As for the room sounds idea, I was thinking of having it like this:
Anyone entering or exiting their room will make a slight noise (Adjacent players will hear a door open or close). A commotion in a room makes a loud noise and adjacent players will know what room the noise is coming from. If a noise is heard, at the end of the night phase I will pm you with whose room you heard it from. I will only do this after the pm's all received.
The rooms will be set up like so:
At the start of the round I would assign a player to each room and write the players name on that room. When someone dies I will put a cross through the room to show it has been vacated.
If this idea is implemented I will also add the characteristics: Snorer, (can't hear noises) and light sleeper (has extended hearing radius, i.e. can hear players two rooms away opening their door).
If this is all too complicated, I am happy to not use this idea (less work for me).
Too be honest I am starting to dislike the prospect of pming everyone at the start the day phase with what went bump in the night. Will probably overload the limit to the items sent thing. Any advice on how to simplify it?
Does the Nervous mutineer knows he is a Nervous mutineer?
Yes.
Navy Spy is a hard role.
Child seems a fair role... Just hide behind players that won't probably be killed and try to not get lynched. The tricky part is not being able to tell you're a child. Good Role.
Balancing is up to you... Just be sure that everyplayer gets a fair chance to win
The child will know he is the child so yeah... The only abilities that the player will not know he has are the listed roles. Characteristics are unknown. I don't know how to make the navy spy's role any easier, could you suggest something?
Are you gonna make Quicktopics for scum? I'd hate to have a overloaded inbox again.
Huh?
IM IN. I hope this game is active and that if people dissapear you'll get replacements with the new replacement thread.
Hey, it's not like i am known for abandoning my forum games... *whistles innocently*