Theme Test Market

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Post Post #3100 (ISO) » Tue Aug 09, 2011 2:57 pm

Post by Tragedy »

Yes, I'm using the Mechanics of the game I mentioned earlier (With the "No Reveal" Night Kills)
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
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Post Post #3101 (ISO) » Tue Aug 09, 2011 3:27 pm

Post by theplague42 »

Still could use another person to help design Prisoner's Dilemma Mafia III. Some knowledge of game theory is helpful but not necessary.
Part of the problem.
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Post Post #3102 (ISO) » Tue Aug 09, 2011 3:31 pm

Post by theplague42 »

theplague42 wrote:Still could use another person to help design Prisoner's Dilemma Mafia III. Some knowledge of game theory is helpful but not necessary.

That was quick.... Slot filled.
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Post Post #3103 (ISO) » Tue Aug 09, 2011 3:35 pm

Post by Chronopie »

I'm thinking of running a
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Where all the roles are taken from the names/lyrics of their various songs.
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Post Post #3104 (ISO) » Tue Aug 09, 2011 3:36 pm

Post by animorpherv1 »

Tragedy wrote:Yes, I'm using the Mechanics of the game I mentioned earlier (With the "No Reveal" Night Kills)



._. I'll have to ISO you for that, but I was thinking of the PvZ mechanics. I was planning on doing that a while back.
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Post Post #3105 (ISO) » Wed Aug 10, 2011 2:02 am

Post by zoraster »

For what it's worth, no reveal in PvZ doesn't make a whole lot of sense. Some quick ideas that would have to be built upon to make any sense:

1. Players plant sunflowers that produce to allow the use of certain abilities.
2. Figure out a "wave" mechanic
3. Invert the idea and make it ZvP. Mafia are hiding in the house and use plants
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Post Post #3106 (ISO) » Wed Aug 10, 2011 7:34 am

Post by Tragedy »

zoraster wrote:For what it's worth, no reveal in PvZ doesn't make a whole lot of sense. Some quick ideas that would have to be built upon to make any sense:

1. Players plant sunflowers that produce to allow the use of certain abilities.
2. Figure out a "wave" mechanic
3. Invert the idea and make it ZvP. Mafia are hiding in the house and use plants


If you've ever played the game, in the Night, there's the fog stuff.
Option #3 made me go Mmmmmhmm..
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
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Post Post #3107 (ISO) » Wed Aug 10, 2011 7:41 am

Post by zoraster »

Tragedy wrote:
zoraster wrote:For what it's worth, no reveal in PvZ doesn't make a whole lot of sense. Some quick ideas that would have to be built upon to make any sense:

1. Players plant sunflowers that produce to allow the use of certain abilities.
2. Figure out a "wave" mechanic
3. Invert the idea and make it ZvP. Mafia are hiding in the house and use plants


If you've ever played the game, in the Night, there's the fog stuff.
Option #3 made me go Mmmmmhmm..


I have played the game. It just seemed like a pretty tenuous connection to no reveal to justify putting in a mechanic that generally makes games less fun.
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Post Post #3108 (ISO) » Wed Aug 10, 2011 7:42 am

Post by Tragedy »

zoraster wrote:
Tragedy wrote:
zoraster wrote:For what it's worth, no reveal in PvZ doesn't make a whole lot of sense. Some quick ideas that would have to be built upon to make any sense:

1. Players plant sunflowers that produce to allow the use of certain abilities.
2. Figure out a "wave" mechanic
3. Invert the idea and make it ZvP. Mafia are hiding in the house and use plants


If you've ever played the game, in the Night, there's the fog stuff.
Option #3 made me go Mmmmmhmm..


I have played the game. It just seemed like a pretty tenuous connection to no reveal to justify putting in a mechanic that generally makes games less fun.


