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psychic toaster

Dangerous Lover

PostPosted: Sat Jun 04, 2011 2:46 pm


Shima Shinji
I haven't gotten to play yet~. But I play mafia games all the time. They are SO addictive.

Anyway, the games fill up so fast, it makes me sad because I can't check Gaia every 3 hours with the ability to post all these forms and things. Maybe have a newbie-only game so more people get a chance to play?

But here's a bunch of simple roles that are commonly used other places. They probably need to be renamed to fit the whole Gaia theme though.

HWOL - Can protect someone (not themselves!) at night time, but if someone tries to kill the person they're protecting, the HWOL dies in their place instead! Kinda like a less-awesome doctor.

Masons - Two or more innocents that start the game knowing the other masons are innocent.

Survivor - Someone that wins a small amount (probably 50-100k) just for being alive at the end of the game.

Lightkeeper - When this person (usually a killer) dies, voting the next day has to be sent to the host! Nobody is allowed to vote in the thread. Might be tough for a 40-50 person game though.

Politician - Can be innocent or a killer, but usually one of multiple killers, can mess with votes in various ways like secretly having their vote worth more than one, cancelling out someone else's vote, or sneakily adding a couple votes onto someone else!

Announcer - Makes an anonymous post once per day. Can be super useful if they know who the Detective is, since the Detective doesn't have to tell their findings to the thread, they can do it anonymously.


Excuse me if I got carried away, but where I play usually has 20-30 person games where everyone has a unique role, or even multiple roles! So I think more roles = more fun. xd


Where do you play??
PostPosted: Sat Jun 04, 2011 2:48 pm


Hey loki, would you be against me like hosting a game in the forum outside the guild? I could advertise this guild and everything to get more people here ^_^

psychic toaster

Dangerous Lover


Le King

Noob

PostPosted: Sat Jun 04, 2011 7:25 pm


I think the killer should be able to pass around the death note.
That's all I got seriously. xd
PostPosted: Sat Jun 04, 2011 9:14 pm


Le King
I think the killer should be able to pass around the death note.
That's all I got seriously. xd

They were in previous games, but i'm not allowing it because of how unfair it really is to the players.

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Shima Shinji

Shameless Consumer

PostPosted: Sun Jun 05, 2011 8:20 am


psychic toaster
Where do you play??

Um, on the Kingdom of Loathing forums, although you've probably never heard of Kingdom of Loathing.

We just recently had a 40-something newbie-friendly game where everybody had a few different roles. The games there are a little different in the way that killers usually make up 1/4 of the population or so, though.
PostPosted: Sun Jun 12, 2011 3:12 pm


Soooooooo......I was thinking we could *possibly* find a way to be sure that all who participate in the DN games get some sort of gold for their time.
Maybe we could have a small 500k jackpot for the actual winners and then just give players 10-50k each for surviving a round and they wouldn't receive gold for missing a round of voting.

We could pay the killers each time they killed, the angels every time they saved someone, the joker when they find a killer (or anyone with a special role), etc, etc.

To give the ones who die in the first round a break- Give them a badge or gold.

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Dark_Aoekae

PostPosted: Mon Jun 13, 2011 9:12 am


Evil Kitty of DOOOM
I really do like this idea-- there needs to be more of a -theme- with each new game to make it more distinct and players can assume new attitudes and personas while playing.....Themes like that could really add to the enjoyment of the game.


How about...an alternate version which uses a new role...sorserer. they can enslave a minion each round who has to work for their favor to win. XD
PostPosted: Wed Jun 15, 2011 12:50 pm


I previously said that it would be better if everyone in the game had a special ability. I did a research about Trading Card Games not so long ago and although I understand that it is a completely different genre of game, I believe it has pieces that could be used to strengthen the playing experience of ours.

In trading card games, character cards without abilities tend to be replaced quickly for cards that do because they provide a wider variety of options and outcomes (some that might even be unexpected). I understand that giving everyone an ability would just force everyone to "prove their ability" to one another until the killer is revealed. However, this can be controlled by the information given away by the GameMaster. I was surprised that the host of the game I'm currently playing released the information of who the angels are protecting, seeing this information is best kept quiet. A player accused of being an angel in a game where everyone has a role would not be proved or disproved unless the killer targets the player being protected (and even then there's no guarantee that the protector was that player).

