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Acolytes workshop 2

First of all, thanks again to all of you who either played or offered their input on the game! I really appreciate you.

So here I'll apply what we learned and any suggestions offered for next go around. Hopefully next game we'll get to try some things we didn't get to try yet, like many of the roles, or the mechanics like the Silence and Curse and Revive spells, or creating and using Wights, etc. I'll also go ahead and tag anybody who shows interest, so as to tag them again when I eventually make another sign-up thread. I'm going to start with the people who played last game (plus Vash).

@A PineSol Scent
@Ben
@Benzine
@canadaguy
@Christina
@dimmerwit
@Fool's Requiem
@Jawneh
@Jon
@Kat
@Local Hero
@Quagmire
@shortkut
@Smacktard
@Tommy Boy
@VashTheStampede

GENERAL RULES:
WIN CONDITIONS:
Villagers kill all Acolytes and the solo killer (if there is one in the game).
Acolytes equal at least 50% of the players remaining alive and remove the solo killer.
Solo killer is the last alive.
Non-violent solo achieves their specific winning condition (may or may not end the game for the town, depending on their role).

PLAYER OPTIONS DURING THE DAY PHASE:
-Vote who to witch-hunt (this is what we call Lynching in this game).
-Publicly sell to or purchase from shop.
-Publicly trade with another player.
-Publicly post a Bounty on another player on the Bulletin Board (see: Assassin role)
-Publicly post an item for sale on the Bulletin Board.
-Go on a quest (instead of voting in the witch-hunt).
-Use items (Publicly OR Privately)
-Use abilities (can be public or private depending on the role description)

PLAYER OPTIONS DURING THE NIGHT PHASE:
-Acolytes votes to kill
-Use Items
-Use Abilities
-Buy from Shop
-Sell to Shop
-Respond to items for sale on Bulletin Board (message Game Master, NOT the other player)

Normal death versus Dark death:
There are ways to come back from death in this game. However, there are certain deaths from which there are no return. If your body is destroyed, it can not be reanimated as a Wight and you also can't be revived. A Dark Death is when your soul is destroyed or if the Acolytes killed you at night, when this happens you can not revive but your body can become a Wight. If neither your body nor your soul have been destroyed, a Revive is possible and your body is not eligible for becoming a Wight. If you die a Dark Death, you are welcome to post in the dead thread as long as you don't try to help or give any information while talk-to-dead players live or while revives are still possible.

Injuries: some items, abilities, or monsters cause an injury rather than a death. Being injured a second time (unless the previous injury was healed) will result in a normal death.

Wights: Some of the Acolytes have the ability to turn a dead player (dark death only) into a Wight. A wight is controlled by the Acolyte that revived them, not the player who originally lived in that body (the dead player is allowed to keep in the dead thread). The Wight has the abilities of the deceased player, but not their gold or inventory. Using the Wight's ability announces its presence to the town. The Acolyte controlling the Wight could choose to send it out into the field instead of keeping it for use in the town, doing so leaves it lying in wait to ambush a player questing in the chosen area (it becomes an extra enemy that could potentially drop the dead players gold and items as loot). Only one Wight at a time is allowed per player controlling it. If a Wight is destroyed, that player's body can not come back as a Wight a second time.

Protection roles: If a protected player is attacked, the protector rolls a D6 for Luck. If they roll 1-3, the protector is killed (if it is a killing attack). If they roll 4-5, the protector is injured instead of killed. If they roll a 6, the attack fails and neither player is harmed.

Resurrection roles: When choosing to resurrect another player, roll a D20. 1-9 fails. 10-17 revives from a normal death but has an injury. 18-20 revives from a normal death and has no injury. Once a Revive successfully brings a player back to life (a 10 or higher), that player's once-per-game revive is spent.

Silence spells: If an ability or item places Silence on a player, that means they can not use any abilities that are classified as Magic until the Silence affliction is lifted. This is different than the Monk and Warlock abilities that prevent a player from speaking in the game (we will refer to that as "Banish" to avoid confusion). Silence spells could sometimes also be specific to a category of magic, such as Silence-Holy or Silence-Dark.

Curses: A Curse is an affliction that stays on a player until it is lifted by an ability or item. The affects of the Curse depend on the specifics of what placed a curse (for example: a curse from a Vampire bite will turn you into a Wight when the day ends, and a curse from picking up an item may prevent you from using other items and can't be dropped or sold or traded.)

