
Link to the last thread for some inspiration.
dferrantino wrote:Anyone up for another Quantum (in like 5 months when this queue runs dry)
Ozymandias wrote:dferrantino wrote:Anyone up for another Quantum (in like 5 months when this queue runs dry)
I think you may need to rethink Quantum a bit.
Although the mid-game is really interesting, it's kind of a slow starter (because there's so little info), and then the endgame invariably gets really difficult for the Wolves to win, since most players are more likely to resolve as Human than Wolf, and thus are (a) heavily incentivized to reveal their Dead/Wolf percentages to resolved Humans, and (b) psychologically predisposed to not want to "switch teams" and become a Wolf. (That's why I tried so hard to win the last Quantum game as a Wolf, a plan I sadly had to abandon after I would up in a late game position as the most likely Human.)
I wonder if quantum might work better if the two factions had an equal number of players on both teams?
Each faction would have a Seer + Vig, and the two teams would alternate Night mauls.
This way, if someone resolves as a member of one faction in the endgame due to Seer resolution, it won't matter so much-- unlike the current situation where resolved Humans can form a Human Alliance that can cripple the Wolves fairly easily.
Also, it might make the start of the game more fun, because everyone would have more reason to Vig someone in the first day or two, because there'd be a ~50 chance you'd kill an eventual enemy (as opposed to the current ~75% chance of Vigging an eventual teammate). And of course you'd be twice as likely to resolve as a Vig ...
Ozymandias wrote:dferrantino wrote:Anyone up for another Quantum (in like 5 months when this queue runs dry)
I think you may need to rethink Quantum a bit.
Although the mid-game is really interesting, it's kind of a slow starter (because there's so little info), and then the endgame invariably gets really difficult for the Wolves to win, since most players are more likely to resolve as Human than Wolf, and thus are (a) heavily incentivized to reveal their Dead/Wolf percentages to resolved Humans, and (b) psychologically predisposed to not want to "switch teams" and become a Wolf. (That's why I tried so hard to win the last Quantum game as a Wolf, a plan I sadly had to abandon after I would up in a late game position as the most likely Human.)
I wonder if quantum might work better if the two factions had an equal number of players on both teams?
Each faction would have a Seer + Vig, and the two teams would alternate Night mauls.
This way, if someone resolves as a member of one faction in the endgame due to Seer resolution, it won't matter so much-- unlike the current situation where resolved Humans can form a Human Alliance that can cripple the Wolves fairly easily.
Also, it might make the start of the game more fun, because everyone would have more reason to Vig someone in the first day or two, because there'd be a ~50 chance you'd kill an eventual enemy (as opposed to the current ~75% chance of Vigging an eventual teammate). And of course you'd be twice as likely to resolve as a Vig ...
Iron Clad Burrito wrote:Interesting concept. I assume that the win condition would then change to "complete eradication of the other team" instead of wolf parity/wolf elimination?
Ozymandias wrote:Iron Clad Burrito wrote:Interesting concept. I assume that the win condition would then change to "complete eradication of the other team" instead of wolf parity/wolf elimination?
Yes. Interestingly, even if everyone resolves in the end game, so that for example Team A has three players left and Team B just two, if Team A's Seer is dead then the resolved players may not know who their teammates are, so Team B could still win.
dferrantino wrote:Ozymandias wrote:Iron Clad Burrito wrote:Interesting concept. I assume that the win condition would then change to "complete eradication of the other team" instead of wolf parity/wolf elimination?
Yes. Interestingly, even if everyone resolves in the end game, so that for example Team A has three players left and Team B just two, if Team A's Seer is dead then the resolved players may not know who their teammates are, so Team B could still win.
So how would you organize this then? The back end of this game gets convoluted enough with Human-Wolf, but with two teams with their own maul it seems like it'd get totally batshit. How, for instance, do I resolve a maul target for each night, even if it's after the fact?
