11-11-2015, 02:29 PM | #1 |
TWG Veteran
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TWG Game Building Thread
So, we had been discussing the concept of a game-building thread a while back, and personally would like to see it revived. I believe there was an old one, but it probably died off when the game slowed down. I also messaged Manti about this, but didn't get a response, so let's see how it goes! ===========================================================================This thread is for potential hosts to discuss their game's mechanics and balance, to share ideas and feedback with other hosts/players, and to prepare games for sign ups so that the sign up thread for new games doesn't take forever to get posted. Hopefully, some of the TWGers here can utilize this tool to vamp up some of our ideas. Hope ya like em! I've posted 4 games that I've created over the last few months, some of you guys are familiar with a few of them, the top one being a game I created more recently. I'm not in charge of anything, but if I had to make a rule for this thread it would simply be not to be a closed-minded douche and stay open to suggestions, both with your feedback and as a potential host. Trying to put together a few options for some games so you guys have more choice from me, put together this small game I think is balanced, but would like some feedback. 12 Players 2 3rd Party Masons/Lovers - Your wincon is to get through the game, alive, with your partner. You will have a QT. One Mason/Lover will have the ability to do a 1 shot guard, the other Mason/Lover will have a 1 shot seering. 2 wolves - 1 godfatherwolf the other a Wolf Seer 1 Doctor - Chooses on n1 to be 1 shot bullet proof himself, or protect others nightly throughout the game 1 Seer - basic investivation role, but seers red to Mason/Wolf I think it's balanced, but it might be able to use a little more scum-power. ============================================================================== 13 Player (this was my mystery game) Rzr's Mysterious Comeback Game Mystery Game: Theme - The Walking Dead 1. Vote counts will not be published by me to avoid outing Morgan 2. night talk is off 3. card flips are off since there's more than enough ways to get info 4. oot comm is off except for wolf/mason chat ========================================================================= Here is the game I had been proposing for 16 with items, would love feedback here. If it seems poopular I'll personally track down some additional players. 16 players - Negotiable 4:1 human/wolf ratio Items : on Night talk : on OOT : off Card flipping : on Phantoms : on (vote you fuckers) ========================================================================== And here is my 9 player Rapid Game with 3 different teams (3 of 3) 9 players 3 groups of 3 players 3 Teams: Team Inception: Team Illuminati: Team Rocket: Team Set Up: 1. VT 2. WOLF 3. VT All teams have the following 4 items from the start of the game, and can be used at any time: Team PM: VT: You are on team [team]. Your team mates are [mate1] and [mate2]. Your primary objective is to eliminate team [team x]. Your secondary objective is to eliminate all threats to town. WOLF PM: You are on team [team]. Your team mates are [mate1] and [mate2]. Your primary objective is to eliminate team [team x]. Your secondary objective is to remain alive and bring the wolves to victory |
11-11-2015, 02:33 PM | #2 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: TWG Game Building Thread
For some reason, this reminds me of that one time where I wanted to make this crazy DBZ themed one.
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11-11-2015, 02:36 PM | #3 |
TWG Veteran
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Re: TWG Game Building Thread
Ay that sounds awesome, I'm almost tempted myself now! Any idea where you'd start? Android series would probably offer the best antagonists as wolves
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11-11-2015, 02:45 PM | #4 |
Celestial Harbor
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Re: TWG Game Building Thread
faction games are always really weird, and the win cons being all mixed up like that (at least from the one game i played where something like this happened *cough*mashi invited*cough*) kinda was a little too much. idk.
setup 1 looks like a fairly 'standard' setup as far as interesting setups can get walking dead is complicated as shit, and it makes all blues give kinda no information because of the semantics revolving around them which sucks items is also complicated, and power lies in the shop keeper's decision making. It's nice to have a central figure of power to kinda glance at every once in a while (like an innocent child) but having someone pretty much dictate the outcome of the game feels wrong ---- you seem to like roles that are like "you can do this, BUT YOU DONT KNOW IF IT WORKS PROPERLY HAUHAUHAU" which removes (i think) the point of the role.
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Last edited by YoshL; 11-11-2015 at 02:46 PM.. |
11-11-2015, 02:56 PM | #5 |
Celestial Harbor
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Re: TWG Game Building Thread
i also have a flame wars re-re-re-redux that's been in the works
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11-11-2015, 03:40 PM | #6 |
Celestial Harbor
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Re: TWG Game Building Thread
here's the proposed idea, i haven't balanced or fixed any of the power spots yet so it's still a work in progress
Introducing, "The Flame Wars Part 4? How many of these have there been"
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Last edited by YoshL; 11-11-2015 at 03:55 PM.. |
11-11-2015, 03:42 PM | #7 |
Role Tide
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Re: TWG Game Building Thread
@plop
I think running the simultaneous games works if its not a race. A race still might work to be completely honest, I just see the same problem you do with people either sabotaging one side of the game or like focusing ALL of their efforts on one game. Also, certain setups in matrix6 are more likely to take less time than others, so rolling the game twice gives a bit of luck to one game over another. (Ie, games with the 1-shot bulletproof setup without any informative roles will take longer if enough games are run) Very interesting concept though, and one I think can and does work, although it just has some kinks
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Last edited by thesunfan; 11-11-2015 at 03:46 PM.. |
11-11-2015, 04:00 PM | #8 |
Role Tide
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Re: TWG Game Building Thread
If C9++ was run, that also would not work unless there was a sk in both games or there is not a sk in both games, which is kinda awkward
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11-11-2015, 04:10 PM | #9 | |
TWG Veteran
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Re: TWG Game Building Thread
Quote:
Also, in regards to my faction game, it is a huge WiP, I heard some positive feedback but it needs to be severely balanced. Now I'm gonna check your cool lookin game! |
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11-11-2015, 04:28 PM | #10 |
Celestial Harbor
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Re: TWG Game Building Thread
a 3 power role alliance that you're trying to force feels broken. like, it sounds cool in theory i guess, but in practice, large confirmed alliances of townies that are confirmed with each other don't work.
also playing a themed game where there's obvious people who are scum/town/etc. are also questionable. It's a cool niche thing, but as soon as you have people be like "so who are you" then it's like "welp". You can deter that as the host, however, i do think that the host shouldn't have to specify that kind of thing for the sake of the setup.
