04-16-2019, 12:18 AM | #21 |
~ お ま ん こ ~
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Re: Manti's Game Repair Station
The above can be expanded to 16 players, I think, if a raw vanilla wolf and 3 VTs are added? Let me know what you think
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04-16-2019, 12:40 AM | #22 |
Gᴇᴛ ᴀ ɢʀɪᴘ ᴜ ɴᴇʀᴅ
Join Date: Feb 2005
Age: 33
Posts: 2,025
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Re: Manti's Game Repair Station
Keeping this at 12 is good for two reasons:
Recruitment is hard (even though we're cool at MU games ) Experimental setup rewrites some fundamental rules, so testing this idea would probably work better in a smaller setting |
04-16-2019, 03:41 AM | #23 |
Picker @ JAX2
Join Date: Aug 2011
Posts: 505
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Re: Manti's Game Repair Station
yes, the upscale is nontrivial because it adds 3 more town-controlled blue truths across the game rather than just 3 players, and hopes that isn't too many
i guess if this thread is for anyone to work in now i'll look at a not-dead time |
07-24-2019, 07:10 PM | #24 |
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Re: Manti's Game Repair Station
~~~PICTURE COMING SOON~~~ The Nonary Werewolf Games Hello? I know you can hear me now. I know you don’t know me, but I need to tell you about this universe. Well, that’s not quite right. Universes would be more accurate. I know the many Nonary Games have left you with a shock, and you may not know what I mean now, but I really must emphasize that any reality can occur. Even though you may be familiar with a few universes, we will never know which one we are in until you open the box. Who will be alive or dead? Do we exist in an infinite state of both? It’s time to take a look inside. --- The Nonary Werewolf Games is a semi-open setup. 9 players can join this game. General Mechanics Day Start 36/12 Phases Cardflips: FULL OOTC: OFF (Minus factional wolf chat) Night talk: OFF Post minimum: 5 per phase Voting Mechanics Knife in the Box: ON No Lynch/No Kill: ON --- Setup Information The Nonary Werewolf Games is a semi-open setup for 9 players. Unlike most semi-open setups, The Nonary Werewolf Games has an incredibly high number of iterations. Here is how The Nonary Werewolf Games is rolled: -First, a row or column is determined. The host will roll a number 1-6 to determine if the setup is comprised of one of the three games (rolls 1-3) or one of the three states of Dimensional Flux (4-6). -Dimensional Fluxes occur when universes collide and personalities from each game are misplaced. There are no duplicate participants in Dimensional Fluxes. -After a row or column has been determined, the host rolls each player a character. -After characters have been determined, the host rolls alignment. Here is the alignment distribution: -2 Town Power Roles -2 Wolf Power Roles -5 Vanilla Town -One town power role and one wolf power role will be permanent abilities. Permanent abilities can be used every night with the exception of the wolf permanent ability. The permanent ability wolf cannot use the ability AND kill in the same night under any circumstances. -One town power role and one wolf power role will be one-shot abilities. Unlike the permanent ability wolf, the one-shot wolf power can be used at any time. -All abilities are based off of which character has been rolled. Refer to the charts to see each characters’ abilities for either alignment. -The four players rolled as power roles will be informed of their character and their ability (permanent or one-shot). -The five players rolled as Vanilla Town will only be told that they are Vanilla Town and not which character they are. -Any character that has been rolled as Vanilla Town will be name flipped upon death. Character lists for each setup Power Roles With only a few exceptions, powers can be rolled as either alignment within this setup. Below are the power roles in convenient alphabetical order. Accuser: At night, a target of your choice will show up to the night kill and show up as red if checked by the Colour Cop. Brainshocker: At night, a target of your choice will have any abilities they use carried out on themselves (i.e. a Cop will instead check themself). Bus Driver: At night, select two targets. Any action placed on one target will instead be applied to the other and vice-verse. Colour Cop: At night, select a target. You will receive a report in the morning with the colour of your target. Reports will be in this format: Code:
In the night, you discover [Target] is [green/blue/red]. Doctor: At night, select a target to prevent a single kill attempt during the night. Friendly Neighbour: At night, select a target. In the morning, they will receive the following report: Code:
[User] is a Friendly Neighbour. Howdy! These guns are brittle and will disintegrate if not used by the end of the day phase. The recipient will get the following report: Code:
You have received a gun! You may fire the gun at any player of your choice once during this day phase, killing them. Message the host your target. You find a small inscription on the barrel of the gun: Will disintegrate if not used by the end of the day phase. You’ve been warned! Reports will be in the following format: Code:
[Target] received the following report: [Report] OR [Target] did not receive any reports. Jailkeeper: At night, select a target to roleblock (prevent from doing a night action) and rolestop (prevent night actions being used on them). Any investigative actions carried out on the target will receive [No result]. Light Sleeper: At night, any actions carried out on you will be revealed to you, but not the user of the power. Reports will be in the following format: Code:
In the night, you have been: [Bus driven/Colour checked/Doctored/Friendly Neighboured/Gunned/Name checked/Tracked/Watched]. Name Cop: At night, pick a target to learn the name of their character. Reports will be in the following format: Code:
In the night, you discover [Target] is [Name]. Role Cop: At night, select a target. In the morning, you will receive a report on the role they possess, but not how many charges of that ability. Reports will be in the following format: Code:
In the night, you discover [Target] is a/an [Bus Driver/Colour Cop/Doctor/Friendly Neighbour/Gunsmith/Jailkeeper/Name Cop/Tracker/Vanilla Town/Vigilante/Watcher]. Code:
In the night, you discover that [Target] visited [Player/nobody]. Watcher: At night, select a target. In the morning, you will receive a report telling you any and all players that visited your target. Reports will be in the following format: Code:
In the night, you discover that [Player(s)/nobody] visited [Target]. Power FAQ and Notes -Powers follow Natural Action Resolution. -Any role that receives a report from the host as a part of their action will be informed of any role blocking that occurs. The report will show up as: Code:
You have been roleblocked! -The Light Sleeper role will not be informed if they are jailkept. -A player can visit multiple targets in one night. A player under the affect of the Accuser power will carry out their normal action (if any) and visit the night kill. -Once again, for emphasis, the wolf permanent power cannot be used in addition to the wolf kill. The one-shot power, however, can. -Any investigative action that is redirected will be informed on the redirected player. (i.e. Colour Cop C checks Wolf W, but they are redirected. Colour Cop C will receive the report "Colour Cop C is [Blue]"). -There is a guide to follow when a bus driver drives another bus driver, but hopefully we won’t get into that situation. sunfan made a post breaking this down, I believe. Role PMs Example Rolls and Setups |
07-24-2019, 07:15 PM | #25 |
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Re: Manti's Game Repair Station
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07-25-2019, 03:36 AM | #26 |
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Join Date: Mar 2017
Age: 29
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Re: Manti's Game Repair Station
this is too complicated for me to say definitely balanced or not balanced
I would hesitate to put a gunsmith in a small setup like this because the games really do revolve around the gunsmith because its just so, so strong I don't see what the point of the interceptor is I don't think the strongman needs to name their target; if anything, just make it a 1-shot ability. Why do you have it the way it is? Ahh, ok, I remember the light sleeper now. That's a good role I am happy with that one. It should only be wolf-aligned imo. Why are they not informed if they are jailkept? Friendly neighbor shouldn't exist imo; its a worse innocent child.
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07-25-2019, 12:29 PM | #27 |
Picker @ JAX2
Join Date: Aug 2011
Posts: 505
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Re: Manti's Game Repair Station
name strongman can force through town kp as well if town rolls the kp roles
jailkeeping roleblocks the light sleeper balance probably involves looking at indiv setups more than like, the whole, but yeah a potential unlimited gunsmith seems like a lot is telling the PRs their character a little too much info? if everyone gets name flipped on death then the setup seems like it locks in fairly quickly for town. maybe that's the idea Last edited by inDheart; 07-25-2019 at 12:53 PM.. |
07-25-2019, 02:30 PM | #28 |
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Age: 29
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Re: Manti's Game Repair Station
that's not my interpretation based on the wording
my interpretation is that, if the light sleeper is jailed and name cop checked, they simply learn that they are name cop checked
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07-25-2019, 04:04 PM | #29 |
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Age: 33
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Re: Manti's Game Repair Station
We just ran a turbo where gunsmith was in a 9p game. Wolves had roleblocker and one shot bulletproof, so I thought it might not be that terrible. Wolves can be gunned too.
I wanted to make roles be able to be single or multi-use, so that's why I made strongman name based. Having a strongman with no conditions and unlimited use is too strong Not opposed to changing out the friendly neighbours or the jailkeeper exception |
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