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Cry Wolf

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The Great CryWolf DungeonCrawl: Sleepover in Castle Evil!

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Entelechy

Entelechy

I would like to run a series of fantasy-themed minigames, say one between every second or third main game (or three or four a year?), in which people would win loot and gain xp that would carry over from game to game.

The Treasure would allow you to buy clothes, weapons, gear, and pets that would only be fun favour and mechanically increase the amount of Treasure you earned for the party.

Likewise, XP would let you raise class levels, but this would only affect the gear you can use. The amount of Treasure and XP earned would scale with each Chapter, so that people who missed a game would catch up with the other players quickly.

In terms of mafia mechanics, the games would be pretty straightforward. Everyone would get a role, but they would likely be decently straightforward. Alignment and role would be randomized each Chapter.

I would also try to make shitty pixel art of your characters and keep it updated with all your gear? You're welcome to make better art for yourself, if you want, or use an avatar generator.

So, anyone interested in...

The Great CryWolf DungeonCrawl: Sleepover in Castle Evil! DUNGEON%20CRAWL%20-%20Castle%20Evil_zpsaznvgldn


Prologue
Wow, you're house sure is big! It's a little spooky, though... Huh? What do you mean you thought this was my house? If its not my house... and its not your house, then house house are we sleeping over at!?!?

A group of friends decide to have a slumber party! But some of your friends are secretly Evil, and have lured you to Castle Evil for Evil purposes! Now its time to grab your pillows and loofahs, and fight your way to freedom and snacks!

Character
Name: [Any]
Species: [Any]
Gender: [Any][Optional]
Level: 0
Class: None
Title: None
Pet: None
Head: [Hair][Optional]
Eyes: [Glasses][Cucumber][Optional]
Face: [face mask][Optional]
Neck: [Beard] [Optional]
Torso:  Pajama Tops with [Embarrassing Design]
Primary Hand: [Pillow, loofah, or similar]
Off Hand: [Nothing]
Rings: [Pillow, loofah, or similar]
Legs: Pajama Bottoms with [Embarrassing Design]
Feet: [Animal] Slippers

The Fickle Gods
Sometimes the gods turn they eyes onto a mortal for a brief period, bestowing unto them the power to perform fantastic feats such as "Protecting," "Stunning," or "Bussing." The full range of these special capabilities are known only to the gods themselves.

Basic Moves

  • Bop Monster! Bop a Monster and knock free some treasure for the party! Use at Night.
    Vote! Vote for a player to be slain*! Use during Day.*All deceased are resurrected after the game ends


Experience
Gain...

  • 1 Experience Point for Bopping a Monster!
  • 1 Experience Point for Voting!
  • 2 Experience Points for a Successful Night Slaying
  • 5 Experience Points for Each Evil Slain!


Treasure
Gain Treasure for the party by bopping Monsters at night! The higher your level and the better your gear, the more Treasure you knock free!

Some Monsters might Bop you back! Treasure will be automatically deducted from the party total to cover the cost of healing potions.

At the end of the Dungeon, final party Treasure is split between all players, even those who were Evil or Slain.

Merchants
These merchant folks sure do love wandering around terrible places! Exchange Treasure for clothing, titles, pets, and other cool gear! You won't find them every day, but there will always be a couple wandering about every dungeon. And guess what! They'll even sell to the dead! They'll take anyone's money!

Rules

  • Mafia wins when their number is greater than or equal to that of town
  • Unlimited vote changes
  • No Vote and No Lynch are both valid votes (and still earn XP!)
  • Claiming is allowed, but no quoting or screencapping your role PM
  • Please don't talk to players outside of thread, unless you are mafia
  • There will be no revival roles, so you may talk outside the thread if dead.
  • Rollover is at 23:00 EST.
  • Characters will retain all Treasure, Experience, Gear, etc earned to use in other Chapters (future minigames).


Stone texture courtesy of www.myfreetextures.com

ezzelin

ezzelin

This sounds pretty interesting and fun!

What would the "cool gear" entail, though?

I think a lot of how this game can turn out would depend on that. I'm not sure how a series of games would work - it would depend on what the "loot" is, really. Some players might end up with more gear than others, and then that can skew the balance in further games. Moreover, if certain gear has effects that are beneficial primarily to mafia or primarily to town, that can screw over the person and their team if they roll the opposite alignment in the next game.

