Well - it depends to what degree you would like to make changes in order to feel comfortable. We could just move roles around, tweak a couple roles/x-shot things, or do a more comprehensive overhaul of the whole game.So, what kind of things specifically from each character should we change if we were to?
Looking back on the game after so long, is there anything that stands out that we should change now?
Responses to each line in red. I think the changes favor town overall. Scum probably need a player with a BP with all these town killing roles. Roleblock could become infinite too.HvV2 inspired me to get back to work on this game. Idk if you guys wants to move this game back to works in progress or not, but i did change a few things. most of everything is the same, but i did notice things more clearly that i did NOT want in the game after being away from it so long.
lets go through it:
- I changed Babadook to an Innocent Child, only able to issue the command after N2, and it's up to the player when they want to do that. I thought it made it simpler. Having their role PM sent to an individual character just seemed too lame, and i wanted that character to have a bit more flair so i went with innocent child instead. I think this is fine, makes for a more dramatic reveal. I think the sheet needs to be updated to specify that the player chooses when to reveal and only after a certain night. Part of me says there should be a limit on it like not in lylo but honestly, if a player lives til lylo and doesn't use this ability then good on them lol This is a tick towards town balance wise compared to the original.
- I changed Candyman's role a bit. So, the passive action occurs in concurrence with the same name rule as before, only the player does not know this now. Instead of the name, role, and alignment of the player being relayed, i thought to dumb it down a little bit and only reveal the character's name (flavor), along with the role and alignment. This way, it's not an automatic CONFIRM on said player that has been passively targeted. Thus, Candyman will still have to do some investigating to find out who the character is. What would their Role PM indicate to them? Just curious, generally speaking I love this change and I don't think it has any impact on balance.
- I changed Damien into a Nexus. I must admit, I like this role because it throws a little chaos into the mix and i thought ascetic was boring in the first place since we already have a commuter present. So, i made him a 2-shot Nexus. I think first off this is okay - probably a light tick away from town since it's more random and harder to predict. I don't think you should notify the player they were targeted as the sheet currently indicates.
- I changed the Xenomorph. I want him to kill instead of wound lol. Idk why, but i feel like it gives that role a little more excitement. The loss of a vote didn't seem to make the role worthwhile to me. Plus, i think we can afford to have another Town killing role in the mix aside from the vigilante. Moderate tick towards town, and gives them their third killing role (don't forget the trapper). Plus governor is almost like a day kill as well.
- I made Predator into an even day commuter. Mostly because I didn't want him to feel safe right off the bat. Night 1 should have some fear to it. At least that's what i think lol. Good change
- I got rid of Ghostface. RIP. I tried to make it work flavorwise, but the character was just so tainted by the gossip role that i couldn't salvage the name haha. I didn't want a Gossip, and coming back to the game after so long made me realize just how much i REALLY didnt want one. Fair
- I added Annabelle. Annabelle is a Watcher. I considered making her into a role that targeted a player and got back the names of the actions that were used on said player, but i couldn't find anywhere what the name of that role was. Does that role exist? I guess it would be a powerful one, so you'd have to probably make the player using it a 1-shot if anything. But i've never seen that role in any games i've been in, so i thought that would be a cool thing to add if possible. I feel like we had a role that did that recently but I'm blanking on the name. If you want it to be a role that learns what abilities were used on a player then go for it. Can't find the name? Make one up. It's your game. Call it an "Ability Watcher" or "Ability Detector" or some shit. I think it's actually weaker than a regular watcher. Watchers are very strong.
- I adjusted Sam's role. He can now set his trap on any player, including himself. He's a trickster after all, why restrict him? Sam's role will kill Mafia>neutral>town if any killing roles target that night. If it's a mixture of killing roles, non-killing roles, townies, neutrals, scum (i think you get it) then RNG will decide the kill. UNLESS, you guys think Town can use the buff after these changes, then we can make it that Mafia>neutral>town no matter what kind of actions visit Sam that night. Does it only hit killing roles or any roles that visit? This is also a buff to town - just place this on any moderately strong PR that claims and sit back and get a free scum kill.
- I made Chucky into a 2-shot Hider. I felt like the 3 shots gave him too much leeway. Seems fine
- I changed Black Phillip's role. He can now recruit on any day he wants BUT he only has 3 shots. Can still only recruit up to 2 members. I dont remember which one of you mentioned it, but someone said the non-town/town ratio was already leaning against town with the neutral and scum potential, so i made this adjustment. This also speeds up the rate at which they can be converted though. I'd sooner say odd nights AND 3-shot or some such if you're concerned.
