Ill introduce some stuff in a few hours.
Try to introduce groupscum factions with a list of that factions respective cop, Miller, and mason type roles.
Yes, make sure all your posts have a role at the top, otherwise it is just Vanilla townie.In post 30, camelCasedSnivy wrote:Can anyone suggest roles for whatever this is?
I feel this is better:In post 3, TemporalLich wrote:Alignment ratio TBD, but I'm thinking 250, 250Town, 100Nowt, 50Non-Standard Groupscum, and 350Non-Standard Third-paritesFree Spaces.
Ironically, I think this role is against the spirit of "Collaborative Decks". You're trying to enforce your idea of what is good about the deck on everyone, when someone could just as easily be interested in a game with a large number of Atypical factions or a game where maximum swing is the desire.In post 42, Not Known 15 wrote:Not Known 15's VETO(Evil Person/Informed)
If this is rolled as a card for any player, re-roll all previously rolled cards in the following VETO LIST and instantly re-roll any card on the VETO LIST that is rolled after this one.
Alignment:Evil Person
You win if the factions Town and Nowt lose the game.
Role:Informed:You know that the post numbers vetoed by this post are not in the game.
No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this soundfun? Or even remotely fair? Is this what you'd normally expect from card choosing games?
You forget that the role in card 15 comes with a separate win condition forcing the player to enable 4 types of roles before they can win.In post 42, Not Known 15 wrote:Not Known 15's VETO(Evil Person/Informed)
If this is rolled as a card for any player, re-roll all previously rolled cards in the following VETO LIST and instantly re-roll any card on the VETO LIST that is rolled after this one.
Alignment:Evil Person
You win if the factions Town and Nowt lose the game.
Role:Informed:You know that the post numbers vetoed by this post are not in the game.
No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this soundfun? Or even remotely fair? Is this what you'd normally expect from card choosing games?
Kinda just seems like you randomly coinflip losing for no reason as town if town wins a game. I like the idea of two town factions that work together towards a common goal, but them not winning together is definitely going to feel like bullshit if town wins a game. Which i get is the point, but doesn't really make sense to me.