[size=200]The "X" [center]VS[/center] [right]The "Y"[/right][/size]
[center][size=150]Dance off!/Lets duel![/size][/center]
[size=100][center][spoiler][b]---
[Insert flavour][/size]
[size=150][color=#FF0000]The X has won the dance/duel against the Y[/color][/b][/center][/spoiler][/size]
The "X"VSThe "Y"Dance off!/Lets duel!Spoiler:
[b][size=150]Pending:[/size]
None
[size=150]Accepted:[/size]
[color=#00BF00]None[/color]
[size=150]Denied:[/size]
[color=#FF0000]None[/color]
[size=150]Cowards:[/size]
[color=#00BFFF]None[/color]
[size=150]Remaining:[/size]
[color=#BFBFFF][Insert names here][/color][/b]
[quote="Gifts"]
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
[/quote]
Pending:
None
Accepted:
None
Denied:
None
Cowards:
None
Remaining:
[Insert names here]Gifts wrote:The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
The []: 1 Deny/ 1 Switch/ 0/1 Reserve
Blackajack wrote:Big post ahead.
As my current game is coming to an end I'd like to host an experimental BtM using modified rules. These rules are excessively modified to solve some of - at least what I see - the core problems with BtM.
1. Dinner Phase & Switches.
The dinner phase feels very additional right now. Not to say it isn't important, but switches only exist for the sake of three roles (Poisoner, Peasant, Thief). The phase is important for certain abilities to take place so I don't think it should be removed and it also represents an important part of the general BtM 'motif'.
Therefore, this experimental would rework the dinner phase. In the dinner phase, the group would sit and eat as normal. You can't switch plates anymore - what you get is what you get. Thief would be reworked (wanted to do it anyway as it's a role that basically exists to be another role and is very unhealthy), poisoner would be unchanged and peasant would gain a benefit in another area to compensate (I'm thinking knowledge of blackmail/intimidate targets). Switching is entirely removed and the phase exists for guessing and for whichever roles to summarize. I believe this change would make a more organic phase and place more emphasis into challenging, which is the biggest part of the game.
I'll write the reworked version of those roles before the game goes live.
2. Role card clarification.
Not to meta too much into my game, but because of how certain rolecards are written I've had to make some difficult choices that I assume has affected the game in ways I didn't expect. I've taken everything literally for now but I've also seen them interpreted differently. I think more clarification is required for most rolecards in this area, when they can be used and when each effect resolved. MAA is a clear example of this, it doesn't define WHEN during a phase the shot occurs.
I'll write these clarifications before the game goes live. A lot of people already knew how these roles behaved, it would just be better for new hosts that they know EXACTLY how each role behaves.
3. Some new/revisiting gifts.
In my game, as Tech probably saw, somebody suggested a double challenge gift. So sure, let's do it. There would be a new gift which would allow you to call an extra challenge. You could collect as many as you want and challenge any number of players in a phase equal to the number of extra challenges you have + 1. I would go as far as to say however that you could not call an extra challenge on the same player more than once in a phase.
Naturally, free switches would be removed. Honestly, nobody ever took them anyway scarce for those known poisoner when numbers were below 5.
Gift reserves need more definition - WHEN can you redeem them, rather then having them being a free ace-in-the-hole. I think there should be more strategy with the gift reserves.
Finally, people in the past liked the lottery ticket. So I think it's worth re-running again.
4. Experimental roles being tested.
Suggest your roles folks. I'd like to run a few in particular. I'm mainly looking at the experimental roles list for this. I'm rather open. 15 roles again ideally, although if there's more interest I'll open more slots.
Chemist1422 wrote:Blackajack wrote:Big post ahead.
As my current game is coming to an end I'd like to host an experimental BtM using modified rules. These rules are excessively modified to solve some of - at least what I see - the core problems with BtM.
1. Dinner Phase & Switches.
The dinner phase feels very additional right now. Not to say it isn't important, but switches only exist for the sake of three roles (Poisoner, Peasant, Thief). The phase is important for certain abilities to take place so I don't think it should be removed and it also represents an important part of the general BtM 'motif'.
Therefore, this experimental would rework the dinner phase. In the dinner phase, the group would sit and eat as normal. You can't switch plates anymore - what you get is what you get. Thief would be reworked (wanted to do it anyway as it's a role that basically exists to be another role and is very unhealthy), poisoner would be unchanged and peasant would gain a benefit in another area to compensate (I'm thinking knowledge of blackmail/intimidate targets). Switching is entirely removed and the phase exists for guessing and for whichever roles to summarize. I believe this change would make a more organic phase and place more emphasis into challenging, which is the biggest part of the game.
I'll write the reworked version of those roles before the game goes live.
2. Role card clarification.
Not to meta too much into my game, but because of how certain rolecards are written I've had to make some difficult choices that I assume has affected the game in ways I didn't expect. I've taken everything literally for now but I've also seen them interpreted differently. I think more clarification is required for most rolecards in this area, when they can be used and when each effect resolved. MAA is a clear example of this, it doesn't define WHEN during a phase the shot occurs.
