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TWG CV Host Sign-Ups

Started by davy, April 24, 2018, 03:03:38 PM

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Voting has commenced

Mikey's Off the Grid:  Roll of the Dice
7 (77.8%)
Olimar's Submerged Castle
2 (22.2%)

Total Members Voted: 9

Voting closed: April 30, 2018, 12:47:16 AM

davy

Potential hosts should make their games for around 9 players.
Quote from: NocturneOfShadow
[davy]'s in a way different time zone so basically he pops in at like 2 AM and posts 500 words and wins the game

mikey

#1
TWG CV Off the Grid:  Roll of the Dice


THE GRID |Roll 1Roll 2Roll 3
Roll 4One-shot VigilanteBrutal WolfVanilla Human
Roll 5Human Odd-Night SeerVanilla HumanVanilla Wolf
Roll 6Wolf RoleblockerHuman GuardianVanilla Human

3 Wolves
8 Humans

At the beginning of the game, a 6-sided die is rolled.  The number rolled will determine how the setup is filled; a roll of 2 would produce the following setup:

1 Brutal Wolf
2 Vanilla Wolves

1 Human Guardian
7 Vanilla Humans

Whereas a roll of 6 would produce the following setup:

1 Wolf Roleblocker
2 Vanilla Wolves

1 Human Guardian
7 Vanilla Humans


There will always be 3 wolf-aligned roles and 8 human-aligned roles.  They are merely replaced by the roles in the grid.
unmotivated

Olimar12345

#2
Version 3

TWG: Submerged Castle

Nobody knows what lurks in the waters of the submerged castle...

1. Waterwraith - Master Wolf
2. Careening Dirigibug - Wolf Seer
3. Blue Pikmin - Human role
4. Blue Pikmin - Human role
5. Blue Pikmin - Human role
6. Blue Pikmin - Human role
7. Blue Pikmin - Human role
8. Purple Pikmin - Vigilante
9. Captain Olimar - Seer
10. Louie - Miller

Olimar, Louie, and a small group of Pikmin set forth to explore the mysterious Submerged Castle. Just as their exploration had begun, a mysterious life form emerged from above. "Attacking it is futile! Krzzzt-zrrrk! Danger! Danger! Danger!" exclaimed the ship.

Night phases are 24 hours long. During night phases the Waterwraith and co. (wolves) wreak havoc by deciding on a player to smash (kill). This is done by PM-ing the host. Special human roles also have night actions. Olimar can stay calm and focused in the sight of danger (seer) and for some reason the purple Pikmin is the only one able to do damage (vigi). Vigi starts night 2. Louie is told they're a blue Pikmin because he's dolt enough to believe it.

Night phase music:
Spoiler
[close]

Day phases will also be called "sublevels." For example: Day 1 (Sublevel 1). As the game progresses, so does the sublevel. During day phases all living players vote on a target to lynch.

Day phase music:
Spoiler
[close]

Part of what makes treading the waters of the Submerged Castle so unsettling is not knowing when the Waterwraith will appear. Since night is brought on by the Waterwraith appearing, day phases may last 24 hours, 36 hours, or 48 hours, at the decision of the wolves. Note: they cannot choose the same two phase durations back-to-back. This must be decided and PM'd to the host during the night prior (it defaults to 48 hours). You had better get your work done before the wraith appears.

Wolves win when the number of living players is equal to the number of wolves. Humans win when both wolves are dead.

Night start. No cardflips happen upon death.

The postgame topic will get a special video made from recorded and annotated gameplay footage reenacting the course of the game.
Visit my site: VGM Sheet Music by Olimar12345 ~ Quality VGM sheet music available for free!

davy

Host sign-ups will close in 14 hours.
Quote from: NocturneOfShadow
[davy]'s in a way different time zone so basically he pops in at like 2 AM and posts 500 words and wins the game

davy

Quote from: NocturneOfShadow
[davy]'s in a way different time zone so basically he pops in at like 2 AM and posts 500 words and wins the game

Toby

mikey won

we do have 11 players that signed up though so it's up to you I guess if you wanna rebalance or use 2 subs

mikey

#6
3 wolves 8 humans should be functionally identical, just an extra day/night

edit: that actually starts to favor wolves so I'm going to tweak all but the vanilla path (needs to have at least one chance of vanilla) to slightly favor humans on most of the rolls

Edit2: tweaked roll 1 so that wolf team was not as strong and nerfed seer to prevent them from running away with the game.  This also tweaked roll 6 in a way that seems fine.  This also tweaked roll 5 in a way that prevents the seer from running away with the game.  Tweaked roll 2 to make the guardian stronger; 11 players makes a brutal wolf much less punishing than nine, so it felt acceptable.  This also tweaked roll 4 in a way that prevents the one-shot vigi from getting roleblocked leading to feel bad moments.  Roll 3 is unedited and slightly favors wolves.
unmotivated

Trasdegi

I just noticed we reached a new milestone with this topic's URL!