Post by Deleted on Jun 7, 2013 14:24:46 GMT -5
Hey there everyone. So we have a thread listing all games and reserving future games, so I thought it was only natural that we should have a suggestions thread as well since I see various ideas tossed around in some of the game topics.
So if you have any ideas/suggestions that you think would help games, you are more than welcome to post them in here, and hosts for upcoming games/potential hosts can take these suggestions if they wish and implement them in their games. Suggestions can include ideas for new roles, theme ideas for future games, rule changes that you feel would make the game either easier, more complex, more amusing, etc... as well as other suggestions that you feel would just overall make WW a much more entertaining experience.
Ideas listed in this thread will be added to a list so that hosts can look at them without having to search if the thread becomes big.
Rule Suggestions
The knowledgeable Dead - GMs may choose to PM someone after they've been lynched/killed off, asking if they'd like to be informed of the nightly synopsis.
The Quiet Dead - When a person has been lynched/killed off, they get one thing to say and then must stay quiet for the rest of the game. Hinting about people you know the roles of is forbidden.
Absolute Silence - Roles may not be revealed unless the person is under threat of death.
The Trade - Roles may be revealed/hinted by the GM by request, but the person who is having their role revealed (by their choice)'s power is negated for the next night and day phase. Villagers cannot reveal their roles unless under threat of death.
The Sacrifice: Roles may be revealed/hinted by the GM by request, but the person who is having their role revealed (by their choice) must choose a teammate to sacrifice.
Role Suggestions
The Saboteur - The Saboteur is a neutral role with a set of powers. For up to a set number of days (left to the GM to decide), they can send in the name of a player to the GM. That player's vote will be negated and will not count at the end of the day phase. For one night only (or more if the GM wishes), the Saboteur can use one of the most cruel moves ever: a move that will completely switch around everyone's roles (excluding theirs and the Doppelganger's). Wolves may become villagers, or even power roles, and vice versa, when the Saboteur uses this dastardly move. The Saboteur can only win the game if the Doppelganger is dead.
The Doppelganger - The Doppelganger is an unusual role in that its ability causes it to change every night. On the first day phase, the Doppelganger starts off as nothing, but on the second day phase, it may be a harmless villager, a new seer, defender, or even werewolf. On the next day phase, the Doppelganger changes form again, assuming some other role. The Doppelganger may choose to use the ability of the form it assumes during the day phase if it is in a power role. The Doppelganger can only win if the Saboteur is dead.
The Informant - The Informant is a neutral role. While they start off not knowing any roles, this can change very quickly. Each night, the Informant may choose to have a copy of the nightly synopsis, giving him the power of knowledge as far as who is what in terms of the power roles. What he chooses to do with this knowledge is completely up to him, but involves having the GM send messages to other players with "information" that he wishes to share. He could choose to message the good guys with this information, the bad guys, or even both. He can choose to even lie and distort his information and give the person a false idea of someone else. Due to his secretive nature the informant puts up a convincing face to the unsuspecting crowd. He can make people believe that he's one of them by creating theories against others, good or bad, and acting like one of the crowd. The Informant can win if the Rioteer is dead, or whoever else the GM chooses to tie his fate to.
The Rioteer - The Rioteer is a neutral role. While they start off not knowing any rules, this can change very quickly. Each night, the Rioteer may choose to have a copy of the nightly synopsis, giving them the power of knowledge as far as who is what in terms of the power roles. What the Rioteer chooses to do with is knowledge is completely up to them, but it involves inciting arguments for whatever reason they choose. Whether this be creating arguments to condemn an actual bad guy, good guy, or whatever else they choose, that is what the Rioteer is known for. They are the ones that won't hesitate to jump in and create theories against other players, whether they be true or not. Unlike the Informant, the Rioteer chooses to not talk to the others in secret, believing that everything worthwhile to be heard can be told in front of everyone. At the same time, though, the Rioteer is equally as secretive as the Informant and prefers to keep their identity hidden from the others. The Rioteer can win if the Informant is dead, or whoever else the GM chooses to tie their fate to.
