Post by Sunflower on Nov 17, 2017 10:12:39 GMT -6
First of all, I'd like to say that I know this is a long read, but it's worth it. Even if you don't like my ideas, it's worth it because we need to know that. I want honesty about my system, not just support from my 0 friends. I also want to give some degree of credit to Tsurugi. He was the first to hear about most of this system, so a lot of stuff is rehashed from our Discord DM's, and he was good to soundboard my ideas off. I'd also like to thank Satori and Sara for having names that start with "S-A" and also encouraging me with this post. This also sounds WAY more complicated than it is due to examples and "what if" scenarios. So sit back, relax and have 10 hours of Caramelldansen while you read and analyze my masterpiece. Please be gentle.
What is the system?
Well, this mostly applies to night time and overall game mechanics, but I'll get to any changes to the daily life, investigation and trial segments later. The night would be divided up into 4 stages. In each of these stages, innocents send in their "intentions", not their "actions".
Huh? Intentions? Wat dat? Well, it's one of the following: an emotion or feeling (scared, excited, sneaky, curious, etc), or a very general activity (drink tea, play sports, play pranks, look for a way out). If it's an activity, it likely won't last the whole stage and you may get some variation if it's too specific. However, for that stage in the night, the player's character will act in accordance to their intentions... and common sense, assuming it makes sense to the character. The host will decide what the character does, but it's not quite so cut and dry as having nothing to do.
For example, if my intention is "curious" for this stage, then I might wander around the academy for half the time looking at who's in which room, then get stopped by some idiot talking about tea and learn a detail about their night that probably doesn't matter, then walk off to look around the dorm rooms and take note of who enters and exits.
I could go into a bunch more examples, but that's what a test game would be for. Now to the Blackened, who does something entirely different: They talk to the host at some point during each stage. In that time, they'll discuss what it is that the Blackened wants to do. Each action takes time, and each "stage" is an hour of the game's time (all four stages would last 10pm to 2am). Short actions the Blackened takes will likely be rounded upwards in terms of how long it takes them.
For example, the Blackened might choose to go and collect rope from the storage room. They have to get to the storage room, they have to dig through multiple boxes of stuff, and they find a very long rope. That takes about 15 minutes. They then head to the gym and get a ladder from the gym storage, tie a noose and hang it from the rafters, with the noose low enough to touch the floor (to raise a victim up). This takes up 45 minutes. End of stage.
So after the Blackened has talked to the host and got these things planned out, the host will send stage results (like with current actions) to the players to decide what to do next. This will involve the host planning everyone's actions around what the Blackened is doing. This way, the Blackened can carry out complex murder plans without it being impossible to pull off. This, however does not mean the host won't have people interfere at all. There are other stages in which the Blackened can adjust their plan, after all. This shouldn't be too hard due to the fact that they have flexibility, and man intentions will match up well with eachother for people to do activities together (talk, play games, start a fight).
Next, I want to talk about the motive system. Isn't it a bit lame and illogical for people to not kill anyone for two rounds, then just randomly decide to kill someone for no reason other than to leave? Plus, things like that don't really allow for much of a story to develop. I hope you agree, because motives will be important in this system. Between Sign-Ups and Daily Life, as well as betwen Results and Daily Life, a Blackened AND their motive will be decided. Maybe they would kill for revenge. Maybe they would kill to save everyone. To keep a secret. To keep a promise. For money. For power. That's for the Blackened to decide. The host will then post a motive (much like the ones Monokuma presents) along with the Daily Life. If the host is creative, these motives could really make for interesting cases. If not, it's at least something to make the result phase interesting. However, we do need to talk about one situation where the motive is crucial.
Can the Blackened just go and kill whoever they feel like? Well, that depends. They can choose for a motive to target a specific person, if they wish. However, the motive (and therefore the murder plan) will only have a certain chance to target the person they want (let's for now say 40% aka 2/5 odds). So, when they carry out the murder, they'll only be able to target a specific player if they got lucky early on. The victim's actions will allow that to happen. So it is possible to target someone you have a grudge against, but don't voice it too loudly... The target also won't know they're soon to be the victim. Not until it's too late anyway.
I also want to liven up night life by giving the innocent players a little more interactivity. They'll likely notice something or come across something specific during the night. If they do, they can let the host know that they're interested in that ONE thing. Their actions will likely then factor that in too.
Aside from that, we just need to talk about the perk system. This is a somewhat new concept where players (unbeknownst to anyone else) may select any two perks that suit their character. These will have a good effect and a bad one. You could just select one, or none of these. It's really your choice. What are these perks? Find out in the test game, because this is long enough already.
