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Post by Sawneeks on Jun 15, 2016 23:08:24 GMT -8
( Current ) Google Doc v2.0 can be found HERE
Roles PMs and Flavor Text HERE
The Old Google Doc can be found HERESo I feel like a good place to start would be just getting our ideas out there and then just going from there. My first idea only really had to do with the flavor for the game itself. It could be in a Silent Realm 'Trial of the Goddesses' sort of situation where everyone would be summoned by the Godesses for a test of Courage, Wisdom, and Strength in order to see who is worthy of the Triforce. Because everyone knows Mafia exemplifies all 3 of those attributes. However, in order to make things interesting everyone would be wearing a mask that hides their true identity. Once someone is lynched or killed at night the mask could be removed and that person's role would be posted. Town would be Heroes of Hyrule while the Scum Team would be the Forces of Ganon. I also had an amusing idea that the Normal Townie role could be Link instead of having him as a PR. You could have Link the Hero of Winds, Link the Hero of Twilight, or Link the Hero of Time, etc. as the normal run-of-the-mill PR-less Town roles. Zelda would be a PR, some of the sages could be a PR, Midna could as well. Scum could consist of Ganon, Zant, Agahnim, Shadow Link, any number of bosses, etc. Neutral could be anyone from Lowrule, the Happy Mask Salesman, or the Postman from Twilight Princess. Fairly standard. My other idea was to take the flavor of everyone wearing a mask but to have that actually be a mechanic in the game. Whether this is by having a Neutral Happy Mask Salesman role whose win condition is to pass out a certain number of masks or just by having masks circulate every Night I never really sat down and thought it out fully. The masks I had more of a basic idea of. They could each do a different ability that was x-shot ( or permanent ). Mask of Truth: x-shot Cop The Hawkeye Mask: x-shot Tracker or Watcher All-Night Mask: Insomniac Kamaro's Mask: Jailer??? ( Link's dancing is very hypnotic ) And so on I figured if having actual working masks in this one could have an opportunity for a Neutral Skull Kid role whose job was to Steal a certain amount of masks in order to win. However, if he pick pockets the Happy Mask Salesman he will find Majora's Mask and becomes a Neutral Serial Killer instead. Scum would have to be buffed up in this one in order to really counter everything. Or maybe they could also receive masks? Like I said, never really thought it all out. >.>; These were the rough ideas I had floating around for a while. We could honestly go everywhere with a theme like Zelda and it's why I think getting our ideas out might help give a better sense of direction we might both be thinking of. Thanks again Retro for setting up the board!
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Post by Lone_Prodigy on Jun 16, 2016 14:23:05 GMT -8
I like the mask idea.
I think something unconventional might prevent people from falling into the lore trap. Multiple timelines with more than one Link/Zelda/Ganon?
Was also thinking about an actual time mechanic (OoT style). Dying in the past erases you from the future? Your future self has different powers than your past self? Someone in the past has prophetic abilities?
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Post by Lone_Prodigy on Jun 16, 2016 14:32:58 GMT -8
Actually this reminds me of a Twilight Mafia I ran way back when TP came out. Scum team was Zant and Midna Town was ordinaries, three Triforce champions Game had two phases: daylight and twilight Anyone voted out in daylight is trapped in twilight: not dead but can't vote Certain characters could kill people trapped in twilight. I believe they could exit twilight by voting out someone again. Secondary win condition for mafia/town was to have more daylight/twilight hours (I actually counted actual time instead of using deadlines). Zant had an ability to force twilight. The actual time elapsed and secondary win condition was meant to discourage stalling/inactivity. The "voted out but not dead" was to keep people alive and participating. Anyway the game was kind of a mess, especially when the vig (Triforce of Power) killed Zant super-early. I ended up corrupting the Triforce of Power (as is tradition) and made him the new Twilight King. That of course threw off the cop and town so mafia won. Sorry town. Found it! aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=2,31132,30,all (Seems like the comma messes up the hyperlink, you'll have to copy and paste it. Sorry!) At least the flavour is kind of good?
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Post by Sawneeks on Jun 16, 2016 15:45:18 GMT -8
I like the mask idea. I think something unconventional might prevent people from falling into the lore trap. Multiple timelines with more than one Link/Zelda/Ganon?Was also thinking about an actual time mechanic (OoT style). Dying in the past erases you from the future? Your future self has different powers than your past self? Someone in the past has prophetic abilities? That was where I got the idea of having multiple different Links be the flavor for Ordinary Town. People would assume he would be a Hero with a PR, not just a normal role. The Timeline mechanic could be fun, people in the past play in this board and people in the Future/Present play in another and they all interconnect. We could call it Legend of Zelda: Volcano Island. :p Although I do like the theme of duality being something to play with. Past/Present, Dark World/Light World, Daylight/Twilight, etc. having an effect on each other would interesting. I'm hesitant to say having a Twilight phase instead of a Night phase because this was an issue in Volcano Island where people became burned out without having a Night phase to rest or even time to collect evidence. Not to mention those who were less active had a far easier time falling behind than those who could keep up regularly. Maybe different phases of the game? Although I'm unsure of what the trigger would be. Day 1/Night 1 would be in the Light World/Present/Daylight, Day 2/Night 2 would be in the Dark World/Past/Twilight. Depending on what 'phase' the game was in could effect PRs or maybe even voting?