It's not always No Reveal, though.
[REDACTED] makes the No Reveal go away for the Night.
Then on Odd nights, there's no fogs.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
~
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Post Post #3109 (ISO) » Wed Aug 10, 2011 10:31 am

Post by Krazy »

STEAMPUNK ZOMBIE MAFIA WITH CTHULHU!?!?!
(CTHULHU ONLY COMES OUT TO PLAY IN A 14+ PLAYER GAME)
(Messenger only in a 15+ player game)
15 player game breakdown: Town (Castle) – 11, Zombie Pirates – 3, Cthulhu – 1
12 player game breakdown: Town (Castle) – 9, Zombie Pirates - 3

The CASTLE AIRSHIP of CHAOS SANCTUARY floats through the sky, piloted by AGATHA CLAY, the GREAT MAD ALCHEMIST PARACELSUS, GUNNED by the CRAZED GUNMAKER ENGINEER CID, and navigated by THE LIVING CASTLE ITSELF. (In games with fifteen people or more, it also has a MASTER MESSENGER BUILDER AEMON AEMONSON.)

The castle has been chased into the north by the air forces of Klaus Wolfenbach, because Klaus had learned that on board there may be an evil to be feared—but due to his travels, through the storms and foggy nights, it was quietly boarded. In this chaos, a dreamer awoke to strike amidst the chaos.

However, it has been invaded! ZOMBIE ZEPPELIN AIR PIRATES have forced their way onto the ship, and are trying to kill all on-board—by both slipping in, but mostly through eating brains. Composed of THREE ZOMBIES, there is THE DANCE ZOMBIE PIRATE MASTER JACK MICHAELSON, the SHAPESHIFTING ZOMBIE “THE THING”, and what the hell, THE WITCH KING?

But they’re not all that’s onboard. The dreamer has awoken: CTHULHU reaches out in the castle to kill them all, STEAMPUNK ENGINEERS AND ALCHEMISTS and ZOMBIE PIRATES alike.

THE STEAMPUNK ENGINEERS AND ALCHEMISTS of the CASTLE AIRSHIP CHAOS SANCTUARY:
SCIENCE GENIUS GIRL AGATHA CLAY:
Agatha Clay is a genius, hearing music in the air which none other can hear, through which she goes into a trance and produces steampunk machines to accomplish great feats. At her behest are the protective clocks, a clockwork giant cat, and the prowling clockwork tiger. Agatha Clay can only control one of her clockwork creations each night, and each one takes three days to recover from their steam. She awoke the castle, rebuilt it, even though she cannot control it directly.
--Protective Clocks: Agatha’s clock creations huddle around her, preventing any attempt on her life for the night.
--Clockwork cat’s restraint: Agatha’s clockwork tiger pounces on another, restraining them for the night, but also protecting them. That person cannot be harmed during the night, but nor can they take any action. If Agatha chooses, she can send an anonymous message to the target, which they will receive the next morning. Targets know they have been restrained in the morning regardless.
--Clockwork tiger’s attack: Agatha’s clockwork tiger takes the life of someone she believes to be an invader to her castle.

THE CASTLE’S MIND
The Castle itself is sentient—but it can remain operational even if its mind should suffer some disastrous blow. The castle has many ways to track or watch people through its many corridors and hallways. However, the Castle’s AI Mind can only process so much data at once: it must choose only one person to study each night, and different mechanisms take three days to recover their steam.
-Gargoyle Eyes: The Castle watches the door to someone’s room at night, to see if anyone enters to attack them. Anyone who targets that player at night is seen by the Gargoyle’s Eyes.
-Stalking Eyes of the Hallway Paintings: The many paintings throughout the castle can watch someone throughout the night. Anyone that player targets at night, the Castle sees. However, it cannot watch what happens once they enter the room of another—it only sees who they targeted, not what they did.
-The Sentient Doorknocker: The castle can check the door handle to someone’s room, to see if it has been used at night at all. If someone has ever performed a night action, the door handle will know.

THE GREAT MAD ALCHEMIST PARACELSUS
Paracelsus has been alive for centuries, having found the Philosopher’s Salt. A hundred and seventy years ago, he also created the zombie plague as a result of a bad mixture of the Philosopher’s Salt. But, despite his dire and grevious past mistakes, his current abilities are too useful not to continue to employ. He only has the time to apply salt to one person per night, and it takes three days to brew the stuff.
-EMERGENCY SALT – Paracelsus can douse someone with Emergency Salt, so that they will survive the first attempt on their life throughout the night. After the night is over, the salt’s power fades. Unfortunately, having already given himself eternal life with the Philosopher’s Salt, the Emergency Salt can do nothing for Paracelsus himself.
-Dead Speaking Salt – Paracelsus drops some salt on a corpse, and it is compelled to tell him tales that only he can hear. Paracelsus can learn the true nature of someone who has died.
-Life-giving Salt-Paracelsus applies this salt to someone, and from thenceforth they will be able to recover from the first attempt on their life. However, it takes a day to manifest in their system, and thus will not work the night it is first applied. Like the Emergency Salt, the Life-giving Salt will do nothing for Paracelsus himself.