What problems does this system solve?
Blackeneds will have more freedom to use more complex plans, while the host can continuously manipulate the situation to make the plan fair and solvable.
Games won't take so long, as autoing people is less of a problem. Depending on the host, they may just continue with the player's previous intention, or they may choose to have the person do something stupid to shame them for what they've done. Either way, going inactive is still not a very nice thing to do.
Satori The Blackened will be able to try their hardest to break the game... without... y'know, actually breaking the fuсking game YET AGAIN... at least I hope so or I'm gonna start crying. Yet again.
Whitened skills may be more focused on cooperation, and as they won't be unnecessarily secretive (see Q&A), they're easier to use that way without being concerned over basically nothing.
What's the step-by-step?
Step 1: Sign-Ups
People join the game. Pretty self-explanatory. They will also be able to ask the host to make them the Blackened during this step, and if they become one, what TYPE of motive works best for their character.
Step 2: Daily life
The players are presented with a motive (hopefully an interesting one). They then have an opportunity to RP their response to it.
Step 3: Night Life
The players are given time to send in their intentions. At the end of it, they will receive information regarding what their character did and what they noticed in the one hour timeframe of the first stage. This will be repeated for all four stages. Meanwhile, the Blackened will be carrying out their murder. When 3 people find the body (a suitable time decided by the host and Blackened) or the night comes to an end, we move on to the next step.
Step 4: Deadly Life
One of you bastards is dead! Now you get to investigate. It's much the same as the current investigation system, but hopefully the game fits better around it now. You may also ask questions to remember details about things that happened during the night. You'll have the opportunity to RP your responses to the death here. Congrats on surviving the night, everyone but Tetsu.
Step 5: Class Trial
This one's the same too, though I would recommend putting more options into the poll than is often the case (the mastermind, previous victims, anyone else who's been mentioned). It just covers the bases of any potential plot twists, even though usually that won't be the case. Otherwise, adding them in is obviously suspicious.
Step 6: Results
Time to find out whether you voted correctly or incorrectly, and who you're going to blame for that happening for some reason. You'll also find out why the Blackened did what they did, likely through a good old fashioned sob story! Then they die. Or at least, you hope so. Vote incorrectly and-- ah, you get the point. You'll then have an opportunity to RP your response to it and apply to be the next Blackened/give a motive. Loop back to Step 2 until the game ends.
What potential issues does this system have?
People might try to frame one another with their own Blackened skills (again, see Q&A). I can't yet confirm if Blackened skills should be public knowledge to the Whiteneds, or if they should be a secret to avoid framing. Only time will tell.
We don't yet know how much work it will take a host to... well... host a game. I'm hoping it shouldn't be too hard, but I guess we'll find out.
Q&A
Can we have accomplices?
Sure, but they're going to have to use the intention system. That's going to make it a little difficult if you haven't convinced the host that your accomplice should be... competent. They may end up leaving more evidence behind.
Can we kill ourselves?
Well... you can try to target yourself with the motive system, but that seems like a wasted attempt. Trust me, the host is likely to make this pretty difficult for you anyway.
Will we get more investigation credits in each round?
Yes, in theory. I don't have a specific number, but I honestly didn't even realize that wasn't the case in recent games. I think this should be adjusted depending on the number of locations on a map.
Do we get Blackened and Whitened skills?
Yeah, you will. But the Blackened skills will have to work differently. Most likely a passive effect. We'll see what gets drummed up in skill creations for the test game. Also... -smirks- Blackened and Whitened skills will be public knowledge.SWEET NANI WHAT THE CUCK!? That's right, they're visible to everyone. This allows Blackeneds to both strategize on who they kill (if they're lucky) and know what to plan around. It's no fun when you don't think a SHSL dollmaker's going to do much, but they somehow know you moved the body and that alone reveals your plan. This also makes it easier to strategize the use of certain whitened skills, and you'll know what sneaky things each player might have been able to do in the Blackened role.
You must really want to kill. Isn't your system catering to the Blackened a little too much?
Not as much as you might think. This system opens up the opportunity to lay out evidence more easily. As long as the host thinks about it a little, they'll be able to put together a reasonable case. One based on evidence and not just alibis.
We'll be given specific times for when our actions happened, right?
Wrong. Sorry paranoid innocent. This is where our current system truly makes it very stressful for a Blackened. If you try to lie that you were not at a specific location at a specific time, you have to say where you were or get lynched. But in lying about where you were, you can quite easily be caught out by anyone who really was in that location. You'll still know if it was in the first, second, third or fourth stage though. Just less specifically.
