Jump to content

Nyali

Members
  • Posts

    849
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Nyali

  1. On the old site, I could click my avatar in the upper right corner and click on "My Content" to view every thread I've posted in and whether or not there are new posts in any of those threads. Does that feature still exist? I can't seem to find it anymore. I really liked that feature, as it let me reply to people and follow content I was already interested in without getting distracted by new posts. Very good when I only have a few minutes to check the site between things. Also, it let me see those posts without having to check every single forum that I happened to post in. I know Notifications can do similar, but the My Content page was significantly more convenient than notifications. With notifications, I couldn't always tell if the notification was for something I had already checked or not, since they all were marked as read the second I saw them, even if I didn't follow the link to the post the notification was about. I'm not sure how notifications are on the new site, but I'd still really like a handy little list of posts like we had before =\ EDIT: ... and just after posting that, I managed to find it xD The new site equivalent is "Manage Followed Content" - I had thought that would just be a settings page, but if you go there and click on "topics" on the left, you get to a page very similar to what I was looking for. It's more clicks, but it also has better info about notifications and doesn't show topics you've Unfollowed, so I guess it works just as well. I'll have to make sure to autofollow topics now though.
  2. That was great xD I love re-purposed fairy tales. Some friends of mine ran a game full of them - in that game, Sleeping Beauty was a vampire in torpor.
  3. No. That's actually one of the Heralds, Shalash (aka Ash), Herald of Beauty. She was alive over four thousand years before Warbreaker took place. Vivenna may be the older sister, but she's not that much older! If you missed it, check the epigraph that talks about the Daughter of Kings and Winds who scratches out her own eyes, or something. Ash is the daughter of Jezrien, the King of the Heralds and patron of the Windrunners. The only statues and paintings being destroyed are ones that depict her. Additionally, in the prologue to Words of Radiance, Kelek talks to Nalan about how Ash is getting worse and about how they weren't supposed to get worse. EDIT: To be clear, nothing says that the heralds couldn't have been characters in other Cosmere stories. But, the timing doesn't work out for them to have been any of the main characters, because all of the Cosmere stories so far (even Elantris) take place within a thousand year or so block of time, and the Heralds were around 4,500 years before The Way of Kings takes place.
  4. WoBs if you need them:
  5. I've actually never played a board game that required knowledge of the IP it was based on in order to make sense of how to play the game. Sure, some rules may seem weird without knowledge of the IP. Like, in BSG, rules like "executed traitors teleport to a special area of the board where they can be openly antagonistic, but weaker" or "this character's disadvantage is that she dies if Morale gets too low" or "the ship's captain can't use the ability of the room 'the captain's quarters' (which throws someone in the brig)" seem odd (especially that last one) if you don't know the IP, but they're perfectly sensible as far as rules go. And like, every character has special abilities that relate directly to the show, but you don't need to know the reason why from the story to understand what they do in the game. "This engineering character can, once per game, spend her action to execute someone in the same room as her automatically and with no consequences" - you don't need to know why to know exactly what that means and what it does. Same with Dune, you may not know why your leaders come back to life when killed, or why whenever you pay for moving your troops a specific player gets the money, or why one of the players wins instead if, at the start of the game, they correctly predicted the turn that the game would end. None of those rules require you to know the IP to make sense of them. I've played BSG (for example) plenty of times with people who had never seen the show. It does have spoilers in the flavor text (and some of the rules), but that's not a big deal (as long as you tell players beforehand). The thing is though, those people DO get a sense for what the show is like from playing the game, because the feel of the game is the same as the feel of the show - paranoia about who to trust, constantly running away from superior forces before they blow up your ship or the ships you're protecting, using cheesy maneuvers to steal the President title, needing to trick people you suspect of being traitors into helping you to maintain their cover, having just barely enough resources to win the game, the population resource slowly declining as the game goes on and never going up, the Morale resource being extremely volatile, etc. If someone played Mistborn: House War without being familiar with Mistborn, their idea of what the books are probably like will be nowhere near correct. And, to me, that's a huge shame. TFE is a story about a bank heist set in a fantasy dystopian world. MAG, from what I understand of it (and I could be wrong), is a tabletop system that centers around a unique magic system. The House War board game is about politics and resource management, neither of which are central to the books, and I don't think either are central to the MAG inherently (but I could be wrong, I haven't played it). Sure, you can have a campaign in the MAG about those things, but that can be said about any setting and any tabletop system. I'd have these same complaints if the board game had another inappropriate IP for the mechanics. Like, say, if it was Shadowrun themed, which I feel is a good comparison. Both are dystopian worlds where criminals with magic powers are fighting the establishment by raiding them. Just make the substitutions: Thieves/Mistings/Mistborn = Shadowrunners, Houses = Corporations, Skaa = Corporate Employees, the Obligators/the Steel Ministry = The Corporate Court, Inquisitors = Archangels from the G.O.D., Kandra = AIs, Terris Keeper = Otaku/Adept, The Lord Ruler = President Dunkelzahn, etc, and you'd have a Shadowrun game with the same mechanics, and it would be just as counter-IP to play the people in power and not the people raiding the people in power.
