Season Crown Feedback/Suggestions
Jan 19, 2014 8:32:52 GMT -8
Post by Kai, Prince of V on Jan 19, 2014 8:32:52 GMT -8
The setting will be a huge palace with quite a bit of a layout. There will be floor sections and palatial sections. It'll take me a while to lay everything out as well as the story, since I want to make it decently lengthy, so a lot of adjustments will be made until then. I'm intending to do this later next month.
Rule changes:
* Impossible murders will be possible as long as they don't break the laws of physics. The murderer will just be royally screwed over (pun intended). That means, murders in large crowds can be done, with restrictions. Clearly you can't kill someone when like 10 people can easily restrain you, so either you need the proper weapon or people need to not care. A public murder will be announced, so if enough people say that they'll stop you, the murder is void. This is a bit more realistic, although it can be unfair for players people don't like, so I'll be thinking of a balance for people. Of course, players can always chase a murderer if they're carrying someone's body and knock them out to prevent the murder if the culprit didn't kill the victim on the spot.
* I'm doing away with voting on trials for the most part. The decision will be based on a majority consensus in trial that is apparent to me. Voting will be allowed for accomplice murders, but people will have to figure out that an accomplice was involved. There will be fun punishments for accomplices, such as being locked in a dungeon cell at the whim of the players~ I'm removing voting because small alliances are allowed, and if a murderer gets caught, they don't deserve to escape with the murder.
* Paranoia is being changed; instead, people can keep an eye on people that enter a room they're in. While watching others, players cannot do many other things. Players will eventually get a headache or fall asleep, so they can't do it forever. Of course there are safe zones, as well. Murdering is still technically possible while being paranoia'd, but if a person is aware of you, they can defend themselves if they have the necessary items. If you kill them anyway, it will be obvious during the investigation that the victim saw you coming and will probably give you away. This ties in a bit with public murderers if there are multiple people in the room. As with that, I'm still trying to find balances to help people not die.
* There won't be a weight limit, but I will use logic to determine how much a person can and cannot move/carry. That means you can wear clothing or sets of armor without much of a weight penalty. Of course you'll be slower if you're wearing armor, but you will have a pretty good defense. You won't be invincible if you're wearing armor, but there will be a sort of turn-based system to see if someone kills you or you beat the crap out of them for trying and failing. Carrying will be a bit realistic, so objects can be moved without much regards to your inventory, unless you're holding something, which would also be publicly noticed. I'll be asking you where you want to conceal an item if you take it, so many of you will need portable storage.
* There won't be mass executions for getting the trials wrong, but there will be penalties. Accomplices also will get rewarded depending on how big of a part they play in murders and get away with it, which of course will be a bit more difficult. Players will need to figure out that a murder was an accomplice murder, in which case I will change the format of the trial. I'm still working on objectives and punishments, so that will be updated.
* People can do things during nighttime, but they'll need a light source to be able to do most things.
* Murders will be a bit easier to solve because of some of the changes, so I'll be balancing out with a few changes that I have yet to figure out. These changes include: the public announcements dealing with items depending on if they're concealed or not. Players have to specify which room they came from when entering another room if there are people in it and the room leads to several other rooms. You can edit it out after 5-10 seconds; if people in the room don't notice, then they don't notice. I realize that will be an issue when you're moving quickly through rooms, so I might adjust that. As for people that are in the room and paying attention but aren't refreshing the page, I will PM them that they saw xxx enter from the xxx Room. (I probably won't PM them right away, but I'll get to it eventually). Other changes to come~
* Since killing someone isn't always murdering someone, there will be possibilities for the group to kill players without penalties. Puzzles might also kill you if you make a huge mistake, and there are traps in the palace, so careful!
* Because murdering players is so easy at current stage of rules, I'm adding a Ghost System (It's actually relevant to the mystery, which is why I'm okay with it). Dead players will have the opportunity to become ghosts; they'll be able to do a lot of things a normal player can do with some big limitations, but also some big buffs. Dead players cannot win, but they will become my personal tools of fun and disaster. It's possible for there to be only one survivor, which constitutes a certain End to the game (whether it's good or bad, I'll let you figure that out)~ Most of the Ghost System will be a sekrat to only me and players who get the opportunity to become a ghost.