THE CRAZED GUNMAKER ENGINEER CID
Cid is a master craftsmen of guns, guns, guns. Each night he can make a gun, and give it to someone for them to use the next night, if they so please… or if they dare.
-Vigilante Gun—Cid gives someone a gun that can be used to kill someone the next night.
-Explosive Gun—Cid gives someone a gun that will kill the person who wields it, if they fire it.
-Toy Gun—Cid gives someone a gun that does nothing. But it looks real!
No one can identify one type of gun from another once it is given.

(15+ players) THE MASTER MESSENGER BUILDER AEMON AEMONSON
Aemon has created a pair of mechanical bird from his very life-force that can be used to communicate with someone else. Aemon only has two birds total, and to make any use of them he must keep one with himself to communicate with another. (ie he can only use this ability once)
-Share a bird: Aemon can target a player. If that player is sided with the CASTLE AIRSHIP CHAOS SANCTUARY, then from thenceforth, Aemon will be able to communicate with that person, and both will know that they are safe. If, however, he sends his bird to someone who is NOT sided with the Airship, that person will crush the bird (and will know they crushed the bird), and he will die.

(14+ players)
Cthulhu lurks within the depths of the CASTLE AIRSHIP CHAOS SANCTUARY. He alone will kill them all and stand victorious, in his tentacle’d glory.
Each night, Cthulhu can use TWO abilities, one for each of his great tentacles. Each ability takes TWO DAYS to regenerate his maddening energy.
-Sacrifice: A player that Cthulhu targets commits suicide during the night.
-Mirror Madness: A player looks into the mirror and sees their intended target, but it is truly themselves. The selected player’s night actions are directed toward themselves. If watched, the selected player is seen as visiting themselves; if Cthulhu is tracked, this is not listed as an action.
-Devoured by creeping death: Death slowly consumes the target. They will die at the end of the next day. Players are informed when they are infected by creeping death.
-Public Madness: At the start of the day, a player is forced to vote for a player selected by Cthulhu during the night.
-Frightening Demeanor: Anyone who targets Cthulhu during this night will instead target no one.

THE ZOMBIE ZEPPELIN PIRATES
Each night, one of the zombie zeppelin pirates can shank a member of the crew. This is a personal action, but not exclusive with other actions. IE, if a Shapeshifting Zombie shanks someone at night, he might also shapeshift into a Digging Zombie and eat a corpse. If tracked, the shapeshifting zombie would be seen as targeting two players; if roleblocked or jailed, both actions will be cancelled.

SHAPESHIFTING ZOMBIE “THE THING”
The shapeshifting zombie has become an unstable mutation… and during the night, it might assume one of many forms. However, it can only assume one form per night, and it is too unstable to resume the same form more than once every three nights. It has three forms:
-Fat Zombie—If killed at night, the Fat Zombie explodes and kills everyone that targeted them that night.
-Running Zombie—The Running Zombie is too fast to be targeted.
-Digging Zombie—The zombie eats a corpse, preventing that corpse from being investigated, and learning the identity of the corpse.

DANCE ZOMBIE PIRATE MASTER JACK MICHAELSON
Jack Michaelson has perfected the Thriller, and if he begins to dance at night, certain people might be unable to help themselves from following his moves. To stay fresh, however, he can only dance a dance once every three nights.
-Dancing to an Unexpected Beat: Jack Michaelson’s target finds himself targeting a different player than he expected at night. A night action, if it can be redirected, is directed to a target of Jack Michaelson’s choice.
-Dancing All Night Long: A player finds themselves dancing all night long; and still dancing up into the early morning. Everyone sees that the player spent the night dancing, and indeed in all the dancing that player could have done nothing else. (Publically revealed roleblock)
-Safety Dance: Jack Michaelson cannot be killed this night; if tracked or watched, he is seen as visiting himself.

