Deck of Astral Roles: Reopened [Completed]

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Post Post #1000 (ISO) » Mon Nov 06, 2023 9:35 pm

Post by TemporalLich »

the deck is now complete

let me know how you feel about this deck

not sure if I'll run this deck as of now yet
time will end
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Post Post #1001 (ISO) » Tue Nov 07, 2023 12:34 am

Post by Skygazer »

In post 979, Not Known 15 wrote:
Vanilla Townie


In post 971, Skygazer wrote:
town co-moderator
(
town
/ co-moderator)

good news! you've been promoted! you won't get a raise, and you still have to do your old job (play this game), but you also have these fun new responsibilities (as long as you are alive):

- you will post every vote count. the moderator will post zero vote counts until your death. you must post at least one vote count every [length of prod timer], or you'll be prodded. your vote counts override reality, so any mistakes or intentional inaccuracies will be treated as fact. for example, if it takes five votes to execute, and Skygazer has zero votes, but you post a vote count that shows Skygazer has five votes, the moderator will process Skygazer's execution at their earliest convenience (you can also extend or shorten deadlines as desired).

- at the start of the game, you will submit a list to the moderator containing guesses for each player's role and alignment. you may update the list at any time. the moderator will use this to determine public flips. upon your death, the moderator will post the dead players' actual roles and alignments.
That's going a bit too far - there's
nothing
townies without vanillaizers or killing roles can do against you.
ye I'll tweak soon to allow for town mutinies whoops
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Post Post #1002 (ISO) » Tue Nov 07, 2023 7:29 am

Post by DragonEater70 »

In post 1001, TemporalLich wrote: the deck is now complete

let me know how you feel about this deck

not sure if I'll run this deck as of now yet
Hm

I dunno.

There are a lot of things I like here but I definitely feel like there are a lot of things the previous iteration did better.

I think the best way to judge this though is to play a game or two with it. I'd be down to mod a round, but not anytime before late January / early February, so if someone else wants the honor of being first, go ahead.
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Post Post #1003 (ISO) » Tue Nov 07, 2023 6:28 pm

Post by DragonEater70 »

Also I think that there should be a note that any roles that refer to things being Normal, should exclude Complex Normal roles and modifiers (since at the time these role cards were written, inventor/godfather/scum vig just weren't Normal).
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Post Post #1004 (ISO) » Tue Nov 07, 2023 6:38 pm

Post by TemporalLich »

In post 1004, DragonEater70 wrote: Also I think that there should be a note that any roles that refer to things being Normal, should exclude Complex Normal roles and modifiers (since at the time these role cards were written, inventor/godfather/scum vig just weren't Normal).
I'd say Normal should refer to Complex Normal by default, as this deck is extremely not Normal.

If this is not desired, roles that refer to Normal roles can be edited to refer to Regular Normal or Simple Normal roles.
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Post Post #1005 (ISO) » Tue Nov 07, 2023 6:40 pm

Post by DragonEater70 »

Fine, then I'll edit mine later.
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Post Post #1006 (ISO) » Wed Nov 08, 2023 3:42 pm

Post by SmileyDude1 »

I think there are a lot of interesting concepts in here to work with, and agree that time will tell how well these concepts mesh together.

Some things to note about this deck

-This deck features a large amount of PTs ranging from basic neighborhoods to ones that have additional actions attached to them

- There are also a large amount of traitors in this deck of both varieties (traitor knowing teammates but temmates don't know the traitor, and the inverse of that)

- There are multiple intrinsic systems in this deck with the luck and money systems.

Might muster up the will at some point to go back through and do some statistics on the deck in terms of final alignment split, and the amount of investigative,protective,etc. power within it
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Post Post #1007 (ISO) » Fri Nov 10, 2023 10:54 pm

Post by Not Known 15 »

I think the Daylight Cult description in Post 0 still needs to be updated.
Posts 930, 931 and 932 could cause the moderating difficulty of the game to skyrocket, especially if all three are in play.
If I'd volunteer to run this deck I would definitely ban(instant re-roll no matter what) those three because that's way too much moderating headache.
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Post Post #1008 (ISO) » Sat Nov 11, 2023 2:07 pm

Post by SmileyDude1 »

According to my count the final alignment split of this deck should be as follows. I made this count by diving through ISOs using ctrl+f to help in a few spots along the way. There's a chance I miscounted while doing this, so these may not be 100% accurate, but these should be accurate within a couple categories having slightly more or less either way.

583
Town

112
Groupscum

36
Benign Third Parties

22
Scum Third Parties

87
Non-Standard Groupscum

44
Quasi-Groupscum

67
Mod Discretions

49
Free Space/Gimmick Cards
(Note: This is the one category I didn't count by hand. I counted the rest of the categories 1st then subtracted that number from 1000 to get here so take this one with an additional grain of salt)

Non-Standard Groupscum Slot Splits are as follows.

37 Daylight Cultists

7 Aliens

7 Cultists

7 Hostiles

6 Heartbreakers

6 Lightseekers

6 Deep Devils

5 Slimes

4 Hexers

2 Insurgents


Quasi-Groupscum Splits are as follows

31 Astral Creatures

6 Leprechauns

4 Vampires

3 Pirates
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Post Post #1009 (ISO) » Sat Nov 11, 2023 2:12 pm

Post by SmileyDude1 »

In post 1008, Not Known 15 wrote: I think the Daylight Cult description in Post 0 still needs to be updated.
-SNIP-
Post 0 also doesn't reflect the updates to the Leprechaun faction I made in my and misses RH9's Insurgent Faction (, ).

Whenever you get a chance :].
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Post Post #1010 (ISO) » Wed Nov 15, 2023 8:23 pm

Post by TemporalLich »

In post 1010, SmileyDude1 wrote:
In post 1008, Not Known 15 wrote: I think the Daylight Cult description in Post 0 still needs to be updated.
-SNIP-
Post 0 also doesn't reflect the updates to the Leprechaun faction I made in my and misses RH9's Insurgent Faction (, ).

Whenever you get a chance :].
This should be fixed now
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