|
Post by Splinter on Dec 9, 2015 11:16:55 GMT -8
The easy bit, at last.
I think most roles will depend on the setup/theme, or more specifically on how I expect the Afterlife and living to interact.
The challenge here is tackling PROBLEM3, the living need to matter.
|
|
|
Post by Splinter on Dec 9, 2015 11:23:44 GMT -8
Currently thinking in terms of Island Mafia
I mentioned before a slight tweak to a traditional cop role: a cop (in the afterlife) investigates a player that is still alive to find out what their alignment will become on death.
Another possible tweak, instead of PRs using their abilities directly, they bestow 1-shot powers onto living players. Addendum to this idea: when living players die, as well as their ordinary flip I also reveal what powers they were given (but not if/when these powers where used).
|
|
|
Post by Splinter on Dec 9, 2015 11:36:24 GMT -8
Example:
Hmm... A little convoluted perhaps...
|
|
|
Post by Splinter on Dec 9, 2015 11:39:45 GMT -8
In this case, the 3 power limitation is a necessary evil. I don't want the powers to be ridiculously bunched up on a few players leaving too many pure ordinaries. To further facilitate this, I guessI will inform people that their Bestow failed
|
|
|
on ROLES
Dec 10, 2015 4:16:51 GMT -8
via mobile
Post by Splinter on Dec 10, 2015 4:16:51 GMT -8
Decided that scum team (dead or alive) need to activate day 2.
For balance, a town PR will also activate day 2. This may or may not be a public role...
|
|
|
on ROLES
Dec 10, 2015 4:48:16 GMT -8
via mobile
Post by Splinter on Dec 10, 2015 4:48:16 GMT -8
I'm not sure if I can handle killing roles in this set up... Might just leave them out. This makes doctors useless too... Might take them out, or leave them in for my amusement.
|
|
|
on ROLES
Dec 10, 2015 6:00:16 GMT -8
via mobile
Post by Splinter on Dec 10, 2015 6:00:16 GMT -8
Doctors are a negative utility!
They don't actually do anything, but since each player can only hold 3 abilities they will get in the way... Even if they use them it's basically a self-imposed role block!
AH HA HA HA HA HA
Damn I'm good
|
|
|
Post by Splinter on Dec 10, 2015 11:22:01 GMT -8
Do do dododo doo do doo do
|
|
|
on ROLES
Dec 10, 2015 12:15:20 GMT -8
via mobile
Post by Splinter on Dec 10, 2015 12:15:20 GMT -8
Shit should this whole thing be Ghostbusters themed???
|
|
|
on ROLES
Dec 11, 2015 6:42:12 GMT -8
via mobile
Post by Splinter on Dec 11, 2015 6:42:12 GMT -8
I haven't detailed many roles yet, but this part should actually be quite simple. I've got it roughly worked out in my head, will write it up over the weekend
Haven't really thought about scum powers yet.
|
|
|
on ROLES
Dec 11, 2015 6:46:39 GMT -8
via mobile
Post by Splinter on Dec 11, 2015 6:46:39 GMT -8
AH HA HA HA HA
A breakthrough
|
|
|
on ROLES
Dec 11, 2015 7:11:06 GMT -8
via mobile
Post by Splinter on Dec 11, 2015 7:11:06 GMT -8
If the Ghostbuster is killed, I will announce a new arrival at the Island (taken from replacement list, no further explanation given). This new player will be given the same role, keeping it in play. Ghostbusters do not go to the Afterlife, and I might need some mechanic for killing an extra villager at the same time as each Ghostbuster (to keep numbers as planned)
|
|
|
Post by Splinter on Dec 11, 2015 15:32:49 GMT -8
A little summarary.
At the point of role assignment, I have 20 alive and 10 'dead'.
1 of the living is the Shaman
1 of the living is the Ghostbuster (neutral)
3(?) of the living are scum
2(?) of the dead are scum.
That leaves 15 living town and 8 dead town.
All town are (kind of) ordinary while alive. Therefore I think they can all have PRs on death. (Role madness but not quite role madness.
I'm going with that earlier idea of PRs giving 1-shot abilities to the living. The abilities themselves will (probably) (mostly) be quite ordinary.
This is a surprisingly vanilla game 'beneath the surface'!
Roles...
*cracks knuckles*
|
|
|
Post by Splinter on Dec 11, 2015 15:49:48 GMT -8
Obvious roles:
Cop: I'm thinking one, starts alive (inactive). This depends on the strength of the scum team and exactly what counters they have.
Doctor: As mentioned, this is a negative utility role (lolgafia) since they can't actually protect against anything. Probably quite a few of these, 1 or 2 start dead, 2 or 3 start alive?
Switcher: I'm thinking the scum team will have at least one of these, so probably a max of 1 (starts alive) on the town side. I don't want switcher madness in this game.
Roleblock: Not sure yet, let's think about scum roles and then come back to this.
Tracker: Lets say 1 alive, 1 dead. That would give Town some soft investigative roles from the start.
Watcher: 2 alive, 1 dead. Is that too many? 30 roles is a lot yo.
lol this is going to be impossible to balance.