I'll write these clarifications before the game goes live. A lot of people already knew how these roles behaved, it would just be better for new hosts that they know EXACTLY how each role behaves.
3. Some new/revisiting gifts.
In my game, as Tech probably saw, somebody suggested a double challenge gift. So sure, let's do it. There would be a new gift which would allow you to call an extra challenge. You could collect as many as you want and challenge any number of players in a phase equal to the number of extra challenges you have + 1. I would go as far as to say however that you could not call an extra challenge on the same player more than once in a phase.
Naturally, free switches would be removed. Honestly, nobody ever took them anyway scarce for those known poisoner when numbers were below 5.
Gift reserves need more definition - WHEN can you redeem them, rather then having them being a free ace-in-the-hole. I think there should be more strategy with the gift reserves.
Finally, people in the past liked the lottery ticket. So I think it's worth re-running again.
4. Experimental roles being tested.
Suggest your roles folks. I'd like to run a few in particular. I'm mainly looking at the experimental roles list for this. I'm rather open. 15 roles again ideally, although if there's more interest I'll open more slots.
1. I’m really not a big fan of this change for one reason—it makes Poisoner objectively stronger than MAA, who has less control over whether he can kill a player or not. Poisoned without switches has no limitations other than the phase change which doesn’t hurt it that much.
2. Fine and good, thank you
3. Agree on the gift reserves and a double challenge gift sounds interesting. If it were to be run without alliances permitted, seeing the message gift from T14 would be fun
4. Personally would like to see Kleptomaniac and Cheater reused after the mess that was T14, but if you use Cheater you should probably make it act during challenge phase instead
Chemist1422 wrote:1. Yeah, that works
2. viewtopic.php?f=25&t=101856
Cenvil2 wrote:1. AP is way worse than DP. (it exist only for the sake of 2 roles, and others cannot do anything, while during DP they still can switch/guess etcetera)
Blackajack wrote:Cenvil2 wrote:1. AP is way worse than DP. (it exist only for the sake of 2 roles, and others cannot do anything, while during DP they still can switch/guess etcetera)
This is actually quite interesting and very true. We could remove the action phase but then we'd need to rework the roles that apply during that time.
So that would primarily be Musician/Blackmailer
PokemonKidRyan wrote:YES
Totally don't approve of it because of how much I utilised em, nope...
But in all seriousness I think Hypothetical Challenges are really clever and add a whole new layer of tactics to the game because it's not like they can be stopped or interfered with.
Perhaps if it was tested out more, then we'd be able to work out if there need to be forms of interruption/interference with it or whether to keep it as it is ^^
Technetium wrote:In the few games that had hypothetical challenge mechanic, during each AP each player could select two players and a challenge type, and have it privately revealed to them who would win in the selected challenge.
(A player cannot select themself for a hypo-challenge.)
So for example:
Player A is Blacksmith, player B is Thief.
Player C, during AP, submits that they want to have A vs B in a duel for their hypothetical challenge.
C is told by PM that A would beat B in a duel.
Investigator
You are an Investigator!
You are a famed investigator, called in to investigate the strange goings on at this mysterious castle. Looking around at your fellow guests, you'll need all of your deduction abilities to survive.
During the action phase, 5 times per game, you may PM the Moderator 2 players to act out the scene of the challenge.
You will learn who would win that challenge in a hypothetical scenario (completely immune to switches and fluctuations).
You may not act out dead players, nor may you act out yourself.
Credit to ShortcutButton, used in BtM T1.
Bluedetroyer wrote:There is a role that has limited hypothetical challengesInvestigator
You are an Investigator!
You are a famed investigator, called in to investigate the strange goings on at this mysterious castle. Looking around at your fellow guests, you'll need all of your deduction abilities to survive.
During the action phase, 5 times per game, you may PM the Moderator 2 players to act out the scene of the challenge.
You will learn who would win that challenge in a hypothetical scenario (completely immune to switches and fluctuations).
You may not act out dead players, nor may you act out yourself.
Credit to ShortcutButton, used in BtM T1.
Author
You are an Author!
Ink at hand with pen and parchment, you strive to make the greatest story. Be it from scandals or centrifuge, your words dart across the world like an inanimate hand. And with those words comes power.
Each voting phase, you may attempt to predict a standard guess. PM the moderator to use this power. You may make as many predictions as there are roles, and may make them all in the same phase or divide them between rounds.
You may only predict each role once per game. Therefore, you may only use this power as many times as there are players in the game.
If any roles you predict are guessed that following dinner phase, those guesses are negated and you learn the roles of those who had their guesses negated. Players are alerted when an author intervenes. Death stake guesses are considered to have failed.
Investigator
You are an Investigator!
You are a famed investigator, called in to investigate the strange goings on at this mysterious castle. Looking around at your fellow guests, you'll need all of your deduction abilities to survive.
During the action phase,5 times per game,you may PM the Moderator 2 players to act out the scene of the challenge.
