
Conia wrote:Why am I thinking a ferret is an experiment from PT to mix the charm of dogs with the evilness of cats? :V
Kay and her friends...Abs. wrote:Depending on how long the game lasts, no one can work properly with that schedule.
Even players.
Abs. wrote:Depending on how long the game lasts, no one can work properly with that schedule.
Even players.

pofa wrote: I have never done a single thing wrong in mafia, never one lie or act of violence
Schillok wrote:Mhh, this idea works quite nice with another idea I was playing around with a bit...
Well, that idea is still in development, on the other hand I would love to try it out soon... maybe when I become a GM.
Basically, what I was thinking about are individual objectives for all players. Right now it is only the big conflict of town VS BO. But in Detective Conan each of the characters also have their own agenda, things that they want to achieve. So together with their role (or right at the start of the game for Preparation Roles) they would be given a task that they can try to achieve.
A task for Shinichi could for example look like that:
Catch Kaito Kid
Despite the crisis you think it is the perfect time to arrest KID once and for all. After all he somehow seems to connected to the BO, though you are not sure how.
Objective: Have Kaito Kid arrested by the police.
Reward: You will be notified that the arrested player really is Kaito Kid. Furthermore, you will learn the results from all of his actions during the game. In turn, KID will get a PM confirming that you are Shinichi. You may work together for the rest of the game.
Failure: You fail your task if Kaito Kid is killed.
Punishment: none
Or be something completely different, like for example:
Find Ran!
You would feel much better if you knew that Ran is well... and what she is doing. You should hurry to find her, since the BO seems to be targeting everyone now.
Objective: Find Ran before the end of day 3. Send a PM with the player you think is Ran to the GM at any time. You can only send one PM, if it is wrong you fail your task.
Reward: You form a group - similar to lovers - with Ran. You will both have each others identities be confirmed by the GM. If one of you dies, the other one can continue to play.
Failure: You fail your task if Ran is killed, if you suspect the wrong player or did not reply until the end of day 3.
Punishment: You will be shaken by your inability to find Ran and will be unable to do anything during the next night.
And so on. Of course the rest of the town - and the BO - will also get similar missions. Sometimes their tasks could conflict with each other. Or the mission could even be to stop each other.
If a player completes his/her task he/she will get a reward. This is to replace dreams... which honestly, were quite random and could have horrible results for one group if their opponents got them. Since the players will actually have to do something to get that advantage it should reward good play instead of hoping on good luck.
Tasks should be fairly balanced between the difficulty, the reward and the failure. For example the first task is rather difficult and even if carried out successfully the advantage might not justify the disadvantage of having KID arrested. On the other hand there is no punishment if Kid gets killed so Shinichi might even just ignore his tasks. He already has two advantages after all: He knows there is a KID in the game and in case he is arrested by chance he will also benefit a bit from it.
The second task is a little bit easier and the reward is slightly better. However, this time there is both a time limit and a punishment for failing the task. So Shinichi should be more focused in finding Ran as well... while not losing track of the overall task of finding the BO.
So, what does this have to do with shrinking by APTX? Simply, something like this (for example for Agent Camel):
Second Childhood
A genetic screening has confirmed that you are immune to the APTX the BO uses to poison its opponents. It would turn you into a little child however, offering good camouflage but reducing your abilities in turn...
Objective: Get poisoned by APTX.
Reward: You will survive and the BO will lose the APTX they used. However, you will lose your ability to observe.
Failure: -
Punishment: -
Well... yes, it is a little bit different from shrinking suggested earlier. However it is less random - the player knows in advance he is going to survive. And the BO might noticing that that player is revealing his role a bit too easy. And decide to maybe leave him alone after all...
As I said, it was just an idea. It seemed like fun to me, but I guess it requires a huge amount of work for the GM to make all the tasks and keep track of them...
) from thinking "well I may as well sacrifice myself to the poison if someone else is going to get poisoned anyway", because there's an infinite amount of possible poisonings.
Akonyl wrote:depends if rohoph wants to do it, so up to her.
Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).

Akonyl wrote:depends if rohoph wants to do it, so up to her.
Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
-To make up for this, the BO has 3 APTX, which is treated differently than currently. Instead of APTX being used on every attempt, it is only used up on unsuccessful attempts. So basically, you have 3 chances to mess up who you poison. You can only poison as many people per day as you have APTX. The "logic" behind this is that the BO has a lot of APTX and will give it out to its members as much as they want, but will stop if they're irresponsible for it. This also removes the whole "look at all those poisoned people, I bet the BO used it all up so now I can say my role freely!" aspect, and stops people (not naming names) from thinking "well I may as well sacrifice myself to the poison if someone else is going to get poisoned anyway", because there's an infinite amount of possible poisonings.
I feel like I've said this before, but I'm sayin it again anyway.

It is. However, the GM may decide to use the formula, or make modifications.conia wrote:I thought the number of BO was decided by the GM, not by a formula.
conia wrote:Akonyl wrote:depends if rohoph wants to do it, so up to her.
Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
I thought the number of BO was decided by the GM, not by a formula.

Abs. wrote:In this last round, I was under the impression that BO identities would be revealed pretty early on due to the amount of protectors. I was wrong!

conia wrote:Abs. wrote:In this last round, I was under the impression that BO identities would be revealed pretty early on due to the amount of protectors. I was wrong!
Ironically, it was the other way around

Abs. wrote:@Eve
That's up to the Grawwbear to decide! And she doesn't need to tell anyone! (Well, maybe she should probably tell the BO...)


Khinkhun wrote:Abs. wrote:@Eve
That's up to the Grawwbear to decide! And she doesn't need to tell anyone! (Well, maybe she should probably tell the BO...)
Okay....... Since there's a discussion, I thought she hasn't decide and we're deciding for her
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