[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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FC Groningen
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Post Post #1370 (isolation #0) » Wed Apr 07, 2010 7:19 pm

Post by FC Groningen »

Looks like I've posted this in the wrong thread.

So I'll post it here again.


I've hosted a different game on a different site. You guys might like it, but it requires at least 50 people to participate which might be too much here.

I'll explain the basics here without trying to spoil too much of the content.

For starters, the theme is "Zombie Apocalypse". A group of survivors pull together after the disaster and try to get out of the infected area together. However, some infected zombies that are able to hide from the masses have infiltrated the group. The group will escape if all evil roles are dead.


Secondly, everyone has a unique role based on what I think are stereotypes in movies and horror movies in particular. For example:

Laidback Student: (neutral/blue) 3

Sleeping from 4 till 2, visiting college once a week, wasting yourself in bars and smoking weed from time to time, life is good right? WRONG! The zombie apocalypse made short work of your lazy lifestyle and soon you were forced to hide and fight to survive. Fortunately for you, you come across a group of survivors, but that doesn't get you out of trouble yet...

Objective: Survive with the group and get the hell out of there. (get rid of all the evil roles)


Abilities:

none

Night watch efficiency: 90%

Likes:
* Civilised places

Phobias:
* Outside


Which leads me to the next part of the game, the night guard system. During the night, the survivors need to pick a night guard to keep watch during the night. Everyone has his or her own efficiency percentage which can be influenced by several factors. In case the night guard fails (will be decided by a random number generator) someone random from the group (except evil roles) will die as well during the night. There is no protection against that. Some roles will fall victim earlier than others...


Next, there are the locations. Each day, the thinning group moves to another location to get closer to escape. Each location has its own statistics and sometimes items to use and story. For example:


Day 1.1:
The community center:
The community center is the starting location of this particular game. Every (known) survivor of the zombie unslaught gathered here. Now that a decent group has come together, its time to get out of this city. The community center is a safe and known place with plenty of supplies. Its easily defendable, but the survivors will need to leave the safety of the community center behind if they want to get somewhere...
Statistics:
Defence: none
Supply effects: none
Hidden threats: none
Special: Starting location


In case items are found, they are usually randomly distributed to players. Its possible to steal them from others during a night phase. Items have their own charastics and traits for example:


Coffee:

Will help people to stay awake at night. Night watch efficiency goes up with 50%. Doesn't work on children though.



the game has been divided into 4 parts. Each part has its own mission. Failing them means a penalty for the survivors/town. Penalties means visiting extra locations for example you really don't like to be.



NPC's:
NPC's like the zombie mob are the regular npc's that the survivors have to fend off at night (by picking a night guard). Sometimes other and stronger NPC's show up and all of them have their own effects...


Events:
In some special cases, an event is triggered which will have suiting effects on the game for both sides. I can't reveal any of them yet, but they might tip a battle in someone's favor.


edit: forgot

Each role has preferences and phobias as well. In case a person reaches a location that triggers either his preferenences or phobias, a person either suffers a penalty or gains a bonus regarding night guard efficiency and survivability at night.


Any thoughts?
an eye for an eye makes the whole world blind - Ghandi
User avatar
FC Groningen
FC Groningen
Goon
User avatar
User avatar
FC Groningen
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Posts: 117
Joined: April 4, 2010
Location: the Netherlands

Post Post #1376 (isolation #1) » Thu Apr 08, 2010 9:46 am

Post by FC Groningen »

farside22 wrote:
Mr. Rogers wrote:originally put this in wrong place
Mr. Rogers wrote:Game I plan to run some day

2 goons
8 townies
1 town doctor
1 mafia traitor - doesn't know scum and scum don't know him but he wins with scum

after players are randomly given these roles i will randomly give out neighbor assignments

Roll dice among all players. first person rolled is in neighbor group 1 along with his other role. Second person rolled is also in neighbor group 1 along with whatever role they already are. Do this 3 times for a total of 3 neighbor groups. Don't think I'll allow a player to be in multiple neighbor groups. I think the mentioned power roles combined with random neighboring should be fairly balanced and interesting in terms of strategies you could organize. Only way traitor gets to talk to and find out who is scum is by luck and doctor could find a good team mate could find out alot about a buddy or a teamate. Just got to figure out if i should allow mafia to be randomly neighbors with mafia. I think they should be allowed should luck make it happen. Afterall is they are together other pairs would likly go to town and that may keep things interesting.
I need any criticism and or snappy titles you can think of
Not sure how this belongs here. Seeing the Mr. Rogers name and idea I feel like calling the game:
Won't you be my neighbor?


@FC Groningen: That game is not normal. It belongs under theme games
My bad, will post it in a suitable topic.
an eye for an eye makes the whole world blind - Ghandi

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