  6. It isn't necessarily disproof of your idea, but we do know that Ati was kind and generous before taking up Ruin, which slowly corrupted him. If you're talking about when each original Vessel took up their Shard, I'm not sure a kind and generous man would create the Intent of Ruin on a shard that was a blank slate before being picked up. But, at the same time, a kind and generous man who just shattered God into tiny pieces might feel that what he did was Ruinous, and that could have colored his thoughts when taking up the Shard. Hmm, it's definitely something to think about! EDIT: Thinking about it a bit more, I actually really like your idea, or at least, my interpretation of your idea - the Shardic Intents were created by the state of mind of their original Vessels when they were initially obtained, perhaps the intent the Vessel had in shattering Adonalsium. So, maybe Tanavast thought shattering Adonalsium was the right thing to do, so his Shard became Honor. Maybe Ati saw it as a terrible idea that would bring Ruin to the Cosmere, but saw no other course of action. Maybe Leras saw it as a way to Preserve what he could of the Cosmere, to create stability by separating God into more manageable pieces. Maybe Endowment's Vessel did it so they could take a more active role than Adonalsium in the lives of the peoples of the world, giving them the power to control their lives and futures. Maybe Rayse simply hated Adonalsium, and Frost saw it as the only way to survive what was coming. Skai might have wanted to gain control over a piece of the Cosmere to improve it and make it better. Braize might have killed Adonalisum to free mankind from the tyranny of God. I don't really know about Aona.
  7. Well, here's a question - could Inquisitors find Feruchemists? Many were like Marsh, Seekers made Allomancers, which caused them to have stronger Bronze than normal. With that enhanced strength, were they able to find the Terris Keepers? I can't actually remember. I would have expected them to have caught Sazed if they could detect Feruchemy, but perhaps they could only detect tapping and not storing, or perhaps they just weren't even close enough. The Inquisitors did hunt down the Keepers in the end when Ruin controlled them, and they did give Feruchemy to some of their number which would have required them to capture and spike Keepers, but they didn't necessarily need to use Bronze to do that.
  8. Could someone add me to the QF list? I'd love to run the game I posted earlier. Here's a repost with some tweaks: Forgotten Loyalties A team game of hidden alignments and rotating roles.
  9. Fine, fine, good points all around, you all win. I just had to try and check the plausibility of a more "mundane" answer before accepting magic color breath fashion statements
  10. Wilson's suggestions are good, but not what I personally would go with. An alternate suggestion for an order of actions is (with things on the same line being simultaneous): Reverser * Spanreed Soulcaster Pain Knife / Alerter Activation ** Thievery (blocks Painrials, Grandbows, Alerters, giving the item away, and cancels Alerters) Painrial [Artifabrian, if you want it before the kill so artifabrianed items can be given to killers] Kills (Grandbow / Ghostblood / Shardblade) Give Item *** Receive Items from Kill *** Receive Given Item *** [Artifabrian, if you want it after the kill, which I actually prefer] *** Spy *** Declare Heir Emotion Bracelet **** Shardplate moves one point closer to regeneration, or regenerates if ready * Reversers take effect during the day, but they take your T2 action slot. This means they can be detected by an Emotion Bracelet, but not redirected by a Soulcaster, canceled by a Pain Knife, or detected by an Alerter. ** When an action targets someone with an Alerter active, it would get added to the list they get told about. If they die or the alerter is stolen, they would learn nothing that targeted them after that point. I would have Pain Knives and Alerters activate at the same time, and if a Pain Knife canceled an Alerter, the one who used the Alerter would learn about the Pain Knife and nothing else. Alternatively, you can put the Alerter Activation after the Pain Knife. I just wouldn't put it before the Pain Knife - five non-blockable items (reverser, spanreed, soulcaster, shardplate, half-shard) are enough, to me. *** The advantage here is that you can kill someone who you know has an item, give away your copy of the item, and receive the killed player's copy of the item. Also, I don't feel like items should be able to be used the turn they are given away - knowing who has an item should be more of an advantage to the one with that knowledge, in my opinion, to discourage itemclaiming and weaken village PM groups. If you're doing Artifabrians after the kill, I'd put them after the permanent items have changed hands so someone doesn't wind up losing a permanent item to a one-shot item if there's a collision. I'd also put all item-moving-related actions before Spying so the Spy has information that's accurate for the following Day turn and not already stale. **** Emotion Bracelets should only be able to learn actions that were actually