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The Art of Game Creation


Metacognition

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I had an idea for an SE, but I won't have time to host it, so feel free to use this idea if you like :).

The Recreance:

10 factions, each of which have 2 sub-factions

Factions:

Windrunners

Skybreakers

Dustbringers

Edgedancers

Lightweavers

Elsecallers

Truthwatchers

Bondsmiths

Willshapers

Stonewards

In this game, 30% begin on the "good" side (the side opposing the Recreance) and 20% begin on the "bad" side (Those who want to make the recreance occur). Round up, where nesecary

The bad side within each order receives a google doc to communicate in. Each order's group of bad guys know eachother's identities, but they don't know the identities of the bad side in the other orders. Each order of bad guys can send 1 message a day to all of the other bad guys, but they cannot reveal their identity or that of any other bad guy. They can also only mention 2 neutral or good players a turn, which prevents them from granting immediate knowledge of who are bad guys through process of elimination. These will be moderated by the GM

The good side each have a knowledge of who on their order is good. They can also vote anonymously to surveil or lynch one player per order per turn.

Both good and neutral can PM 1 player each turn. The PMer and receiver will be shown in the writeup

NOTE: the bad side cannot PM anyone but the GM

Each turn, the "bad" side as a whole can attempt to convert 1 player to their side (NOT 1 per order). Consensus must be reached within each order's group to vote for 1 player. One member from each order will then send the final decision to the GM. Each order's final decision is weighted equally, and the player who receives most votes will be attempted to be converted. If the player being converted is under surveillance OR is a "good guy", a bad player will be revealed to either the target (if the target is good) or to a random member of the good team in the same order as the target (if the target was neutral and under surveillance)

The bad guy that is revealed will be in the same order as the target. If possible, it will be a member who voted for the target. If the target is a neutral person under surveillance, they will still be converted, but they will NOT be the "bad guy" that is revealed to the surveiling good team

Good guys are impossible to convert.

When the bad guys consist of more than 1/2 of the total order, that order abandons its oaths. The goal of the bad team is to convert orders, while the goal of the good team is to eliminate bad guys from orders through lynches. When an order is converted or purged, all members of the order leave the game and cannot be manipulated/surveilled

Team victory conditions:

Bad guys: Convert more than half of more than half of the orders

Good guys: Purge more than half of the orders entirely

Order specific victory conditions

Good guys: Purge your order of all bad guys

Bad guys: convert more than 1/2 of the order

Individual victory conditions

Good guys: Don't get lynched and purge your order entirely

Bad guys: Don't get lynched and corrupt more than 1/2 of the order

Neutral: Don't get lynched or converted and purge your order entirely

Note: I am more than willing to alter this to improve it. I'm especially looking for better faction names than "good guys" and "bad guys"

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In this game, 30% begin on the "good" side (the side opposing the Recreance) and 20% begin on the "bad" side (Those who want to make the recreance occur). Round up, where nesecary

You'd need at least 30 players for this to work with ten orders. A lot more than thirty for this to work well. Maybe half the number of orders?


 

Would people play a game without factions? There would still be roles, but rather than the win condition being eliminate the other faction, the win condition would be 'Be one of the last Four players alive.' A lot could be done with a game like that.

 

Also, What do people think of players voting on rules? One of the mechanics I decided not to use for the current senate game was that players could propose rules in the thread, and a majority vote of players would implement the rule. Rules could add new items, change victory conditions, or anything the players wanted.

 

Would either of these mechanics work in a game?

Edited by The Only Joe
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I'm not sure if the first idea would work. It'd certainly be interesting, but I'm not sure how well it would play.

The second idea, however, sounds amazing. You'd have to be pretty careful in limiting rule changes (or you get things like "Villagers win if they lynch one spiked" or worse, since the villagers have majority), but it sounds like a ton of fun.

Speaking of formatting changes in games, what about a game where there's no distinguishing between spectators and actual players? Spectators can still PM and post in thread. They just don't have roles and don't count towards either win con. Would that work?

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I'm not sure if the first idea would work. It'd certainly be interesting, but I'm not sure how well it would play.

The second idea, however, sounds amazing. You'd have to be pretty careful in limiting rule changes (or you get things like "Villagers win if they lynch one spiked" or worse, since the villagers have majority), but it sounds like a ton of fun.

Speaking of formatting changes in games, what about a game where there's no distinguishing between spectators and actual players? Spectators can still PM and post in thread. They just don't have roles and don't count towards either win con. Would that work?