Poison: A player that has been Poisoned is prevented from reviving unless an antidote is consumed along with the Revive spell.

Magic, Holy Magic, Dark Magic, and Non-Magic abilities: Abilities are classified in these categories and determine if they are affected by certain things in the game (such as Silence spells). Your roles description should clarify.

ROLES:
STRONG VILLAGERS:
Archer: strong role (limit: 1). During the day, they can select a player via PM to fire an arrow at and cause an injury, and that player can not use their ability (Magic AND Non-Magic) during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. There are 4 total arrows. Can use only one arrow per day. If the archer kills a player, their role is revealed to the town. Can choose to use an arrow during a quest to have one free attack roll when encountering an enemy, before the enemy gets close. +1 for rolls for Luck. This ability might work similarly to a Silence spell, but it is Non-Magic and therefore can't be removed by the same methods.
Channeler: strong role (limit: 1). At night, can select one normal-dead player to channel (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). They take on the role, powers, and abilities of any dead village team player for one day and night phase. The following night, the Channeler may choose to immediately take on another dead player's role revert to Channeler. The Channeler is under complete control of the dead player, as this is a possession, and must act in whatever way the dead player demands (whether it's voting, trading, questing, or using abilities). Cannot take the same player's role twice. If a dead player's abilities have been consumed (such as the archer's arrows, or the mage's lightning is on cooldown) they will be consumed for the Channeler. If killed while taking on another role, they will be announced as that role and not the Channeler. Can not Channel a player that died a dark death (as there is no soul left to channel). If a Channeled player gets revived, the soul is sucked back out of the Channeler and into their original body, closing the chat and reverting the Channeler back into their own role. While a dead player is being Channeled and in the chat with the Channeler and Game Master, they are temporarily removed from the dead thread. The Channeler can choose to attempt to revive a player when releasing their spirit and before selecting another dead player to Channel. If the Revive is successful, their power is spent and they can no longer Channel for the rest of the game. Revive and Channeling are both Magic abilities. See General Rules about Revive.
Clairvoyant: (Exactly 1 in each game). At night, can choose another player and roll a D20. 20-19 you are told that player's exact role. 18-15 you are told what team that player is on. 14-1 nothing happens. If you roll a 15 or higher on an Acolyte, the Game Master privately rolls a D6. 6-3 the Vision goes unnoticed by the Acolytes. 2-1 the Acolyte feels your intrusive presence, and you are killed in a dark death. Can commune with the dead at night, however any players who died a dark death are prohibited from giving out information in the dead thread so long as a Clairvoyant is in the game and alive or killed by a normal death (and can be revived). The Clairvoyant can choose to attempt a Revive at night. If the Revive is successful, their power is spent and they can no longer check roles or visit the dead thread. There is always exactly 1 Clairvoyant per game. Revive and Vision are both Magic abilities. See General Rules about Revive.
Inquisitor: strong role (limit: 1). During the day, can select a player to detain at night. Players locked up by the Church are protected from attacks at night, with the exception of the poison miasma item which would kill the Inquisitor AND the inmate. Selection is done via PM to the Game Master. The Inquisitor is not notified if their heretic (detained player) is attacked. The presumed-heretic cannot perform any night actions. Abilities that trigger upon a players death will still activate when that player dies, but selection cannot be changed. The Inquisitor can kill the heretic at any time (one kill per game). The Inquisitor can send up to two messages to the heretic, and the heretic can send two back. The Game Master will work as intermediary. Messages go Inquisitor -> Heretic -> Inquisitor -> Heretic. If the Inquisitor decides not to send any messages the heretics messages won't be sent. If the heretic is Silenced, they can still detain a player. The Inquisitor will not be able to speak to them or use their blessed knife. If the Inquisitor is killed at night, the player is immediately set free and may use night actions if available.
Mage: strong role (limit: 1). can shoot lightning and kill during the day phase, but not two days in a row (1 day cooldown). Careful! Some abilities or items might be able to nullify it or even reflect it back on you or deflect it to another random player. Once lightning is cast, the mage's role is revealed to the town. Ability counts as Magic.
Paladin: strong role (limit: 1). Can defend, destroy evil, or revive, but must pick one once the role is assigned to you. Defend protects a player at night from acolytes or solo killers. Destroy evil attacks a player during the day with light that will destroy an acolyte or a wight, or rebound upon the paladin and kill them if used on a player that is on the Village or Solo team. Revive can bring one player back from the dead (selection is made at night). Revive and destroy evil are a one-time use and count as holy magic, which can't be influenced by Acolyte abilities. See General Rules on Revive and Protection.