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Post by skyodin on Jun 16, 2016 17:50:50 GMT -8
My idea was to go for the "people of Hyrule" versus "the servants of Ganon".
Rather than using Link, Zelda, and Ganon + sages, where alignment might be too easy to discern based on role name, we could instead use nothing but random NPCs from across the Zelda series. So we could use the Cucco Lady, the Milk Bar owner, the Running Man, the Potion-making Witch, etc. Hidden among those are various characters who might be Link, such as the Ordon Ranchhand, the blackmith's grandson, the trainee train engineer, etc. Ganon is dead/sealed in the Dark World. The Mafia are his servants, who are trying to release him from his imprisonment by sending townsfolk to the Dark World a la ALttP. A Mafia victory results in GAME OVER RETURN OF GANON.
As for game mechanics, i was leaning towards a heavy use of items. This is a Zelda themed game, after all, and everything is an item in Zelda. The armorers from the Star Wars Mafia game are an example of what I have in mind. So we can have Bottled Fairies being handed out that serve as one-shot NK protection, or Cuccos that could serve as a revenge kill mechanic. Maybe Magic Powder as a roleblocking tool?
I also had the idea of using Error from The Adventure of Link as a Celebrity, if for no other reason than to have a player enter the command: I AM ERROR in red text as the command in the thread to reveal themselves.
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Post by Sawneeks on Jun 17, 2016 11:50:44 GMT -8
Trying our best to avoid the lore trap is probably going to be for the better. It will more-than-likely happen anyway in-game due to the nature of role speculation and the flavor, but undermining people's expectations would be a good thing.
As another flavor idea I thought of maybe switching the teams up. Have Town be the Servants of Ganon and the Scum Team be the Heroes of Hyrule who have infiltrated Ganon's Fortress and are attempting to sabotage the whole operation. The Servants win if they find the Heroes and eliminate them, the Heroes win if they can overpower ( gain majority ) and defeat the Servants. The items/masks wouldn't really work here but as a lore toss-up it would work.
Also, Sky, have you read any of the other games that involved items besides Star Wars? Ace Attorney had a vendor, Harry Potter had a heavy reliance on items for various roles and win conditions, and I believe Cthulhu had a really strong game-changing item in it as well. Each of them have their pros and cons and looking at them would be good to see what we can do to try and figure out items.
Put in a +1 for having a Celebrity in the game. I've always been a fan of Day commands. :p
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Post by skyodin on Jun 17, 2016 17:16:02 GMT -8
I have read Star Wars, Ace Attorney, and Cthulhu mafia, but not Harry Potter.
I have considered the idea of flipping things around and making Town the bad guys like you suggest, but I am not sure it really works well in this particular example. There are generally a lot more memorable good-guy characters in the Zelda franchise than memorable villains. Not unless we want town PRs to be Gohmas or Gleeoks.
Anyways, we should probably figure out a few basic elements of our plan before we get too deep into the specifics of roles: 1) How many players are we going to plan on having 2) Are we going to use an non-traditional set-up such as having a map or using a two-world concept like you guys suggested. 3) Whether or not we want a simple town vs. mafia set-up or to have neutrals. 4) Exactly how crazy do we want the roles to get?
I think most games run from 22 to 24 players, right? Smaller for mid-season games. Are we aiming for Season 7 main season or mid-season?
I do think the idea of a light-world/dark-world or past/future mechanic suits a Zelda-themed game, but I don't know how it would work. I am not sure that I want to do something too complicated, since I would prefer this to be a game run on the NeoGAF forums, rather then be restricted to Outer GAFia. I think that a Zelda-themed game has broad enough appeal to perhaps attract newer people to GAFia. As such, I think we should focus on mechanics that would be practical to run in a single main thread (plus Outer GAFia for Mafia and chat threads) as normal.
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Post by Sawneeks on Jun 19, 2016 12:37:56 GMT -8
Harry Potter is a good example of what a game would be like with a really heavy item influence. Town had an alternative win condition if they could Remove all Horcruxes in the game by either lynching/killing the person who held the Horcrux or if a certain PR could get a hold of the item they could destroy it themselves. Scum would also be empowered if they had these items, a Neutral would win if they could successfully steal and then pawn off these items, and they were also the focus of a Cop PR who could 'sense' if someone had one. It was fairly involved for what it was. I was also a PR in that game who could bestow the Sword of Gryffindor to someone which would allow them to perform a NK. However, this could only be handed to Town-aligned players AND I was not informed if someone got the item or not. It essentially made me a Cop because if someone did not receive it when I tried to give it to them it meant they were not Town. It was how we caught one of the better Scum members in that game when I realized he did not receive the sword. It had its' flaws but HP would be something to look at for some ideas.
