[Brainstorm] Twilight Trilogy Zone

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Whoopin

Grandmaster Knight
BoP & other game players are welcome to suggest ideas, your perspective could add a fresh element to the final product.

Need ideas that fill the blanks and also compliment the use of rooms and colors while considering game balance between factions. Rooms gameplay are a Hero advantage, so is solving the Mystery, not sure if it balances the potential for a Creeper to Creepy the entire game. Also think of how this setup would affect smaller sized games (max 24 min 12).

Who Framed Roger Rabbit? Kevin Bacon was killed by a toon
Solve Mystery = Double Dip Showtime & Color gains +1 voting for that Showtime
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Cannot use Abilities or Equipment on same Color, however Roles are not limited by Color and must be performed in same Room
Each Showtime the Agents all start in the same Room and can Rest vote to move only to an adjacent Room with a door
Players PM their 2 preferences for Roles first come first served
After all Roles are assigned then players post their 2 preferences for Agents first come first served

Must reach majority for Dip, or a NoDip occurs
Players vote to promote a Chief and that Agent gains additional Abilities that can be done during Showtime.
Showtime Abilities will reflect the user and target appropriately for review, Breaktime Abilities will be disguised.
Every player will be given a different Clue card at game start, the remaining 3 cards will be the Mystery solution.
When an Agent is eliminated their Clue card will be revealed to the game.
MIA is a "lurker" vote to pressure players to participate, Agent with the most MIA votes has their Active Abilities disabled and deemed Colorless (no protection from same Color).

Votes:
Dip: Whoopin
Rest: {0}/Hall
MIA: Whoopin
Chief: Whoopin


Chief Agent 说:
Can invoke two Abilities per Showtime, Deadline is a Passive Ability that can be done only once a Showtime. Chief Abilities bypass Color protection.
1) Hole Disposable passage to an adjacent room blocked by a wall
2) Equip Access the Mystery Machine gear and acquire one item of Equipment
3) Arrest Order Agents to apprehend and lock target Agent into the {D} Dip room for one Session
4) Call GhostBusters to PKE Meter Scan the mansion for a total count of Ghosts
5) Command Order two selected Agents to Rest in target Room for the Breaktime
6) Supersoaker Spray two selected Agents and swap their Colors.
7) Veto Assign target Agent Ability, this overwrites the selection given by the Color Leader.
:cool: Poll Receive anonymous private messages from any Agent that would like to submit information.
9) Promote Transfer Chief to target Agent.

0) Deadline Sets a time limit to when Breaktime begins, must be greater than or equal to 48 hours

Abilities 说:
Leaders (star) assign Abilities to themselves and the other two members of same Color - Abilities assigned must all be unique. Cannot use Abilities on same Color and target must currently reside in same Room.
1) Eraser - Starts the game with an Eraser
2) Swapper - Swaps Abilities with target Agent during Breaktime lowest initiative
3) Inker - Starts the game with Disappearing Ink
4) Lurker - Must sleep in default Room every Breaktime, receives protection from Color of their first Voted target once a Showtime
5) Tracker - Tracks Agent during Breaktime to learn who the Agent targetted with an Ability
6) Messenger - Starts the game with a Tin Can Phone
7) Scanner - Scans target Agent and learns their Ability and Clues

Equipment 说:
Cannot use Equipment on same Color and target must currently reside in same Room.
1) Disappearing Ink Single use target Agent gains one time protection from Eraser
2) Eraser Single use target Agent kill only during Showtime
3) Pizza 100% protection from Possess
4) Paint Brush Smear target Room (permanent destroy)
5) ACME Anvil Single use block Agent Ability
6) Tin Can Phone Select target Agent to allow anytime PM communication
7) Skeleton Key Single use Unlock target door to Room

0) Ethereal Prism Protection from all Colors & protection from Roles - passed to a unique Agent each Showtime, the previous and new owner can propose a Mystery solution