REGULAR VILLAGERS:
Alchemist: At night, can roll a D20 to make a potion. During the day, they can choose to use the potion, or give or sell it to another player (name your price). 1-8 Healing salve. 9-12 luck potion. 13-15 love potion. 16-17 holy water. 18-19 loud voice 20 invisibility. Alchemy is not normal chemistry, so counts as a Magic ability.
Beggar: The Beggar is actually a humble holy man in disguise, going amongst the poor to bless them and try to better their lives. At night, can place a protective blessing on any player, including themselves. If an Acolyte attacks a blessed player, the lowest ranking Acolyte will be killed instead of the target. If the solo killer attacks, the blessing will trigger but both the solo killer and the person the blessing is on will be unharmed. The Beggar is always told if their blessing activates when it activates. The entire village is told that the Beggar's blessing killed an Acolyte if it does so. This ability is used by PMing the name of the player they would like to place the blessing on or move the blessing to. Placing or moving the blessing counts as Holy Magic (however, activating a blessing already placed isn't affected by Silence).
Bishop: During the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the village cannot decide who to witch-hunt. The Bishop may convict up to two players per game. If the player convicted does not belong to the village team, they will be killed. If the player convicted does belong to the village team, they will survive and the Bishop will be killed by angry villagers. The Bishop can also move diagonally.
Blacksmith: During the night, can choose to create a shield or a spear. Per game, can create a total maximum of two shields and one spear. The Blacksmith will finish creating the item at the start of the next night. The Blacksmith cannot use the items they create, they must be given to other players. The Blacksmith cannot begin the creation of a new item unless they have selected to give away any items they currently have. The shield will give a player a permanent protection for a night-phase attack. It is consumed only if it successfully blocks an attack and persists across nights. A poisonous miasma attack against a player with a shield will kill the player and the Blacksmith. The spear can be thrown once and can be used during the day similar to the Mage lightning (though not Magic). A player is notified that they have received an item. A player being killed cause the loss of any items made by the Blacksmith. A player cannot receive more than one shield in a game.
Druid: can disguise or hide a player at night so that other players can't find them. Ability counts as Magic.
Friar: At night, can select two people to pray for. If one of them dies (whether at night or during the day) the other player's role will be revealed to them. Can only view one player's role per game. Not a Magic ability.
Herald: At night, can select a player. If that player dies, the Herald will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Herald has increased voting power, their increased voting power will be added behind the scenes. Can't be negated by Corrupter. Not a Magic ability.
Hero: The Hero can rescue a player from being witch-hunted during the day. One use. Nobody will know why the player could not be witch-hunted. Uses their power by PMing the name of the person they wish to protect anytime during the day. Not a Magic ability.
Knight: Can save a player at night. If the Knight or the person they are guarding are attacked by normal night-phase attacks, the Knight will be told who attacked them. If it is the Acolytes, the Knight will be given the identity and role of the lowest ranking remaining Acolyte. An Acolyte detained by the Inquisitor will not be selected. The Acolyte or Solo that attacks the Knight will also be notified of the identity of the Knight. The Knight will die at the end of the day. The Knight will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Knight saves a player from multiple attacks (both the Acolytes and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect. Because the Knight escaped the Acolytes alive and dies of their injuries later, it counts as a normal death instead of a dark death. Unlike the other protection roles, this one does not roll a die when attacked: they are given the attackers identity and then die at the end of the day phase. Not a Magic ability.
Merchant: gains 2 gold in commission every time a player buys an item from the shop, and 1 gold in commission every time a player sells to the shop. No commissions for trades between players. +1 for rolls for Luck. Begins game with 8 gold. Not a Magic ability.
Monk: Can shame another player into taking a vow of silence. Monk chooses whether to Banish the player from speaking and voting in the alive thread for one day phase, OR to cast the Silence spell on them which prevents them from using any Magic abilities for the rest of the game unless it gets lifted. Can only have a Silence spell placed on one player at a time. Silence is a Magic ability, Banishing a player from talking/voting is not. Selection is made at night. If the Banish (prevented-from-talking/voting) option is chosen, Magic abilities can still be used (send PM to Game Master).
Orphan: Can visit a player at night to beg for money. If the player visited is an Acolyte or solo killer, the Orphan dies. Cannot be attacked directly and killed at night by Acolytes/solo if they are visiting. If they visit a player who is killed by Acolytes/solo, the Orphan also dies. The Orphans death will be a normal death even if it is done by an Acolyte. If the Orphan visits a non-violent solo or somebody on the village team, they can choose to give 3 gold to the Orphan. If they do, then the identity of the Orphan will be revealed to them.
Saint: Can self-revive. Once per day/night cycle, can attempt to use revive on themself from the dead thread. Ability technically counts as Holy Magic, but is safe from Silence as that spell only works on living players. See General Rules on Revive.
Sneak: Has two knives. At night, can follow a target on a player, learning their routines and movements. On any subsequent night, the Sneak can stick a knife in them if they haven't broke off pursuit to follow another player. If the target is a villager, the Sneak gets caught will be hung for attempted murder instead. If the target is not on the village team, the target will die. The village will be notified if a Sneak stabs someone and the result of the stabbing. The Sneak can begin following a target by PMing me the name. A stabbing and a failed stabbing both count as a normal death.
Thief: can roll a D20 for Luck to attempt to steal from another player at night. 20-15 is successful. 14-6 nothing happens. 5-1 the attempt fails, and the other player catches you in the act and is notified of your assigned role. If caught by an Acolyte, the thief is killed as a dark death. Can't steal from a player detained by the Inquisitor. +2 for rolls for Luck. A successful role for thievery means they can choose 1/2 the targets gold or one random item from their personal inventory (you are not told what that player has before making the choice).
Warrior: Before dying, the Warrior digs deep into their formidable well of strength to keep fighting long enough to take one of their enemies with them when they go. The target of their rage must be sent to the Game Master via PM before death, but can be changed at any time. Can not be blocked.

