raw idea but…

Could a game with a constantly changing elim team possibly work? And if so, how do you incentivize current elims to fight their hardest if they will probably end up village?

Posted
17 minutes ago, Hoid Slayer said:

Sorry for the double post but it’s been a while

So this is a very not developed raw idea but…

Could a game with a constantly changing elim team possibly work? And if so, how do you incentivize current elims to fight their hardest if they will probably end up village?

Maybe a chance for them to win each turn, and an easier win con for elims?

Or shifting between specific players, like 3, to make it more likely for them to come back, so they would want to set it up for their future selves??

Posted
2 minutes ago, CoderDrag0n8 said:

Maybe a chance for them to win each turn, and an easier win con for elims?

Or shifting between specific players, like 3, to make it more likely for them to come back, so they would want to set it up for their future selves??

I like the chance for them to win each turn idea

But then the problem becomes the game maybe ending too early

Posted
3 minutes ago, Hoid Slayer said:

I like the chance for them to win each turn idea

But then the problem becomes the game maybe ending too early

Yeah... That's why I thought maybe less with the chance to be an elim? That way they could play it like an elim or a villager, depending on which side they would want to lean into

And make the elim doc anonymous or smth

Posted
Just now, CoderDrag0n8 said:

Yeah... That's why I thought maybe less with the chance to be an elim? That way they could play it like an elim or a villager, depending on which side they would want to lean into

And make the elim doc anonymous or smth

Wait wait wait I think you’re cooking something with the anon elim doc

Arghhhh but elims would probably just drop hints about their identity

Posted
3 minutes ago, Hoid Slayer said:

Wait wait wait I think you’re cooking something with the anon elim doc

Arghhhh but elims would probably just drop hints about their identity

Why would they? It would only be bad for them, with essentially the chance of a village being able to see it. It would be harder to collaborate, and make name dropping more dangerous.

If someone releases their name or gives hints in the elim doc, exe them!

Posted (edited)
2 hours ago, Hoid Slayer said:

Sorry for the double post but it’s been a while

So this is a very not developed raw idea but…

Could a game with a constantly changing elim team possibly work? And if so, how do you incentivize current elims to fight their hardest if they will probably end up village?

Could try something like the scoring system in QF67 maybe?

edit: er, since it was a blackout, not sure if the rules are explained in the signups post

here they are, in Day One

Quote

This game is divided into three mini-games, in which players or factions will earn points. Each faction or player may earn five points for completing their victory condition within the minigame. Mechanics within the minigames will also allow factions or players to pick up additional points. Certain information is revealed at the start of each minigame. Roles, items, alignments, and victory conditions are lost between minigames unless otherwise noted. After each minigame, all players are resurrected and assigned new roles and alignments after victory points are calculated. At the end of the ninth cycle, an overall winner will be declared based upon who has the most overall points.

 

Edited by DrakeMarshall
Posted
11 hours ago, KaladinsSenseOfHumourSpren said:

I worry that some players may try to be converted.

That happens every Conversion game, but that's part of the risks of it. The village usually knows to be on the lookout for would be traitors.

  • 3 weeks later...
Posted (edited)

I had a lot of fun with the previous quick fix, so I wanted to try running one. What do y’all think of this concept? Any suggestions? Is it okay? How many elims should I have?

Edited by Qianweilian
Edit: Changed link into stable version that I’m not editing.
Posted
22 minutes ago, Qianweilian said:

I had a lot of fun with the previous quick fix, so I wanted to try running one. What do y’all think of this concept? Any suggestions? Is it okay? How many elims should I have?

So, reading through it. I was a lil confused on how the cold killed people. So obviously decide on how that works. Second, the journey counter seems unnecessary complicated and overpowered. If there’s one navigator, it puts the game on a 3 turn of 6 turn clock. If two, and on opposite sides, nothing happens. If 2 and on same side, 2 or three turn clock. It seems complicated and not needed. So I would recommend taking that out, or adjusting the role of the navigator to make it so Navigators don’t just put everything into a 3 turn clock if people don’t kill them

Posted (edited)
2 minutes ago, Mistfallen Soldier said:

So, reading through it. I was a lil confused on how the cold killed people. So obviously decide on how that works. Second, the journey counter seems unnecessary complicated and overpowered. If there’s one navigator, it puts the game on a 3 turn of 6 turn clock. If two, and on opposite sides, nothing happens. If 2 and on same side, 2 or three turn clock. It seems complicated and not needed. So I would recommend taking that out, or adjusting the role of the navigator to make it so Navigators don’t just put everything into a 3 turn clock if people don’t kill them

Okay. I was trying to simulate a possibility of another win condition for the elims, as Rashek’s original goal was to lead Alendi astray. I’ll think about it a bit more.

Edit: The cold killing people was from the journey counter being negative.

Edited by Qianweilian
Posted (edited)
10 minutes ago, Qianweilian said:

Okay. I was trying to simulate a possibility of another win condition for the elims, as Rashek’s original goal was to lead Alendi astray. I’ll think about it a bit more.

I can see why it exists, but just how it was implemented seems very unbalanced, and you could use that as part of what you’re doing. Like, for a potential Distro, giving the villagers 2 or 3 navigators so the Elims have to find and eliminate or convert them by d6, but if you want it to be balanced I’d recommend tweaking it

Edit: if you actually made a Distro off of this, probably should work with another Gm to make sure it works. But you’d need one less navigator on Elim side than village, of equal of both, and then seekers. Because then it’s an interesting information game. But you’re choice

Edited by Mistfallen Soldier
Posted
16 minutes ago, Mistfallen Soldier said:

if you actually made a Distro off of this

What is a “Distro”?

16 minutes ago, Mistfallen Soldier said:

probably should work with another Gm to make sure it works.

I was planning to co-GM with someone anyways.

Posted
13 minutes ago, Qianweilian said:

What is a “Distro”?

I was planning to co-GM with someone anyways.

A Distro is basically the distribution of roles throughout the player base. How many Elims there are, how conversions can they do, what roles do they have, etc 

And make sure to sign up for that if you haven’t already 

Posted

@Qianweilian another thing I found confussing was the mention of Conversion, in the Order of Actions as well as the the imunity of the Worldsinger.

Was your plan to give the Elims X Conversion and you simply forgott to mention that? Or was that something you took out again and forgott to edit Worldsinger and Order of Actions? Or am I blind and missing something?

 

Posted
1 minute ago, Wahrheitswächter said:

Was your plan to give the Elims X Conversion and you simply forgott to mention that? Or was that something you took out again and forgott to edit Worldsinger and Order of Actions? Or am I blind and missing something?

I was thinking about it, so I added some stuff, then forgot to remove it. It’s a very rough draft.

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