I'm willing to hear any feedback on any of the changes! But i do feel like it was healthy to change some stuff, given the leak. Even if nothing was compromised, it made me feel better to change it just in case. Plus, i really like the roles now, and got rid of the fluff i put in there because i was running out of ideas at a certain point.
Sorry to make you guys look at it again though...
I'll post the old version and 2.0 in the OP just in case you'd like to compare.
I was thinking this as well. I'd rather limit her than the Tracker, so i'll change her to 2-shot. And yes, definitely can't watch the ninja, i agree.I kiiiind of want to say Annabelle should be 2-shot.
Tbh, i don't mind if he gets to recruit early (days 1,2,3) because thats when everyone also has shots of their abilities, so they have a chance at countering his abilities (either by tracking him, watching him, killing him, etc).If you want to trend BP towards using them early, but not speed up the rate at which he can manage two you could make him 3-shot, but say he can't start targeting until N2. So N2 on he could use them any night. Also can add a caveat that he will lose any unused shots after X-night or you could even just outright say starting N2 he MUST try and convert each night going forward for three nights or until two conversions, whichever comes first.
So yeah, worst case scenario, around 14 townies would be dead by then. Leaving 4 town, 1-2 neutral (based on Chucky's decision N5), and 5 scum.Only thing I have to add is to do the math on if as many people die as possible how few people could remain when BP goes to convert on his last chance (N6). I think it's fine to toss the last bit about Damien since that wouldn't be fun for BP and would basically wreck his chances of winning off complete chance.
I suppose you're right. It would be frustrating as a town player to end up losing due to a late conversion, but it's a very unlikely situation. Most people will try every night until they're out of shots or at most skip one night.So yeah, worst case scenario, around 14 townies would be dead by then. Leaving 4 town, 1-2 neutral (based on Chucky's decision N5), and 5 scum.
That's literally the scum victory day. That's not including if he's already recruit 1 townie. So that would leave 3 Town. 9-10 players total.
So, maybe N5 be the last night? I'd also like that overlay with Chucky's Possess ability and the Convert ability potentially interfering with that.
So, 12 dead townies. Leaving 5-6 depending on Chucky's decision, which could also depend on Black Phillip's decision. 1-2 neutral and 5 scum.
But the more we talk about it the more I wonder if Black Phillip needs that restriction. Just give him 3 shots and if he's lucky enough to pull off a late game recruitment, good on them! Looking at the numbers now, that could be an impressive achievement as an x-shot.
Yeah, they share a chat. I was actually thinking of making that chat exclusively during the night phase only.I don't know that we need to do much to help the cult leader. If you want to play it safe, remove the shots and just put a cap on how long he has to recruit. Do they share a chat together (him and his recruits)? I forget. Here's something to remember - he either gets recruits fast and sets his team up as well as he can OR he whiffs a shot or two and then has the ability to either fake some sort of investigative role or even simply push hard for said player and get a lot of town cred (or conversely avoid said players like the plague to try and not get NKed). Cult/converts are hard to balance in general.
You’re right, the swinginess is primarily aimed at how the neutrals act and if town hits themselves.I think the balance is alright. A lot of it is going to come down to is the cult/Chucky successful and do mafia whiff on kills or hit neutrals ever (or does town cannibalize with all their kills). It’s a swingy game for sure, but not wildly unbalanced in any direction.
Yeah, I think any game with this level of role madness is always going to be hard to perfectly balance.You’re right, the swinginess is primarily aimed at how the neutrals act and if town hits themselves.
But even in worse case scenarios, town still has a good chance. I definitely nerfed town a good deal with these edits. But I still think they have strong supportive roles that can help them out immensely.
I’m scared... but then again, it is horror movie mafia lol
You are a 1-shot Companion. Who says monsters can't have feelings? During any night phase, you may target a player and both you and the target will be invulnerable to all night actions, including kills. Here's the drawback: if your target has issued a night action, that action will be aimed at you and will be the only action you are vulnerable to.
That works for meI kind of want to suggest making the doublevoter 3-shot, just to make it so scum doesn't HAVE to kill said player.
will do!Also update the order of operations as needed
I think it's gamerunner's discretion. I personally would say it's per phase, others say one use and done for each "shot".and how do shots normally work with that? does the shot only count if the double voter leaves it there til EOD or does a shot get depleted every time the command is issued?
Yeah, that wouldn't be fair. Remind me - does Chucky gain their role or only their alignment?and i just realized something: if chucky takes someones role and kills them, the person who flips as chucky, do they still have their same wincon or do they inherit chucky's wincon?
damn, i'd feel bad if they get labeled a neutral and now cant potentially still be apart of the winning team... how do i remedy this...