taken, so I feel that it should come after all of the actions it can detect (which, I feel, should be all of them). This would mean that the only item that can be used the turn it changes hands is an Emotion Bracelet, which is odd, but I feel it's the most consistent way to handle it rather than having it activate before the actions it is detecting. This order would mean that people who die do not get their Emotion Bracelet results, but I think that's fine. The fact that people were getting those and seeing actions that happened after they died was weird to me. Dying would also stop you from getting Spy results, but I think it's worth it to put Spying where it can see items obtained from kills, which means Spying has to happen after Death. Thems the breaks. (EDIT: Wait, what? Putting three asterixes after a line caused the post to be reported for trying to skirt the rules? <--- confused. It seems that if I put a space before the *** I don't get reported... I guess the script thought I was trying to hide letters of swear words, rather than mark footnotes?)
  11. While I agree (or agree to disagree) with many of your points, I do feel the need to point out that you're oversimplifying what I'm saying about social interaction. I love social interaction in games. That's the entire point of games. What I had said was games that allow for unlimited and unbounded trading or direct attacks suffer from a phenomenon I despise - any player can determine who wins by throwing the game in favor of that person, and the game becomes more about exploiting the players who are worse at the game by making extremely one-sided trades. There are many, many ways to include interaction in games that is mechanically bounded. "Players may trade anything they want" immediately invalidates a game for me, personally. I play games for strategy and tactics. If one player can throw the game to make another player win, then the game isn't about strategy or tactics, it's about social engineering. What I'm most objecting to here is including a social engineering mechanic in a component-heavy strategy game where the mechanic is not central to the game. And yes, the designers are using the setting of the books, not the theme or feel, but why? You wouldn't buy a Game of Thrones game and expect it to be a worker placement game, or a Battlestar Galactica game and expect it to be a 4x game. Why would you buy a Mistborn game and expect it to be an economic/resource management game? Those aren't things that have anything to do with the story. It feels like they had a game prototyped and it wasn't doing very well, so they pasted a Mistborn theme on top of it to exploit the popularity of the IP. I'm not even quite sure why they chose Mistborn - the Stormlight Archive would fit the mechanics far better given that story IS about economics and resource management.
  12. I'm always hesitant when a board game comes out based on an established IP. Just like video games that do the same thing, more than half the time, the game is either badly designed and/or rushed and relying on fans of the IP to get it anyway, or the game is theme-weak with the IP thrown on top in ways that make no sense for the IP. In my personal opinion, board games should be decent games regardless of whether or not they are using an established IP as a theme, and games with IPs as themes should be heavily themed games where the gameplay (not the art/names/flavor) evokes the same atmosphere as the IP. A perfect example, to me, of a board game based on an established IP is the Battlestar Galactica board game. I'll put a brief explanation of the game behind a spoiler since it's a little long: Other examples of board games that thematically work with their IP would be Dune, the classic from the 70s that contained some Risk elements, but a storm would slowly and constantly sweep through the game wiping out anyone it touched not in a fortification, and everyone had a weird alternate win condition and faction-defining special power, and in any battle you chose how many of your people would die before the battle started (if you lost, you'd lose everyone. If you won, you'd only lose the people you "bet"), and you had leaders (who were the named characters from the IP and such) who could boost your armies and duel each other (and if they died, they could be resurrected). That one definitely evoked the themes of the IP. The Game of Thrones board game wasn't perfect in this regard, but it wasn't bad. It was a game with heavy Diplomacy elements (as is appropriate) where you'd want to randomly stab your allies in the back. Different factions had different advantages that suited the houses in the IP, including some having positional advantages that were the same as ones held in the IP. I'm trying to come up with other examples, but I'm coming up a little short. There just aren't many good games based on established IPs. Most good games don't need to use an IP, and most IPs don't lend themselves to unique gameplay tied to the IP itself. Most of the LotR board games I've played really didn't have to be LotR. I guess the coop one (Lord of the Rings) wasn't bad where you had to pass the ring around to avoid getting too