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Acolytes workshop 2

Mark

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It was sort of funny. Every time I hit enter inside the box it just split into two boxes. Then I'm like "what if I do ctrl+enter inside the box".

*thread posts*

FUCK!! :link

You’re explaining 99% of how we figure stuff out around here, though. FAFO isn’t just a buzz phrase for this place, it’s a way of life.
 

shortkut

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Problem: I want to get better at post formatting
Solution: host a game of wolf
Modern Problems Funny Gif GIF by MOODMAN
 
I haven't forgotten about this, and I'm not losing interest at all. I just have a few things I need to focus on at work first, then hopefully I can do another game soon. I also have classes starting in two weeks (doing online school), so I'll have to see how demanding that will be on my time first.

Anyways, I still need to get back to workshopping and reforming this game with what we learned so far before that can happen. And one thing I got to thinking about was the Vampire Hunter and Vampire duo roles. Here's an idea I've had:

Vampire is a non-violent solo, and I'm taking them off the Acolyte team. They don't end the game when they're lynched. Every night they choose two players to Glamor and if the Vampire is lynched, they turn into a swarm of bats and fly away instead. They're no longer allowed to post in the village and vote (as if they are dead), but they also don't go to the dead forum. Instead, a new Team is created and they're included in a group chat with everyone they Glamored. Those players are now no longer part of their original Team but are now on the Vampire team instead. Former Acolytes that were Glamored will be allowed to remain in the Acolyte chat, they're just secretly not part of that Team anymore and have their own win condition: Vampire Team are the only ones left alive. Vampire can also still feed on other players if they haven't been killed yet, healing an injury if they have one and placing a curse on the bitten person that turns them into a Wight if not removed in time. Vampire Hunter is on the Village Team and does not have their own win condition, but will earn 20 gold if they successfully find and kill the Vampire at night. Their win condition is to win as part of the village team, and killing the Vampire at night removes that threat as the Glamor is only activated by lynching. I'll try to find a less-wordy way to explain all this when I update it.

I did really like the idea of the baddies having an uneasy alliance with someone on their team (the Vampire) who they KNOW has their own separate win condition and possible ulterior motives, but I don't see any other way for it to work because if they stayed on the Acolyte team the Vampire would only Glamor villagers, when ideally I would want them doing a Glamor on Acolytes too. Maybe they still would? I guess it depends on the player. Anyone who has a Glamor placed on them isn't notified about it until after the Vampire is lynched. And to avoid the not-fun situation Vash was in during the Die Hard game, I would say if the Vampire got lynched before they had a chance to Glamor anybody then I would let them go ahead and join the dead thread anyway.
 
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I think I will also add that after being lynched, the vampire can continue to feed on one player a night. There won't be any more injuries to heal with it since they'll be effectively "dead", but they can still place that curse on players which might help expedite a Vampire Team win, and give them something more to do besides hang out in Vampire chat.
 

Kat

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It's interesting, I look forward to it.


if they stayed on the Acolyte team the Vampire would only Glamor villagers, when ideally I would want them doing a Glamor on Acolytes too. Maybe they still would? I guess it depends on the player. Anyone who has a Glamor placed on them isn't notified about it until after the Vampire is lynched.
If nobody knows they're glamored until after the vampire is lynched, then I don't see any reason for the vampire to avoid the other acolytes.
 
It's interesting, I look forward to it.



If nobody knows they're glamored until after the vampire is lynched, then I don't see any reason for the vampire to avoid the other acolytes.
That's what I'm thinking too. In which case it might incentivize them to make an even spread of the glamours to make for a better strategy. They would want influence on both sides. I would say the Vampire doesn't share a win condition with the Acolytes anymore if they get lynched because they'll be moved to a different team, that would dissuade them from feeling any loyalty to them as far as planning for a possible post-lynching strategy.
 
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shortkut

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That's what I'm thinking too. In which case it might incentivize them to make an even spread of the glamours to make for a better strategy. They would want influence on both sides. I would say the Vampire doesn't share a win condition with the Acolytes anymore if they get lynched because they'll be moved to a different team, that would dissuade them from feeling any loyalty to them as far as planning for a possible post-lynching strategy.
The rest of the acolytes shouldn’t know who the vampire is. The vampire should be given the powers of a random acolyte and as far as the acolytes are aware, the vampire is that other role… essentially the double agent role
 
The rest of the acolytes shouldn’t know who the vampire is. The vampire should be given the powers of a random acolyte and as far as the acolytes are aware, the vampire is that other role… essentially the double agent role
That's a fascinating idea. It does sort of lose the whole mistrust between the Acolytes and the known Vampire that they're forced to work with, but it also raises the level of mystery and fear. I may go with that.
 
