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Elvish Magi
Joined: 20 Aug 2005
Posts: 535
Location: England
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| Posted: Thu Sep 29, 2005 1:12 pm Post subject: The Soul of Summerton (Game Concept) |
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Background:
Summerton has always been a quiet village, nestled in a valley a few miles from the shore of Lake Afflemere.
Recently though the residents haven't been sleeping too well, their dreams broken by strange visions. More than 1 has woken up screaming, though they didn't talk about it.
Maybe they should have - if they had they might have pieced together the clues that their visions would have revealed. Maybe they would have been able to stop it, maybe they would have been able to flee.
But now it's too late, because demons stalk the night and the villagers have become the hunted.
Game Play:
Game play is basically the same as a standard game of TWG.
However, some roles have multiple action options. They can only carry out 1 action per day / night as appropriate.
Due to the possibility of conversions, there is no such thing as "just a villager" however, making the game more challenging to play. It is important to note, that a player may be a member of the Village Council and have another role simultaneously.
The game is won by the village when the last demon is killed.
The game is won by the satanist / demons when they outnumber the villagers, presuming the bishop is not still alive. Due to the potential conversion factor, it is still theoretically possible for the village to win otherwise. Should the Bishop be the last remaining villager, then they Demons automatically combine forces to kill him and win the game.
Player Roles:
Satanist
Has been secretly practising his religion for some time, and has learnt how to summon demons.
Command options:
Night:
Disguise [player name]: Invokes dark powers to protect someones real identity from the priests. Where a demon is disguised, there is a 25% chance he will be revealed as a town council member, otherwise a normal villager. When a non-demon is disguised there is a 25% chance they will be revealed as the satanist, otherwise as a demon.
Seek Information [player name]: Sends out evil spirits to attempt to discover the role of the named player
Protect [player name]: The Satanist may use his powers to protect a player from lynching the following day. Should that player be voted for, the mob will find their attempts thwarted. The satanist can not protect themselves.
Day:
Raise The Dead: Once per game the Satanist may invoke the spirits of the dead to attack, and kill, a player of their choice. By doing so, in broad daylight, their role will be revealed to all.
Demons:
Villagers who have been possessed by the Demons summoned by the Satanist. By day they appear normal, but by night they hunt:
Command Options:
Night:
Kill [player name]: Attempt to Kill the chosen player
Convert [player name]: Attack the chosen player, to allow another demon to enter their body and convert them.
Day:
None
Town Council:
To discuss the threat to the village, the town council members are holding secret meetings to discuss the situation.
Command options:
Night:
None
Day:
Recruit Council Member: The council may (if they wish) vote to recruit 1 new member to the council each day.
Bishop:
Night:
Disguise [player name]: Uses the power of prayer to protect either their own or a Lay-Preachers real identity from the Satanist. There is a 25% chance he will be revealed as a town council member, otherwise a normal villager.
Protect [player name]: The Bishop may use his powers to protect a player from the demons attacks that night.
Convert [player name]: Attempt to convert the chosen player. If successful, they will become a lay-preacher.
Day:
Exorcism: Once per game the Bishop may perform an exorcism on a player of their choice. By doing so, in broad daylight, their role will be revealed to all, but if that player was possessed the demon will flee, and will kill its former host in doing so. Should the Satanist be targeted, both players will be killed in the power struggle.
Lay Preachers:
Day:
None
Night:
Seek Information [player name]: Uses prayer to attempt to discover the role of the named player, the target decided by vote
Villagers:
The butcher, the baker, the candlestick maker.
Command options:
Night: None
Day: None
Conversion / Recruiting success rates & outcomes:
Demons vs Villager / Council Member:
60% chance of success
20% chance of failure, no recognition
20% chance of failure and player recognising 1 demon
Demon vs Lay Preacher
10% chance of success
25% chance of failure, no recognition
65% chance of failure and player recognising 1 demon
(Player loses Lay Preacher powers)
Demon vs Bishop
0% chance of success
15% chance of failure, no recognition
85% chance of failure and player recognising 1 demon
Town Council vs Anyone
100% Success rate
Bishop vs Villager / Council Member
75% Chance of success
Bishop vs Demon
35% chance of success
Bishop vs Satanist
0% chance of success.