Villain Roles 说:
Can Binary a target during Breaktime, Curse, Frighten, Inspect, Motivate, & Possess are extra additional Breaktime actions.
Kevin Bacon Yin - Decide which Villain targets which Agent to Binary - this Ability is lost when Mystery solved, Encrypter allows Villains to communicate during Showtime  - PKE Positive
Samhain - Curse permanently disables the Ability (non-Role) of any Agent in any Room - PKE Positive
Boogieman - Frighten target Agent and Blocks their Active Role for 1 Session - PKE Positive
Phantom - Inspects target Agent and learns their Clues, Ability, & Role - PKE Positive
Player - Access the Equipment and option to Transfer item to Kevin Bacon Yin, Samhain, Boogieman, Phantom, or Creeper - PKE Positive
Creeper - Possess a single Agent and converts them to a Creepy (only 1 active at a time) - this Ability is lost when Mystery solved - PKE Positive
Creepy - Hidden Role that stacks on current Role so the Agent turned into a Creepy is unaware of their new status. Doesnt know the IDs of the other Villains unless Kevin Bacon Yin is killed or the Mystery is solved - PKE Positive

Hero Roles 说:
All Roles are Breaktime actions except for Converse & Message.
Kevin Bacon Yang - Converse with the eliminated Heroes, immune to Possess - this Ability is lost when Mystery solved - PKE Positive
Inspector Gadget - Inspects target Agent and learns their Clues & Ability - Gadget Phone - Gadget Key
Penny - Backup target Agent, if they die you receive their Role and will complete executing any pending commands - wristwatch Communicator with Brain, knows the identity of Inspector Gadget and Brain
Brain - Bodyguard target Agent and redirects actions to himself - dog collar Communicator with Penny, knows the identity of Inspector Gadget and Penny
Chief Quimby - Access the Equipment and option to Transfer item to Inspector Gadget, Penny, or Brain. Also each Showtime can send Message that self-destructs to Inspector Gadget, knows the identity of Inspector Gadget, cannot Access Tin Can Phone
Matt Trakker - MASK Spectrum Scan to detect if current Room is PKE Positive or Negative, knows the identity of Brad Turner
Gloria Baker - MASK Aura Block target Agent Role, knows the identity of Brad Turner
Dusty Hayes - MASK Backlash Redirect target Agent Ability target choice to itself for 1 Session or Deliver Pizza to target Agent, immune to Possess, knows the identity of Brad Turner
Brad Turner - MASK Hocus-Pocus generates Holograms that disguise the other MASK Agents - Passive, if eliminated then MASK Role Agent identities are revealed to everyone
Zartan - Spy on target Agent to learn their Role and who they targeted
Mirage - Forensic on target eliminated Agent to learn the Color of killer
Slimer - Slimes any Agent (marks them) that successfully targets an Ability or Role Ability attempted during Breaktime - Passive, immune to Binary & Possess - PKE Positive
Legit - Motivate selected target Agent, 2 Motivations doubles their Ability, 3 Motivations doubles Role for 1 entire Session, Chief Abilities are not affected


Wagonstart Perk Gain protection from the Voted (Non-Role Ability Immunity) targets Color - will lose perk if Vote changes.


All this information will be available prior to players requesting Roles & Agents so this is not "inside intelligence" to the game since its replayable.

FAQ:
1) Binary is the villain Role ability to "suck out" a targets Color (Black & White) and kill them Killer Clowns from Outer Space style.
2) Abilities should only really affect Abilities and Roles vs Roles
3) Need to enforce Room Ability/Role limitations and nothing should breach that rule except for Curse.
4) Reason to allow players to choose their Roles and more is to circumvent lurkers since if a player gets a role they dont really want to play they arent as active.
5) To enhance replayability instead of the host "randomly" assigning its left up to the players to drive the game.
6) Showtime = day Breaktime = night (commercial break) Session = day+night
7) All Roles are "disguised" characters posing as the Agent, every Role character is a master of disguise or a Ghost that can possess.

Plan on having the Agents discover the additional Room cards each day as the map is explored as gimmie Clues.
 
Whoopin 说:

I'm trying to use my brain-power to fill in this blank but it's failing me :sad:

There are so many great toon gags out there that you could call on, but some are variations of a theme (disposable hole/drawing a train tunnel to conjure a train Roadrunner style, etc) that I don't want to cover something already suggested in some form.

Maybe some form of cartoonish gravity suspension. Everyone knows toons aren't affected by gravity (unless they're a coyote).
 
Also, will the disappearing ink be a self-use item, or other-agent use only? Or is that something you don't want to divulge yet?

Just realised you missed the best toon ever from your roster :sad:

tweety_png_by_kristinakikitrajkovi-d4z6snj.png
 
Pharaoh X Llandy 说:
Also, will the disappearing ink be a self-use item, or other-agent use only? Or is that something you don't want to divulge yet?