ACOLYTES:
1: Necromancer can turn any player after a dark death into a wight (except for a witch hunt that resulted in burning). The wight has the dead players abilities, with the exception of holy magic. This is a Dark Magic ability.
2: Mind bender: can use illusions to make one player appear like another, so that attacks are redirected. Choose one player to look like one other chosen player (in other words, who is protected and who attacks are redirected to). Selection must be made at night. This is a Magic ability.
3: Warlock: at night, can silence another player, not allowing them to speak or vote or use their Magic ability that night or during the following day. Non-magic abilities can still be used. This is a Dark Magic ability.
4: Summoner: Roll a D20 for Luck to summon a random spirit during the day phase. Can be used multiple times but has to be charged first: one full day phase must pass first as a charging time, then it can be used on the following day phase. 20 dark death to random non-Acolyte, 19-18 normal death to random non-Acolyte, 17-16 destroy random item held by a non-Acolyte, 15-14 silence a random non-acolyte, 13-5 no spirit answers, 4 silence random Acolyte, 3 destroy random item held by an Acolyte, 2 random Acolyte dies a normal death, 1 random Acolyte dies a dark death. This is a Magic ability.
5: Corrupter: Can target one player at night to attempt to corrupt their ability, causing it not to work that night or the following day. Can not corrupt the same player twice in a row. Roll a D20: 20-13 success 12-1 fail. Not a magic ability and not limited to working on Magic abilities.
6: Witch: Once per game, can place a poison in the shop disguised as one of the helpful potions, or place a hex on another item. A poisoned potion will not give the potions normal effects, and instead results in an instant normal death that requires an antidote be consumed if reviving. A hexed item makes the player unable to use any current items or acquire new items unless the curse is lifted. Hexed items can't be used, dropped, sold, traded, or otherwise gotten rid of while still cursed. This is a Magic ability.
7: Dark priest: Can cast Silence on another player during the night, preventing them from using any night-time Magic abilities they might have. Has a 1-night cooldown, so can't be used during consecutive nights. This is a Dark Magic ability.
8: Vampire: if the Vampire is injured, they may select another player to attack at night to heal their own injury while inflicting an injury on another. The player who gets injured this way is notified that they must have a curse removed during the next day phase or they will die and become a Wight. This vampire attack is separate from the nightly Acolyte attack/sacrifice. Not a magic ability. If the Vampire dies in a towns witch hunt, the Vampire wins and all other players lose.
9: Fanatic: Once per game, can persuade the town to witch-hunt the person with the second-highest number of votes instead. Request to activate it must be done via PM during the day, with at least 6 hours remaining in the day phase. Once activated it can not be deactivated. Can also choose instead to whip the town in a frenzy, so that the player with the most votes gets killed by burning instead of hanging, making a revive impossible. Not technically a Magic ability, but can still be Silenced and also can't be used if quieted by a Monk. If a Vampire gets burned instead of hanged, it negates their solo win condition.