The Vengeful Villager: This role is very much like the fool; one that people should be careful in lynching. If killed/lynched, this role will die, but will each night pick a victim themselves to kill in revenge against those who voted against them/didn't save them. This role can only win alongside the rest of the villagers if they remain alive throughout the game. Once the person has been lynched, they may take a victim in the night for the rest of the game with nothing to stop them.
The Peaceful Villager: While this role is a villager and can only win if it remains alive with other villagers, it can only have its special ability once it's dead. Unlike the Vengeful Villager, the Peaceful Villager protects those who it believes the Vengeful Villager will attempt to attack next. In sorts, it acts as a sort of ghost defender that can pick one person in the night to protect. Like the Vengeful Villager, however, this is a role that once lynched, it will be around for the rest of the game. However, unlike the abilities of the Vengeful Villager (which affects anyone alive), the protection given by the Peaceful Villager will only protect against the attacks of the Vengeful Villager, and will not protect against other attacks.
Theme Suggestions
The Trial of Supers (Heroes) - A DC themed game with Superman, Wonder Woman and Green Lantern as defenders, the Martian Manhunter and Batman as seers, Catwoman as the Asassin, and Cyborg/Raven/Hawk Girl as the attackers.
The Trial of Supers (Villains) - A DC themed game with Solomon Grundy and Lex Luthor as defenders, Ares as the seer, Lobo as the Assassin, Clayface as the Doppleganger, and Peguin as the Saboteur.
Reservoir Dogs
You know, the classic debut of Quentin Tarantino. A diamond heist goes wrong and all of the players arrive at a warehouse and have to figure out what went wrong. Of course in the movie both Mr. Brown and Mr. Blue die during the course of the botched heist so I think the game could start out with a night phase. Roles: Undercover Cops: Wolves, Joe Cabot: Seer, Nice Guys: Defenders, Mr. Blonde (Optional): If there has to be an elder in the game, it would have to be played by Mr. Blonde, a loyal friend to Joe and Nice Guy Eddie. Reservoir Dogs: These would be your villagers who would be without powers. If you'd like, each player could be assigned a color like the men were in the movie.
So if you have any ideas/suggestions that you think would help games, you are more than welcome to post them in here, and hosts for upcoming games/potential hosts can take these suggestions if they wish and implement them in their games. Suggestions can include ideas for new roles, theme ideas for future games, rule changes that you feel would make the game either easier, more complex, more amusing, etc... as well as other suggestions that you feel would just overall make WW a much more entertaining experience.
Ideas listed in this thread will be added to a list so that hosts can look at them without having to search if the thread becomes big.
Rule Suggestions
The knowledgeable Dead - GMs may choose to PM someone after they've been lynched/killed off, asking if they'd like to be informed of the nightly synopsis.
The Quiet Dead - When a person has been lynched/killed off, they get one thing to say and then must stay quiet for the rest of the game. Hinting about people you know the roles of is forbidden.
Absolute Silence - Roles may not be revealed unless the person is under threat of death.
The Trade - Roles may be revealed/hinted by the GM by request, but the person who is having their role revealed (by their choice)'s power is negated for the next night and day phase. Villagers cannot reveal their roles unless under threat of death.
The Sacrifice: Roles may be revealed/hinted by the GM by request, but the person who is having their role revealed (by their choice) must choose a teammate to sacrifice.
Role Suggestions
The Saboteur - The Saboteur is a neutral role with a set of powers. For up to a set number of days (left to the GM to decide), they can send in the name of a player to the GM. That player's vote will be negated and will not count at the end of the day phase. For one night only (or more if the GM wishes), the Saboteur can use one of the most cruel moves ever: a move that will completely switch around everyone's roles (excluding theirs and the Doppelganger's). Wolves may become villagers, or even power roles, and vice versa, when the Saboteur uses this dastardly move. The Saboteur can only win the game if the Doppelganger is dead.
