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Old 08-18-2013, 08:03 PM   #1
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Default TWG XCIX Host Signups

ready go



My game:

Regular, basic TWG game with no special theme, to encourage new players.



13 Players, 10 Towns, 3 Wolves. Outside Communication Permitted. Thread cannot be posted in upon nightfall. Twilight posts permitted. Cardflips are enabled. Starts on Day 1. Day phases are 72 Hours, Night Phases 24.

Towns:

Seer: Can read a player's Role in the night phase, once a night every night

1-Shot Vigilante: Can kill a player in the night phase, single-use. Becomes regular townie after use.

Vanilla Townie: Regular Townie, no special role.


Wolves:

Master Wolf: Green on Seering

Roleblocker: Can Roleblock a player once a night every night

Wolf Goon: Regular Wolf.
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Old 08-18-2013, 09:15 PM   #2
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Default Re: TWG XCIX Host Signups

^ I like everything except the guard & seer combo. Maybe get rid of the Guardian and replace with a different blue?
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Old 08-18-2013, 09:17 PM   #3
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^ I like everything except the guard & seer combo. Maybe get rid of the Guardian and replace with a different blue?
replaced with Mason pair.
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Old 08-18-2013, 10:11 PM   #4
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Default Re: TWG XCIX Host Signups

too many blues, If they all claim night 1 through a mason, you have a three person (and growing) underground alliance
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Manti, I apologize for insulting you. Let the record show that I am a prickass douche, and not only that, but that I am a terrible player.
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Old 08-18-2013, 10:21 PM   #5
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too many blues, If they all claim night 1 through a mason, you have a three person (and growing) underground alliance
So you suggest I remove that 3rd blue entirely? If not, what would you place there?
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Old 08-18-2013, 10:36 PM   #6
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Default Re: TWG XCIX Host Signups

remove the masons. no cardflips, add a psychic.
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Old 08-18-2013, 10:44 PM   #7
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Default Re: TWG XCIX Host Signups

Despite the fact that this is a possible C9++ setup, you can't start the game in the same fashion because C9++ adds in uncertainty during the first few day phases (no way to confirm what roles are out there).

Since we're starting with confirmed roles here, we have to watch what the alliance will do. With 4 blues, a mason will come out, the other blues will claim to him, and a 4 person alliance will be started on night 1. the wolves will kill the confirmed human, but that leaves 3 underground blues working with each other. Lets assume close to worst case scenario:

day 1 will see

3 blues/5 greens/3 wolves.
A green is lynched

Night 2 will see
3 blues/4 green/3 wolves.

Vigi kills a green, wolves kill a green, Seer seers a green
start of day 2

3 blues/2 green/3 wolves

A green or a wolf will be lynched here, lets assume a green
Start night 3

3 blues/1 green (seered) / 3 wolves.

A wolf is vigi'd and a blue is killed (lets say vigi)

Start day 3

2 blues 1 green 2 wolves
Remaining wolf would be seered/ or outcast because all other living people had been seered.

start night 4

2 blues 1 green one wolf

lets assume the seer is hit.
You're looking at a 1v1 with a mason as the decider, and thats with the wolves playing damn well.
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Old 08-18-2013, 10:45 PM   #8
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remove the masons. no cardflips, add a psychic.
The idea is to have an "easier" game for new players, allowing for cardflips (forgot to mention that I think), and doesn't psychic=Seer?

Edit: I'm trying to remember how my first TWG game went, and having a similar game played, as that one was plain and simple. It was TWG Back in Black, I haven't gone to actually look at it yet, but use that as reference for what i'm trying to get here.
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Old 08-18-2013, 10:59 PM   #9
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Default Re: TWG XCIX Host Signups

Seer =/= psychic. Psychic gets role reveal when person dies. Seer gets role on targeted player after each night phase
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Old 08-19-2013, 12:46 AM   #10
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Default Re: TWG XCIX Host Signups

Yeah, at least this way if you add the psychic, you can remove cardflips and give the wolf roleblocker another role to block other then seer. This way the humans could find out if their lynch was successful, while also giving the wolves a chance to block that. I like mechanics that give options to both teams.
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Old 08-19-2013, 01:06 AM   #11
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This remind me to continue working on a custom game that I have been working on since yoshl's game...
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Old 08-19-2013, 11:02 PM   #12
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Default Re: TWG XCIX Host Signups

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Originally Posted by yo man im awesome View Post
Edit: I'm trying to remember how my first TWG game went, and having a similar game played, as that one was plain and simple. It was TWG Back in Black, I haven't gone to actually look at it yet, but use that as reference for what i'm trying to get here.
Back in Black looks like it was very close to the setup you had initially posted here. If you liked that one, you can still give it a shot! I just prefer games where things are less likely to revolve around a set pattern of actions from the blues.




"open" setups are a bit simpler than the other types. (C9++ falls under semi-open.)

open
semi-open


here's a nice list of setups approved by Mafiascum.

of those, here are a couple which I think are close to our "normal" games. Faith Plus One seems like a clever solution to the traditionally broken seer/guardian mechanic.

http://wiki.mafiascum.net/index.php?title=Near-Vanilla
http://wiki.mafiascum.net/index.php?...Faith_Plus_One
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Old 08-20-2013, 11:12 PM   #13
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Default Re: TWG XCIX Host Signups

I feel like a crack addict that hasn't had his fix in a week. Guys please, either post a better game than mine or let me start this one
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Old 08-20-2013, 11:24 PM   #14
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Default Re: TWG XCIX Host Signups

the setup slightly favors the wolves now I think, haha. can someone else weigh in on that?



this is the slowest host signup thread we've had in quite a while. do we need a bit of a hiatus, or are we ready to roll again?


YMIA
but if we're low on enthusiasm at the moment, we could schedule a week or two of break-time to plan out future games and figure out how to draw more players.
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Old 08-20-2013, 11:47 PM   #15
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Default Re: TWG XCIX Host Signups

Back to basics

Players: 12
Greens: 9
Reds: 3

Card flip: off
Blues: Psychic (gets death role at end of each phase), guardian (guards one player for one night phase)
Power roles for red: no

Outside comm: yes
Night talk: yes

Day/night time: 24 hour night, 48 hour day
Win condition: green needs to elim all reds; reds need to bring the ratio of green:red to 1:1

Theme: none.

I'll work on my dangan ronpa theme later, but first back to basics time it seems.
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Old 08-21-2013, 11:46 AM   #16
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I'm in for either.
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Old 08-21-2013, 12:01 PM   #17
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Default Re: TWG XCIX Host Signups

can we please not have a game with no cardflips? they serve no purpose
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Old 08-21-2013, 12:02 PM   #18
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Default Re: TWG XCIX Host Signups

im saying the game should always have cardflips, psychics are lame too
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Old 08-21-2013, 12:05 PM   #19
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Default Re: TWG XCIX Host Signups

Why take a equally playable mechanic from both sides for cardflips? Automation is lameee
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Old 08-21-2013, 12:09 PM   #20
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Default Re: TWG XCIX Host Signups

why have a psychic over cardflips? those games seem much more discouraging where at least in cardflips everyone seems to step up their analysis, when I've never seen a useful psychic in any game I've played
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