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TriBeCa
Joined: 02 May 2006
Posts: 748
Location: NY, NY
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| Posted: Mon Sep 11, 2006 1:05 am Post subject: |
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...i can only vet one theme at a time...at least so long as they're in the same thread...whose are we working on?
re: crispybacons theme:
i can see why you want to run with the variable kill/conversion theme, it seems to me like it could potentially add something as a theme. however, i can also why the admins and older players are resistant...winning in twg has never really been about getting lucky, apart from the necessary evil the night 1 kill.
the problem as i see it stems from the fact that there is always the outside chance that the wolves will get like 4 conversions in a game (unlikely but possible), or that they get none (slightly more likely, but i think equally devastating given that the game is balanced on a conversion). a potential solution could be to start the probability of conversion at some amount (say, 15%), and ramp it up by some fixed amount (say, 15%) each night a conversion doesn't happen, and reset the probability once it does. you would then also cap the total number of conversions per game to some fixed number (say, 2). this would mean that it's still fairly certain that x number of conversion will happen in a game, and villagers can have certainty about when no more will occur, but leaves it slightly ambiguous as to which targets will be converted as opposed to killed. also, if you reset the counter if a conversion roll was succesfull against an immune target, it would force the wolves to target likely non-masons as their conversion chance escalated. note that this would also (particularly if a failed conversion attempt counted against the game total, as it does in other games) be less of a benefit to the wolves than x conversions would be in a standard game.
however, the chance of a non-kill seems problematic. maybe it was just my experience in warays game as a lone wolf against way too many specials, where no-matted how i figured out 'if i kill this one, and that one gets voted out...oh wait, there's still 2 more that can catch me guarenteed,' but it seems to me that a couple too many (or maybe even any...) of these rolls will demolish them. someone who gets knocked out, while they can't vote for a couple days, comes back with the whole village knowing they're innocent.... this narrows down the list of possible wolves *as though* they were killed, but the wolves *still* have to kill them (succesfully!) in order to win.... and because that target is known not to be a suspect, it basically forces the wolves to prioritize them (unless they're after another known roll), which essentially makes the original kill useless, if not worse. the wolves can't really afford to be wasting nightkills....
I'm not sure how to resolve this one, apart from removing it. unless anyone has another suggestion. maybe if there was just no kill that night, so the village wasn't sure if there'd been a conversion or a failed kill, and the person didn't know they'd been attacked, but their votes just weren't counted for a couple days, it'd work. i dunno. |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Mon Sep 11, 2006 5:09 am Post subject: |
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crispybacon wrote: Only the Psychotic is immune to nightkill and only once. Once she kills one of their number, the wolves can anticipate what she does.
So you are saying that the Psychic and Psychotic have already been infected and changed by the virus, but can be infected a second time and have a different effect? If that is ttue, then the monsters could accidently re-infect themselves.... |
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Mon Sep 11, 2006 11:53 am Post subject: |
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THANK YOU TriBeCa! BRILLIANT!
Anywho, the nonkill chance is the disadvantage of losing the Mad Scientist. Given your points I'll tweak it a bit:
The Mad Scientist has enough equipment to modify a limited number of samples of the virus. He is the only one with the knowhow, and it is too complicated to teach. Each day without a conversion he learns how to make them more effective (+15% to conversion each day). Unfortunately, his limited supplies makes this ability rather limited (maximum 2 conversions. Afterwards, all conversions are kills instead).
If the Mad Scientist dies, then the rest of the wolves spread his supervirus into as many samples as possible (2 days 10% possibility of conversion). Afterwards, the origional samples are used (75% death, 5% conversion, 20% sickened)
The consequences of being "sickened" are now changed. One of the primary symptoms as the virus mucks around with hormone synthesis and the brain include hallucinations. (The person is absolutely convinced of a random persons guilt and has to argue convincingly for their lynching. GM's random roll. Penalty for failing to do so is automatic death). Other symptoms are harder to detect. The Doctor COULD find out who is infected, but doesn't have the equipment on board.
As to Brf's point, I can't give the Wolves a chance to kill themselves. That allows too much random chance into the game. Storywise I'll tweak it this way: At the time of the origional creation of the Changed Ones, they found each other by some sort of method (scent? Telepathy? We don't know). Those who released the virus made contact with these groups and gave them specially tailored antibodies that would destroy the virus. (All Wolves are immune to self-infection). The Psychic never made contact with the Changed Ones and the Psychotic was a brainwashed footsoldier they didn't much care for.
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MERCEDES-BENZ W124 SPECIFICATIONS |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Mon Sep 11, 2006 12:23 pm Post subject: |
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crispybacon wrote: (The person is absolutely convinced of a random persons guilt and has to argue convincingly for their lynching. GM's random roll. Penalty for failing to do so is automatic death).
No. You can't force a person to vote for someone they dont want. You might as well just kill them. |
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Mon Sep 11, 2006 1:39 pm Post subject: |
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Crap. Hmm...how about just not counting their vote and not telling anyone? That way there is an advantage to the wolves.