SOLO ROLES:
Assassin: Can not be killed by Acolytes at night. Kills players at night for hire. Can only kill if a player posts a Wanted poster, and can only kill once per night. Any player can choose to publicly place a bounty on another player during the day, and a Wanted poster goes up asking for another player's death, and promising a reward. They may choose the amount of the reward to try to entice the assassin. If the assassin takes the job and does the dead, the promised reward secretly transfers to the unknown assassin. Players gold and inventory are private, but posting a reward for a hit can not exceed the amount of gold that player has available to pay. They can also promise an item for a reward instead. If no job offerings are posted two days in a row, they can start choosing 1 player a night to kill and takes up to 10 gold from the corpse if that player had any. Can only do a random killing if a job offer hasn't been posted for two consecutive day phases. Once one gets posted, if it offers 10 gold or more (or an item of that much value), they can only kill by accepting a posted offer.
Outlaw: Can not be killed by Acolytes at night. Takes gold and possessions of a player at night and attacks them. Roll a D20. 20 kills the targeted player and loots everything. 19-16 kills the player and loots either all gold or all items. 15-11 kills the player and loots half their gold and no items. 10-2 injures the player and takes 1/3 of their gold. 1 is a completely botched attempt, the targeted player is not injured and has seen your face (will know your role). If the outlaw tries to rob a paladin, they are overpowered and executed by the town the next day.
Puppet Master: Can not be killed by Acolytes at night. Can create dolls in the likenesses of villagers and use Magic to imbue them with those players essence. At night, can either create two new dolls, or toss all existing dolls into a fire. Any player connected to a doll destroyed this way is immediately immolated. Their body is destroyed and they can not revive. If their body is currently animated as a Wight, it gets destroyed. Creating new dolls counts as Magic, burning the dolls does not.
Dark Avatar (non-violent): is another Fallen God, though unlike her rival Kurthost, she is trapped in a mortal body in the living world, rather than another dimension. If she is killed, she is never released from her prison of flesh but instead born into a new one elsewhere in the world. In order to be released into the world, she must tap into the Life Force of five other living players. If less than five other players remain alive, she can't release unless enough players are revived. If the Dark Avatar remains alive once all the Acolytes are killed, she counts as town and wins along with the town. In order to Link into another player's Life Force, they must correctly guess that player's role. At night, the Dark Avatar can PM the Game Master a list of five living players and what they believe their roles to be. I will tell them how many they got right (but not which ones). If it's less than five, they'll have to wait until the next Night Phase to try again. If they get all five correct, the spell activates and drains the Life Force of those five players, and all remaining players lose, leaving the Dark Avatar as the sole winner. If a night action takes out one of the five named players before the Dark Avatar's turn in the turn order, the spell fails that night regardless of the accuracy of their guesses. Can't be negated by the Corrupter.
Vampire Hunter (non-violent): they win if they find the vampire before the town does (Vampire and Vampire Hunter always appear in the game together). At night they can stalk a player, and can get one of three results: "Nothing happened" (player is not a vampire or other acolyte), or they are discovered and killed (player is a non-vampire acolyte), or they find their vampire and kill them. If they successfully find the Vampire, they remove the Vampire threat from the game and earn a bounty of 20 gold. They also score a Win at the end of the game if they survive, even if the Acolytes win. The vampire suffers a dark death when they die and can't be revived or made into a Wight. If the town does a witch hunt on the vampire though, the game is over and the Vampire Hunter, the town, and acolytes all lose (only Vampire wins). If the vampire is killed by a means other than a witch hunt or getting caught by the Vampire Hunter, the Vampire Hunter earns no bounty and converts to the Village team.