Besides everyone having an ability, each ability should help the players achieve their desired goal in the game (both individually and as a team). For example, players choose whether to help the killers or stop them. Depending on their ability is how they would be able to do so. Every proposed ability can be simply divided in two categories: Trigger and Passive.
-Trigger abilities are the ones that the user decide whether to activate or not. Some abilities require a condition while others don't. A killer is able to remove someone from the game whenever they want, while the ability of angels only trigger when the player they are protecting is targeted by a killer.
-Passive abilities are always active whether the players wants them to or not. A detective always receives the clue for the round. What they do with said information is another subject.

I believe that in order to be fair when giving everyone an ability, all abilities should have the probability to be used once in the game without having to force the player to decide if the ability will be completely wasted or not. This does not guarantee that the ability WILL be used, but there's a great probability that it will. For example, the proposed ability of the Decoy would be to put a shield of protection around themselves for the turn. If the killer does target them or their lover they would be saved, otherwise they would just completely waste their ability. Instead it would be better if they had a cooldown or the limit be extended. For example, after being used, the Decoy player would have to wait 2 turns before using it again or the ability can only be used once every 4 games, restricting it so it cannot be used during two consecutive turns.

Additional abilities that could used in the game besides the one already porposed or abilities already proposed and modified or detailed:
-Shifters: They can choose to have someone's ability for three turns (this also includes the costs and drawbacks). Since killing occurs because of an item, this ability could not be able to be copied. After the three turns, the player would have to wait two more turns to use it again. This would reveal at most the ability of a player every five turns.
-Martyrs: They can choose to save someone by sacrificing themselves. This cannot be used on their lover and they could only protect another player from being targeted by the killer.
-Kidnapper: They have the ability to imprison someone for two turns and a cooldown of three turns.
-Extortioner: They have the ability to change up to three votes every five turns. If this player is sent to jail, they cannot be voted free by the general public (drawback only works if the new rule is applied).
-*insert proper name here- They have the ability to ask one very specific question to a dead player. The dead player must answer truthfully.

I believe this is all I have to add for now. If I have more, I will add in a new reply. Also, all abilities mentioned in this post are just examples and do not represent the regularity in which they should occur. Comments and/or suggestions, please quote me with an empty quote box

Vigoureux

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Angel_Candy me

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PostPosted: Wed Jun 15, 2011 2:09 pm


Vigoureux
I previously said that it would be better if everyone in the game had a special ability. I did a research about Trading Card Games not so long ago and although I understand that it is a completely different genre of game, I believe it has pieces that could be used to strengthen the playing experience of ours.

In trading card games, character cards without abilities tend to be replaced quickly for cards that do because they provide a wider variety of options and outcomes (some that might even be unexpected). I understand that giving everyone an ability would just force everyone to "prove their ability" to one another until the killer is revealed. However, this can be controlled by the information given away by the GameMaster. I was surprised that the host of the game I'm currently playing released the information of who the angels are protecting, seeing this information is best kept quiet. A player accused of being an angel in a game where everyone has a role would not be proved or disproved unless the killer targets the player being protected (and even then there's no guarantee that the protector was that player).

Besides everyone having an ability, each ability should help the players achieve their desired goal in the game (both individually and as a team). For example, players choose whether to help the killers or stop them. Depending on their ability is how they would be able to do so. Every proposed ability can be simply divided in two categories: Trigger and Passive.
-Trigger abilities are the ones that the user decide whether to activate or not. Some abilities require a condition while others don't. A killer is able to remove someone from the game whenever they want, while the ability of angels only trigger when the player they are protecting is targeted by a killer.
-Passive abilities are always active whether the players wants them to or not. A detective always receives the clue for the round. What they do with said information is another subject.

I believe that in order to be fair when giving everyone an ability, all abilities should have the probability to be used once in the game without having to force the player to decide if the ability will be completely wasted or not. This does not guarantee that the ability WILL be used, but there's a great probability that it will. For example, the proposed ability of the Decoy would be to put a shield of protection around themselves for the turn. If the killer does target them or their lover they would be saved, otherwise they would just completely waste their ability. Instead it would be better if they had a cooldown or the limit be extended. For example, after being used, the Decoy player would have to wait 2 turns before using it again or the ability can only be used once every 4 games, restricting it so it cannot be used during two consecutive turns.

Additional abilities that could used in the game besides the one already porposed or abilities already proposed and modified or detailed:
-Shifters: They can choose to have someone's ability for three turns (this also includes the costs and drawbacks). Since killing occurs because of an item, this ability could not be able to be copied. After the three turns, the player would have to wait two more turns to use it again. This would reveal at most the ability of a player every five turns.
-Martyrs: They can choose to save someone by sacrificing themselves. This cannot be used on their lover and they could only protect another player from being targeted by the killer.
-Kidnapper: They have the ability to imprison someone for two turns and a cooldown of three turns.
-Extortioner: They have the ability to change up to three votes every five turns. If this player is sent to jail, they cannot be voted free by the general public (drawback only works if the new rule is applied).
-*insert proper name here- They have the ability to ask one very specific question to a dead player. The dead player must answer truthfully.