Just realised you missed the best toon ever from your roster :sad:

tweety_png_by_kristinakikitrajkovi-d4z6snj.png

Youre right no Tweety Bird! So many hard choices I had to include Bugs and Daffy - the Taz seemed very likeable.
Ill divulge anything there are no secrets since the game will be replayable, a second play through should have no intel advantages compared to the first.

Disappearing Ink is a target item and can be used on self - its truly an item and an ability happens to start with one to counter possibly Eraser overload.
A perfect game would be that all the abilities and roles cancel each other out so there is truly a pure Werewolf/Suspicion gameplay. The abilities enhance the interaction and player choices and make it more fun to participate. They also provide the chance to reveal more information to suspect or not suspect another Agent.
 
Creeper does sound potentially powerful. A guaranteed conversion rate sounds like it could unbalance the game unless the Creeper is dealt with quite early. Might make it move interesting, though.

Do all Villain roles register as Ghosts when a PKE meter scan is used?
 
Pharaoh X Llandy 说:
Creeper does sound potentially powerful. A guaranteed conversion rate sounds like it could unbalance the game unless the Creeper is dealt with quite early. Might make it move interesting, though.

Do all Villain roles register as Ghosts when a PKE meter scan is used?
Yes all but Zartan who is a GIJoe villain that is a master at disguise and spying. Considering the guaranteed conversion rate, I wanted to also eliminate dice rolls anywhere in the game. Its always fishy when there are % involved especially when a clutch use of a skill could make or break a game.

Also the toon gag of a movable "hole" is a Chief ability to help the town spread out in instances where there is only 1 or 2 available places to rest. I got that idea from watching the Who Framed Roger Rabbit movie.

Would like some ideas please, dont be shy this should be a fun mini-forum game - state your ideas and make your mark!
 
What about a "BANG" pistol? Not sure what it would do, whether it would be an item or a prop used when invoking a CEO ability.
 
Pharaoh X Llandy 说:
What about a "BANG" pistol? Not sure what it would do, whether it would be an item or a prop used when invoking a CEO ability.
Not sure what it would do either - I even thought about it as a Clue card weapon but its not really a weapon. But I just had an idea that fits thanks to you. I just updated the CEA #6 ability with a gun that isnt violent.
 
Hmm, interesting. Wish I could say more but my brain is fried and my eyes feel like they're being sucked out of my head. I had to use my reading glasses just to make it this long :lol:
 
Pharaoh X Llandy 说:
Hmm, interesting. Wish I could say more but my brain is fried and my eyes feel like they're being sucked out of my head. I had to use my reading glasses just to make it this long :lol:
Thank you for your idea - hope to hear more if you have some balance recommendations. Ive been playing through games in my head to predict scenarios.
 
I had another thought for a CEO ability that might be fun:

Stop the Pigeon - The CEO releases a messenger pigeon which two agents (proxies for Dastardly and Muttley) spend the next Showtime (or Breaktime) pursuing to the exclusion of anything else. The two agents would be specified by the CEO and it would distract them from pursuing any other target or performing any other action for the specified duration.
 
Pharaoh X Llandy 说:
I had another thought for a CEO ability that might be fun:

Stop the Pigeon - The CEO releases a messenger pigeon which two agents (proxies for Dastardly and Muttley) spend the next Showtime (or Breaktime) pursuing to the exclusion of anything else. The two agents would be specified by the CEO and it would distract them from pursuing any other target or performing any other action for the specified duration.
Thats like a Double Arrest, which can become very powerful near the end of the game when the Villains could be IDed due to who was or wasnt blocked. Maybe I can rename Arrest but I dont think taking out 2 players will be balanced. I also need to review all the CEA powers to see if they are balanced themselves so not only 1 is chosen all the time (except for Deadline which is an extra move).

Like the idea of Deadline being player driven instead of host?
 
Could use some help with the item Prism and some ideas of with a Wagonstart or Wagonjoin Perk. Finally when, and how often should a Mystery solution be proposed.
 
So CEO = Host? I wasn't sure whether it was the host or a different class/type of player.

Tricky one about deadline. The downside of it being player driven is that you're never going to have all players agree on it. Very active/vocal players might be happy with a slightly shorter deadline, due to the amount they can cram into each post and high activity. Players with less free time (or lurkier tendencies ( :evil: ) might prefer as long a deadline as possible, which could drag for the active players.

Could maybe do it as secretly player-driven. Ie, at the start of each showtime the Host picks one player in secret to choose that day's deadline, as long as it falls within a range (minimum two RL days, maximum 2 RL weeks?) this would allow for longer discussions as the game develops and becomes more complex through deaths and actions etc. Alternatively it could increase incrementally... first showtime is 2 days, the next is 3, then 4, etc, with breaktime being a standard.