Alignment and role with any remaining shots left. Flavor wise, the target’s mind would still be in the body but just not able to control themselves anymore. So I’m thinking just keeping them the same alignment and Chucky would be that alignment now as well. Technically, two people as the same character but one is no longer in control.Yeah, that wouldn't be fair. Remind me - does Chucky gain their role or only their alignment?
@PedroAlignment and role with any remaining shots left. Flavor wise, the target’s mind would still be in the body but just not able to control themselves anymore. So I’m thinking just keeping them the same alignment and Chucky would be that alignment now as well. Technically, two people as the same character but one is no longer in control.
To elaborate on this, if Chucky dies in their new host, I will announce during the flip that “blank and blank has died, they were BOTH [insert role here]...”@Pedro
Do you think it would cross the line into bastard if we pull a HVV and just have the player possessed by Chucky disappear from the player list?
Going this route, does the Chucky role not flip alongside the highlighted message? And if the name disappears off the player list its still a janitor kill, just more like the cell one in HvV?The best option in my mind is you drop the player chucky targets to possess from the player list (Cell eating people style) and ALSO post a highlighted message at day start with something like "Chucky has found a new host".
But you don’t want to hide all your life, do you? During Night 5 or any night after, you may target a player by messaging the game runner the command POSSESS: <target> to inherit their role and alignment. The targeted player will die but will win/lose alongside you as that same character. If the target has an ability with all shots depleted, you will inherit no shots. If they have shots left, you will assume all remaining shots. The game runner will inform the players that "Chucky has found a new host."
You make a mighty inspiring sandwich. During any night phase, message the command RECHARGE: <target> to the game runner and come the next night phase, if that player has a compatible x-shot night action, they will gain an additional shot to use on another night.
What I can do is have them submit it in advance anytime during the day. I will let them override their decision every 12 hours during the day ONLY if their target unvotes them. Lastly, I’ll give them the option to change their vote right after EOD if they’re around and if they are the lynch, obviously. Does that sound fair?If they submit it in advance it would be with the understanding that said player would have to end up being on their vote. I think allowing them to put it in, knowing it could become invalid, is better than forcing them to have to show up in a specific time frame just in case they can't (time zones, life, etc.).
Okay, so Town would have 7/24 chance to get hit. Scum, 3/24 and neutral 2/24. 5/24 chance for non-town.I think you shouldn't let them recharge candyman. It would be nebulous whether you should do the next player that said five, if it should count from when they got the shot or from the first five after the initial five, if it could be the same player, etc.
Yep, that sounds fair and I think that last change is fine too! Just let me know when you're finished with PMs and the order of operations and I'll give this the final stamp of approval (again).What I can do is have them submit it in advance anytime during the day. I will let them override their decision every 12 hours during the day ONLY if their target unvotes them. Lastly, I’ll give them the option to change their vote right after EOD if they’re around and if they are the lynch, obviously. Does that sound fair?
Okay, so Town would have 7/24 chance to get hit. Scum, 3/24 and neutral 2/24. 5/24 chance for non-town.
I can live with that. I made the recharger a 2-shot and the nexus a 1-shot instead of a 2-shot.
i did some digging and role blockers cant traditionally block passive roles. but i dont think it gets redirected though. i think the RB just fails then.
- I also have no idea if a Roleblocker can block a Nexus. They can block a redirect though, so maybe?
Seems fine to me! Still haven't had time to go through PMs.i did some digging and role blockers cant traditionally block passive roles. but i dont think it gets redirected though. i think the RB just fails then.
i guess Candyman is safe from it, too.
so, Hider -> Nexus -> RB
i took off the vengeful and moved down the tailor.
Crap - totally forgot I needed to review the PMs again. Let me try and get to that in the next week or so.Don’t forget about me Natiko :)
Thinking about running this early next year as a graduation gift to myself l
I'm fine with that. And while on the subject, yes, the nexus redirects to different random players each action placed upon them on a specific night. It's a chaotic role indeed, and that's why i reduced him to 1-shot.I think Nexus should be second - the Companion, Roleblock, Hider, etc. would all also redirect to a different random target. It makes the most sense to treat it similar to a commute in that nothing can get around it priority wise (excluding a kill)
Is it because it's a more known role? I don't mind, was just wondering.I think Hider should go before Companion
That's a good point. Not sure why I put him above the recruiters. Normally being above the cops wouldnt be a big deal but since there are recruiters, he would need to be below not just them but the cops as well to make it a fair game. I'm fine with putting him on the bottom or above the trackers.Should Trapper go..last? I guess? It sounds counter intuitive but since it should be RNGing between all other visitors it doesn't make sense to trigger before all of the actions have finished
I actually don't mind. I hope that doesn't sound shitty, but if they just so happen to hit Phillip w/ their one shot, good on them.Vanillaizer - You wouldn't want this blanking out the cult would you? If you want the convert to still be able to happen I would tweak the verbiage of the role PM to say "excluding voting and/or faction abilities"
Changed.Candyman - Maybe it should say "Once certain criteria have been met, you will learn..." at the beginning instead?