I believe this is all I have to add for now. If I have more, I will add in a new reply. Also, all abilities mentioned in this post are just examples and do not represent the regularity in which they should occur. Comments and/or suggestions, please quote me with an empty quote box


These are some really good ideas!

Kidnappers, how fun that would be. Extortioners - Awesome! I want to be both, but I would love to be an Extortioner!
PostPosted: Wed Jun 15, 2011 3:06 pm


Podium

I really like this idea-- I think I'll be implementing it from now on. This way people don't feel as if they're wasting time.


Vigoureux


I really like the angle you are taking with the game. I'll definitely be adding a few of the roles you mentioned (possibly all of them except... martyr? I don't see anyone using that since the objective of the game is to 'survive').

Thanks for your input-- you'll be seeing a good bit of these suggestions implemented in future games. I especially like the extortioner role.

Lux Fortuna
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PostPosted: Fri Jun 17, 2011 7:40 pm


I was thinking... Maybe if we wanted to make the games smaller we could have more than one going on at once. Have 2 or 3 hosts doing games at the same time that way if the games get smaller people won't be left out that really want to play. Then again that could still be expensive with the latest gold system. Could maybe incorporate this somehow. Just a thought.
PostPosted: Mon Jun 27, 2011 11:56 pm


I have this idea, and I think it might be a little faulty...
But I'll share anyway.
What if we created a "thief" role? Every round they can "steal" someone else's role. ALSO, the host will PM the person who was "robbed" and reveal who was the thief. However, when special role is stolen, the host will NOT PM the person who was "robbed". So say we have these players:
A: GCD
B: GCD
C: GCD
D: Killer
E: Joker
F: Angel
G: Detective
H: Thief

Player H can PM the host saying they wish to steal person A's role; and then player H is now a GCDer and A is a thief.
The players are now:
A: Thief
B: GCD
C: GCD
D: Killer
E: Joker
F: Angel
G biggrin etective
H: GCD
Next round A can "steal" someone's role. Player A can steal player B's role, and so A is now a GCDer and B is the thief.
A: GCD
B: Thief
C: GCD
D: Killer
E: Joker
F: Angel
G biggrin etective
H: GCD
To stop flaws, if a "special role" is stolen; the thief role is stopped. So say player B "steals" player E's role, B is now the joker and E is the GCDer. Notice how player E is NOT the thief.
So after the switching of roles using the thief role... The players are now:
A: GCD
B: Joker
C: GCD
D: Killer
E: GCD
F: Angel
G: Detective
H: GCD

Sidenote: Lovers are not exchanged, Lovers are PERMANENT. Example:
A: GCD, LOVER
B: GCD
C: GCD
D: Killer, LOVER
E: Joker
F: Angel
G: Detective
H:Thief
If Player H "steals" player A's role... A is still lovers with player D. A still receives the Thief role.
A: Thief, LOVER
B: GCD
C: GCD
D: Killer, LOVER
E: Joker
F: Angel
G: Detective
H:GCD
Do you understand?

Silly Little Sushi

Chatty Lover


Spiders With Tits

Dangerous Fatcat

PostPosted: Tue Jun 28, 2011 5:33 pm


Silly Little Sushi
I have this idea, and I think it might be a little faulty...
But I'll share anyway.
What if we created a "thief" role? Every round they can "steal" someone else's role. ALSO, the host will PM the person who was "robbed" and reveal who was the thief. However, when special role is stolen, the host will NOT PM the person who was "robbed". So say we have these players:
A: GCD
B: GCD
C: GCD
D: Killer
E: Joker
F: Angel
G: Detective
H: Thief

Player H can PM the host saying they wish to steal person A's role; and then player H is now a GCDer and A is a thief.
The players are now:
A: Thief
B: GCD
C: GCD
D: Killer
E: Joker
F: Angel
G biggrin etective
H: GCD
Next round A can "steal" someone's role. Player A can steal player B's role, and so A is now a GCDer and B is the thief.
A: GCD
B: Thief
C: GCD
D: Killer
E: Joker
F: Angel
G biggrin etective
H: GCD
To stop flaws, if a "special role" is stolen; the thief role is stopped. So say player B "steals" player E's role, B is now the joker and E is the GCDer. Notice how player E is NOT the thief.
So after the switching of roles using the thief role... The players are now:
A: GCD
B: Joker
C: GCD
D: Killer
E: GCD
F: Angel
G: Detective
H: GCD

Sidenote: Lovers are not exchanged, Lovers are PERMANENT. Example:
A: GCD, LOVER
B: GCD
C: GCD
D: Killer, LOVER
E: Joker
F: Angel
G: Detective
H:Thief
If Player H "steals" player A's role... A is still lovers with player D. A still receives the Thief role.
A: Thief, LOVER
B: GCD
C: GCD
D: Killer, LOVER
E: Joker
F: Angel
G: Detective
H:GCD
Do you understand?