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Last edited by YoshL; 11-11-2015 at 04:30 PM.. |
11-11-2015, 04:30 PM | #11 |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: TWG Game Building Thread
This.
Sunfan and I discussed how broken it is even to have a cop/doc combo allied let alone three PRs being allied together. I would imagine in a randomized setup that it would be even more past broken.
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Last edited by _Zenith_; 11-11-2015 at 04:30 PM.. |
11-11-2015, 04:31 PM | #12 |
Celestial Harbor
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Re: TWG Game Building Thread
in a randomized setup it's not that bad, because in the setups, you often don't know if there's a cop and doctor both confirmed in the roles that game, and there's usually a mafia check (a roleblocker for instance) to prevent follow the cop from happening
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11-11-2015, 04:40 PM | #13 | |
TWG Veteran
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Re: TWG Game Building Thread
Quote:
Also, I'm tame to ditch the 3x3 game, would you be more open to the Mystery Game if names were detached from the roles? Checkin plops now, but I think we chatted awhile ago about that. Seriously though, the concept of different rooms reminds me of reading roundbox's mystery game, and that looked cool as all hell |
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11-11-2015, 04:43 PM | #14 |
Celestial Harbor
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Re: TWG Game Building Thread
it still needs balance work rn (food court is one thing)
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11-11-2015, 06:24 PM | #15 |
FFR Player
Join Date: Nov 2015
Age: 27
Posts: 3
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Re: TWG Game Building Thread
He hey...
I'm new here, but let's just say I'm making a setup It's an easy and simple setup There's only Humans (and mason) and Werewolves. no Seer, Guardian Angel, or Alpha, Role-blocker, Driver, or Serial Killer, Cult, Baker whatsoever. But there is Vigilante. Basicly, during the day phase, all the players alive vote someone among them to become a vigilante. During the night vigilante can kill a player. If a werewolf targeting the vigilante, both dies. |
11-11-2015, 06:33 PM | #16 |
Celestial Harbor
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Re: TWG Game Building Thread
so in your setup, detail:
how many total players? how many mason pairs? how many werewolves? what happens if a werewolf is given a vigilante power, do the werewolves get two kills in the night? an immediate problem i see: masons claim that they're masons with each other, and then the gun will go to that mason every single time, preventing werewolves from killing a confirmed human for the entire game. Then the game devolves into normal TWG almost, so the novelty is lost really quickly
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Last edited by YoshL; 11-11-2015 at 06:34 PM.. |
11-11-2015, 07:03 PM | #17 | |
FFR Player
Join Date: Nov 2015
Age: 27
Posts: 3
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Re: TWG Game Building Thread
Quote:
12 Players : 2 Mason, 3 Werewolves 16 Players : 3 Mason, 4 Werewolves 20 Players : 3 Mason, 5 Werewolves Yes, if werewolves got the gun, they can get another kill during the night. How can the gun go to the mason every single time ? how can someone be confirmed human if there's no seer ? unless the mason got lucky and kill the werewolves. Last edited by Rex96; 11-11-2015 at 07:06 PM.. Reason: just thinking something |
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11-11-2015, 07:41 PM | #18 |
Celestial Harbor
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Re: TWG Game Building Thread
the masons can claim that they're masons. if anyone else counterclaims, then there would have to be that many counterclaims at least for it to even be considered. you get confirmed humans through that, giving a mason the gun every single time
even with 3 masons claiming a masonry, and 3 wolves out of 5 in a game of 20 counterclaiming, you simply give the gun to someone in that group. best case scenario is that you have 2 masons dead the next morning because a werewolf gets the gun, otherwise you have a mason and werewolf dead. worst case = 1 confirmed mason, and 5 wolves, with 18 players. you take out 3 townies and the 3 confirmed wolves, and it's a game of 1 confirmed town, 2 wolves, 12 people total, which is worse off for the wolves, and is very heavily town sided best case, you have 2 confirmed masons, and 4 wolves, with 18 players. you take out 1 of the confirmed masons, 1 town, and 2 more wolves, leaving a game of 14 total - 2 wolves, and 1 confirmed town, which is even more horridly town sided with 4 werewolves and 16 players worst case 1 confirmed mason, 1 werewolf, 8 players. best case 1 confirmed mason, 1 werewolf, 10 players. with 3 werewolves, 2 masons and 12 players, this is the only one where you may lose all confirmed humans with 2 werewolves, however it's still lol. having a game revolve around this is really dumb
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Last edited by YoshL; 11-11-2015 at 07:50 PM.. |
11-11-2015, 07:48 PM | #19 | |
FFR Player
Join Date: Nov 2015
Age: 27
Posts: 3
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Re: TWG Game Building Thread
Quote:
Yes, if there's only 1 Counterclaim ( from werewolves) then it's obvious.. I'll think about it later, maybe I should remove the mason role or change the gun mechanism |
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11-11-2015, 07:52 PM | #20 |
Celestial Harbor
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Re: TWG Game Building Thread
if you wanted to do something like ->if you lynch a townsperson, they will die, but they get a vigi during the night.
if you lynch a wolf, they die and wolves get a nightkill or something like that. it still leaves 1 kill per phase although i think this is an already existing setup lol |
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