my game is designed to organically incentivize activity. Without speaking to other players humans lose.
I'm rotating 16 roles that any player, including wolves, could use if activated by their partners. Wolves do not have a MW but they can seer blue if their powers are activated. The question is, if you don't trust your partner or the player that whose role you activate, will you be able to rely on them?
for instance, you're green and got a psychic role. Imagine the discussion right now is centered around the number of wolves left alive. You know that with the psychic role you can know for sure how many wolves are left alive, but your partner is the only player who can allow you to get that role. Your partner is also a wolf. Will the wolf allow you to have that role? will he deny you that opportunity? if he doesn't, will he kill you? If you suspect that, will you risk telling other people who your partner is knowing that someone could kill you if they tell the host they know who your partner is?
The same works in the reverse. Imagine you're red and you just got a vigi role. You want it for two reasons: you might be able to use it to kill two people and you'll seer blue, not red. Your partner, a human, might ask you who you're going to kill? He could refuse to give you the role because if you're green what's the problem?
strictly speaking, humans are at a disadvantage for several reasons: if they do not get roles, they will have to rely on figuring out the game on their own. Wolves can always perform night kills and don't really need roles other than to seer blue. And by the time n1 is over, humans will already have lost a player capable of enabling and receiving a role.
Half of the relationships in the game have wolves in them, either as partners or as players requesting role activation.
10 humans (Padawans, they are seered green)
1 human Seer (Yoda, is seered as Green)
1 human Vigi (Obi Wan Kenobi, is seered as blue)
Wolves
1 Master Wolf (Anakin Skywalker)
1 Wolf Shaman (Darth Sidius, is seered red)
1 Wolf Assassin (Has a 1-time vigi power. S/he doesn't know who the other wolves are, until the power has been used. The night the power is used, the wolfing is made null. Is seered red, and is General Grievous)
So it's a pretty basic concept, only with a Starwars Theme and stuff.
I'll throw in a vote for James, because his looks the coolest.
I've made corrections to the game and have explained it in greater detail in FFYa. Here's the post I made over there.
So here is a simple description for the game. Nothing seems to be immediately wrong with the format.
13 Players - 3 Wolves -10 Humans
Roles
Game starts on a day phase. Every player begins the game with TWO things: a role and a name. Players cannot use their role without it first being activated. The name you get is the name of the player who activates your role for you. Roles are activated by sending a PM to the host. Players can activate roles without knowing who they're activating them for. Players are not informed by the host whether or not their roles have been successfully activated. These relationships aren't symmetric. All players activate roles for someone. All players need someone to activate their roles.
There are ACTIVE roles and PASSIVE roles. Active roles are powers like seering, guarding and vigi kills. They require an activation PM (day phase) and an action PM (night phase). Passive roles only require an activation PM.
Role rotation
There are more roles than there are players. Roles rotate and are distributed randomly every day phase. A role that a player has upon his death no longer rotates. A role that is stolen from another player no longer rotates (see below). Dead players are not given roles.
Stealing Roles
Players can steal roles from one another during the day phase by sending a PM to the host with the name of the player who activates the role owned by the player he's stealing from. Successfully stolen roles are kept permanently.
For example: Player X began the game with two things: seer (inactive role) and Player Y (name). Player Z for some reason knows that Player Y is the one who activates roles for Player X. Player Z send the host a PM.
Originally posted by Player Z
Hey, Player Y activates roles for player X
Player Z then gets to steal the role Player X was given that day phase, even if Player Y activated it for him.
A player can successfully guess any number of times but can only permanently keep ONE ROLE. No overwriting. Roles activated for players don't affect permanent roles: this means that the number of roles any player may have at any given moment is TWO. Permanent roles cannot be stolen, only rotating roles.
Players are allowed to steal roles from dead players. Should two players successfully guess the name of the player who enabled the dead player, the first person to send the PM keeps the role.
Needless to say, you cannot steal roles from the player you are partnered with.
Unsuccessfully stealing roles
Players who send the host a PM with the wrong name forfeit their ability to ACTIVATE and RECEIVE roles for the rest of the game.
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