THE WITCH KING
The Witch King is a zombie, stealthy and careful, staring out with his hidden eyes from beneath his cowl. Each night, he can choose to be stealthy, watchful, or find himself whispering into the ears of another player.
-Stalk: The Witch King can learn the role name of a player.
-Move Stealthily: The Witch King cannot be tracked during the night.
-Whisper: The Witch King targets a player, and can send them a private message which they will receive in the morning.
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Post Post #3110 (ISO) » Wed Aug 10, 2011 2:18 pm

Post by theplague42 »

Steampunk?!?!?
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Post Post #3111 (ISO) » Wed Aug 10, 2011 3:11 pm

Post by Krazy »

Yeah... perhaps the steampunk themes didn't come off as strongly as I intended; the heart of the Steampunk elements is Agatha.
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Post Post #3112 (ISO) » Wed Aug 10, 2011 3:13 pm

Post by theplague42 »

That was intended to be a cry of amazement/enthusiasm. It looks great but I doubt I'd have time to play, sorry.
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Post Post #3113 (ISO) » Wed Aug 10, 2011 4:13 pm

Post by Krazy »

It will likely be a while before I can get this game going due to the modding restrictions on theme games and the current list of mods for open games.

I'm thinking of scaling it so it can work as a Mini Theme game, trying to decide how to best work it.
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Post Post #3114 (ISO) » Thu Aug 11, 2011 8:32 am

Post by animorpherv1 »

You might want to think about this, but in general 10:3 setups are better balanced than 9:3.
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Post Post #3115 (ISO) » Sat Aug 13, 2011 5:42 pm

Post by xRECKONERx »

I still need a codesigner/comod for Lost S6. It'll be action-heavy and thus I need help designing/balancing the setup AND modding the game.
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Post Post #3116 (ISO) » Tue Aug 16, 2011 12:24 pm

Post by Umbrage »

I saw How To Train Your Dragon while babysitting and I was suddenly struck with inspiration for a large theme. Seriously, it was a magical moment. All the roles just came to me. Would HTTYD Mafia be something you guys would /in for?
I'll explain it to you. You have to get someone else to understand it for you.
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Post Post #3117 (ISO) » Tue Aug 16, 2011 1:34 pm

Post by Chronopie »

Probably. Just because I saw that one with my young cousins. It's cute enough, without being tooooo D'aww.
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Post Post #3118 (ISO) » Tue Aug 16, 2011 2:01 pm

Post by theamatuer »

I was hoping that someone would do a setup like this:
5 group A townies
5 group B townies
3 scum
scum's goal is to kill all of one group.
That being said, I'm still a newb here and I don't know what PR's or other gimmicks to add to make this more fair.
Anybody can change this or use this if they wish, I'm just posting it out to see what you experienced guys would think
Its just whatever
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Post Post #3119 (ISO) » Tue Aug 16, 2011 2:07 pm

Post by Empking »

3:10 is hideously scum favoured. Your set up is even worse.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3120 (ISO) » Tue Aug 16, 2011 2:09 pm

Post by xRECKONERx »

Seems kinda pointless to me, since if the scum reach 3:3 endgame, they can just force a no lynch and kill off the rest of town anyway. It just allows scum to win earlier:

D1 A lynch = 4:5:3
N1 A kill = 3:5:3
D2 A lynch = 2:5:3
N2 A lynch = 1:5:3
D3 A lynch = 0:5:3, scum win

All it would do is potentially shorten the game by one cycle, so the mechanic isn't really that worth it.
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Post Post #3121 (ISO) » Tue Aug 16, 2011 2:11 pm

Post by Plum »

Consider, though, that if Townies know their group allegiance scum will have to fakeclaim, involving some PoE benefits for Town. But not enough, I shouldn't think.
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Post Post #3122 (ISO) » Tue Aug 16, 2011 2:16 pm

Post by theamatuer »

I was considering that part earlier, but I realized that if both groups RC'd first turn and worked together, scum would be overturned very quickly.
But then again, maybe that was the point when I thought of this :neutral:
Its just whatever
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Post Post #3123 (ISO) » Tue Aug 16, 2011 2:17 pm

Post by theamatuer »

maybe we could fix this by giving each player 3 names that are part of their group or something.
Its just whatever
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Post Post #3124 (ISO) » Tue Aug 16, 2011 3:37 pm

Post by xRECKONERx »

(this isn't the thread for this FYI)
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