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#1 | |
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Flame of the Ainulindalë
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We might f.ex. have a rule, that only those villains outnumbering the others, are allowed the "night-kill"? In this case the wolves would have the edge in the beginning, but if vampires would pass them in numbers, the wolves would be in a very sticky situation indeed. A kind of seer-wolf could do the trick to balance it somewhat. A seer-wolf would dream as a seer, but be revealed her/his dream-targets vampireness only. One could think of an automatic upgrading here, the W-S having "upgrades" to her/his dreams automatically, if someone s/he has dreamed of, had turned to a vampire later on? Or the cursed villager, turning only to a wolf, not to a vampire: if the vampires would try to turn that person to a vampire, they would just be informed, that it didn't happen? During the days, both wolves and vampires would anyhow just have to make it with their tongues... Anyway: the vampires ability to increase their numbers is a strong asset as the game goes forwards and should be balanced in someway... The villagers, anyhow, seem to be the ones, that will really have the hard times... Maybe something to compensate to them also? The real seer having auotomatic upgrades? A PM'd Seer's discovery of innocence to all innocent villagers, when that comes around? Or maybe even all of the Seer's information passed on to all villagers - in that case no automatic upgrades, I guess = you couldn't believe everything the seer has learned after one or two days? Or two hunters? Three? (a +15 game would be needed, I suppose) Maybe we could have different kinds of hunters? 1 normal (having to suspect one villain, of the kind that comes to kill her/him), 1 multiple-villain-hunter (able to suspect two or three villains at the same time, but only applying, if the attackers are of the kind - vampire or a wolf - s/he suspects) and 1 "Rambo-class"-hunter (not needing to suspect anyone: just dragging any attacker with her/him to death - the attacker killed could be randomly decided by the Mod)? It seems fascinating - and very complicated! This, if thought through with care, could be a really challenging game. But the threat of one party or another being too overwhelming lures around... EDIT: 500 messages!
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Upon the hearth the fire is red Beneath the roof there is a bed; But not yet weary are our feet... |
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#2 |
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Riveting Ribbiter
Join Date: May 2005
Location: Assigned to Mordor
Posts: 1,767
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Another balance...maybe:
If a vampire targets a wolf, vampire dies. If a vampire attacks a gifted, nothing happens to the gifted AND the gifted learns the vampire's identity. Or is that pushing the balance too far against the vampires?
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People assume that time is a strict progression of cause to effect. But actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly, timey-wimey... stuff. |
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#3 |
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The Pearl, The Lily Maid
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Um...I recognize that I may very well be all on my lonesome in this...
But I think the vampires sound absolutely confusing and unbalanced...especially in a game with two newbies have signed up. Grendelien and Findëasëa, are you still here? I'm all for calling the werewolves potted petunias if our Fearless Leader so wishes, but actually modifying the game for these vampires sounds too confusing. A lot of kinks need to be worked out first.
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<=== Lookee, lookee, lots of IM handles! |
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#4 | |
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Flame of the Ainulindalë
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Quote:
It sounds interesting - if it could be well and balancedly organized. I have no intention in asking Farael to go on with this wild idea in an instant, in a game that after all is his game! That's not something that I could, or even would like to do...
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Upon the hearth the fire is red Beneath the roof there is a bed; But not yet weary are our feet... |
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#5 |
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Ghost Prince of Cardolan
Join Date: Nov 2005
Location: In hospitals, call rooms and (rarely) my apartment.
Posts: 1,538
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How about this?