Critiques and feedback pls!
Rule changes:
* Impossible murders will be possible as long as they don't break the laws of physics. The murderer will just be royally screwed over (pun intended). That means, murders in large crowds can be done, with restrictions. Clearly you can't kill someone when like 10 people can easily restrain you, so either you need the proper weapon or people need to not care. A public murder will be announced, so if enough people say that they'll stop you, the murder is void. This is a bit more realistic, although it can be unfair for players people don't like, so I'll be thinking of a balance for people. Of course, players can always chase a murderer if they're carrying someone's body and knock them out to prevent the murder if the culprit didn't kill the victim on the spot.
* I'm doing away with voting on trials for the most part. The decision will be based on a majority consensus in trial that is apparent to me. Voting will be allowed for accomplice murders, but people will have to figure out that an accomplice was involved. There will be fun punishments for accomplices, such as being locked in a dungeon cell at the whim of the players~ I'm removing voting because small alliances are allowed, and if a murderer gets caught, they don't deserve to escape with the murder.
* Paranoia is being changed; instead, people can keep an eye on people that enter a room they're in. While watching others, players cannot do many other things. Players will eventually get a headache or fall asleep, so they can't do it forever. Of course there are safe zones, as well. Murdering is still technically possible while being paranoia'd, but if a person is aware of you, they can defend themselves if they have the necessary items. If you kill them anyway, it will be obvious during the investigation that the victim saw you coming and will probably give you away. This ties in a bit with public murderers if there are multiple people in the room. As with that, I'm still trying to find balances to help people not die.
* There won't be a weight limit, but I will use logic to determine how much a person can and cannot move/carry. That means you can wear clothing or sets of armor without much of a weight penalty. Of course you'll be slower if you're wearing armor, but you will have a pretty good defense. You won't be invincible if you're wearing armor, but there will be a sort of turn-based system to see if someone kills you or you beat the crap out of them for trying and failing. Carrying will be a bit realistic, so objects can be moved without much regards to your inventory, unless you're holding something, which would also be publicly noticed. I'll be asking you where you want to conceal an item if you take it, so many of you will need portable storage.
* There won't be mass executions for getting the trials wrong, but there will be penalties. Accomplices also will get rewarded depending on how big of a part they play in murders and get away with it, which of course will be a bit more difficult. Players will need to figure out that a murder was an accomplice murder, in which case I will change the format of the trial. I'm still working on objectives and punishments, so that will be updated.
* People can do things during nighttime, but they'll need a light source to be able to do most things.
* Murders will be a bit easier to solve because of some of the changes, so I'll be balancing out with a few changes that I have yet to figure out. These changes include: the public announcements dealing with items depending on if they're concealed or not. Players have to specify which room they came from when entering another room if there are people in it and the room leads to several other rooms. You can edit it out after 5-10 seconds; if people in the room don't notice, then they don't notice. I realize that will be an issue when you're moving quickly through rooms, so I might adjust that. As for people that are in the room and paying attention but aren't refreshing the page, I will PM them that they saw xxx enter from the xxx Room. (I probably won't PM them right away, but I'll get to it eventually). Other changes to come~
*
* Because murdering players is so easy at current stage of rules, I'm adding a Ghost System (It's actually relevant to the mystery, which is why I'm okay with it). Dead players will have the opportunity to become ghosts; they'll be able to do a lot of things a normal player can do with some big limitations, but also some big buffs. Dead players cannot win, but they will become my personal tools of fun and disaster. It's possible for there to be only one survivor, which constitutes a certain End to the game (whether it's good or bad, I'll let you figure that out)~ Most of the Ghost System will be a sekrat to only me and players who get the opportunity to become a ghost.
Critiques and feedback pls!