The Doppelganger - The Doppelganger is an unusual role in that its ability causes it to change every night. On the first day phase, the Doppelganger starts off as nothing, but on the second day phase, it may be a harmless villager, a new seer, defender, or even werewolf. On the next day phase, the Doppelganger changes form again, assuming some other role. The Doppelganger may choose to use the ability of the form it assumes during the day phase if it is in a power role. The Doppelganger can only win if the Saboteur is dead.
The Informant - The Informant is a neutral role. While they start off not knowing any roles, this can change very quickly. Each night, the Informant may choose to have a copy of the nightly synopsis, giving him the power of knowledge as far as who is what in terms of the power roles. What he chooses to do with this knowledge is completely up to him, but involves having the GM send messages to other players with "information" that he wishes to share. He could choose to message the good guys with this information, the bad guys, or even both. He can choose to even lie and distort his information and give the person a false idea of someone else. Due to his secretive nature the informant puts up a convincing face to the unsuspecting crowd. He can make people believe that he's one of them by creating theories against others, good or bad, and acting like one of the crowd. The Informant can win if the Rioteer is dead, or whoever else the GM chooses to tie his fate to.
The Rioteer - The Rioteer is a neutral role. While they start off not knowing any rules, this can change very quickly. Each night, the Rioteer may choose to have a copy of the nightly synopsis, giving them the power of knowledge as far as who is what in terms of the power roles. What the Rioteer chooses to do with is knowledge is completely up to them, but it involves inciting arguments for whatever reason they choose. Whether this be creating arguments to condemn an actual bad guy, good guy, or whatever else they choose, that is what the Rioteer is known for. They are the ones that won't hesitate to jump in and create theories against other players, whether they be true or not. Unlike the Informant, the Rioteer chooses to not talk to the others in secret, believing that everything worthwhile to be heard can be told in front of everyone. At the same time, though, the Rioteer is equally as secretive as the Informant and prefers to keep their identity hidden from the others. The Rioteer can win if the Informant is dead, or whoever else the GM chooses to tie their fate to.
The Vengeful Villager: This role is very much like the fool; one that people should be careful in lynching. If killed/lynched, this role will die, but will each night pick a victim themselves to kill in revenge against those who voted against them/didn't save them. This role can only win alongside the rest of the villagers if they remain alive throughout the game. Once the person has been lynched, they may take a victim in the night for the rest of the game with nothing to stop them.
The Peaceful Villager: While this role is a villager and can only win if it remains alive with other villagers, it can only have its special ability once it's dead. Unlike the Vengeful Villager, the Peaceful Villager protects those who it believes the Vengeful Villager will attempt to attack next. In sorts, it acts as a sort of ghost defender that can pick one person in the night to protect. Like the Vengeful Villager, however, this is a role that once lynched, it will be around for the rest of the game. However, unlike the abilities of the Vengeful Villager (which affects anyone alive), the protection given by the Peaceful Villager will only protect against the attacks of the Vengeful Villager, and will not protect against other attacks.
Theme Suggestions
The Trial of Supers (Heroes) - A DC themed game with Superman, Wonder Woman and Green Lantern as defenders, the Martian Manhunter and Batman as seers, Catwoman as the Asassin, and Cyborg/Raven/Hawk Girl as the attackers.
The Trial of Supers (Villains) - A DC themed game with Solomon Grundy and Lex Luthor as defenders, Ares as the seer, Lobo as the Assassin, Clayface as the Doppleganger, and Peguin as the Saboteur.
Reservoir Dogs
You know, the classic debut of Quentin Tarantino. A diamond heist goes wrong and all of the players arrive at a warehouse and have to figure out what went wrong. Of course in the movie both Mr. Brown and Mr. Blue die during the course of the botched heist so I think the game could start out with a night phase. Roles: Undercover Cops: Wolves, Joe Cabot: Seer, Nice Guys: Defenders, Mr. Blonde (Optional): If there has to be an elder in the game, it would have to be played by Mr. Blonde, a loyal friend to Joe and Nice Guy Eddie. Reservoir Dogs: These would be your villagers who would be without powers. If you'd like, each player could be assigned a color like the men were in the movie.