(We'd need a large village) The game starts with four wereorcs and one vampire. The vampire may choose one villager every night to "transform" but only if this transformation will not put the number of vampires over half the number of wereorcs (rounding up) Effectively, this means that you can only have two vampires, and that only if there are three or four wereorcs. So, first day we have four wereorcs and one vampire. Second day I assume it'll be four wereorcs and now two vampires, the vampires can't get anyone else. Third day the villagers lynch a wereorc, but given the rounding up two vampires are still allowed. Fourth day the villagers lynch a vampire. Fourth night, the vampire chooses someone else. Fifth day, the living vampire already choose his next victim, so it's back to three wereorcs and two vampires, but when the day is done the villagers lynch another wereorc. Now the ratio is two-two, so should the villagers get another vampire, the remaining one can't transform anyone else. BUT. If the vampire tries to convert a wereorc nothing happens yet both learn each other's identity. If the wereorc decides to attack the vampire, the vampire is kiled. If the vampire tries to convert a gifted, their role is revealed to the gifted and the fact that the other person was "gifted" is revealed to the vampire, but not what gift he/she has. Wouldn't the game be over too soon? well, to avoid needing a 30+ village which can get far too hectic, I'd say that the vampire is "smarter" than a wereorc and thus he lets the wereorcs do the dirty job while he kicks back and selects his allies carefully. Once all the wereorcs are dead, and should the vampire still be alive, he starts getting a nightly kill. Still, we'd need a village of about 20 people for it to work out.... and that's only if you all want to try it out. Oh, and trying the role of the vampries would mean that we are not doing the Shaman thing.... that way we cah see if a game with vampires is fun or not and on a later day we can do the same experiment for a game with a shaman.
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I prepared Explosive Runes this morning. |
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#6 |
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Wight
Join Date: Mar 2006
Posts: 102
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Is THIS what I was PM'D about? I am so confuzzled.
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"I want to die in my sleep, like my grandfather... not screaming and yelling like the passengers in his car." |
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#7 |
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Corpus Cacophonous
Join Date: Jan 2003
Location: A green and pleasant land
Posts: 8,390
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That all looks far too complicated to me, Farael.
My speculation about vampires was as an alternative to werewolves, rather than as an additional team. Even then, it would need to be carefully worked out and might ultimately prove to be unworkable. All this adding extra roles and boosting the powers of others to compensate seems to me simply to add unnecssary complication and risks seriously unbalancing the game. I am all for tweaking the roles or trying out new ones, but I think it best that these things be done incrementally rather than by wholesale change. That way, new roles can be tested with minimum risk of imbalance and, if they work, can be later incorprated into new games in different combinations. Oh, and I still don't like wereorcs. They just come across as wholly underwhelming. How about were-wyrms? They're canon.
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Do you mind? I'm busy doing the fishstick. It's a very delicate state of mind! Last edited by The Saucepan Man; 03-29-2006 at 06:01 PM. |
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#8 | |||
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Ghost Prince of Cardolan
Join Date: Nov 2005
Location: In hospitals, call rooms and (rarely) my apartment.
Posts: 1,538
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Quote:
Quote:
There is a cap on the number of vampires, which is half the number of wereX rounded up. The vampires can only be more than the cap number should the wereX get lynched but not the vampires. The vampires don't get a nightly kill untill all the wereX are gone. A vampire trying to convert a wereX gets himself revealed to the wereX A vampire trying to convert a gifted reveals himself to the gifted and in turn the vampire knows he has chosen a gifted (but not what gifted) A wereX trying to devour a vampire does it as if it was a villager. Vampires don't get nightly kills until all the wereX's are gone. The only way it'd work is with a large village though. The vampires are unlike the werebears in that they don't get a nightly kill every night, and the only way they can rid themselves of the wereX's is by the "conventional" methods. Quote:
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I prepared Explosive Runes this morning. |
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#9 | |
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Riveting Ribbiter
Join Date: May 2005
Location: Assigned to Mordor
Posts: 1,767
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All looks good to me, Farael. I like the cap on the number of vampires. Keeps them from winning just by transforming all of the ordos.
I'd like to give it a try, if possible. Quote:
This is the recruiting/admin thread for most of the Tol-in-Gaurhoth games, so if you're looking to sign up for a game, you've come to the right place. Any questions, ask away.
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People assume that time is a strict progression of cause to effect. But actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly, timey-wimey... stuff. |
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#10 | |
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Riveting Ribbiter
Join Date: May 2005
Location: Assigned to Mordor
Posts: 1,767
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Quote:
But seriously, you have a point. And the vampire is awfully similar to Elempi's confusing evil wizard. That game is going to be very, very complex. Players: Caranlondien JennyHallu Nogrod? Diamond? Grendelien Saucepan Wolf Findëasëa Celuien (un-question-marked myself. )Zali So we have 9 (?) so far. Maybe the village won't be large enough for the new role anyway.
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People assume that time is a strict progression of cause to effect. But actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly, timey-wimey... stuff. |
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