NIGHT PHASE TURN ORDER:
Silence spells (non-Warlock) and Corrupter ability activate (targeted players are notified if successful)
Channeler releases other player's spirit
Channeler channels a normal-dead player
Use active items
Player gets detained by Inquisitor
Alchemist makes a potion
Beggar's blessing fades (if moved)
Revive abilities are attempted
Mind-bender redirect
Other protection roles engage (Inquisitor and shield items already in effect)
Blacksmith Item Completed
Blacksmith Item Gifted
Blacksmith Item Selection
Thief attempts to steal
Clairvoyant check
Warlock / Monk Banish (Warlock's Silence on abilities delayed until this step)
Sneak stabs
Witch corrupts a shop item
Inquisitor kill (if not killed by the Sneak)
Orphan visit
Revived players return from the dead (cannot be targeted by Acolytes/solo in same night)
Solo killer attack
Poisonous miasma is used
Necromancer ability used
Acolytes kill
Beggar places blessing
Friar ability activates if not Corrupted
Dark Avatar/Vampire Hunter checks
Vampire ability used
Sell items to shop
Buy items from shop
Wights night abilities are used



Soon to add:
-Item list
-Shop and trading rules
-Questing rules


Feel free to keep making suggestions here: What should stay, what should go, what should change, and what we should add. I'll continue to make edits to this first post.
 
Last edited:

Jawneh

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This is my opinion, since I think questing is fun.

Instead of giving the choice between quest or vote, switch it slightly into if you quest and come back victorious, you can still vote. If you're injured, or dead, then that prevents you from voting.

Without looking at the role list a second time, it felt like there were very few information giving roles. At least, there where very few in our games. That being Benzine. The rest of it just ended up being metagaming and looking at voting patterns. (AND good use of the items to score a W for them cute acolytes.) But we only have exactly 1 game to reference back to so... maybe this is a none issue.


As a thought for later games once this is more fleshed out, maybe tinker with the idea of some roles already starting with an item. That'd be an interesting avenue to explore when it comes to role claiming using items that specific roles start with.
 
This is my opinion, since I think questing is fun.

Instead of giving the choice between quest or vote, switch it slightly into if you quest and come back victorious, you can still vote. If you're injured, or dead, then that prevents you from voting.

Without looking at the role list a second time, it felt like there were very few information giving roles. At least, there where very few in our games. That being Benzine. The rest of it just ended up being metagaming and looking at voting patterns. (AND good use of the items to score a W for them cute acolytes.) But we only have exactly 1 game to reference back to so... maybe this is a none issue.


As a thought for later games once this is more fleshed out, maybe tinker with the idea of some roles already starting with an item. That'd be an interesting avenue to explore when it comes to role claiming using items that specific roles start with.
I can do the idea about keeping your vote if your quest is successful. It still makes players have to consider the risk of giving up their vote if they quest, which is what I was going for, but also might not make the town so disinterested in voting like what happened in days 1 and 2. So awesome suggestion! I think we'll implement that one :) Another idea I had had was to limit questing in some way, like players can't do it two days in a row. What do the rest of you think about the possible limits on questing, as well as the thoughts on losing (or just a risk of losing) your chance to vote if you quest?

As for the lack of information roles, that was somewhat intentional. I've always felt that role claiming and too many seer or information roles made it a little too difficult for the baddies to lie or stay hidden, but I may have over-corrected this a little too much. The Vampire Hunter and Orphan were examples of some more limited information roles, I'll consider implementing some more. Anyone have any ideas for roles? Or your opinions on the subject in general?

I do also like the suggestion of some roles beginning with certain items. I'll give that some thought! Specific ideas on that are welcome too :)
 
I liked the thought you had of a successful quest can get you access to a seer to check out one player's role (not guaranteed maybe?), that seems like a good reward to taking a risk of death.

Also in.
I like that too, and I'm definitely going to look for a way to implement it into the questing.
 

A PineSol Scent

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I choose to fight Dementia.

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Jawneh

The Ritualist
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Another idea I had had was to limit questing in some way, like players can't do it two days in a row. What do the rest of you think about the possible limits on questing, as well as the thoughts on losing (or just a risk of losing) your chance to vote if you quest?
Could have the downside to injuries that whenever you get one, you have to wait 2 phases to be able to quest again. So during day 1, you can quest, fail, and get an injury. That day 1 and then night 2 will count as your phase and you can quest again (like normal). But say you get attacked or injured some way during night 2, you cannot quest on day 2. To go further, if you get injured in any other way during day 2, and you haven't quested yet, you cannot quest until day 3 now.

But that's also removing fun questing. It's already a risk/reward thing. I would at most add in the stipulation on silence, like happened to me in the first game, that since you cannot post, you cannot go on quest. If you have a loudness potion you can always remove that, or the night you get silenced you can buy one if there's one for sale. So that's also fair in that way. Up to you if the nightmare role's power can also prevent questing.