I considered Sleepwalker, but I think negative utility abilities (except for the lolDoctor) should be handed out be scum. This can also include 1-shot Miller (probably won't be used so it serves as an ability slot blocker)
|
|
|
Post by Splinter on Dec 11, 2015 15:59:36 GMT -8
That's (at most) 12 
|
|
|
Post by yn on Dec 12, 2015 2:25:57 GMT -8
lol this is going to be impossible to balance. BOLDED *ded* i ... i dont think it's possible to balance this, splinteroo
|
|
|
on ROLES
Dec 12, 2015 5:00:07 GMT -8
via mobile
Post by Splinter on Dec 12, 2015 5:00:07 GMT -8
lol this is going to be impossible to balance. BOLDED *ded* i ... i dont think it's possible to balance this, splinteroo It'll be fine  I just need to work out the 8 starting town PRs, and the strength/number of cops. The rest won't be super important
|
|
|
on ROLES
Dec 12, 2015 5:30:51 GMT -8
via mobile
Post by Splinter on Dec 12, 2015 5:30:51 GMT -8
Cop spirit:
Ability received:
Investigation result:
Spirit types (so far): Guardian Spirit (doc) Inquisitive Spirit (cop) Observant Spirit (watcher) Sensitive Spirit (voyeur?) Cautious Spirit (tracker) Meditating Spirit (self-cop!) Hyperactive Spirit (buffer) Mischievous Spirit (switcher) Natural Spirit (spirit animal detector*) Evil Spirit (scum/Shaman) No spirit (Ghostbuster)
*I haven't mentioned this before, but I'm going to add a line to everyone's role PM telling them their "spirit animal". It's actually completely meaningless.
Your spirit animal is the Red Herring.
Hyuk hyuk
Edit: added the sensitive spirit, that makes 9. Cop starts alive
|
|
|
Post by Splinter on Dec 12, 2015 5:42:16 GMT -8
That's actually 8... I wonder if one of each to start is ok. Cop is slightly weaker than I originally thought as it will take them some time to figure out what it means? (I guess "Evil Spirit" is pretty clear actually
Edit: Now at 9, cop starts alive
|
|
|
on ROLES
Dec 12, 2015 6:18:45 GMT -8
via mobile
Post by Splinter on Dec 12, 2015 6:18:45 GMT -8
Watcher:
Ability received:
|
|
|
on ROLES
Dec 12, 2015 6:29:13 GMT -8
via mobile
Post by Splinter on Dec 12, 2015 6:29:13 GMT -8
I'm not sure this role is usually called, receives a list of commands used against the target.
Sensor:
Ability received:
|
|
|
on ROLES
Dec 12, 2015 7:06:33 GMT -8
via mobile
Post by Splinter on Dec 12, 2015 7:06:33 GMT -8
Addendum to Shaman role:
Start of D4 PM:
Start of D7 PM:
D7 pm is useful but not that important. The number banished is already known - no trickery there. D7 pm is more useful to me. It gives me a definitive point in the game where I can make changes to the living portion if no scum are alive (P3a)
|
|
|
Post by Splinter on Dec 12, 2015 10:14:31 GMT -8
Addendum to Ghostbuster role:
eh
|
|
|
Post by Splinter on Dec 12, 2015 10:52:32 GMT -8
Tracker:
Ability received:
|
|
|
Post by Splinter on Dec 12, 2015 11:02:50 GMT -8
Scum roles:
Manipulative Spirit (possession) Disruptive Spirit (cop bother-er) Lazy Spirit (roleblock) Confounding Spirit (switcher)
Also, I've decided to let all most spirits pick 2 targets each night.
Such balance!
|
|
|
Post by Splinter on Dec 12, 2015 11:35:43 GMT -8
Self-targeting Cop thing:
Ability received:
I haven't decided yet if other abilities can be self-targeting... if they are then this is just a much weaker version of the cop (which is fine)
|
|
|
Post by yn on Dec 12, 2015 21:40:39 GMT -8
you're so creative !
these are all reading pretty interesting, splinter. i like the red herring spirit animals too... lol.
i dont know if we'll get enough sign up for a game this complicated / massive though
it will need a good marketing angle!
|
|
|
on ROLES
Dec 13, 2015 5:02:38 GMT -8
via mobile
Post by Splinter on Dec 13, 2015 5:02:38 GMT -8
you're so creative ! these are all reading pretty interesting, splinter. i like the red herring spirit animals too... lol. i dont know if we'll get enough sign up for a game this complicated / massive though it will need a good marketing angle! Hmm I am a little worried on that point, it doesn't have a well-known theme to sell it at the moment... I was hoping the Bastardness would sell it (plus if I run it late there would be no competition) Maybe I should find a theme though :/
|
|
|
Post by yn on Dec 13, 2015 5:04:11 GMT -8
lots of people like crazy set up, sure, but yeah, maybe needs a gimmicky to help bait the victims :3
|
|
|
Post by Ourobolus on Jan 5, 2016 6:06:25 GMT -8
Uh...is there any way you could condense this information into something that's, you know, readable?
Also you're insane.
|
|