Also, yeah, that was the caveat to that idea. Normal Town roles would be just normal enemies; Octoroks, Stalfos, Gleeoks, and Moblins. PRs would be more memorable mini-bosses and bosses from various games.
1) This would depend on how crazy we go. Mid season are usually smaller due to having a different set-up.
2) If we can find a way for the two-world system to work I would love to have it go that way.
3) Neutrals make the world go round. +1
4) This would also be set-up dependent. If we go for a standard Mafia set-up without anything crazy ( two-worlds or maps ) then we can probably model roles around a more standard game. If we tried something new I wouldn't be opposed to trying new roles that haven't been in Gafia games before.
Main Season can be anywhere from 20-30 players, Mid Season are typically 10 - 20 but these numbers aren't strict.
Honestly I think once we figure out how the main game will work is when we can decide on Main or Mid season. I think Retro put it one time that Main Season are for tested games that work, Mid Season is the Wild West where anything goes.
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Post by Sawneeks on Jun 19, 2016 14:13:26 GMT -8
I did have an idea yesterday when I was playing Four Swords Adventures that could encapsulate all 3 main ideas we have had so far.  The game would require a map, 2 maps actually. Players would be split down the middle with each half going to a different map. The first map could be the Light World, Daylight, or Present and the second map would be the Dark World, Twilight, or Past map. Depending on the end flavor it could dictate how roles interact with each other. For example: Past/Present: Most minor roles can not cross through time. Trackers in the present can not track people in the past. The Link PR can travel through time. The Ocarina of Time, if bestowed on a player, can allow them to travel in time. IF a similar role is killed in the Past ( ie, Child Link ), then that PR in the Present ( Adult Link ) will die. This would be rare but it would allow Scum a double kill. Possibly under a certain time limit. "You feel a cold pain run through you and you stagger backwards. You look down at your hands only to see them begin to fade away. You feel like you don't have much time left. You will Die in X Day Phases. " Scum aren't hindered by this Time system? Maybe only a certain role can kill across time? Dark World/Light World: Most minor roles can't cross between worlds. Aganhim/Ganon has the ability to drag people into the Dark World. This can possibly restrict people who should not be there? ( in Link to the Past, those who enter the Dark World without protection turn into monsters ) Zelda/Maidens can drag people into the Light World. Giving the Moon Pearl item allows people to travel between Worlds. Daylight/Twilight: Very similar to the Dark/Light world Wolf Link can travel between them Zant can force Twilight upon people Midna would be weakened if she were in the Light World. Items would be used across all 3. Some would be setting specific ( Ocarina of Time, Moon Pearl ) but most would work in all the settings. Fairy in a Bottle for 1-shot Bulletproof, Cuccos as a 1-shot NK ( or Day kill? ), and so on. The masks could also be counted here as well. Obviously this leads into a lot of issues. If the Scum Team have a PR who can kill across worlds, what happens if the PR dies? Do they lose their NK? If only a handful of PRs can move between worlds and there is a map, their movement would be reflected and be called attention to immediately. Perhaps have a handful of people move automatically every Night phase in order to obscure this? Flavor-wise it could simply be written off as the Two Worlds are in a state of flux and often merge together, causing all sorts of chaos. Items would be another thing: are they found on the map? Does someone give them out? Are they randomly handed out? If someone does hand them out can that person give it to someone in the Present if they are in the Past map? What about the Scum Team, can they receive items as well? And so on. Other than that I'm not sure how the duality would work without splitting into 2 different boards and while that does sound fun to try out it also sounds like hell to even try and balance, let alone run. I'm not opposed to running a simpler game though. No maps, duality system, etc. Just a game of Mafia with items.
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Post by Lone_Prodigy on Jun 22, 2016 21:15:59 GMT -8
I think there are too many ideas there. Pick one: items, different worlds, or different timelines.
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Post by Sawneeks on Jul 2, 2016 21:11:46 GMT -8
Sorry about disappearing. Was away on vacation and wasn't able to check here.
I will cast my vote for items. It has been done before but it would be something that would be at home in a Zelda setting and it would allow a ton of room to work with.
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Post by Lone_Prodigy on Jul 3, 2016 14:43:25 GMT -8
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Post by Sawneeks on Jul 5, 2016 14:28:07 GMT -8
Just skimming the list there are a good couple of items that can be used in different ways. Although I feel like designing roles first and then picking items would be easier to work out than just making all the items and then trying to determine roles around those items. Have items be an extra rather than the main focus.
For player size let's start with 25 Players: 20 Town 1 Neutral? 4 Scum?
