TvM: Round 3
Posted: Fri Jul 08, 2016 1:30 pm
Sorry, FDK, I think I'll be hosting again lol :b .
Anyways ayyyyyt. It's here, bruuuuuuuuh.
Okay, so, it's not actually starting yet. First, we need to flesh some things out. Like, figure out what'll be in the game and whatnot. So basically, answer these questions:
1. Should we add a Cult again?
2. Should we add the Freemasons?
3. Should we add a Self-Aligned player?
We have eleven players, so adding Cultists and Freemasons won't be a problem, we can make adjustments to that. Personally, I'd prefer if we added both of those factions, to give more interaction between players and encourage teamwork and interesting role combos and whatnot. My problem, though, is with the case of the Self-Aligned player. I understand that it's normally cool to have one, evil enemy that literally everyone needs to look out for, but in all my games with self-aligned players I have literally never seen them win, even though they have all these buffs. Playing as them is notoriously difficult. The problem is really more that they're extremely hard to play as, even if you give them lots of protection and abilities and whatever. Plus, they'll only work if we have a lot of players, and sadly, more players means more people they have to eliminate and longer time needed to survive, and thus the harder for them to win.
But whatever, if y'all want to add a Self-Aligned, then why not lol. Anyways, just vote in the above poll which extra factions you want to add. If a faction gets more than six votes (basically if more than half of you want it) then we can add it . You can vote for more than one option in case you want all additional factions to be in the game, so yeah lol.
In case y'all forgot or in case y'all aren't familiar with the five factions, here they are:
And if you forgot the rules, here:
Anyways, once we answer the above three questions, we can go directly to giving everyone roles.
Just like last time, you can't tell me what specific list of roles you want. You have to give me a list of role types you want, and then I'll use random number generator to give you a role classified under that type. First come first serve. If all slots in that type are taken, I'll take what's second in your list. This is to prevent people ganging up at the very start of the game, so sorry, but none of you have guaranteed Assassin .-.
So for example, a list can look like this:
1. Government
2. Assassination
3. Conversion
...
...
...
69. Sabotage
If you, for example, gave me that list, then I'll give you government role priority. But if all the government slots have been taken, then I'll have no choice but to give you an assassination role. And if that's taken, then conversion's next, etc etc, until you reach a role type with a free slot. Gots? :b
A list of role types and their respective roles (get ready, 'cause this is a long one):
If you'll notice, there's a lot of roles now, and most of them received changes for the sake of the game's balance. A list:
- Masons can no longer convert other players. They already start off as a sizable group and already have the Town's trust, so giving them the ability to convert other players is serious overkill. Instead, they can now "motivate." When a player has been motivated, they will be capable of performing their night action twice for one night.
- Replacing the Masonic Recruiter is the Informant. Basically, even if they can no longer recruit other players into the Freemasons, they will atleast be able to gather allies from the Town through the Informant. The downside is, of course, if the person the Informant targeted is part of either Cult or Mafia.
- Follow the Cop, which is when everyone in the Town relies entirely on the results of Investigative roles, is usually not good for the game. So Detectives no longer have Bulletproof, and I've opted to add the Interceptors and Diverters. To be honest, these two roles, along with the Informant, aren't actually from TvM or Salem directly--they're from this thing called Epicmafia and I just copy-pasted them here because lolz. Anyways, to balance out, there will also be an Investigator who can, y'know, do investigatory stuff.
- No more Trackers, Watchers and Paranoid players because those things are damn underpowered, boring, and irritating.
So, yeah. That's basically it.
Players List:
- TTT (Alive, Unknown Role/Alignment)
- Manijure (Alive, Unknown Role/Alignment)
- Zonoro (Alive, Unknown Role/Alignment)
- FDK (Alive, Unknown Role/Alignment)
- Warbot (Alive, Unknown Role/Alignment)
- Magnus (Alive, Unknown Role/Alignment)
- Magicmetal (Alive, Unknown Role/Alignment)
- Kingmaker (Alive, Unknown Role/Alignment)
- Ninja (Alive, Unknown Role/Alignment)
- FastAndBlast (Alive, Unknown Role/Alignment)
- AerisDraco (Alive, Unknown Role/Alignment)
- Benny (Alive, Unknown Role/Alignment)
So... basically yeah. Don't forget to send me your lists! I can't start the game until everyone has given me their list. If you're not part of the game but want to join, then please, by all means, go ahead and tell me in this thread so I can add you ^-^ .