My point in that is to add some confusion to the game. I'll change it to that unless someone has a more awesome idea.
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Darkness
Joined: 25 May 2005
Posts: 1895
Location: Rotterdam, Netherlands
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| Posted: Mon Sep 11, 2006 1:52 pm Post subject: |
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| You dont think its confusing enough as it is? :P |
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Mon Sep 11, 2006 2:00 pm Post subject: |
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Of course not! Right now we only have 2 potential conversions and two pairs of lovers. Thats not NEARLY confusing enough.
Also, we need another non-death alternative to conversion so that the Wolves can keep people in doubt as to their numbers.
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DC MEDICAL MARIJUANA DISPENSARY |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Mon Sep 11, 2006 2:15 pm Post subject: |
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| You could have them sick in the infirmary for two or three days.... Put them in The Box for that, rather than The Mass Grave. |
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TriBeCa
Joined: 02 May 2006
Posts: 748
Location: NY, NY
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| Posted: Mon Sep 11, 2006 2:41 pm Post subject: |
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Quote: someone who gets knocked out, while they can't vote for a couple days, comes back with the whole village knowing they're innocent.... this narrows down the list of possible wolves *as though* they were killed, but the wolves *still* have to kill them (succesfully!) in order to win.... and because that target is known not to be a suspect, it basically forces the wolves to prioritize them (unless they're after another known roll), which essentially makes the original kill useless, if not worse. the wolves can't really afford to be wasting nightkills....
that was my earlier response to that idea.... |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Mon Sep 11, 2006 3:10 pm Post subject: |
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Yes. Those in the box are presumed to be innocents, unless you give them a chance to convert while sick.... In which case the villagers would be after them too :twisted:
The idea is for the wolves to win before anyone comes out of The Box. |
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TriBeCa
Joined: 02 May 2006
Posts: 748
Location: NY, NY
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| Posted: Mon Sep 11, 2006 4:26 pm Post subject: |
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Quote: You could have them sick in the infirmary for two or three days....
Quote: The idea is for the wolves to win before anyone comes out of The Box.
Seems unlikely to me...but maybe I'm just wrong. |
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Mon Sep 11, 2006 6:42 pm Post subject: |
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how about coin flip determins whether 2 or 3 days in the infirmary, with 20% chance to convert, with an additional 20% for each day spent in the infirmary (due to severity of infection)? That way they may or may not come out as a Wolf. Also, lets add this as the only way a 3rd Wolf may spawn (due to a weaker immune system since they've actually been QUARENTINED with the virus)
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Thu Sep 14, 2006 10:04 am Post subject: |
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I'm thinking that this is rather complicated, but workable (DM can post reminders, after all). It's shaping up rather nicely. Thanks all for the suggestions.
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SMOKING KILLS |
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JuntaJoe
Joined: 07 Nov 2004
Posts: 7391
Location: Texas
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| Posted: Thu Sep 14, 2006 2:59 pm Post subject: |
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Imo, doing something by percentages or coin flips is simply taking the game out of players hands.
Players don't like it.
I personally like games where the only random thing that happens is the initial role assigning. |
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crispybacon
Joined: 10 Jul 2006
Posts: 1012
Location: Somewhere between the stove and your plate
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| Posted: Thu Sep 14, 2006 6:07 pm Post subject: |
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But is that anything near reality? Life is full of random chance. The greatest plots can be and ARE revealed by the dumb luck. Reagen lived through an assasination attempt by sheer dumb luck. As did Castro and Hitler. Even the most well thought out plans are victims to Lady Fortune. Say what you will, but I prefer the occaisional game this way.
If you have any non-random chance ideas that would fit into the storyline as I've established I would consider putting it in, but I like it this way and I'm too lazy to change it :) .
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TriBeCa
Joined: 02 May 2006
Posts: 748
Location: NY, NY
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| Posted: Thu Sep 14, 2006 10:16 pm Post subject: |
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| I just think that somebody needs to run something, and soon. This is definately the longest I've got without a TWG game since I've started.... |
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SirGawain
Joined: 02 May 2006
Posts: 262
Location: Monterrey, Mexico
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| Posted: Fri Sep 15, 2006 5:34 am Post subject: |
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| Nah, it has been longer......it think 3-4 weeks once...but Im just speaking from memory.. :wink: |
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Magwai
Joined: 24 May 2005
Posts: 248
Location: the Netherlands
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| Posted: Fri Sep 15, 2006 5:44 am Post subject: |
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TriBeCa wrote: I just think that somebody needs to run something, and soon. This is definately the longest I've got without a TWG game since I've started....
I agree, it's most definatly the longest I've got without a TWG game since I've started...
*grin* |
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Darkness
Joined: 25 May 2005
Posts: 1895
Location: Rotterdam, Netherlands
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| Posted: Fri Sep 15, 2006 6:42 am Post subject: |
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| the waits are usually longer than the games |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Fri Sep 15, 2006 9:50 am Post subject: |
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| maybe someone can run a basic game? I unfortunately can't run one ( atpresent my time online is too unpredicatable) I can play in one. |
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