 

There was a game like the first mechanic once. It was the one based on the Hunger Games. The only win condition was last man standing, and that game was intense. Teams were made and betrayed, Lies were told and lives were ruined. It was fun.

 

 

The GM and Impartial Mod would of course, moderate the added rules. Nothing to gamebreaking would be added. But I'm not so sure that's even necessary. A lot of the players here, myself included, play for the challenge. I wouldn't vote for a rule that made the game easier for my team and harder for the other.

 

 

So the spectators would be a third neutral faction? Would spectators be kill able?

Edited by The Only Joe
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I'll have to read that game. It does sound like fun. Was there a lynch? Because I can't really see how that would work.

That's true enough. There could be some really creative and fun rules, too. I really like this idea.

Basically, yes. They wouldn't be killable, and they could talk as much or as little if they wanted. If they were targeted with an action (other than alignment scan, perhaps), it would fail. I'm also considering that if a player successfully guesses that someone is a spectator, they gain an action period, and lose if they guess incorrectly.

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One hitch here though is that if the bad guys' target happened to be another bad guy, it would give away his/her identity. That sort of makes the point of them being anonymous null and void.

 

I'm assuming this was in response to my post? If so, they'd be anonymous mainly to force them to waste turns occasionally in order to figure out who is who, which would serve to even the playing fields a bit

 

You'd need at least 30 players for this to work with ten orders. A lot more than thirty for this to work well. Maybe half the number of orders?

 

This was meant to describe an ideal situation, if anyone would like to take and use it, they are more than welcome to make any alterations they so desire. I suppose it could be run with only orders we've seen relatively in-depth, or perhaps there could be veterans with multiple accounts in different games (Only people who won't abuse this). There could also be a group of neutrals who are CPU run

Edited by Bugsy6912
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Minimalist QF Game:

 

No PM's, One Role, two teams.

 

The Eliminators have a doc to communicate in, and a group kill each turn.

The villagers have the Omniscient, a player who knows everyone's alignment.

Still trying to figure out what world this works best in.

The Eliminators win when they kill the Omniscient, the Villagers win When they kill the eliminators.

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Minimalist QF Game:

 

No PM's, One Role, two teams.

 

The Eliminators have a doc to communicate in, and a group kill each turn.

The villagers have the Omniscient, a player who knows everyone's alignment.

Still trying to figure out what world this works best in.

The Eliminators win when they kill the Omniscient, the Villagers win When they kill the eliminators.

 

That sounds pretty interesting. It would be a nice break from these role-madness games we've been having recently.

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Idea for a long game titled "The Kholinar dungeons" follows this statement.

Setting:

the dungeons. The dungeons have four layers with 3 of them having a penalty and a advantage. The layers are:

The top layer: The noblemen are imprisoned in this area. 4 players start here.

Penalty: The other prisoners have taken a dislike to you. Your vote doesn't count.

Advantage: You manipulated the guards into giving you a item. You start with two items.

The middle layer: The commoners are imprisoned in this area. 4 players start here.

Penalty: You don't know anyone! You cannot create PMs with anyone but people can create PMs with you.

Advantage: Nobody cares about you. The first vote that is placed on you goes to a random player.

The deeps: The beggars are imprisoned in this area. 4 players start here.

Penalty: You are partly insane. There is a 1/4 chance that your action/vote will go on a random player.

Advantage: What doesn't kill you makes you stronger. You can survive one attack or one Lynch.

The lower prisons: Everyone else is imprisoned in this area.

The factions:

The prisoners: These prisoners want to break out of the prison. These prisoners must kill all the snitches to win.

The snitches: These prisoners are trying to cozy up to the guards. These prisoners must outnumber the prisoners to win. They start with a Google doc, a kill each cycle, and the knowledge of who the other snitches are.

You achieve a personal victory if you escape.

Items:

Can of paint: you can post 1 anonymous message in the writeup.

Dagger: you can kill 1 player.

Drugs: roleblock 1 player.

Smoke: redirect all actions 1 player uses to a random player.

Dirty secret: blackmail 1 player into giving you their role and alignment.

Bag of gold: Bribe a guard to arrest someone

Roles:

Thief: steal a players items.

Romantic: choose two players to become a couple. If one of them dies, the other one also dies.

Spy: follow a player and learn what actions they took that night.

Bodyguard: protect one person.

Manipulator: change someone's vote.

Trickster: fake death. The writeup will say that you are dead but you are not dead.