I'm not quite sure how that balance is determined to be honest. Same goes for the Power Role breakdown for Town and Scum. 8 Town PRs and 12 Ordinary sound about right?
Town ( People of Hyrule ) : Link, Zelda, Shiek, Wind Fish, Malon, Talon, various Sages, etc.
Scum ( Forces of Evil/Forces of Ganon ) : Ganon, Ganondorf, Shadow Link, Vaati, Hilda, Yuga, Bosses, Enemies, Agahnim, Veran, Onox, Nightmares ( Link's Awakening ), Ingo, etc.
Neutral: Skull Kid, Happy Mask Salesman, various shopkeepers?
Still really liking the idea of having roles that aren't ones people would normally think of. Link, Zelda, and Ganondorf have PRs that almost write themselves though, half tempted to make Ganondorf something like a Strongman or have the ability to become Ganon.
Had an idea that the Wind Fish would be a Jailer or a Gossip ( ? ). Every Day Phase the Wind Fish may select one player that will be trapped in the Wind Fish's dream for that Night, unable to take any Night Action and would be unaffected by Actions taken against them. I'm not sure if 'Gossip' is the right term for it ( the Mafia wiki is down ) but the Wind Fish, instead of being a Jailer, would have a secret chat they could invite players to for one Night on Koholint Island. If Nightmare was in play on the Scum team the Wind Fish will die if that person is invited to the secret chat as the Wind Fish would 'never awaken'.
I'm going to brainstorm some other ideas as well..
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Post by skyodin on Jul 16, 2016 13:56:37 GMT -8
Sorry for disappearing for a few weeks. I kinda slipped away from Mafia stuff and got distracted by too much Final Fantasy XIV. I will try to be more helpful from now on.
Anyways, I fully support items as the concept.
If we want to have one-shot bulletproof items, then we could use potions or fairies. We could alternatively use the Hylian Shield, Mirror SHield or other shields.
If we want to have one-shot night-kill items, then we could use Bombs, Arrows, the Fire Rod, or so on. Maybe a game of Hot Potato where someone sends a player a lit bomb, then that receiving player has to send it to someone else (killing that player) or get blown up? Nah, that probably doesn't work with the flavor very well.
If we want to have one-shot investigative items, we have the Mask of Truth, Lens of Truth, Telescope, Hawkeye, and Pictobox as various options.
Now, a game with items is also a good opportunity to have a thief role. A Mafia thief is simple, but there is already a decent chance that items could be handed to Mafia players. On the other hand, a town thief could potentially take items from Mafia, but is more likely to rob other townies and result in negative utility. A neutral thief is certainly an option, but if their goal is to rob X number of items, that could potentially be swingy and worse for town than mafia. So I guess if we want to have a thief, then a Mafia thief seems the best bet. There is flavor synergy with how Ganondorf was a King of Thieves as well.
I do like the idea of a Gossip. I am not sure about using the Wind Fish, but we also have Zelda's telepathy, Saharasla's telepathy, Gossip Stones, and the Pirate's Charm from WW as possible sources for a Gossip chat. If we go that route, a Gossip+Item Vendors would certainly make up the most powerful and core roles for Town in this set-up.
We could have Tingle as a Neutral, maybe a Serial Killer who is kidnapping people to work on his island? Maybe he wins and leaves the game if someone gives him a fairy?
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Post by Sawneeks on Jul 18, 2016 14:07:15 GMT -8
Is there any central theme we want to aim for? Older games, Newer games, or even just Everything? If we ended up focusing on one key area it might help us narrow down Role Flavor as well as Item Selection. I'm a huge fan of the older games ( Zelda 2 and aLttP especially ) or, if either of you care about this sort of thing, we can go with a branch of the Zelda Timeline too...
I do like the bomb idea though. I feel like it's been implemented before but it's just a bomb that is passed around a number of times until it 'explodes' and kills whoever it gets passed to. It would be a lot of fun. >:)
If we end up with a Thief Role then having an Item Vendor ( or 2? ) would be best. I agree with Thief being a Mafia role, namely because if it was Town they have a higher chance to harm other Townies like you said. Now the question is would the Thief be able to use the stolen items or are they simply 'out of play' now that they are taken? I feel like it would depend upon how many items we have/what they do.
Speaking of which, the Item Vendor. Obviously they can be Town ( with a chance to help Scum by accident ) but they could also be Neutral since they do, in essence, help both teams out. I'm more of the mind to keep the Vendor as a Townie but that brings up a thought I had; what if we had 2 Vendors? Since most of our mechanics so far revolve around items having our Item Vendor die Day/Night 1 would, well, suck. It's a slim chance but it does have a chance of happening. In order to combat this I had a feeling we could either;
A) 2 Vendors. Each vendor only gives out very specific items, i.e., Vendor 1 is all about healing and protection so they give out Fairies and Health Potions while Vendor 2 is more about practicality and can give out the Lens of Truth, a Shield, or possibly be even the Bomb vendor. People can only have 1 or 2 items on their person at a given time.
