CYOS 2 - draft v1This is where I'm currently at with rejigging the sphere system. Some general changes:
- Overpowered has been split up into Speed, Variety, Mass-Effect
- Corrupted, Dud and Suspicious have been ditched, with Distributed, Counter, Cursed, Selfish and Niche added
- Thief has been split off of Thwart
- Trading is now its own thing, but to make the game thread a little less mechanics-heavy, there won't be general items, there'll just be hats and fruit
- Some spheres are meta-spheres, whose effects depend on whatever other spheres you have, so you can't have more than 2 of them.
- It's easier to build roles without flaws... but often via picking Fruit or Hats which don't do much on their own
The spheres are broad categories of roles and limitations to roles and can include things not shown in the examples below. Some spheres are dark blue, indicating they work on a meta level, modifying other spheres you have. As such, you can't pick three dark-blue meta spheres— the role has to do something.
Blue Ability Spheres
Sneak: You can detect the actions of others (e.g. watch, track)
Chat: You interact with chats (e.g. have an additional chat with another player, or are able to send information to other player's chats etc.)
Curse: Curse abilities give other players detriments that are not fatal, they may get progressively worse, add harmful corruptions, or mimic or transfer existing flaws.
Daytime: At least one of your abilities works during the day.
Fruit: You send players fruit. On its own, this does nothing, but may be augmented by other spheres. Fruit can be traded, but it rots away at the end of the next night. Fruit ingested usually would give a temporary effect or ability.
Hats: Your role involves hats, which are items that can be Traded in the Trading phase, which usually give a passive effect to the player. Players can usually only wear one hat at a time.
Improvement: You can improve a role (new powers, new shots, better targets, one-off free actions etc.)
Kill: You can kill to some capacity. This might be a direct kill ability, or indirect like poison, arson, infection etc.
Mass-Effect: Your abilities have multiple targets or game-wide effects.
Mimic: You can use other players abilities in some way (e.g. copycat, hypnotise, reflect)
Mutation: Your ability changes roles in some way (e.g. swapping, evolving, mashing-up)
Necromancy: Your power involves the dead (e.g. mediums, resurrection, graverobbery, ghouls)
Protection: Your powers protect others from harmful (usually killing) powers.
Redirection: You can change the reliability of other player's targets (e.g. bus/redirect/randomise)
Peek: You can learn details about player roles (sphere detection, censuses etc.)
Second Wincon: You have another way to win the game beyond your main wincondition.
Selfish: You have a way of avoiding some harm (often killing).
Speed: You have multiple actions or lots of [free] actions.
Spheres: You have a power that targets spheres. What it does to spheres will depend on your other spheres.
Super: Your power trumps other powers in some capacity. e.g. a kill that cannot be redirected, a detect that can't be fooled.
Thief: You steal things (particularly hats, but fruit, role abilities, shots, votes etc. all possible)
Trade: There is a trading phase that happens after each day, for trading hats and fruit. Your spheres interact with the Trade phase in some way.
Thwart: Powers that prevent other player's actions (e.g. bans, delays, jails).
Variety: You have more abilities to pick from than other players (guaranteed more powers than any player without Variety)
Votes: Your power involves votes.
Red Flaw Spheres
Blowback: Your abilities may cause direct or indirect harm to yourself or your team, or aid to your enemies.
Cascade: Something you can do can get out of hand and have cascading effects, impacting extra players after your intended target, in possibly hard to foresee ways.
Convolution: Your role has some significant complexities to how it can be used, e.g involving achieving specific states.
Counter: Another player has a direct counter to one or more of your abilities.
Cursed: Your role risks becoming progressively more flawed (accumulation of restrictions/vulnerabilities, magnetism for role-theft etc.).
Distributed: Parts of your role begin the game scattered among other players.
Flux: Your own abilities are subject to change, making long-term planning difficult.
Limitation: You have at least one ability with a limitation (limited shots, limited targets, limited phase use etc.)
Niche: At least one part of your role (but not all of it) is only useful in very specific circumstances.
Selfless: You lack access to some protections other players may have (most often protect-immune, but not exclusively).
Slow: Your role takes several day/night cycles to reach its full potential, or only powers up after a certain number of players have left the game.
Uncertainty: Knowledge you receive might not be absolutely confirmable, there may be gaps, or there may be misinformation to sift through.
Vulnerability: You are more likely to die (e.g. lovers, self-destruction, magnetism etc.)
Questions:
- Is this still as fun to traverse as the original grid?
- Do the connections make sense?
- Are there any combos that feel too obvious/easy?
- What spheres, if any, feel like traps?
- What spheres would you add?
- Any sorts of roles that feel like they should be possible but aren't? (For instance, it's not really possible to make a traditional
JOAT with the spheres.)
I think nqt thought and planned a lot into this, for stuff we didn't happen to choose to do. That doesn't make our stuff useless, it's like a swiss army knife but this group of campers didn't need a bottle opener or a screwdriver and someone else brought their favorite pair of scissors, so we don't find the device very useful. A different set of camper choices and dang, we'd have used the heck out of the knife.
That's what I was going for, yes!
Also, congrats everyone, this is now the longest game thread on the subforum,
bypassing both the length of uPick's total day activity and its post-game discussion.