corrupted, but it was a pretty abstract game and only the corruption mechanic really felt like it was tied to the IP. The one with the minis (I can't remember the title) just felt like the theme was tacked on though. The Starcraft board game is just Civilization except with randomly super complex rules. There are tons of 4x games out there, and nothing about it felt like the theme was a key part of the game. I'd love to see a Mistborn boardgame that integrated the gameplay with the IP rather than just using it as a skin. Not be a similar game to any of the examples above, obviously, but be a game that evokes the IP without it just being a generic game with the IP pasted on top for flavor, or a terrible/unfinished game that name-drops for fan sales. What would be a game that evokes the thematic elements of Mistborn (specifically, Mistborn: The Final Empire, which appears to be the book this game is based on)? Really, the only thing that comes to mind would be a game about stealing stuff (or fomenting anarchy/rebellion) as a thieving crew with special powers. A game about the houses could be any game about noble houses competing with each other. That's not what Mistborn was about, and using the IP for a game about noble house politics is a really odd choice to me. If I was making a board game based on Mistborn: The Final Empire, I'd make one where the players are competing thieving crews. The various houses are potential targets. The players recruit various characters that give special abilities, building a crew of ordinary ruffians, mistings, mistborn, and kandra, with the more powerful costing more resources to employ. Focus on the special abilities of the various characters, have a secret planning mechanic, have a mechanic where you can trigger inquisitors coming after you if you mess up in some way, and so on. I'm picturing something structurally similar to Dungeon Lords in a couple ways, though I'd go with a bidding mechanic for recruitment rather than worker placement. I likely wouldn't name-drop specific characters from the book, leaving the characters you recruit as generics, though I would use the house names and such. I feel that flavor shouldn't overshadow gameplay and themes should arise from gameplay first and art second. Looking at the rules for Mistborn: House War, the game contains many elements that I consider bad. For one, absolutely nothing in the game's gameplay has anything to do with the Mistborn IP. Removing the flavor from the cards, this could be a Game of Thrones boardgame, or a Dune boardgame, or a boardgame about medieval Europe. It's about as generic as you get. All of the theme is in the card flavor text, which is what I meant by "theme pasted on." For me, the worst part of House War, from what I can tell from the rules (and the reason I would never play it) is that it allows trading between players and directly taking resources from other, specifically chosen players. This sort of mechanic devolves any game into the same game, the social game of manipulating your friends into thinking you're losing and someone else is winning, so they should help you and hurt her. Sure, that sort of thing is appropriate for the theme, but it turns every game into Settlers of Catan or, as a better example, Bohnanza. So, if that's the game you want to play, why play something with this much complexity/time commitment when you could instead be happily planting beans? If the answer is, "because I'm really into Mistborn/Sanderson," well, you can finish your game of bean farming and read a couple chapters of a Sanderson novel before a group playing House War will finish their game. That certainly sounds like more fun to me. Except I hate Bohnanza and all social manipulation games that pretend to be something else, so I'd never play either, I'd just sit there reading the Sanderson novel while waiting for the rest of the gaming group to move on to a eurogame, preferably something by Vlaada Chvátil
  13. My thoughts on how the game mechanics could be improved for a future run - My suggestion for how to make the thieves win condition more feasible is to remove whatever items they happen to start with from the list of items they need to steal. That way, the rest of the players don't know which items they need (or rather, which ones they don't need), and it would reduce the requirement from 8 to 5-7 (5 is possibly too few, but few players started with 3 items anyway). Yes, this does mean that the more power a thief starts with, the less they need to do to accomplish their goals. But, you can control how many items they start with and which ones, so you can mitigate that effect. You can also give them an item they already don't need to steal like a Soulcaster or Shard in addition to at least one item they do need to steal, but I think starting them with just two items they need to steal is likely the best balance. I personally feel that "steal 5-7 specific items and survive" is a perfectly reasonable win condition, but "steal 8 specific items" is a bit much. For Soulcasters, I think that redirecting a specific action period or a random action would both work. A random action is weaker and more in line with Pain Knives and