Would we encounter people in the hallway?
No. Probably not. Unless it's specifically something happening in a hallway. I wouldn't call it teleportation like some people do though. If you found a body, were blocked by a barricade or anything else of significance, it would still happen.
What happens if nobody is dead when the night ends?
That... is the Blackened's responsibility to avoid, but the host will probably end the night with a quick stab and run that leaves behind a lot of evidence. So it would be best not to let that happened, if you end up with that Blackened role.
Can we investigate dorm rooms?
-Sigh- ...Sure, Satori. Sure.ALLITERATION
What is the system?
Well, this mostly applies to night time and overall game mechanics, but I'll get to any changes to the daily life, investigation and trial segments later. The night would be divided up into 4 stages. In each of these stages, innocents send in their "intentions", not their "actions".
Huh? Intentions? Wat dat? Well, it's one of the following: an emotion or feeling (scared, excited, sneaky, curious, etc), or a very general activity (drink tea, play sports, play pranks, look for a way out). If it's an activity, it likely won't last the whole stage and you may get some variation if it's too specific. However, for that stage in the night, the player's character will act in accordance to their intentions... and common sense, assuming it makes sense to the character. The host will decide what the character does, but it's not quite so cut and dry as having nothing to do.
For example, if my intention is "curious" for this stage, then I might wander around the academy for half the time looking at who's in which room, then get stopped by some idiot talking about tea and learn a detail about their night that probably doesn't matter, then walk off to look around the dorm rooms and take note of who enters and exits.
I could go into a bunch more examples, but that's what a test game would be for. Now to the Blackened, who does something entirely different: They talk to the host at some point during each stage. In that time, they'll discuss what it is that the Blackened wants to do. Each action takes time, and each "stage" is an hour of the game's time (all four stages would last 10pm to 2am). Short actions the Blackened takes will likely be rounded upwards in terms of how long it takes them.
For example, the Blackened might choose to go and collect rope from the storage room. They have to get to the storage room, they have to dig through multiple boxes of stuff, and they find a very long rope. That takes about 15 minutes. They then head to the gym and get a ladder from the gym storage, tie a noose and hang it from the rafters, with the noose low enough to touch the floor (to raise a victim up). This takes up 45 minutes. End of stage.
So after the Blackened has talked to the host and got these things planned out, the host will send stage results (like with current actions) to the players to decide what to do next. This will involve the host planning everyone's actions around what the Blackened is doing. This way, the Blackened can carry out complex murder plans without it being impossible to pull off. This, however does not mean the host won't have people interfere at all. There are other stages in which the Blackened can adjust their plan, after all. This shouldn't be too hard due to the fact that they have flexibility, and man intentions will match up well with eachother for people to do activities together (talk, play games, start a fight).
Next, I want to talk about the motive system. Isn't it a bit lame and illogical for people to not kill anyone for two rounds, then just randomly decide to kill someone for no reason other than to leave? Plus, things like that don't really allow for much of a story to develop. I hope you agree, because motives will be important in this system. Between Sign-Ups and Daily Life, as well as betwen Results and Daily Life, a Blackened AND their motive will be decided. Maybe they would kill for revenge. Maybe they would kill to save everyone. To keep a secret. To keep a promise. For money. For power. That's for the Blackened to decide. The host will then post a motive (much like the ones Monokuma presents) along with the Daily Life. If the host is creative, these motives could really make for interesting cases. If not, it's at least something to make the result phase interesting. However, we do need to talk about one situation where the motive is crucial.
Can the Blackened just go and kill whoever they feel like? Well, that depends. They can choose for a motive to target a specific person, if they wish. However, the motive (and therefore the murder plan) will only have a certain chance to target the person they want (let's for now say 40% aka 2/5 odds). So, when they carry out the murder, they'll only be able to target a specific player if they got lucky early on. The victim's actions will allow that to happen. So it is possible to target someone you have a grudge against, but don't voice it too loudly... The target also won't know they're soon to be the victim. Not until it's too late anyway.
I also want to liven up night life by giving the innocent players a little more interactivity. They'll likely notice something or come across something specific during the night. If they do, they can let the host know that they're interested in that ONE thing. Their actions will likely then factor that in too.
Aside from that, we just need to talk about the perk system. This is a somewhat new concept where players (unbeknownst to anyone else) may select any two perks that suit their character. These will have a good effect and a bad one. You could just select one, or none of these. It's really your choice. What are these perks? Find out in the test game, because this is long enough already.