Don't know if you remember, but the reason for there being Alpha, Beta, etc wolves is so we don't have to resolve the entire wolf team before people start dying at night. I believe modifying it to act like this would require that I do that, unless each team also had an Alpha equivalent. It's a really interesting idea though.
Hellheart wrote:although I'd never in a million years GM a TWG
Ionitor wrote:Hellheart wrote:although I'd never in a million years GM a TWG
See, you say that, and then something like this strikes you, and you mull it over, and pretty soon you've redefined the term "bastard mod". Careful.
And the game idea looks potentially very interesting. However, I think you would have to spread each "day" out over multiple RL days; there tend to be several players that only can/choose to post about once per day, so a multi-step process could complicate things for them.
Hellheart wrote:I would love to see a game in the Phoenix Wright universe
sphenodont wrote:I mentioned it in passing at the old forum, but I've been toying with the idea of a "Nine Princes in Amber" themed game, with heavy influence from the RPG. Basically, the setting would be Chaosian shapeshifters infiltrating the One True City, but the game would essentially be "how special do you want to be?" Like the RPG, players would get 100 points (or whatever) to spend on various abilities or qualities, so if you've been feeling bummed that you never get to be the vig, well... you can buy that. Or Seer status. Or death-avoidance. Of course, if you spend all your points on abilities, you might have lower attributes backing them up, so your Seer attempt might fail against someone with better mental skills.
Still on the back-burner, and it might be worth a small experimental run before trying it on the group at large.
rekard wrote:I would personally say to just limit that to powers. Put attributes in there and you can look forward to 1-2 hours of checking powers and numbers. Although, for the pool of powers you can sort of randomize it for each player or you risk having all people choosing the same power imbalancing the game in a bad way.
Rictus wrote:Brainstorming here:
What if you had points for the lynch?
1. Everyone gets 500pts for the entire game. You vote for someone for lynch, you state how many points you want to spend on them. As soon as someone reaches 300 points, they're lynched. At the end of the day, the person with the highest total is also lynched. Players could have multiple votes (and point spends) in one day.
Obviously all of this can be tweaked.
DastardlyOldMan wrote:Rictus wrote:Brainstorming here:
What if you had points for the lynch?
1. Everyone gets 500pts for the entire game. You vote for someone for lynch, you state how many points you want to spend on them. As soon as someone reaches 300 points, they're lynched. At the end of the day, the person with the highest total is also lynched. Players could have multiple votes (and point spends) in one day.
Obviously all of this can be tweaked.
I think Omega's multi-team game used a point-based lynch system similar to that, and it seemed to work well.
Okaros wrote:I believe Game XIV was a Paranoia-based game, with some... interesting... results. But that could just be because Mortus was running it.![]()
RaveBomb wrote:Casino themed games game.
This is reminiscent of the LotR game, but without the sudden death flame-out on Day 5.
No wolves. Multiple teams.
Each team is given a fixed number of vigs/mauls.
Objective is to be the last team (man) standing.
Possible hidden roles (sociopaths?)
Each day there will be one (or more) contests that can award a winning team an additional power.
EG: Day 2 might see a showdown similar to the Tombstomb game between player(s) and NPC(s).
Day 3 might see a hand of black jack played in public.
Rictus wrote:Well that's embarrassing. I was a dwarf in that game.
Hellheart wrote:What about a "masked accounts" variant where a masked account is created for the name of every person that's playing (ie, "TWG-Hellheart"). Players are randomly assigned the masked account for a different player. The purpose of the game is either to mimic that person's posting style/behavior as convincingly as possible, or to mock it so well that everybody wants to keep you around. Every day, players vote to lynch two (or more, depending on time constraints) people who aren't convincing enough until there are (5 or 3) players left.