This would of course mess with the ratio numbers, since the NV Solo would technically be on the Acolyte Team. In which case, the Vampire Hunter would fill in that slot as an extra Town player.

As an example, a game with 16 players where a different NV Solo is rolled (as of yet, the Dark Avatar is the only other one):

4 Acolytes
1 NV Solo
1 Solo Killer
10 Town (no set ratio of strong/regular town)

In a game with the same number of players where the Vampire DOES get rolled:

4 Acolytes (one of which is secretly also a Vampire)
1 Solo Killer
11 Town (one of which is the Vampire Hunter)
 

shortkut

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This would of course mess with the ratio numbers, since the NV Solo would technically be on the Acolyte Team. In which case, the Vampire Hunter would fill in that slot as an extra Town player.

As an example, a game with 16 players where a different NV Solo is rolled (as of yet, the Dark Avatar is the only other one):

4 Acolytes
1 NV Solo
1 Solo Killer
10 Town (no set ratio of strong/regular town)

In a game with the same number of players where the Vampire DOES get rolled:

4 Acolytes (one of which is secretly also a Vampire)
1 Solo Killer
11 Town (one of which is the Vampire Hunter)
That sounds like a @Zell 17 question
 

Kat

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This would of course mess with the ratio numbers, since the NV Solo would technically be on the Acolyte Team. In which case, the Vampire Hunter would fill in that slot as an extra Town player.

As an example, a game with 16 players where a different NV Solo is rolled (as of yet, the Dark Avatar is the only other one):

4 Acolytes
1 NV Solo
1 Solo Killer
10 Town (no set ratio of strong/regular town)

In a game with the same number of players where the Vampire DOES get rolled:

4 Acolytes (one of which is secretly also a Vampire)
1 Solo Killer
11 Town (one of which is the Vampire Hunter)
I think it works. The purpose of the NVS is to make the town more hesitant to lynch, and a vampire still does that. The town gets an extra person on their team but the Acolytes can also work with the vampire, so that should balance out.
 
I think it works. The purpose of the NVS is to make the town more hesitant to lynch, and a vampire still does that. The town gets an extra person on their team but the Acolytes can also work with the vampire, so that should balance out.
That is true. The town gets an extra player, and one of the bad guys has a double role (until they get lynched) which lets them recover from injuries and possibly turn living townies into Wights. If that still somehow makes the Vampire a little OP, I could always add that the Vampire Hunter starts with a weapon or item.
 
IMO the biggest balance problem is you can know for sure somebody is an acolyte but it's still not safe to lynch them. So having an extra townie is probably good to balance that out.

Also if nobody can kill at night and the vampire hunter is dead, the town is kinda fucked lol.
Very good potentially game-breaking catch there. I'll have to rethink this then.
 
I mean, it doesn't end the game like the Fool or Head Hunter do, so it's not quite as deadly a mistake for the town to make. Still, the potential hesitancy of the town to lynch even a 100% confirmed Acolyte is a problem. Some options would be to go back to one of the earlier versions where they are their own role on the Acolyte team, they are their own role on the NV Solo team, or create some kind of safeguard having to do with Glamors, like items that either prevent it, cure it, or cause Glamored people to suicide.
 

shortkut

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I'm thinking a Vampire-killing or Vampire-identifying item might work better. Or maybe just say the Holy Relic works on Vampires as well as Wights.
Then when vampire hunter dies, their items are bequeathed to another player. Vampire Hunter has to pick at time of death, but they run the risk of giving the items to an acolyte or the vampire themself
 
Then when vampire hunter dies, their items are bequeathed to another player. Vampire Hunter has to pick at time of death, but they run the risk of giving the items to an acolyte or the vampire themself
I meant an item that could be found in the shop or from questing, but that's an idea. They have a one-shot vampire-killing item that they can pass on at death as a safeguard.
 
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