Game Four has been completed.
And it was
great.
Second is flavor. The varied nature of the items imply a certain flavor of usage, but that flavor may be used as clues as to who did what. The option exists to ditch flavor entirely and just report results, but I think that loses something.
Keep the flavour. More flavour is always better. I understand it's a lot of work for you, but skipping the flavour would lose more than "something". I guess I don't understand about the troublesome clues, or what the complications are (other than the work of writing good flavour, which is non-trivial).
If it's just the ?oHallu, then we can come up with a generic flavour for that particular scroll, along the lines of: "Wow! Great stuff! Look at all the pretty colours! ... You can't seem to aim straight", and if protected from attack, add "you seem to undergo an out-of-body experience. Weird feeling, but it passes." Bonus points if at the end of the night it ends with "everything looks SO boring now!" 8-)
Third is the public pool. It's a good concept, but the execution feels lacking. Does anyone have any suggestions for spicing it up?
I'm not sure. During the game it felt really lackluster, but indeed some good stuff came from it, and its collecting passive stuff is... interesting.
As I said during the game, I think part of the problem is too few initial items, plus the dead people would have used up the
good stuff, so it's leftover potluck. It would be better with more stuff, or with better stuff. A couple of ideas, which may or may not be
good ideas, but worth discussing:
1) Generate items for it every day: in addition to the dead guys' stuff, add 2-4 more items, at standard drop rates, every day.
2) Purge excess: every morning, half the
common items in the pool disappear. This would make the items on the pool better and better as the game progresses.
3) Bigger initial drop: if not added to every day, then start with more items (say
6, two of which uncommon or better, or at least one
rare or better.
4) Add "attributes" on top of items: when a player dies, in addition to their inventory, a one-shot use of the player's class is added to the pool; say a "crystal of thievery" or "crystal of war" that would give a one-shot (like scroll) use of the class thieving/bypassing action.
Fourth is a specific item- should the Brooch of the Phoenix work on lynches?
I think the multi-rez is already powerful enough. If lynches or daykills are added, it overlaps too much with the "oLifeSaving.
I'm interested in the thoughts of others on flavor, and also any items that aren't clear on function. Suggestions for new content are always welcome.
When discussing the scroll of self defence on scumchat, you said:
If B was blocking you instead of inspecting, you'd just be blocked. From order of operations: "Blocking a redirector that isn't redirecting you succeeds before that redirector redirects." If you activated the scroll tonight and it didn't trigger, and someone blocked you the next night, they would die and you would be blocked. The kill does not prevent their action.
*This is how it happens as per the current rules, and I'm not actually sure that's a good result. Something to discuss postgame, because I'm not changing anything midgame.
Can you elaborate on what would be a good result?
I have a suggestion for a new common item: a wand of...I really need a good name...that allows you to discover a target player's class at night.
Wand of Profession.
I like the item, though base class should be a scroll, not wand (wand can also exist, but rarer). For name, how about scroll/wand of detect motive, or scroll/wand of analysis, or, getting sillier, "DNA testing kit"?
I'm sure I had thought of some new items, but can't remember them at the moment. I'll post them when I do.