Wagonstart = person who started a successful lynch wagon, and Wagonjoin = last player to join a successful lynch wagon?

What about those person(s) gaining an item at random from a pool? Could have a random effect, like a 50/50 protection rate for that breaktime, or a weapon to defend themselves if attacked.
 
Re: durations of days...I personally liked my system (yeah, I know that's narcicicicissitc) of having the days last as long as the amount of players alive. So as the group thins out, days become shorter. When you've got 21 players, three weeks might seem long to begin with, but it'll take some time to get a decent picture of all people around. Once the group is down to 5 or 6 people, days will be considerably shorter. If you're strict with those deadlines, I have the impression they work rather well.

Sorry, still haven't gotten around to going in-depth with your ruleset. Parents visited for a week, now my wife became sick again and work keeps piling up, so...
 
OK I decided to make the Prism a special item since its much more powerful than the other items and it also will tie in with the Mystery solution propositions.

Prism Protection from all colors

First person to "grab" the Prism can propose a solution, then after one Session they choose who is the new owner, at that time the previous and new owner can also make a solution proposition.

This item will be passed around like a hot potato and each Session it will generate 2 Mystery solution propositions.

Also note that protection from colors only affects Abilities and Equipment, Roles bypass all color protection.

Wagonstart Perk: Gain protection from the color of the voted target (OMGUS insurance).

That should be enough "protections" I wanted players to be able to position themselves to minimize their perceived threat that way they are more confident at pursuing suspicions without getting into an item war.
 
Pharaoh X Llandy 说:
So CEO = Host? I wasn't sure whether it was the host or a different class/type of player.

Tricky one about deadline. The downside of it being player driven is that you're never going to have all players agree on it. Very active/vocal players might be happy with a slightly shorter deadline, due to the amount they can cram into each post and high activity. Players with less free time (or lurkier tendencies ( :evil: ) might prefer as long a deadline as possible, which could drag for the active players.

Could maybe do it as secretly player-driven. Ie, at the start of each showtime the Host picks one player in secret to choose that day's deadline, as long as it falls within a range (minimum two RL days, maximum 2 RL weeks?) this would allow for longer discussions as the game develops and becomes more complex through deaths and actions etc. Alternatively it could increase incrementally... first showtime is 2 days, the next is 3, then 4, etc, with breaktime being a standard.

Wagonstart = person who started a successful lynch wagon, and Wagonjoin = last player to join a successful lynch wagon?

What about those person(s) gaining an item at random from a pool? Could have a random effect, like a 50/50 protection rate for that breaktime, or a weapon to defend themselves if attacked.
CEA is not the host, its the equivalent additional abilities granted to the player with the most Chief votes - its concept is identical to the Captain of Twilight II Zone.

Wagonstart is the first vote to begin a wagon on a suspected target, Wagonjoin will probably get eliminated in it can be abused more easily and it also affects a lot more players. Even if everyone starts their own wagon on a different agent - it wont help in creating pressure or preventing a NoDip. Probably have to keep your first vote on the wagon to receive the perk, once you change agents its either gone or changes colors.

Wanted to not have any dice rolls so a 50/50 idea to get an item was converted into the Prism function of it being passed around player driven style.
 
Adaham 说:
Re: durations of days...I personally liked my system (yeah, I know that's narcicicicissitc) of having the days last as long as the amount of players alive. So as the group thins out, days become shorter. When you've got 21 players, three weeks might seem long to begin with, but it'll take some time to get a decent picture of all people around. Once the group is down to 5 or 6 people, days will be considerably shorter. If you're strict with those deadlines, I have the impression they work rather well.

Sorry, still haven't gotten around to going in-depth with your ruleset. Parents visited for a week, now my wife became sick again and work keeps piling up, so...
Thats a good idea, I may add a minimum time but I also want to avoid a "stale" Session due to too much discussion. Im definitely gonna have the Chief Deadline ability in the game for sure. All actions even those on targets will generate suspicion for discussion.

After theorizing about predicting scenarios, I think we need to add more Villains and also limit the Possess function. Games are more fun if Villains are dying often to provide solid evidence to work with, the odds of the Heroes Dipping a Villain during the 1st and 2nd Sessions is really not likely with the current setup. Probably gonna add another Hero role or two for balance.
 
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