B) 1 Vendor, Town-aligned. They can only give out a specific number of items from a given list. However, some players in the game automatically start with certain items. Link has a shield, Shiek has the Mask of Truth, and Shadow Link has the Fire Rod.
C) Item explosion. No vendors but almost everyone starts with an item. Chaos!
B feels like it would be the 'safer' bet but has a high chance of Town losing their item giver at the start.
Also, to start the list:
I'll throw up a Google Doc a bit later to get it all together so we can add stuff there. I also brought the player count down to 20 just because of the recent Mafia Fatigue that seems to be hitting everyone. A smaller game might bring in more folks. c:
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Post by skyodin on Jul 19, 2016 13:33:03 GMT -8
As far as theme goes, I would suggest that we keep it nonspecific and reference a wide variety of Zelda games. For starters, having the flavor too specifically about a single game might make it easier for the players to guess at rolls. More than that though, I just like taking a more Hyrule Warriors approach of just using whatever catches our fancy.
Now, I would lean towards your "A" approach: have two or so item vendors with different lists of items they can hand out. I don't want to rule out the possibility of one to three players starting with items they cannot hand out, however. I think the most interesting part of having item vendors is the question of "who can I trust?", which sits at the heart of Mafia. So I like the idea of vendors who hand out items. However, having two vendors decreases the chances of the vendor being offed on Day 1 and rendering a good chunk of the game moot. I mean, it will probably happen even if we have three vendors (and we should plan accordingly), but it is worth hedging bets a little bit. Having multiple vendors makes the situation slightly more complicated, and will also increase the rate at which items will enter the game.
As for how to handle items, I think it is best if we make every item X-shot (most of which will be one-shot), and impliment the basic rule that someone can't use more than one item per night phase. Similarly, I think it is best if vendors can;t use the items in their store inventory, nor can they give their items to themselves.
So, my starting list of town roles looks like this: 1) Item Vendor 1 2) Item Vendor 2 3) Some kind of Gossip
Also, I do fully support going for a smaller game after all of the discussion this season.
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Post by Lone_Prodigy on Jul 21, 2016 15:12:10 GMT -8
I really like the ticking bomb item. If you're mafia, you can pass it to town, but then there's a risk that it doesn't explode right away and town can give it back to mafia. Hold onto it too long though and it might explode on you.
Item disclosure is always a tricky subject to tackle. No matter your alignment, you have to think about the implications of lying about an item or not. Someone with the Ocarina could claim to be Link, for instance, only to get counter-claimed by a player with the Master Sword. Would scum disclose receiving an item, in case of being caught in a lie by the vendor? Would a vendor be able to claim he did no harm to a dead target after being tracked? Harry Potter went off the rails with regards to items so it would be interesting to see where the game goes with that.
1. How about an ability for a vendor to say "I quit" and dump his entire inventory on someone else, making them the new vendor? 2. I assume vendors can use an item given to them by another vendor, or would it be added to their inventory, allowing them to vend the received item? 3. I agree that vendors shouldn't self-vend nor use their own items. I think they already have enough to do, picking an item and a target. 4. We should also limit vendors to targeting people only once, and make them vend every night. 5. Power roles should either use their power or use an item. If the town cop thinks he is in danger of being NK'ed, they can use a fairy instead of investigating. Mafia then worries about him being BP, but it has the drawback of the cop losing a night of results and having a potential talking point if/when he publicly claims (a cop with no results one night is suspicious). 6. With items flying around, power roles should be limited, otherwise the game becomes too crazy and we have to juggle night action priorities (I think in this case, power roles have precedence over item use unless they work in tandem i.e. protective item vs. a night-kill). 7. I agree about making it Hyrule Warriors-style. Referencing a specific game is unfair to those who don't follow the flavour and makes the game too transparent ("oh X must be in this game"). 8. Do we want silly or serious? I'm tossing around the idea of a Zelda and Sheik masons/lovers pairing. Navi as the town gossip? 9. When someone dies, all items are lost. No looting and no drops.
Town 1. Item Vendor 2. Item Vendor 2: backup vendor? Knows identity of Item Vendor? Or competing vendor who hands out inferior items that don't quite work as intended? 3. Gossip 4. Doctor 5. Cop 6. Some sort of day-action (cop/vig) 1-shot role 7. 1-shot BP? 8. Tracker/watcher/commuter 9-15. Ordinary
Mafia 1. Thief to counter item vendor. Possible to steal OR distribute item to someone? For instance, if they steal a fairy, the next night they could give it to a teammate to save him from being NK'ed (or have him hold onto the bomb so that he lives even if it goes off.) 2. Tracker/watcher/BP to counter day-vig. 3. Godfather/strongman to counter cop/doc. 4. Special item user who can use two items/actions in one night (do faction kill while using an item)?