Both players killed in the power struggle. |
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Elvish Magi
Joined: 20 Aug 2005
Posts: 535
Location: England
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| Posted: Thu Sep 29, 2005 1:13 pm Post subject: |
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Hmmm... that's a fair bit of reading for anyone who can be bothered lol.
Anyway, any feedback would be welcome :) |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Thu Sep 29, 2005 1:56 pm Post subject: |
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How would the Bishop die unless he commits suicide on the Satanist?
If the Town Council recruits a Demon, I assume it remains a demon, but gets into their meetings.
How are the demons killed? |
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Elvish Magi
Joined: 20 Aug 2005
Posts: 535
Location: England
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| Posted: Thu Sep 29, 2005 2:47 pm Post subject: |
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The daily lynch vote would be in operation, as per normal, and the bishop + demons can be killed here.
The bishop is also vunerable to a night time killing, as are all other players.
Yes, anyone recruited to the council retains their original role, so can influence the councils votes accordingly and report back... for good or evil. A council who can recruit the bishop and lay peachers would obviously be in a very strong position... or could be wounded by poor recruitment choices. Recruitment each turn is optional, so they could just play it safe. |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Thu Sep 29, 2005 2:54 pm Post subject: |
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Oh. So there are regular lynchings and killings as per TWG,
What is the purpose of the town council? They do not seem to have any special powers.
The demons can convert every night? It will be a short game then. |
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Darkness
Joined: 25 May 2005
Posts: 1895
Location: Rotterdam, Netherlands
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| Posted: Thu Sep 29, 2005 2:55 pm Post subject: |
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| do the satanists know who the demons are ? |
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Waray
Joined: 26 May 2005
Posts: 603
Location: Utrecht, The Netherlands
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| Posted: Thu Sep 29, 2005 2:58 pm Post subject: |
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The Town Council seem to be the only group that can vote to lynch a player?
It's interesting, but a bit complex :/
Also I hate % since you got to calculate in a too large "luck" factor imho....
________
TOPAZ |
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bannie
Joined: 22 Mar 2005
Posts: 1966
Location: Boston
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| Posted: Thu Sep 29, 2005 3:03 pm Post subject: |
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| that made my head hurt :x |
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Elvish Magi
Joined: 20 Aug 2005
Posts: 535
Location: England
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| Posted: Thu Sep 29, 2005 3:25 pm Post subject: |
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Quote: What is the purpose of the town council? They do not seem to have any special powers.
Think Masons in the normal game.
Quote: The demons can convert every night? It will be a short game then.
The % chances are weighted so that converting is slightly less effective than killing under most circumstances, and is therefore more of a tactical move to boost numbers or throw off your enemy etc.
How and why players chose to use the powers would be entirely up to them ;)
Quote: do the satanists know who the demons are ?
There would be only 1 satanist (and bishop) and he would know who the demons are, just as the bishop would know who the lay-preachers are.
Quote: The Town Council seem to be the only group that can vote to lynch a player?
No, all players get to vote in the lynch vote each day, as per normal.
The council can (if it wishes) vote to co-opt a new council member.
Quote: It's interesting, but a bit complex :/
Also I hate % since you got to calculate in a too large "luck" factor
It's not that complex... just awkward to digest when you try to think about all the different roles and possibilities at once.
It is, however, deliberately meant to be more challenging than a standard TWG game.
The %'s need to be there to balance out gameplay.
Quote: that made my head hurt
*Hands Bannie a paracetamol* lol |
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JuntaJoe
Joined: 07 Nov 2004
Posts: 7391
Location: Texas
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| Posted: Thu Sep 29, 2005 4:37 pm Post subject: |
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Guilty as charged, all I did was a fast scan.
This version dramatically raises the effort required to learn and play the game.
So I see two options, based on the theory that some players will choose to learn it all, while others won't.