Gambler: bet that someone will die, if they die than you get a extra vote for that cycle.

Thug: survive one attempt on your life.

Jack of all trades: you can use every roles ability... but only once.

Smuggler: you start with one of every item.

Conman: redirect a persons action.

Magician: switch two peoples items.

Illusionist: post a anonymous message in the writeup each turn.

Info merchant: you start the game knowing the roles of 3 other people.

Informant: You may ask the GM one of these questions: What is _____'s role? What is ____'s alignment? What action did _____ take? If I had used my _____ on ____ what would have happened? What level is _____ on? How many more (of)____(s) are there?

The secret level:

The secret level is a part of the prison that was sealed off. Fortunately, the prisoners managed to dig their way in. Now it is used as a location for the more nefarious aspects of the prison. You can choose to spend a cycle in the secret level. When you are inside the secret level you cannot vote or use actions. You can do several things in the secret level:

The pool: In the pool you may put in: a piece of information that you know is true, a item, or the ability to control your action and vote for 1 cycle. In return for a random thing (info, item, control players vote and action.) from the pool.

The contract market: In the contract market you may create or accept a contract. In a contract a player will offer a piece of info, item, or the ability to control their vote and action in return for a service. Example: Wilson has a can of paint and wants Mailliw killed. Wilson goes to the contract market and creates a contract that says this "Can of paint in return for killing Mailliw. Expires on cycle 5."Next cycle STINK goes to the contract market and accepts the contract. If STINK kills Mailliw than he will receive Wilsons can of paint. If STINK has not killed Mailiw by cycle 5 Wilson will get her can of paint back and the contract will no longer exist.

Traitor Joes: At Traitor Joes players can create a type of contract called an alliance. They will each contribute a piece of info, a item, or the ability to control their vote and action for one cycle. Example: STINK and Wilson make a alliance: STINK contributes a can of paint and Wilson contributes a dagger. If Wilson kills/participates in killing STINK a contract will be placed on the contract market that says: "Dagger and Can of paint in return for killing Wilson."If STINK was killed by a player other than Wilson than Wilson would get her dagger back and the can of paint would go into the pool. Alliances will have expiration dates.

The asylum: In the asylum you can complain about one player. If there are 3 complaints placed on a person than they will be arrested and imprisoned in the asylum. Players visiting the asylum can talk to the inmates. The person arrested will have their role revealed and cannot do anything.

Special items building: In the dangerous items building you may trade 4 items for a special item. special items are:

Liquid fire: kill all players on a level. Has a 12.5% chance of succeeding, 25% chance of killing 3 random players, and a 61.5% chance of killing you.

Fabrial: escape the prison. 25% chance of working, 25% of killing 3 random players, and a 50% chance of killing you.

Sword: get a sword that you can use as many times as you want.

Portal to the realm of the dead: get access to the dead doc.

Book of information: has the role of every player in the game. 50% chance that a role is false.

Gambling hall: In the gambling hall you bet items, info, and the ability to control your vote and actions for 1 cycle. You are betting on who will die that cycle. The items are split between the winners.

Mercenary building: In the mercenary building you can trade items for the services of various mercenaries. The types of mercenaries are:

Assassin: Kill one player. Cost: 1 item.

Bodyguard: Gives you a extra life. Cost: 2 items.

Spy: Discover a players role, alignment, items, location, and PM messages. Cost: 4 items.

Demolitionist: Blows a hole in the prison wall so you can escape. 33% chance this will work, 66% chance the explosion will kill you. Cost: 6 items.

Spymaster: Discover everything about a player. Cost: 8 items.

Combat specialist: You can use daggers twice and each dagger you have gives you a extra life. Cost: 10 items.

Alchemist: Turn iron into gold. Turns 50% of the daggers in the pool into bags of gold. Cost: 12 items.

Misinformation specialist: Adds 8 false pieces of info to the pool. Cost: 14 items.

Fabrial specialist: Gives you a fabrial shield that protects you from everything except the lynch. Cost: 16 items.

Lawyer: Destroys every contract. Cost: 18 items.

The Amazing Fred: You now have 7 roles. Cost: 20 items.

Check out Traitor Joes on the secret level!:P

Edited by ThatTinyStrawMan
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  • 3 weeks later...

Just thought of a brief concept for something that's a cross between a traditional elimination game and a free-for-all game.