I was going to tell him. I put the results message in the design sheet saying "you have one day to live."Will the Adrenaline Junkie be informed if their ability has activated?
Ooft, I definitely worded that shitty. No, I want the target to be notified that they've received an extra shot at the end of the same night phase and them able to use it starting the following night phase. I fixed that.Recharger - So they target someone N1, the target is only informed on N2, and they can't use the additional shot until N3? Is that how you want it?
I think it's only fair that every time the command is used, the shot be depleted. Not only is the shot itself powerful at EOD, but the threat of it being around and/or being in play is powerful, too. It's also a 3-shot, which is generous imo. I reworded it.Double Voter - Still not clear if it's each use takes a shot or each phase used takes a shot
Changed.Vigilante - Should specify Day Vigilante if it can only be used during the day
No. I edited it to make the role clearer. A lot clearer.Vengeful - So if they pick a player, and said player unvotes before EOD, but the Vengeful player isn't around and gets voted out - does the selected target still die?
Changed.The Witch role PMs should say "a part" instead of "apart"
Changed.Gamerunner PM should say "infinite" (small typo correction - I assume this is the example PM)
Okay, I put it in the notes of the grave robber. How unfair would it make the game if the innocent child and trapper were included?Grave Robber - You should probably list on the spreadsheet somewhere what roles are valid to rob
Responses in red.I'm fine with that. And while on the subject, yes, the nexus redirects to different random players each action placed upon them on a specific night. It's a chaotic role indeed, and that's why i reduced him to 1-shot.
Is it because it's a more known role? I don't mind, was just wondering.
I think it makes more sense for the Hider to be able to hide and avoid the Companion action.
That's a good point. Not sure why I put him above the recruiters. Normally being above the cops wouldnt be a big deal but since there are recruiters, he would need to be below not just them but the cops as well to make it a fair game. I'm fine with putting him on the bottom or above the trackers.
I think putting it at the bottom and just making a note that the track and the trap happen simultaneously is fine (e.g. the tracker can track the trapper, but can also spring the trapper's trap)
I actually don't mind. I hope that doesn't sound shitty, but if they just so happen to hit Phillip w/ their one shot, good on them.
Very brutal, but if that's your desire go for it.
Changed.
I was going to tell him. I put the results message in the design sheet saying "you have one day to live."
Ooft, I definitely worded that shitty. No, I want the target to be notified that they've received an extra shot at the end of the same night phase and them able to use it starting the following night phase. I fixed that.
It honestly probably needs a further tweak. Maybe something like "...the target will inherit an additional shot if applicable." Technically they could hit the double voter which would not be restricted to waiting until the next night phase.
I think it's only fair that every time the command is used, the shot be depleted. Not only is the shot itself powerful at EOD, but the threat of it being around and/or being in play is powerful, too. It's also a 3-shot, which is generous imo. I reworded it.
Changed.
No. I edited it to make the role clearer. A lot clearer.
It still feels clunky, but it at least makes sense (aside from a typo - mine should be mind). That said I'd rather it just be something like "You may issue the command in advance of day end. Should you be voted out and your command be a valid player with a vote on you they will die. If not, you have X minutes to submit a final command. If you are not present to issue a valid command, the gamerunner will RNG the selection between the players that voted you (including a none option) to determine your action."
Changed.
Changed.
Okay, I put it in the notes of the grave robber. How unfair would it make the game if the innocent child and trapper were included?
Probably too strong, but there are options you didn't include that I would. My gut says Companion, Doctor, Recharger, Tracker, Commuter, Ability Watcher.
Yeah, we did and the Governor cannot be recharged, no way lolAlso as I was looking at it again, did we ever discuss the Recharger and the Governor? Because that's a no no. Players will be super unhappy if one player gets to determine the lynch three times.
Okay, i made a notation in the Operations tab.I think putting it at the bottom and just making a note that the track and the trap happen simultaneously is fine (e.g. the tracker can track the trapper, but can also spring the trapper's trap)
Wasn't going to let any of the day actions be rechargeable but since each usage of the double vote command depletes a shot, i think the doublevoter could do with a possibility of a shot recharge.It honestly probably needs a further tweak. Maybe something like "...the target will inherit an additional shot if applicable." Technically they could hit the double voter which would not be restricted to waiting until the next night phase.