Additionally, while this does sound fun, I can see players getting tired of playing the same concept again every time. (In my experience, setups that are run multiple times tend to be upicks, which really depend on the kind of roles sent in, so they don't get stale that quickly.) If you're going to make a series, I'd suggest adding something unique to each of the games at least.

Entelechy

Entelechy

ezzelin wrote:This sounds pretty interesting and fun!

What would the "cool gear" entail, though?

I think a lot of how this game can turn out would depend on that. I'm not sure how a series of games would work - it would depend on what the "loot" is, really. Some players might end up with more gear than others, and then that can skew the balance in further games. Moreover, if certain gear has effects that are beneficial primarily to mafia or primarily to town, that can screw over the person and their team if they roll the opposite alignment in the next game.

Cool gear would not mechanically influence the mafia aspects of the game. It would not bestow any roles or powers or advantages. It is purely flavour.

It would start from say... upgrading your Pajamas with an Embarrassing Design to Pajamas with a Cute Design, and then to class gear like Musty Wizard Robes or a Dented Shield, and scale up to the Five-Feathered Shiny Helm of Magnificent Plumage or +5 Self-Spinning Sword of St. Kwisy-Nar.

Again, these wouldn't help you in the mafia part of the game, but you would get more Treasure from bopping monsters! (which could be use to get cooler gear).

Think of Gear, Treasure, Class, and XP as a mini-game within the mafia game. It is a self-contained system for bopping monsters and getting better flavour and more extravagant pixel art.

Everyone would have the same amount of gold to spend on gear, because its all divided equally, whether a player is living or dead. And, again, it wouldn't affect the balance of the roles.

People who joined later wouldn't have equal gear, of course, but they would catch up quickly, and since Gear cannot be sold back to merchants, they can receive donations of Old Gear from other players, too. And, again, this would not affect the mechanical balance of roles, or anything else mafia related.


Additionally, while this does sound fun, I can see players getting tired of playing the same concept again every time. (In my experience, setups that are run multiple times tend to be upicks, which really depend on the kind of roles sent in, so they don't get stale that quickly.) If you're going to make a series, I'd suggest adding something unique to each of the games at least.

People may get tired. I would change up the setting a bit each game. The first chapter is a haunted castle, second chapter may be a dungeon full of dragons, and the third might be stopping a demon summoning in an underwater temple, the fourth might be airship pirates, fifth chapter a pokemon crossover, etc. Each setting would have different thematically appropriate gear available.

Honestly, if people aren't interested in playing the next chapter, I won't have any hard feelings. I think its worth trying, though.

ezzelin

ezzelin

hmmmm okay, that works then.

Entelechy wrote:Sometimes the gods turn they eyes onto a mortal for a brief period, bestowing unto them the power to perform fantastic feats such as "Protecting," "Stunning," or "Bussing." The full range of these special capabilities are known only to the gods themselves.
then, about this. does that mean you'll be giving out temporary role abilities as you go, or will it be preset who gets what and when from the start?
If a), that's definitely a problem, because it's impossible to have someone check your balance, and it is very hard for a host to balance the game fairly as it goes on. (speaking from personal experience, tbh.)
If b), I'd suggest getting someone experienced with mafia (and hosting, possibly) that's not planning to play check your roles and timing for balance.

Entelechy

Entelechy

To clarify on the forum (already did on skype), the roles remain constant for the duration of the game. The fickleness of the gods is just how I justify people's roles changing between games >.>

Tiki The Troll

Tiki The Troll

Hmm, Ezz probably gave the best advice already, heh. I could see this mostly appealing to those who like to weave in RP with the games, esp since most don't lens themselves well to RP (and we've only had one game designated as an RP game so far, heh).

Actually, thinking on that RP game, you may wanna adapt the rules Alca used for it so we can be sure we all actually get a chance to do so.

Edit: Oh yeah, and I'd also refer you to Kiyo's first "Roles From a Hat" game, which had a dragon encounter minigame (though that one started and resolved SL while I was asleep, so I missed it entirely =().

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