You will learn who would win that challenge in a hypothetical scenario (completely immune to switches and fluctuations).
You may not act out dead players, nor may you act out yourself.
Credit to ShortcutButton, used in BtM T1.
Pharmacist
You are a Pharmacist!
Once a man with integrity. You ran a successful business, until one day the King of your nation seized your assets to prevent you from obtaining more wealth than him. You came here to wage revenge against this King, and defeat him in war. You are willing to do anything to get this castle, even harm the innocent.people in this castle.
Each voting phase, you may drug somebody's food.Their position on the lists will be RNG'ed to a lower position. Cannot be stopped by Premium Food,Drugged food guarantees that the victim automatically lose their next challenge.
Each voting phase, instead of drugging somebody,you may give them steroids. This will bring them to the top of both lists for one phase(above everything), but they will suffer by being on the bottom of both lists for two phases(the winner will be RNG'ed in the case Varanus said). Cannot be stopped by Premium Food.You may give them a sedative instead. Sedative food causes the victim to fall asleep midday the day afterwards, preventing them from voting during the next voting phase.
Players are not told they are drugged or sedated.
Trickster
You are a Trickster!
Back in your town, you were notorious for changing the intended outcomes of events. You turned weddings into divorces, murders into serial killings, and much more with the single inspiration of thought. You came here to test your skills.Each dinner you may tag each participant with a card, be it an Ace, King, Joker.
The effects of these cards only happen when paired after the challenge phase, the effect varies depending of the pairing.
You must give out 50% Kings to the current living total, and the remaining half is split between Aces and Jokers favoring Jokers with remainders.
Ace+Ace/King+King/Joker+Joker yields no effects.
Ace+King both participants of the challenge gain an additional gift.
Ace+Joker the challenge becomes a death duel.
King+Joker neither participants get a gift for that challenge.
Each dinner phase you may distribute 2 playing cards amongst all alive players. You possess a Queen, King or Jack.
Each player can hold up to 1 of each card. These cards last the entire game
When two players with cards challenge each other, a different affect takes place depending on how the cards react:
Any uneven pair yields no effects
Two Jacks grants an extra gift to each challenger
Two Queens denies all gifts from that challenge
Two Kings causes the challenge to become a death challenge.
If multiple parrings occur in the same challenge, the effects stack.
If two players challenge each other both possessing all 3 cards, you gain one Joker for you to distribute.
If you die while the Joker is in your possession, the Joker will be consumed and you will somehow survive. Your role is revealed in the process.
If you give a Joker to another player, that player will die at the end of the challenge phase, along with anyone else who challenged him.
These effects will continue to occur even when dead.
Cheater
You are a Cheater!
You've never played a fair game in your life. And frankly, you don't intend to. With so much on the line, why allow rules to stop you? A number removed there, a number added there...
Your positions are always at the bottom of both lists.
Each challenge phase, you automatically win the first two challenges of that phase. This occurs before other effects.
The first time you are guessed as cheater, it is considered a fail.
Cenvil2 wrote:Investigator has that restriction for a reason.
They should not use that power on people whose position he definetly knows without giving others anything. That include themselves too.
(he can way easily deduce if Musician/Blacksmith still in the game/they used all three charges/know who he can challenge safely next CP. All of this without risking anything.
Cenvil2 wrote:Pharmacist:
How you determine "next challenge"? The one he issued next CP? What if he get challenged multiple times, and he decide to nochallenge?
Cenvil2 wrote:Trickster:
Did you thought it through?
How you would stack double gifts and no gifts?
For his secondary ability to work, they needs 2 people who wont get killed until CP4 and he has to foresee this at DP1. Otherwise he could just wasting cards hoping his chosen player wont get eliminated. Yeah it is a powerful second ability, but it either needs to completely forget the first one.
(also if the pairs are the triggering effects, they would less likely to challenge someone when they see trickster tampering with the challenges with no gifts or death challenge, cause they obviously will know which card the challengers have, and its better not screwimg with fate.)
So the trickster himself making himself less powerful with these two/three changes.
-making cards stick to end of the game means less likely to those card to take effect.
-making it for activating only for pairs and not uneven combinations, is just garantuee who the others less likely to challenge. (he is either picked for holding for 3 cards (aka obviously having the King card) or was not, but cause Trickster should realize that point the two wont make a challenge from now on (even if they get double gift) he need to change his secondary target anyway meaning less likely to take effect on those cards.
-limiting it to two cards just means his ability most likely wont be triggered in the first half of the game. And even if his secondary ability kicks in the trickster is most likely dead at that point.
(also nothing stops it to just give everyone King cards, which tactic is way too powerful, if you think about it. He can be responsible for 7 kills at VP5 which is way too powerful)
ElusiveBelle wrote:Posted in the good bye thread but I'm going to pull back from being a mod to this. Tech and likely Blackajack can settle on how things go from here.
Have a goodin peeps
Technetium wrote:I tried to run a game of BtM on those forums a while back, but I ended up not being able to keep it running, don't recall why
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