The problem is, it's *both* a logic game and an RPG, and gorillashaman and I both went immediately off the logic game *deep end* and kind of made it much harder for anyone to play RPG.
Seriously, I suspect "roles revealed only on death, no indication of which or how many until the game is done" would be a great benefit.
It's been a long time since we've done a blind game; why not give it a shot? I can run something if the usual GM's want to play. At this point I'm slated to be killed first as a Werewolf/Cultist anyways. :)
I posted this in the other thread, but since this is the official post-mortum, I think that there needed to be a solid reason for the villagers to not haphazardly kill people or to even have doubt. Even if it was with the introduction of the lovers, or someone who changes sides, or a Ralph Nader-like character, having that wonderful fuzzy gray area to play with makes this game much more psychological than black-and-white.
I could very easily turn off the e-mail notifications and I'd be good and not check the password if you wanted to run things. It seems like Joe runs Millers Hollow once every few years or so.
*nod* I think I might put in a Possessed or Lovers the next time.
I'm more than happy to put something together if you wanted to play and enough folks were interested in experimenting. In theory, I'll have a lot of free time soon. :)
I can see an amazing power to having to old your breath for each evening round to see if there are more cultists. I think a blind game sounds pretty good.
All in all, I think the game went well, though I really think that the number of murdering specials in this game was a bit on the high side. I would have like to have seen more of the non-murdering specials.
Well, there was only one murdering special, which was the Vigilante who was particularly...enthusiastic. I think having him be on the side of the village (as opposed to the Serial Killer) changed the dynamic because he could use the threat of his nightly murder in particularly "positive" fashion.
Well, you know where I stand. I'm strongly in favor of a Blind game as non-blinds seem to end up being "do whatever the specials say" and I don't roll that way. Being a villager shouldn't mean you're a willing sacrifice. I'd like to play a person who wants to live, thank you.
I strongly echo this. I am not intersted in the number crunching aspects that some people got into, and feel that this drags down attempts to RP the game.
I think a full blind game, where ya didn't know how many of each character type there was, and where ya didn't know what someone was after they died, would help encourage that.
I think I agree with the majority thus far, here. I was playing, under the assumption that it was a role playing strategy game. Much like some of what I saw in the night posts, now that I can see them. I saw some of it the first day, but then almost all I read was out of character deductive reasoning. And that's great to DO, but it doesn't need to be ALL that happens. Maybe a good addition would be a daily/nightly side post for OOC, all comments under the main day post should be made IC, and then in the OOC post whoever wants to can play logic man all they want. If you're like me, and you want to take the RP side, you don't even look at the comments on that post. Then the logic-wielders have to convince the others, in character, of why they should vote for Bob or Trudy to be lynched
( ... )
I did want to ask - is there a rules basis for this game from somewhere else, or is it a personal creation? I'd like to adapt it to a tabletop if I may.
It's a long-standing party game, a staple of theatre students and hallowe'en parties and bored geeks *for decades*.
The Cthulhu-themed one is a variant of this: http://www.toyvault.com/cthulhugame/main.htm with a lot of the extra add-on rules that people invented to make it playable by livejournal.
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Seriously, I suspect "roles revealed only on death, no indication of which or how many until the game is done" would be a great benefit.
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I posted this in the other thread, but since this is the official post-mortum, I think that there needed to be a solid reason for the villagers to not haphazardly kill people or to even have doubt. Even if it was with the introduction of the lovers, or someone who changes sides, or a Ralph Nader-like character, having that wonderful fuzzy gray area to play with makes this game much more psychological than black-and-white.
And COC is all about the psychological horror.
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*nod* I think I might put in a Possessed or Lovers the next time.
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All in all, I think the game went well, though I really think that the number of murdering specials in this game was a bit on the high side. I would have like to have seen more of the non-murdering specials.
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There was also the doctor and the thrill-killer.
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I think a full blind game, where ya didn't know how many of each character type there was, and where ya didn't know what someone was after they died, would help encourage that.
Reply
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It's a long-standing party game, a staple of theatre students and hallowe'en parties and bored geeks *for decades*.
The Cthulhu-themed one is a variant of this:
http://www.toyvault.com/cthulhugame/main.htm
with a lot of the extra add-on rules that people invented to make it playable by livejournal.
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