Neutral 1. Serial killer. Can choose to steal item after kill, but cannot kill the following night (i.e. whatever you steal, you must(?) use the next night).
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Post by Sawneeks on Jul 26, 2016 15:07:13 GMT -8
I think in order to maybe minimize Role/Item priority confusion we could step away from Switcher roles? I know that was a huge source of problems for HP Mafia.
Having an Item Vendor quit might work out if we decide to go with the Back-up Item Vendor idea. The main Item Vendor could either submit a Night command to relinquish their ability or they could possibly have a day command ( "I QUIT" ) that announces to the players the Item Vendor role and makes that player into a Ordinary Town. This would clear that Player and make them Confirmed Town, thus a target for Scum, but as a negative we could have it that for the Night Phase following that command there will be no Item Vendor while the Back-Up Vendor sets up shop. Either way I do like the idea of having a Back Up instead of having 2 Vendors at once.
I think having the game be a little more silly than serious would help let us subvert people's expectations like we were talking about earlier. Navi with a Day Override ( HEY, LISTEN: <PLAYER NAMER> ), Serial Killer being Tingle, Ganondorf being the Thief instead of the Godfather/Strongman, etc. We can have serious roles in the flavor but silly will definitely be encouraged.
Also, Mafia Thief, should we allow them to use the item they steal?
Speaking of which, Items:
I love the idea of the 2nd Item Vendor being a weaker or 'worse' version of the 1st. Items that don't work right ( Insane Cop ), Items that hurt ( Bomb, Roleblock ), but also some items that can still help out ( 1-shot Doc ).
10 items per was just a quick guesstimate. If we equal it out to 1 Item per Night phase and both Vendors live until they are out of items, that's enough items for 20 Nights Phases right there. I donj't think any game has hit that or even been close to hitting that but it's better to be safe than sorry. It also gives each Vendor a big random pool from which to pick from, hopefully raising the chances of different items each Night.
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Post by Sawneeks on Jul 26, 2016 15:23:28 GMT -8
Throwing this in a new post so it can be seen. I made a Google Doc and both of you have access to modify it, if it doesn't work let me know. I'm going to be adding stuff to it periodically throughout the day so it can be up-to-date with where we are. I'm also going to put it in the first post so when we need it, it will be easy to find. LoZ Google Doc
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Post by skyodin on Jul 27, 2016 22:25:31 GMT -8
I think anywhere from three to five items is probably sufficient. We don't want too many items floating around and confusing the game. After all, the more item types that exist, the more mechanics the players need to learn and process. The way I would handle the vendors would be to split them up thematically with seperate item lists. For example, one could be the potion-making witch and the other could be the castle town item vendor. Alternatively, one is a general item merchant who sells potions, bombs, etc, and the other is Ravio who hands out magic items of various effects.
Item ideas: The aformentioned bombs Magic Hammer: a one-shot double-vote effect Hookshot: a one-shot commute Candle/Magic Lamp: the night you activate it, you know if anyone has visited you during that phase. Magic Powder: one-shot roleblock Shield: one-shot doctor Potion: if you use it, you have bulletproof for that Night phase Fairy: just owning it gives you bulletproof
By the way, how would ability modifiers such as Macho or Ascetic interact with items, if we wanted to use one of those? Could a theoretical Macho character (such as Groose, perhaps?) be able to receive and use items? Or would they only refuse the protection of a Doctor?
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Post by Sawneeks on Jul 31, 2016 11:58:16 GMT -8
Hmmm, yeah you're probably right on the 3 to 5 item limit. How should we limit the items given out by the way? I know we all discussed having them not be able to target someone twice but would this restriction still be in effect if the item did not go through? Say the Item Vendor targets player X but is roleblocked, should the Vendor be allowed to target Player X again? Similarly, should we inform the Item Vendor if the item goes through? Not what item they gave out, which is info I think we should keep from the Vendor, but just whether or not they were successful at all.
I think if, by the end, we feel like Town is too strong we can add Macho/Ascetic to a Townie role. While Macho would be a better fit for flavor ( Groose ), Ascetic would be the better fit with what we would be looking for as it blocks everything other than a NK. It would just be a Townie that couldn't recieve items, something that would be a negative for Town and would help balance it out for Scum.
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Post by Sawneeks on Jul 31, 2016 12:33:09 GMT -8
Some more item ideas:
Normal Vendor:
-Deku Nuts: One-shot Roleblock -Bow-Wow: One-shot Paranoid Gun Owner ( whoever targets them during the Night phase, Town or Scum, dies ) -Double Clawshots: Two-shot commute? -Fishing Rod: one-shot Roleblock
Magic Vendor:
-Silver Scale: One-shot Commuter ( they dive underwater for that Night and can't be targeted ) -Mask of Truth/Hawkeye: One-shot Cop -Gale Boomerang: One-shot Switcher -Cane of Byrna: One-shot BP -Fire Rod: One-shot NK
And currently the role list looks like this:
Just with the way items are looking right now, maybe remove the one-shot BP on Town's side since they already have a Doctor and a high chance at getting a BP/Doctor item. Not sure what should ultimately replace it. Maybe instead of a Gossip/one-shot BP go for Masons?