As for the lack of information roles, that was somewhat intentional. I've always felt that role claiming and too many seer or information roles made it a little too difficult for the baddies to lie or stay hidden, but I may have over-corrected this a little too much. The Vampire Hunter and Orphan were examples of some more limited information roles, I'll consider implementing some more. Anyone have any ideas for roles? Or your opinions on the subject in general?
I did see we had a friar, but they died before doing a thing lol. So there's that. Maybe add an item, crystal ball or a ouija board, that can be used with a dice roll. Up to you to decide what rolls count do what. OH! Could be a blind GM roll with a failure state that gives out false information lol. Maybe like, 20-18 are passes that give specific role info, but 1 gives bogus info. So there's a chance your great success is a complete wash.

I do also like the suggestion of some roles beginning with certain items. I'll give that some thought! Specific ideas on that are welcome too :)
Couple love and luck potions, and maybe lanterns. Smaller effect ones. I was thinking there were more items to use on other people, like poultice, that could be leveraged for info. This could also just be used as a balancing method for some lower impact roles to give them a little boost.
 
Added Night Phase options to the general rules.

Still undecided on whether to allow night time trading. Pros: players can better cooperate and avoid targets on their backs. Cons: Acolytes have an advantage, and aren't required to be subtle or run the risk of sus behavior in the day time.

What are everyone's thoughts on that issue?
 

shortkut

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@Ants! Once you have a bunch of suggestions you like, post how you think you will update certain sections so we can comment on the proposed changes with thoughts on how they can be utilized or exploited

Or make a new thread in your sub forum for each major change for maximal discussion

For example, one thread for quest suggestions and another for store suggestions
 
Could have the downside to injuries that whenever you get one, you have to wait 2 phases to be able to quest again. So during day 1, you can quest, fail, and get an injury. That day 1 and then night 2 will count as your phase and you can quest again (like normal). But say you get attacked or injured some way during night 2, you cannot quest on day 2. To go further, if you get injured in any other way during day 2, and you haven't quested yet, you cannot quest until day 3 now.

But that's also removing fun questing. It's already a risk/reward thing. I would at most add in the stipulation on silence, like happened to me in the first game, that since you cannot post, you cannot go on quest. If you have a loudness potion you can always remove that, or the night you get silenced you can buy one if there's one for sale. So that's also fair in that way. Up to you if the nightmare role's power can also prevent questing.


I did see we had a friar, but they died before doing a thing lol. So there's that. Maybe add an item, crystal ball or a ouija board, that can be used with a dice roll. Up to you to decide what rolls count do what. OH! Could be a blind GM roll with a failure state that gives out false information lol. Maybe like, 20-18 are passes that give specific role info, but 1 gives bogus info. So there's a chance your great success is a complete wash.


Couple love and luck potions, and maybe lanterns. Smaller effect ones. I was thinking there were more items to use on other people, like poultice, that could be leveraged for info. This could also just be used as a balancing method for some lower impact roles to give them a little boost.
Yeah I definitely need to figure out the specifics of WHAT a player can and can't be allowed to do when Banished by the Monk or Warlock. No talking in the thread, sure. But voting? Questing? Abilities? Shop? Use items? Maybe none of them? Hmm...

Also not sure what you mean exactly by the blind GM thing, but some kind of item or ability that Fucks with the GM or the information they do or don't give out sounds like an awesome and fun idea. I love it! Tell me more :)

Also love the idea of items that have to do with information-gathering. I'm definitely going to add some of those. That would probably help people stay involved on the Wolf side of the game too. Also shortkut had some good ideas about items that help you fight/flee on quests.
 
@Ants! Once you have a bunch of suggestions you like, post how you think you will update certain sections so we can comment on the proposed changes with thoughts on how they can be utilized or exploited

Or make a new thread in your sub forum for each major change for maximal discussion

For example, one thread for quest suggestions and another for store suggestions
So far I am doing that with the first post (I had meant to have everything up there before submitting it but whoops, lol)

Good suggestion on having a separate thread for each major subject or mechanic though. Maybe I'll implement that later today.
 

Jawneh

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Also not sure what you mean exactly by the blind GM thing, but some kind of item or ability that Fucks with the GM or the information they do or don't give out sounds like an awesome and fun idea. I love it! Tell me more :)
I meant that when the player wants to use an item, you as the GM will roll the die and give the result without telling what the roll was. The player has to infer and use their own judgement on what they might've rolled.
 