 

In this game, there are no roles at all, except that one player begins the game with an Oathstone, which effectively grants them 1 kill per cycle.  If the player with the Oathstone is lynched, the Oathstone is randomly passed on to one of the players who voted to lynch them.  The goal of the game is to be the last man standing (which basically means that you will need to have possession of the Oathstone at the end in order to win).

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I like this idea. I'm building off of it, but switching a few things (because it seems a little random on who would be alive at the end, even though it goes to one of the lynchers). This has the makings of an awesome QF, IMO. 

 

If you have an Oathstone, you're bound to someone else's will. As such, I'd have two roles: the Oathbreaker and the Oathstone Holder. The two do not know who each other are. 

 

The Holder is the one who actually gets the say on the kill. If the Holder should die, the Oathstone transfers to someone else randomly. 

 

The Oathbreaker though, this is where it could get fun. The Oathbreaker cannot reveal themselves as such to the thread. If they are revealed in thread (say, someone tries to get everyone to say that they're the Oathbreaker, something the Oathbreaker can't do*) they die. Their goal though is to get the Oathstone Holder killed via the lynch (since that way, they're not the ones actually doing the killing). If they do so, they are no longer an Oathbreaker and the title transfers randomly to someone else (though they can become a Breaker again in the future)**. 

 

The only issue I've yet to decide is what happens near the end game. Since the Holder and Breaker are randomly distributed each time, what will eventually happen is that there are 3 people left: 1 Holder, 1 Breaker, and 1 Regular.

 

  • If the Holder is lynched, then the Breaker becomes the Holder and the Regular becomes a Breaker.
  • If the Breaker is lynched, the Regular becomes the Breaker.
  • If the Regular is lynched, the remaining two stay the same.

 

If all of the above cases, it's not good news for the Regular and only one of the scenarios favors the Breaker (this is assuming that the Holder is capable of making the Breaker target themselves the next night). So, there needs to be some way to balance this so that each player has a fair shot at the end of the game and I'd think that it'd be ready to go! :)

 

 

*This is to shut down any possible shenanigans with people trying to narrow down who the Oathbreaker is via tricks.

**They have to actually take place in the lynch of the person for it to count as them getting the Oathstone Holder killed via lynch.

Edited by Metacognition
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The Hunger Games: Faces and lies

Factions:

Everyone is solo. Each person has the goal of being the last man standing.

Powers:

Stone of command: Each cycle you make a list of 5 players names, these names are sent to the servant.

Servant: Each cycle you will receive a list of 5 names. If you kill someone or vote for someone it has to be one of those 5 people. If the servant dies a random person turns into the servant. If the servant guesses who the person with the Stone of command is than they will get the Stone of command and the previous holder dies.

Trapper: Every other cycle you can place a trap where you are. The first person to enter the area you are in will die.

Crowd favorite: Each cycle you receive a item.

Everyone else: Will start with 2 items.

Items:

Knife: Kill one player per cycle.

Water bottle: Gives you one extra water.

Bow and arrows: You can kill one player each cycle. 50% chance of failure.

Food pack: Gives you one extra food.

Rope: Roleblock one player per cycle.

Backpack: Steal one food from a random player each cycle.

Caffeine: You don't need to sleep.

Armored vest: protects you from a kill.

Game mechanics:

You get three actions per cycle. These are the actions you can take:

Search for food: 50% chance you will find one food.

Search for water: 50% chance you will find one water.

Use power: Use your role's ability.

Use item: Use a item.

Go to the center: 50% chance you'll be killed. 100% chance you'll get 2 items.

Sleep: You will gain one sleep.

Each player will start with 2 food, 2 sleep, and 2 water. If you run out of food or water you die. If you run out of sleep than your actions will have a 50% chance of failure.

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How much food/water do you go through per cycle?  If it's one of each then everyone will be sleeping/searching with all three actions rather than killing each other.  Those with the backpack and/or caffeine will be the ones doing most of the killing.

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Food/Water:

Perhaps make it so you have a chance to get 1-3 water and food from each source so there's more action? Also, the backpack seems a bit OP, as it could easily cause other players to die as a side effect. Maybe make it a percent chance or make it so it can only steal from someone with multiple food? Also, a potential action could be "set a snare", and it has a guaranteed chance of getting food, but can do so over a period of 1-4 days. Another idea is that you'd have a 50% chance of dying on a cycle without food/water, but a 100% chance when you lack both

Other:

There's little motive for posting in the thread. Not sure what could fix this

Possible action of attempting a kill? (50% success, 25% fail, 25% backfire)

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