For Town give them a Motion Detector and for Scum give them a Tracker. Scum having a Tracker benefits them more because they can narrow down the mass amount of movement that will be going on in order to decide kills and Town having a Motion Detector allows them to have access to Night action info but not too much. A Watcher would also work for Town as well but I feel like that would give Town too much information when they are already fairly strong.
Also Strongman > Godfather at this point. There are a lot of Doctor or BP items/abilities that are going to be thrown around and Scum need some way to overcome that.
Ascetic Serial Killer Thief, anyone? It would mean their only way of gathering items is by killing someone. Also because of Ace Attorney but that's more of a minor detail.
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Post by Lone_Prodigy on Aug 8, 2016 13:57:09 GMT -8
Hyrule Warriors is pretty fun. It's scratching that Zelda itch while being short enough to pick up and play (3DS version).
First, regarding the items. I think a backup item vendor works the best because you have PR's and items flying around already, and 2 vendors would make things crazy. However, I still like the idea of an inferior vendor, so how about making the backup give out inferior items (no competition, no quality control, rushing the product to market). Vendor cannot target the same person twice, even if it's blocked. They only get "success/failure".
Does the vendor know what they're doling out, or do they just target someone and they receive a mystery item (which the recipient knows about)?
I think the item list is fine, but should be kept simple. One-shot and self-target if possible to minimize shenanigans.
The exception would be the bomb. What happens if the item vendor gets it back? What if it gets passed to someone who also receives an item? They now have 2 items, which they can't use at the same time, and if they also have a PR then that's a problem. Maybe restrict players to 1 item, and the vendor is immune to receiving items? In terms of priority we can do PR > item use > vendor > player (in case vendor and bomb target same person one night). It would suck to spend 3 nights passing the bomb away and getting failures. D:
Will look at the roles later.
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Post by Sawneeks on Aug 8, 2016 16:43:17 GMT -8
"Vendor cannot target the same person twice, even if it's blocked. They only get "success/failure"
Agreed. So far I think we have being Blocked, already owns an item, or is Ascetic as the reasons for being unable to gain another item.
For the back-up vendor do we want them to always be unable to get an item or could they use an Item before they become a fully fledged vendor? We could always go with they get the item but keep it for their own stock to sell in the future if we wanted to stop them from being an item user.
I'm partial to not telling the vendor what they give out. Knowing what they give out does give them a slight advantage ( "hey player X don't lynch me, I gave you the Shield on Night 2!" ) as opposed to ( "hey player Y you received an item on Night 3, that was me! don't lynch me!" ) but i don't feel it's much of a difference if they do or do not know. It would allow a scum Tracker to fake claim as the vendor if the items that were given out are a secret. Or, if we wanted to keep going with the Superior/Inferior vendor idea, the first vendor does know what they give out but the second does not?
As for the bomb...what if it was its' own separate thing? You're right that getting the bomb and trying to pass it around only to fail 3 times would suck. What if the bomb was its' own 'gray' area, neither really a PR or an item once it has left the hands of the Vendor. A player who has an item and a PR recieves this 'gray' bomb and can still go about their normal Night Action ( item or PR ) BUT they also can pass the bomb around. It negates the issue of someone who has an item being clear from the bomb threat ( and having the pass fail every night ) but it also brings up the issue of a player now going to possibly 2 places at once during the Night, something that would confuse a tracker/multiple watchers. Or what if we had it set up to where a player who has an item CAN receive the bomb but because of its' dire nature the player absolutely has to get rid of it that Night no matter the cost. Even if they have a PR or a pre-existing item they have to pass it along and it's the only action they can take?
Do we want to put any other utility on the bomb by the way? As of right now it's only a delayed NK but what if, say, the person who has the bomb gets lynched before it goes off? A Tracker visits the bomb victim the Night it explodes? A Doctor tries to protect the bomb victim? The bomb victim has a fairy in a bottle?
Lynch bombs are a thing although I don't know if we want to take it that far seeing as how many kills can already happen per Night. I do think if the victim of the bomb gets healed by a Doctor/has a protection item they should be kept safe.
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Post by Lone_Prodigy on Aug 9, 2016 10:46:33 GMT -8
A knowledgeable vendor would be a very strong pro-town role. If a cop claims during the day, they can receive a fairy the same night the doctor protects them, making them basically invulnerable. I think they should be left in the dark. Also, no one knows the backup vendor's items are inferior. We can subtly hint at it in flavour but as far as the vendor and his recipients know, they receive a perfectly functional item.
