Post by Vaellin the Bard on Jul 27, 2020 12:03:51 GMT -6
This is a thread intended on fleshing out and setting up a game of Death Game by Majority--as inspired by Your Turn to Die. There will be no spoilers for the story itself, so anyone should be able to play. Here is what I have so far, let me know if you're interested in the game and/or have any tips on how to better refine it.
Up to 10 people, each given a role:
(1) Sage -- knows who keymaster is
(1) Keymaster -- if voted up, everyone dies
(1) Sacrifice -- if voted up, everyone but Sacrifice and a person of their choice dies. If not, they die no matter who was voted up. Vote is worth 2 points
(2-7) Commoner -- no special abilities
The goal of everyone but sage and sacrifice is to vote up a commoner or the sage. The sage wants to vote up a commoner. The sacrifice wants to vote up themselves.
In the event of a tie, all votes must be done strictly between the ones in the tie.
Can be done in one of three ways (based on discussion, longer game is the method likely to work best forum wise):
Short Game:
Roles are assigned randomly by host
Game takes place over a brief time just voting and conversing. (Could simply be a couple of hours if wanted)
Long game:
Includes exploration and RP
You find a role card, you may continue to search
You cannot put down a role card unless you have another one to set down
You cannot hold onto more than one role card at any given time
After a period of time, the unfound role cards will be distributed randomly to those who do not have any.
Exploration and RP would happen over the week, and “trial” would take place over a couple of days.
Longer game:
If people prefer the longer game, we can introduce “trading” as a concept
Instead of finding roles, each is randomly assigned but you can trade it to other people
Trading costs “coins”
You start off with set amount
You can trade coins to others or buy specialty items
You can earn more coins through exploration or completing tasks
If someone trades the sacrifice role or keymaster role, an alarm sounds
Only one alarm even if trades happen between those two roles
You do NOT have to trade a card between you and another. It could be between any two people of your choice, but you do not see what roles were traded.
You always know what role you have.
Duration of game and trial undetermined atm
Trading and buying items is done through private messages (via discord or forum) to host.
When host is unavailable (due to sleep or other obligations), trading and buying items will still be received but handled in the order received.
Host will present games for people to play
(What the games are will need to be fleshed out. Tic Tac Toe, riddles, those kinds of things)
Coins:
Start with 500
Games give a variety of coins based on difficulty:
Easy: 25
Medium: 50
Hard: 100
Deadly: 200
You’re given 3 game coins a day which you CAN trade if you wish
You can trade coins freely, or in exchange for things
Items you can purchase:
Trade
Cost: 200
Effect: Trade any two player’s Roles
Secondary Effect: Alarm will go off if Sacrifice or Keymaster is traded
Tertiary Effect: Trades must have a cool down between each use (10 minutes?)
Shield
Cost: 150
Effect: Protect yourself from one trade
Secondary Effect: User of the trade will be refunded half the trade cost (Maybe not this?)
Crystal Ball
Cost: 100
Effect: View someone’s role one time
Alarm
Cost: 50
Effect: Sound off an alarm as if Sacrifice or Keymaster has been traded
Wiretap
Cost: 100
Effect: Know when select player has initiated a trade, and who they traded with
Up to 10 people, each given a role:
(1) Sage -- knows who keymaster is
(1) Keymaster -- if voted up, everyone dies
(1) Sacrifice -- if voted up, everyone but Sacrifice and a person of their choice dies. If not, they die no matter who was voted up. Vote is worth 2 points
(2-7) Commoner -- no special abilities
The goal of everyone but sage and sacrifice is to vote up a commoner or the sage. The sage wants to vote up a commoner. The sacrifice wants to vote up themselves.
In the event of a tie, all votes must be done strictly between the ones in the tie.
Can be done in one of three ways (based on discussion, longer game is the method likely to work best forum wise):
Short Game:
Roles are assigned randomly by host
Game takes place over a brief time just voting and conversing. (Could simply be a couple of hours if wanted)
Long game:
Includes exploration and RP
You find a role card, you may continue to search
You cannot put down a role card unless you have another one to set down
You cannot hold onto more than one role card at any given time
After a period of time, the unfound role cards will be distributed randomly to those who do not have any.
Exploration and RP would happen over the week, and “trial” would take place over a couple of days.
Longer game:
If people prefer the longer game, we can introduce “trading” as a concept
Instead of finding roles, each is randomly assigned but you can trade it to other people
Trading costs “coins”
You start off with set amount
You can trade coins to others or buy specialty items
You can earn more coins through exploration or completing tasks
If someone trades the sacrifice role or keymaster role, an alarm sounds
Only one alarm even if trades happen between those two roles
You do NOT have to trade a card between you and another. It could be between any two people of your choice, but you do not see what roles were traded.
You always know what role you have.
Duration of game and trial undetermined atm
Trading and buying items is done through private messages (via discord or forum) to host.
When host is unavailable (due to sleep or other obligations), trading and buying items will still be received but handled in the order received.
Host will present games for people to play
(What the games are will need to be fleshed out. Tic Tac Toe, riddles, those kinds of things)
Coins:
Start with 500
Games give a variety of coins based on difficulty:
Easy: 25
Medium: 50
Hard: 100
Deadly: 200
You’re given 3 game coins a day which you CAN trade if you wish
You can trade coins freely, or in exchange for things
Items you can purchase:
Trade
Cost: 200
Effect: Trade any two player’s Roles
Secondary Effect: Alarm will go off if Sacrifice or Keymaster is traded
Tertiary Effect: Trades must have a cool down between each use (10 minutes?)
Shield
Cost: 150
Effect: Protect yourself from one trade
Secondary Effect: User of the trade will be refunded half the trade cost (Maybe not this?)
Crystal Ball
Cost: 100
Effect: View someone’s role one time
Alarm
Cost: 50
Effect: Sound off an alarm as if Sacrifice or Keymaster has been traded
Wiretap
Cost: 100
Effect: Know when select player has initiated a trade, and who they traded with