Hmm, that sounds similar to the idea I had suggested in the past, except without the system you implemented ^^ It does seem like that system though is a little bit too complicated to keep track of. I still really want a Thief's role though, like, no joke.
PostPosted: Tue Jun 28, 2011 5:37 pm


Vigoureux
I previously said that it would be better if everyone in the game had a special ability. I did a research about Trading Card Games not so long ago and although I understand that it is a completely different genre of game, I believe it has pieces that could be used to strengthen the playing experience of ours.

In trading card games, character cards without abilities tend to be replaced quickly for cards that do because they provide a wider variety of options and outcomes (some that might even be unexpected). I understand that giving everyone an ability would just force everyone to "prove their ability" to one another until the killer is revealed. However, this can be controlled by the information given away by the GameMaster. I was surprised that the host of the game I'm currently playing released the information of who the angels are protecting, seeing this information is best kept quiet. A player accused of being an angel in a game where everyone has a role would not be proved or disproved unless the killer targets the player being protected (and even then there's no guarantee that the protector was that player).

Besides everyone having an ability, each ability should help the players achieve their desired goal in the game (both individually and as a team). For example, players choose whether to help the killers or stop them. Depending on their ability is how they would be able to do so. Every proposed ability can be simply divided in two categories: Trigger and Passive.
-Trigger abilities are the ones that the user decide whether to activate or not. Some abilities require a condition while others don't. A killer is able to remove someone from the game whenever they want, while the ability of angels only trigger when the player they are protecting is targeted by a killer.
-Passive abilities are always active whether the players wants them to or not. A detective always receives the clue for the round. What they do with said information is another subject.

I believe that in order to be fair when giving everyone an ability, all abilities should have the probability to be used once in the game without having to force the player to decide if the ability will be completely wasted or not. This does not guarantee that the ability WILL be used, but there's a great probability that it will. For example, the proposed ability of the Decoy would be to put a shield of protection around themselves for the turn. If the killer does target them or their lover they would be saved, otherwise they would just completely waste their ability. Instead it would be better if they had a cooldown or the limit be extended. For example, after being used, the Decoy player would have to wait 2 turns before using it again or the ability can only be used once every 4 games, restricting it so it cannot be used during two consecutive turns.

Additional abilities that could used in the game besides the one already porposed or abilities already proposed and modified or detailed:
-Shifters: They can choose to have someone's ability for three turns (this also includes the costs and drawbacks). Since killing occurs because of an item, this ability could not be able to be copied. After the three turns, the player would have to wait two more turns to use it again. This would reveal at most the ability of a player every five turns.
-Martyrs: They can choose to save someone by sacrificing themselves. This cannot be used on their lover and they could only protect another player from being targeted by the killer.
-Kidnapper: They have the ability to imprison someone for two turns and a cooldown of three turns.
-Extortioner: They have the ability to change up to three votes every five turns. If this player is sent to jail, they cannot be voted free by the general public (drawback only works if the new rule is applied).
-*insert proper name here- They have the ability to ask one very specific question to a dead player. The dead player must answer truthfully.

I believe this is all I have to add for now. If I have more, I will add in a new reply. Also, all abilities mentioned in this post are just examples and do not represent the regularity in which they should occur. Comments and/or suggestions, please quote me with an empty quote box

When I read about the speaking to the dead role, it reminded me of Jonah Hex for some reason :/ How about Psychic?

Spiders With Tits

Dangerous Fatcat


Spiders With Tits

Dangerous Fatcat

PostPosted: Tue Jun 28, 2011 5:50 pm


I, for one, do like the idea of some light roleplay in the game and depending on the person, they could roleplay as heavy or lightly as they want. I like the Lovers role in theory, but in practice, I find it very unpleasant. Plus, with the forum game, there was a lot of drama with the Lovers role anyway. We need to try to downsize player drama while maximizing game drama, if you can understand what I mean by that. I'm still shipping my Thief role, by the way and by extension Sushi's.
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