Hmm a bomb as a separate grey area would work. Perhaps it can be unwatchable/trackable/unblockable? The alternative is having it as a pseudo-RB. It's basically an extra random NK. We can make it that only item/doctor protection can prevent the bomb kill. So everyone can take a maximum of two actions: PR/item, and passing the bomb if they have it.
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Post by Lone_Prodigy on Aug 9, 2016 11:07:27 GMT -8
Town ( 15 Total ) Player Name
Item Vendor (bomb, hookshot (commute), shield (targeted protection), potion (active BP), fairy (passive BP)) (can quit during day as a confirmed townie claim (have to think about how to do this without giving away backup))
Back-Up Item Vendor (bomb (explodes right away/not at all), hookshot (delayed commute), shield (targeted deflection), potion (active RB/kill?), fairy (does nothing)) (if vendor quits during day, sets up during next night
Gossip (invites 2 members into private chat each night, continues into end of next day?)
Doctor
Cop
1-shot day vigilante (possibly replace, too many killing roles with SK, scum, bomb)
Motion Detector (target someone, see if they move)
Mason (Sheik/Zelda lovers? Twinrova?)
Mason
Ordinary
Ordinary
Ordinary
Ordinary
Ordinary
Ordinary
Mafia ( 4 Players )
Thief (steal from person, cannot steal bomb, cannot have more than one item, must use item before stealing again, can steal from fellow scum?)
Tracker (target someone, see who they visit)
Strongman (bypasses all protection)
Goon who can do Faction Kill + Item Use (kill resolves last)
(One possible issue: Scum will have strongman perform kills until he dies, and because of the PR/item restriction, it'll then have to be the Goon doing kills. If it gets down to Tracker+Thief, someone has to kill. Remove restriction in that case?)
Neutral ( 1 Player )
Serial Killer Thief (considering making him ascetic except for bomb)
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Post by Sawneeks on Aug 11, 2016 17:01:12 GMT -8
Since we might go with Masons maybe we can think about not informing the Main Vendor of a Back-Up Vendor? It would solve the Day Quit action problem so when the Vendor flips that information just isn't there to begin with. Seeing as Masons kind of confirm each other's Townie-ness having a Vendor know of a Back-Up Vendor would essentially give the Back-up a boost if they ever claimed. We can always let the Vendor know of the Back-Up and then [REDACTED] that info when they flip if we did want the Vendor to know. I'm a fan of keeping them in the dark though.
I'll add the bomb stuff to the Google Doc when I get time tonight.
Shield = Mirror Shield? Since it deflects?
Potion is an unblockable kill....? or is it either a RB or a kill?
I agree here, we have a lot of deaths already. Perhaps a Commuter/Sleepwalker to disrupt the Motion Detector/Tracker?
We can always go with your idea of Child/Adult form. Child Link and Adult Link being Masons or something. Although having Shiek/Zelda be lovers is great. :p
Are we restricting the Tracker/Thief and not letting them have access to the Scum NK? If it ever came down to those two I think we should let them decide between PR/Item and the NK just like Town would have to.
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Post by Lone_Prodigy on Sept 1, 2016 15:44:50 GMT -8
I haven't forgotten about this, but I want to see what happens with Price is Right first.
I almost told Sophia our setup haha ("we have a similar idea") but I figure she might want to play in this.
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Post by Sawneeks on Sept 11, 2016 11:09:53 GMT -8
I had the same idea lol. I was just waiting for Price is Right to finish before jumping all the way back in here just to see how her game worked out balance-wise.
So far it seems to be working out well. Having x-shot PRs makes it so Town isn't crazy strong if they get all the powers and some powers even have huge detriments to them ( Weak Cop ).
It also looks like everyone was just an Ordinary in that game. I could be wrong since it's still going but it really doesn't look like there were any PRs outside the items. I still like what we have going but maybe tone down our PRs here as well?
I'm half tempted to ask Sophia if we can take a look at her boards here on OG to see the details of how she balanced it all out and picked what items to use.
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Post by Sawneeks on Sept 12, 2016 16:49:32 GMT -8
Okay
Price is Right is done.
I can see why Sophia decided to make the items be given out in a set pattern rather than random. All of one power could be given out right at the start ( like all investigative roles ) and others could have been given out at the end with no effect ( Masons ) because of RNG. With the way we have our items set up it doesn't look like having an item given out during the early game would really mess things up if it came out in late-game instead. The only exception to this would be the bomb which, if given out around LyLo, could really screw people over depending on who gets it.
But I mean, this is still dependent on a huge number of factors. 1. The Vendor lives until LyLo 2. The bomb hasn't been given out yet 3. who ends up actually getting the bomb.
And this is probably also why Sophia got rid of the RNG of it so things were at least a little more predictable. >.>;;;
Maybe instead of items being given out randomly we have them given out in a set order? We don't tell the Vendors this order of course but it would help us dictate what items go out at what stage of the game.
I'm hoping to get back into the nittygritty details of this game soon too.
The fires of Mafia have been lit within me once again
I'm ready for everything
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