G'luck!! ^-^
Anyways ayyyyyt. It's here, bruuuuuuuuh.
Okay, so, it's not actually starting yet. First, we need to flesh some things out. Like, figure out what'll be in the game and whatnot. So basically, answer these questions:
1. Should we add a Cult again?
2. Should we add the Freemasons?
3. Should we add a Self-Aligned player?
We have eleven players, so adding Cultists and Freemasons won't be a problem, we can make adjustments to that. Personally, I'd prefer if we added both of those factions, to give more interaction between players and encourage teamwork and interesting role combos and whatnot. My problem, though, is with the case of the Self-Aligned player. I understand that it's normally cool to have one, evil enemy that literally everyone needs to look out for, but in all my games with self-aligned players I have literally never seen them win, even though they have all these buffs. Playing as them is notoriously difficult. The problem is really more that they're extremely hard to play as, even if you give them lots of protection and abilities and whatever. Plus, they'll only work if we have a lot of players, and sadly, more players means more people they have to eliminate and longer time needed to survive, and thus the harder for them to win.
But whatever, if y'all want to add a Self-Aligned, then why not lol. Anyways, just vote in the above poll which extra factions you want to add. If a faction gets more than six votes (basically if more than half of you want it) then we can add it . You can vote for more than one option in case you want all additional factions to be in the game, so yeah lol.
In case y'all forgot or in case y'all aren't familiar with the five factions, here they are:
And if you forgot the rules, here:
Anyways, once we answer the above three questions, we can go directly to giving everyone roles.
Just like last time, you can't tell me what specific list of roles you want. You have to give me a list of role types you want, and then I'll use random number generator to give you a role classified under that type. First come first serve. If all slots in that type are taken, I'll take what's second in your list. This is to prevent people ganging up at the very start of the game, so sorry, but none of you have guaranteed Assassin .-.
So for example, a list can look like this:
1. Government
2. Assassination
3. Conversion
...
...
...
69. Sabotage
If you, for example, gave me that list, then I'll give you government role priority. But if all the government slots have been taken, then I'll have no choice but to give you an assassination role. And if that's taken, then conversion's next, etc etc, until you reach a role type with a free slot. Gots? :b
A list of role types and their respective roles (get ready, 'cause this is a long one):
If you'll notice, there's a lot of roles now, and most of them received changes for the sake of the game's balance. A list:
- Masons can no longer convert other players. They already start off as a sizable group and already have the Town's trust, so giving them the ability to convert other players is serious overkill. Instead, they can now "motivate." When a player has been motivated, they will be capable of performing their night action twice for one night.
- Replacing the Masonic Recruiter is the Informant. Basically, even if they can no longer recruit other players into the Freemasons, they will atleast be able to gather allies from the Town through the Informant. The downside is, of course, if the person the Informant targeted is part of either Cult or Mafia.
- Follow the Cop, which is when everyone in the Town relies entirely on the results of Investigative roles, is usually not good for the game. So Detectives no longer have Bulletproof, and I've opted to add the Interceptors and Diverters. To be honest, these two roles, along with the Informant, aren't actually from TvM or Salem directly--they're from this thing called Epicmafia and I just copy-pasted them here because lolz. Anyways, to balance out, there will also be an Investigator who can, y'know, do investigatory stuff.
- No more Trackers, Watchers and Paranoid players because those things are damn underpowered, boring, and irritating.
So, yeah. That's basically it.
Players List:
- TTT (Alive, Unknown Role/Alignment)
- Manijure (Alive, Unknown Role/Alignment)
- Zonoro (Alive, Unknown Role/Alignment)
- FDK (Alive, Unknown Role/Alignment)
- Warbot (Alive, Unknown Role/Alignment)
- Magnus (Alive, Unknown Role/Alignment)
- Magicmetal (Alive, Unknown Role/Alignment)
- Kingmaker (Alive, Unknown Role/Alignment)
- Ninja (Alive, Unknown Role/Alignment)
- FastAndBlast (Alive, Unknown Role/Alignment)
- AerisDraco (Alive, Unknown Role/Alignment)
- Benny (Alive, Unknown Role/Alignment)
So... basically yeah. Don't forget to send me your lists! I can't start the game until everyone has given me their list. If you're not part of the game but want to join, then please, by all means, go ahead and tell me in this thread so I can add you ^-^ .
G'luck!! ^-^