Those options are: 1) A separate game outside the the usual progession of the bi-weekly games; 2) A low player version held during a slower sign-up period.
Both of those ideas are based in a game that sits outside our usual program here.
I have no real objection to the idea as long as the realities are recognized. We have some players that like to play because it's a social event and others that are in it for the competition. It is the latter group that would be interested in playing. But that latter group is a smaller number than our entire pool of players for the regular game.
Can this game version be run with a 10-12 pool of players? |
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Elvish Magi
Joined: 20 Aug 2005
Posts: 535
Location: England
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| Posted: Thu Sep 29, 2005 4:52 pm Post subject: |
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I would say yes. 10 - 12 players would allow:
1 Satanist
2 Demons
2 Town Council Members
1 Bishop
1 Lay Preacher
3 - 5 Villagers
Obviously (as with all games) the more the merrier however! |
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Darkness
Joined: 25 May 2005
Posts: 1895
Location: Rotterdam, Netherlands
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| Posted: Thu Sep 29, 2005 5:00 pm Post subject: |
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the theme sounds really cool to me btw
and since when is the background to this thingie black (the thingie im typing my msg in) |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Thu Sep 29, 2005 6:15 pm Post subject: |
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Elvish Magi wrote: Quote: What is the purpose of the town council? They do not seem to have any special powers.
Think Masons in the normal game.
No, silly, your Lay Preachers are the Masons. The town Council cannot possibly be the Masons if it can contain demons. Remember you said converted councilmembers would retain their old roles.
The Masons are traditionally the ones immune to conversion, as you have your Lay Ministers.
I really see no use for the Council, if it can contain monsters and such. |
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JuntaJoe
Joined: 07 Nov 2004
Posts: 7391
Location: Texas
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| Posted: Thu Sep 29, 2005 11:40 pm Post subject: |
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Elvish Magi wrote: I would say yes.
Good, then build your plan like I'm doing my Western theme. Fix all the minimum roles in place and have an extention list in case others join.
We'll run a special long term sign-up list that requires the signers to declare they have read and grasp the rules. I'll even let you filter out the signers if you believe they aren't paying attention.
Perhaps when the rules have been firmed up and we have a tentative list of 10 to 12 then we'll let you run the game immediately after we close out a regular game. That short week between regular games should be enough time to run it while the next regular game GM sets up the following normal game. |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Fri Sep 30, 2005 1:44 pm Post subject: |
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Brf wrote:
No, silly, your Lay Preachers are the Masons. The town Council cannot possibly be the Masons if it can contain demons. Remember you said converted councilmembers would retain their old roles.
The Masons are traditionally the ones immune to conversion, as you have your Lay Ministers.
actually I think the lay preachers look like a group seer ability to me, but what matters is who gets the masons board. |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Fri Sep 30, 2005 2:03 pm Post subject: |
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| The Masons are a group of "Good Guys" who know each other and cannot be converted to "Bad guys". The Lay Preachers of this setup qualify much better in this regard than the Council. Like I said, I dont even know what good The Council would be if it can contain bad guys or be easily converted. |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Sat Oct 01, 2005 8:15 am Post subject: |
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| but a town council/lay preacher combo would be effective, and what would happen if the bishop was targeted for recruitment? |
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Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
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| Posted: Sat Oct 01, 2005 8:31 am Post subject: |
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Elvish Magi wrote: Yes, anyone recruited to the council retains their original role
Therefore, if the Bishop, or demons, or satanists, or Lay Preachers become Town Council members, they still have their original role...
That was why I wondered what good the Council is, since you dont know what the roles of the others are and might contain enemies.... In a standard game, all of the Masons are good-guys by definition. |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Sat Oct 01, 2005 8:33 am Post subject: |
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| could prove interesting if both the bishop and the satanist become council members. |
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s_stabeler
Joined: 20 Feb 2005
Posts: 2296
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| Posted: Sun Nov 27, 2005 3:09 pm Post subject: |
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| maybe the council could be tweaked so that if the demons or the satanist are recruited, they automatically die? or refuse the invatation? or would that make the town council over-powerful, unbalancing the game? |
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