Emotion Bracelets, but allowing for the redirection of a specific action period would mean the soulcaster would know if they were redirecting a detrimental or beneficial effect so they could redirect accordingly to someone you suspect or someone you trust. You can also limit their power by not allowing a redirect to force a self-target, so you can't redirect someone's T1A action to themself in an attempt to make them kill themself. If you do go with random redirection, I would have it automatically exclude items that don't target, like Spanreeds and Alerters, instead picking a valid target if there is one and failing if there isn't one. That means that failing to redirect someone doesn't mean they didn't do anything, just that they either didn't use an item or role that targets, or only used items that don't target. Also, you can limit Soulcasters' power as deductive tools by masking who is performing the kills in the writeup. If you redirect X to Y and Y dies by the Ghostblood kill, well, it's pretty likely that X is a Ghostblood. But, if you redirect X to Y, and Y dies, you could have redirected the Ghostblood attack, a Grandbow, or a Shardblade. Doing that would make the RP aspect of the writeup less interesting, however, since you'd have to be ambiguous about the cause of death, and less realistic since it should be pretty clear from someone's body if they were killed by a giant arrow, a Shardblade, or some other means. I feel like Shardplate was a little too strong in this game. That may be intentional, but I feel like it's a bit strong for an auto-self-protect. I would suggest one of the following nerfs, if you agree that it should be weakened: Shardplate doesn't regenerate. Shardplate has only one health pool - it can take two hits normally, but a Shardblade attack destroys it in one hit (so, a Shardblade + lynch = kill, Shardblade one night + Grandbow the next night = kill, Lynch & Grandbow one night + Shardblade the next night = kill, etc. If someone was hit by a Shardblade and Grandbow in the same night turn, then flip a coin to see who hit first. In all cases, the Shardplate is destroyed. If the Shardblade hits first, the Grandbow kills. If the Grandbow hits first, the Shardblade is still stopped by the plate). It just seemed weird that a Shardplate could be in a state where it would protect the wearer from a Shardblade, but not from a Grandbow. Lynches completely destroy any protection remaining on the Shardplate, but if any protection remains at all, it still stops the lynch. Shardplate regeneration starts counting from when the last hit was made, making it all come back at once, but only if five turns go by without being attacked. Shardplate regeneration takes 7 turns instead of 5 (so you can lynch someone three times in four days and still kill them, unlike the version we had where you needed to lynch someone three times in three days to score a kill). Also, if you wanted more duels to happen, I would suggest reducing the time window from 24 hours to 18 hours before the end of the day. 18 should be plenty of time for the rest of the players to learn of the duel, and it takes a while for incriminating information to propagate. The times I wanted to declare a duel with my Shardblade, it was too late by a few hours to do so each time.
  14. Agreed. Err, disagreed. Uhh, how does this work again? <.<
  15. I'm not saying it's definitely the answer, but I'm trying to stab this with Occam's Razor. That he has magic from another world AND is using it in a way we've never seen just sounds like quite a stretch to me. Someone being so OCD that they have to change clothes three times in three hours or whatever, while not super plausible, does seem more plausible than that explanation to me. Also, wasn't he in the church that flooded? Wouldn't that at least lead to one suit change? And some of those could be describing the same suit with different words - the first two definitely seem like they could be the same color suit. Then, the flooding happened, and the next time we see him, he has on a different color suit. The only one that seems odd to me is the next bit, where he has on a suit with a lighter shade of tan. There really wasn't any clear reason for him to change between those two scenes. But, looking at the wording of that last line, it reads, "his suit now was an even lighter shade of tan." If it was the same exact suit or a suit changing colors, I'd expect that to read "his suit was now an even lighter shade of tan." The "suit now" to me means it's a different suit, this one of a lighter shade of tan. Like, I read the line as meaning "the suit he now wore was an even lighter shade of tan than the one he was wearing before." I just think, even if the change seems a bit quirky, him changing clothes is just significantly more plausible than him not only using magic he shouldn't know about, but also using it in some extremely non-standard way that only has one small obvious effect (and Awakening magic is normally extremely obvious). On top of all that, could a Kandra even use Awakening? Wouldn't they have to make things Kandra-shaped for the Command to take, which is kinda impossible since the Kandra have no shape?