What problems does this system solve?
Blackeneds will have more freedom to use more complex plans, while the host can continuously manipulate the situation to make the plan fair and solvable.
Games won't take so long, as autoing people is less of a problem. Depending on the host, they may just continue with the player's previous intention, or they may choose to have the person do something stupid to shame them for what they've done. Either way, going inactive is still not a very nice thing to do.
Whitened skills may be more focused on cooperation, and as they won't be unnecessarily secretive (see Q&A), they're easier to use that way without being concerned over basically nothing.
What's the step-by-step?
Step 1: Sign-Ups
People join the game. Pretty self-explanatory. They will also be able to ask the host to make them the Blackened during this step, and if they become one, what TYPE of motive works best for their character.
Step 2: Daily life
The players are presented with a motive (hopefully an interesting one). They then have an opportunity to RP their response to it.
Step 3: Night Life
The players are given time to send in their intentions. At the end of it, they will receive information regarding what their character did and what they noticed in the one hour timeframe of the first stage. This will be repeated for all four stages. Meanwhile, the Blackened will be carrying out their murder. When 3 people find the body (a suitable time decided by the host and Blackened) or the night comes to an end, we move on to the next step.
Step 4: Deadly Life
One of you bastards is dead! Now you get to investigate. It's much the same as the current investigation system, but hopefully the game fits better around it now. You may also ask questions to remember details about things that happened during the night. You'll have the opportunity to RP your responses to the death here. Congrats on surviving the night, everyone but Tetsu.
Step 5: Class Trial
This one's the same too, though I would recommend putting more options into the poll than is often the case (the mastermind, previous victims, anyone else who's been mentioned). It just covers the bases of any potential plot twists, even though usually that won't be the case. Otherwise, adding them in is obviously suspicious.
Step 6: Results
Time to find out whether you voted correctly or incorrectly, and who you're going to blame for that happening for some reason. You'll also find out why the Blackened did what they did, likely through a good old fashioned sob story! Then they die. Or at least, you hope so. Vote incorrectly and-- ah, you get the point. You'll then have an opportunity to RP your response to it and apply to be the next Blackened/give a motive. Loop back to Step 2 until the game ends.
What potential issues does this system have?
People might try to frame one another with their own Blackened skills (again, see Q&A). I can't yet confirm if Blackened skills should be public knowledge to the Whiteneds, or if they should be a secret to avoid framing. Only time will tell.
We don't yet know how much work it will take a host to... well... host a game. I'm hoping it shouldn't be too hard, but I guess we'll find out.
Q&A
Can we have accomplices?
Sure, but they're going to have to use the intention system. That's going to make it a little difficult if you haven't convinced the host that your accomplice should be... competent. They may end up leaving more evidence behind.
Can we kill ourselves?
Well... you can try to target yourself with the motive system, but that seems like a wasted attempt. Trust me, the host is likely to make this pretty difficult for you anyway.
Will we get more investigation credits in each round?
Yes, in theory. I don't have a specific number, but I honestly didn't even realize that wasn't the case in recent games. I think this should be adjusted depending on the number of locations on a map.
Do we get Blackened and Whitened skills?
Yeah, you will. But the Blackened skills will have to work differently. Most likely a passive effect. We'll see what gets drummed up in skill creations for the test game. Also... -smirks- Blackened and Whitened skills will be public knowledge.
You must really want to kill. Isn't your system catering to the Blackened a little too much?
Not as much as you might think. This system opens up the opportunity to lay out evidence more easily. As long as the host thinks about it a little, they'll be able to put together a reasonable case. One based on evidence and not just alibis.
We'll be given specific times for when our actions happened, right?
Wrong. Sorry paranoid innocent. This is where our current system truly makes it very stressful for a Blackened. If you try to lie that you were not at a specific location at a specific time, you have to say where you were or get lynched. But in lying about where you were, you can quite easily be caught out by anyone who really was in that location. You'll still know if it was in the first, second, third or fourth stage though. Just less specifically.
Would we encounter people in the hallway?
No. Probably not. Unless it's specifically something happening in a hallway. I wouldn't call it teleportation like some people do though. If you found a body, were blocked by a barricade or anything else of significance, it would still happen.
What happens if nobody is dead when the night ends?
That... is the Blackened's responsibility to avoid, but the host will probably end the night with a quick stab and run that leaves behind a lot of evidence. So it would be best not to let that happened, if you end up with that Blackened role.
Can we investigate dorm rooms?
-Sigh- ...Sure, Satori. Sure.