Of course, some players wouldn't follow the rules and would vote for players that voted for them, or made odd arguments. Or they would just vote for Ozy. That's part and parcel of playing your assigned role![]()
Some accounts have additional constraints because they're only worth using if they're mocked instead of copied. "TWG-San," for example, could post what San is thinking when he actually makes his posts...or it could be how San would post if he wasn't, you know, San and posted more than twice a day like a normal player.
For additional amusement, the GM could "randomly" select a few players that get their own masked account, just to see how long they survive
Iron Clad Burrito wrote:Hellheart wrote:What about a "masked accounts" variant where a masked account is created for the name of every person that's playing (ie, "TWG-Hellheart"). Players are randomly assigned the masked account for a different player. The purpose of the game is either to mimic that person's posting style/behavior as convincingly as possible, or to mock it so well that everybody wants to keep you around. Every day, players vote to lynch two (or more, depending on time constraints) people who aren't convincing enough until there are (5 or 3) players left.
Of course, some players wouldn't follow the rules and would vote for players that voted for them, or made odd arguments. Or they would just vote for Ozy. That's part and parcel of playing your assigned role![]()
Some accounts have additional constraints because they're only worth using if they're mocked instead of copied. "TWG-San," for example, could post what San is thinking when he actually makes his posts...or it could be how San would post if he wasn't, you know, San and posted more than twice a day like a normal player.
For additional amusement, the GM could "randomly" select a few players that get their own masked account, just to see how long they survive
...I smell so many levels of butthurt coming out of that...
Iron Clad Burrito wrote:Hellheart wrote:What about a "masked accounts" variant where a masked account is created for the name of every person that's playing (ie, "TWG-Hellheart"). Players are randomly assigned the masked account for a different player. The purpose of the game is either to mimic that person's posting style/behavior as convincingly as possible, or to mock it so well that everybody wants to keep you around. Every day, players vote to lynch two (or more, depending on time constraints) people who aren't convincing enough until there are (5 or 3) players left.
Of course, some players wouldn't follow the rules and would vote for players that voted for them, or made odd arguments. Or they would just vote for Ozy. That's part and parcel of playing your assigned role![]()
Some accounts have additional constraints because they're only worth using if they're mocked instead of copied. "TWG-San," for example, could post what San is thinking when he actually makes his posts...or it could be how San would post if he wasn't, you know, San and posted more than twice a day like a normal player.
For additional amusement, the GM could "randomly" select a few players that get their own masked account, just to see how long they survive
...I smell so many levels of butthurt coming out of that...
Omega wrote:The meta game from TWG2 was somewhat similar to that idea...
sphenodont wrote:Omega wrote:The meta game from TWG2 was somewhat similar to that idea...
Yeah, we went that route with the Forum game because we didn't want to step on any toes.
(And if we stepped on twdog's toes, it's because we were just stamping out the vampire bats that were nibbling on them.)
twdog wrote:sphenodont wrote:Omega wrote:The meta game from TWG2 was somewhat similar to that idea...
Yeah, we went that route with the Forum game because we didn't want to step on any toes.
(And if we stepped on twdog's toes, it's because we were just stamping out the vampire bats that were nibbling on them.)
I don't know if you even can step on my toes anymore in this group; I've flanderized the hell out of myself here. I've unintentionally turned myself into "the paranoid guy that's terrified of vampires." I just roll with it now, because I find it amusing.
Omega wrote:twdog wrote:sphenodont wrote:Omega wrote:The meta game from TWG2 was somewhat similar to that idea...
Yeah, we went that route with the Forum game because we didn't want to step on any toes.
(And if we stepped on twdog's toes, it's because we were just stamping out the vampire bats that were nibbling on them.)
I don't know if you even can step on my toes anymore in this group; I've flanderized the hell out of myself here. I've unintentionally turned myself into "the paranoid guy that's terrified of vampires." I just roll with it now, because I find it amusing.
Don't forget about being our resident Master of Baiting in the Server Room!
Return to “The Village Pub III”
Users browsing this forum: No registered users and 2 guests