@Ants! Or make a new thread in your sub forum for each major change for maximal discussion

For example, one thread for quest suggestions and another for store suggestions
Actually, @Mark is this allowed? Or are the dead sub-forums only supposed to have the most current dead thread and the rest get moved to the Game Over section?
 

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Actually, @Mark is this allowed? Or are the dead sub-forums only supposed to have the most current dead thread and the rest get moved to the Game Over section?

You can do whatever you want with the dead forum. I think the only reason people move things to Game Over is to keep FOG clutter-free. I’ve offered to configure the games any way we can for every GM, from multiple sub-forums to standalone forums outside of FOG like D&D, but, no one has wanted to expand a wolf game to that scale yet. Hell, one of the ideas I floated involved a “townie” and “wolf” user group where they had their own sub-forums, eliminating the conversation thread component or turning it into nefarious back channel means of communication, so I’ve had some wild/dumb ideas for y’all from an admin standpoint.
 

Jon

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You can do whatever you want with the dead forum. I think the only reason people move things to Game Over is to keep FOG clutter-free.
I read this, after the fact.

The reason most is moved to Game Over instead of in my case is for people who want to reference the prior days events. Putting it in the dead forum removes people access to seeing the info unless they die.

Probably wasn't even the point/question, but I didn't read anything else lol
 
I've added a section on Roles. I made a few edits for clerification and removed a few errors or contradictions, and also buffed the Outlaw and Assassin roles to make them more deadly. Left the Vampire/Vampire Hunter roles untouched for now until I figure out what we're doing with them.

Edit: also I moved the thread to my sub-forum.
 

Mark

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I read this, after the fact.

The reason most is moved to Game Over instead of in my case is for people who want to reference the prior days events. Putting it in the dead forum removes people access to seeing the info unless they die.

Probably wasn't even the point/question, but I didn't read anything else lol

I always interpreted the Game Over forum to be an archive of sorts, so, whether people wait til the game is over to move day/night threads or til that particular day/night is over is kinda inconsequential in the grand scheme of things. That’s just a choice the GM makes based on how they want to run their game.

Edit: also I moved the thread to my sub-forum.

Just keep in mind that if you start a new game before the conclusion of the discussion, you’ll end up blocking people from replying when I turn the forum back to private. We weren’t able to execute more than reply bans for individual threads, which is why we separated dead threads in sub-forums to begin with. So, it’s all access or none when it comes to the sub-forums as of now… unless you decide to delve into user groups and all that extra shit.
 
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Just keep in mind that if you start a new game before the conclusion of the discussion, you’ll end up blocking people from replying when I turn the forum back to private. We weren’t able to execute more than reply bans for individual threads, which is why we separated dead threads in sub-forums to begin with. So, it’s all access or none when it comes to the sub-forums as of now… unless you decide to delve into user groups and all that extra shit.
Oh yeah good point! I think it would be okay though, because it'll become available again when no game is going on, and when there's an active game it'll give something else for dead players to discuss as we are actively trying out things. But still, good to know! If I feel differently later I can always move it.
 
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Yeah I definitely need to figure out the specifics of WHAT a player can and can't be allowed to do when Banished by the Monk or Warlock. No talking in the thread, sure. But voting? Questing? Abilities? Shop? Use items? Maybe none of them? Hmm...
IMO if you'd normally have to post to do it and you can't post, then you can't do it.

Actually, @Mark is this allowed? Or are the dead sub-forums only supposed to have the most current dead thread and the rest get moved to the Game Over section?
I personally only move threads that don't need to be hidden so they don't get unnecessarily hidden the next time a game runs. Otherwise I'd leave them there.
 
I just had a silly thought, not sure if it would work and probably won't do it but it's a neat idea: the next game is a sequel.

Because the Acolytes won, Kurthost has destroyed the world civilizations and enslaved humanity. The Acolytes are the town now. But there is a resistance!! Beneath those hooded purple cloaks everyone is forced to wear, there are surviving villagers that gather under cover of darkness to revenge themselves upon the Acolytes, trying to capture enough to get an answer as to how to re-imprison their god. After all, if he was banished to another dimension once before, it can happen again.

Acolytes vote during the day phase as to who to sacrifice as a suspected unbeliever. Then at night the small team of townies converse in Villager chat who to kidnap and make talk. When they bring down the Acolyte numbers enough, they find a way and the town wins.
 
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