Okay, in that case, I'm going to just make the I.C. ability activate on Day 2 passively. This way I don't have to worry about one less night command and it will be easier. And are you sure we can't keep the trapper on the list? LOL i want people to die, as you can see. This is the list then: Doctor, Recharger, Commuter, Companion, A.C, Doublevoter, Tracker, A.W, Trapper.Probably too strong, but there are options you didn't include that I would. My gut says Companion, Doctor, Recharger, Tracker, Commuter, Ability Watcher.
Hmm, i never considered the RNG mechanic in this way. Including the none option would be a good idea, too. How many minutes should I give them to submit the command?It still feels clunky, but it at least makes sense (aside from a typo - mine should be mind). That said I'd rather it just be something like "You may issue the command in advance of day end. Should you be voted out and your command be a valid player with a vote on you they will die. If not, you have X minutes to submit a final command. If you are not present to issue a valid command, the gamerunner will RNG the selection between the players that voted you (including a none option) to determine your action."
Recharging the trapper could be swingy but since it isn’t aimed and it’s an edge case I’ll allow it.Yeah, we did and the Governor cannot be recharged, no way lol
Okay, i made a notation in the Operations tab.
Wasn't going to let any of the day actions be rechargeable but since each usage of the double vote command depletes a shot, i think the doublevoter could do with a possibility of a shot recharge.
Okay, in that case, I'm going to just make the I.C. ability activate on Day 2 passively. This way I don't have to worry about one less night command and it will be easier. And are you sure we can't keep the trapper on the list? LOL i want people to die, as you can see. This is the list then: Doctor, Recharger, Commuter, Companion, A.C, Doublevoter, Tracker, A.W, Trapper.
9 options sounds fair.
Hmm, i never considered the RNG mechanic in this way. Including the none option would be a good idea, too. How many minutes should I give them to submit the command?
Okay, how does it sound now?Recharging the trapper could be swingy but since it isn’t aimed and it’s an edge case I’ll allow it.
I’d say 15 is fair and you may be using that time to do flavor stuff anyways. If they’re voted out you can post a please standby while you get the stuff ready as well to let people know it’ll be a moment.
Seems good! I think this is done again if you’re good with it. Sorry we had to go through this all - hopefully you like the new version more!Okay, how does it sound now?
I like it a lot more. I was in no particular rush, anyways. Glad I can run it without the stress of school on my mind. Thanks for all your help, Natiko :DSeems good! I think this is done again if you’re good with it. Sorry we had to go through this all - hopefully you like the new version more!
Yeah, I did consider it but it would be quite the role to make up if claimed. If Town doesnt believe their claim then that's on them.Candyman is still a quasi cop because all of those scum roles will likely get them voted out so that might be something to consider.
Omg great catch!! I wouldve got burned for that bad lol. Well, i do want to make her ninja ability like i mentioned, i think that would be cool for the scum team. Now to fix the tailor issue... i’ll get back with something tonight.Probably, though it's obviously less common. Also, I just realized it's not a role flip tailor - it just is the alignment change for the night. That seems pretty unnecessary given there's only a single alignment check in the game now.
Hell, maybe give him the ability to use dead scum roles? Even though RB, Switch and Role cop can be anti-town, why tf not give them the option to do what they want? They might end up doing something impressive with themLike what would you include of the others?
Is there a name for a role that can check a player and upon the checker's death, the checked player dies too?Lynchproof is a much stronger role than anything else they have, that’s why I said it’s closer now. Town just has the crazier powers for sure, but they at least are mostly all x-shot.
I think what can even it out is giving the Strongman a 1-shot ability that is somewhat innocuous. Then every scum player has some ability they can claim that isn’t 100% scummy like strongman or ninja. Role Cop, Switcher, Roleblock, and ??? as Town claims are possible to pull off at least.
Are you asking me to make the villain from my favorite horror movie of all-time even cooler?What about making the Switch/Ninja a full blown JOAT by adding the Strong to it. Making this new role take the place of the former strongman entirely?
RIP. I’ll shield you from the the tomato throws, NatOn the flip side scum could get blitzed and lose by the end of D2 so it’s only fair I guess.
Okay I like this. I should also keep it so they cant use it until N3? or N2? Or nonethink it should operate that way too so the town killing roles wouldn’t trigger it.
N2 or N3 I sayOkay I like this. I should also keep it so they cant use it until N3? or N2? Or none
And should we consider it a kill shot? I ask this because of the Nexus. Should the Nexus be able to deflect it or not? Because if so, it could latch onto a scum team mate.N2 or N3 I say