  16. I think someone should ask Brandon if anyone on Roshar can see Wit or Zahel's BioChromatic aura. But, maybe that's not actually useful information on how Awakening works on other worlds. My guess is that Wit has a way of hiding it, perhaps with his Yolish Lightweaving. He has a totally different appearance than his natural one, and he's an Investiture savant, so he probably knows how to hide external evidence of Investiture. Zahel though, well, he might know how to do that, and he might only have one Breath on him (he's sustaining himself with Stormlight, so why would he needs to carry Breaths on his rather than in something he's carrying?) causing him to not have an aura. When he hides his Divine Breath, he hides the aura it creates. Otherwise, he wouldn't be able to be a drab Returned like he is in Warbreaker from time to time. But anyway, the upshot of what I'm saying is, I don't think using anything we've seen in the Stormlight Archive is helpful to our understanding of Awakening on other worlds. So, VenDell could be using Awakening somehow to alter the color of his coat, but, it would be in a way we've never seen before. I feel like a more sensible answer is that he's changing clothes. He does seem like the kind of person to do that. especially if he thinks the outfit had dirt on it. And he's also the kind of person who'd have a ton of coats, but all of them would be shades of brown.
  17. It's still against Fair Play rules to copy & paste from PMs, regardless of what has happened. Edited by Gamma Fiend.
  18. I agree. See my prior post (the one after yours) - but, if I'm going to be killed soon with all this suspicion on me and two town vigs who are willing to kill night one (*shudder* - on the forum I used to play on, vigs were considered so strong and making games so swingy that it was regulated to at most one town vig per game regardless of size with a single kill attempt only. This is very different!), I might as well get the most mileage out of what info I have.
  19. Yes. I'm so many people's top or second to top suspicion for some reason (people keep claiming gut) and I accidentally said enough that you could deduce I was a Ta'veren, so I figured why not play with an open hand? Sure, it makes me a corruption target, but I figure I'm not likely to live long anyway. This way, if I do get converted before you kill me anyway, at least it'll get a Corrupted killed...
  20. Yes, I'm aware that multiple people could have failed actions, but two suspicious people are known to have failed actions (assuming you trust the people making claims, which I clearly do).If you assume only a handful of people failed and one of them was an eliminator because no attempted kill (we'd know if someone was attacked and protected from the write-up), then the chances of one person who we know failed of being an eliminator should be far higher than an arbitrary person chosen from the full population. Plus, Ruon was already on my suspicion list. Edit: Oh, and White Cloaks can't be redirected. That was the clarification I talked about earlier - I had first thought I redirected the detaining, but I was told that can't be done.
  21. Please keep in mind that when I say I don't think Ba'Alzamon attempted to perform the eliminator kill last night, I'm not saying I don't think he's an eliminator. I'm not saying anything about his alignment there. I just think that, if he was an eliminator, he'd be a terrible choice given the suspicion against him.
  22. I claimed to have successfully redirected Ruon to Ba'Alzamon. Ba'Alzamon and Gladium both claim that Ba'Alzamon was detained. Therefore, unless they are both lying, Ruon's action failed.
  23. Oh, hey, wait a second. I just got a clarification from the GM. Ignore the assertions I made in my last post - they were based on an incorrect understanding of a rule. I had misunderstood something, but now that it's cleared up, I know for absolute certain one person whose action failed last night - Ruon (Young Bard). Sure, it could have been Gladium (Straw) who also claims to have failed an action, but I really don't think so. Gladium (Straw) picking Ba'alzamon (Elodin) makes total sense given how everyone was suspecting him. Ruon didn't target Ba'alazmon, but his action still failed. That [edit: meaning, my additional information] says nothing about Ba'alzamon, but it does say something about Ruon. And yes, it could have been someone else whose action failed, [edit: including Ba'alzamon himself] but I don't think that many people had actions that failed that didn't involve targeting Ba'alzamon, and I don't think eliminators would voluntarily pick the town's top suspect to kill. [edit: And I don't think the eliminator team would be silly enough to have the town's top suspect perform the eliminator faction kill.] So, Ruon (Bard). (and Ba'alzamon (Elodin)) And yes, yes, I know that role claiming is bad, and I agree that role claiming is bad, but I made a post without thinking that gave too much information and couldn't retract it when I realized I had said too much. Eh, whatever. I'm one of the top suspects for several people, so might as well at least try to get one eliminator down before* getting lynched or murdered by wolves or something. [edit: * - or after, if you decide to kill me first, but hopefully, and if I'm right about Ruon, my alignment reveal on death will lead to Ruon going down shortly afterward.]
×
×
  • Create New...