I voted for ravenii's, but it doesn't really matter to me. And if we do do ravenii's, please no priest.
Mscriv, I'm looking forward to reading your thoughts on the matter.
My thoughts on the Lovers or my thoughts on the other game changes I mentioned above?
Both, I think.
Well, I agree with what you are saying about the role of the Lovers needing a more solid purpose. Exactly what that would be I'm not sure, but at this point I think they are just a poorly executed variation on the NW. All we've been told is that they are trying to survive until the end. Well, so is everyone else. And, I'm still confused as to how they would "win" if the baddies won the game. When the bad guys win they kill everyone else, so how do you win if you are dead?
I think the concept flowed well with Appleguy's story idea and therefore I understand the motivation from that perspective, but as an ongoing game role I don't think it works.
When creating new roles we have to ensure that they flow with the story and the overall goal of the game. The WW game is simply a grown up version of "king of the hill" where we are all trying to be the "last man standing". In the simple version there's two well defined sides (village vs. WW's). In the complex version it get's more challenging as there are three teams instead of two (village vs. WW's vs. Vamp's). Within those sides some players have abilities that contribute to their sides ability to win the game (seer, hunter, kamikaze, etc.). However, each team is focused on the same goal, eliminate everyone who's not on your team. When creating new roles for the game we must ensure that we are not introducing fluff or chaos, but that roles fit the overall structure of the game.
Some things are cool ideas or sound like fun, but in truth they are really more of a distraction. When there are distractions it takes away from the ability to actually play productively i.e. figure out what is going on through deductive reasoning and social gameplay.
I hope that explains things a little bit better, at least from my perspective.
As far as my ideas on how to do it differently, well I've got a concept of how to adjust a few things while returning to a more original form of the complex game. However, what I'm planning will require a lot more work on the part of the storyteller and thus I need to wait until I have the time to execute it properly. It's not so much new roles as a slightly different way to play that will in my mind promote more interaction in the game and take away some of the guess work. In other words there will be consequences for actions and thus there will be clues available. That's all I'll say about it for now as I don't want to reveal too much.![]()
I know feel I can run the game I left in the air some time ago:
"When iBlue, the vampire lady, took out the entire village with help from jimN."
If I am allowed, it will be a direct sequel to that game. Sneak peak, better narratives and much more vivid imagery.
I know feel I can run the game I left in the air some time ago:
"When iBlue, the vampire lady, took out the entire village with help from jimN."
If I am allowed, it will be a direct sequel to that game. Sneak peak, better narratives and much more vivid imagery.
I know feel I can run the game I left in the air some time ago:
"When iBlue, the vampire lady, took out the entire village with help from jimN."
If I am allowed, it will be a direct sequel to that game. Sneak peak, better narratives and much more vivid imagery.