#Aliases

1 messages · Page 1 of 1 (latest)

jaunty coyote
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One of many problems involving roles in general is confirmability. Some current roles suffer from being confirmed as town within a day or two, and it also limits new ideas for roles because of “Can’t add it because it requires someone receiving a special message”.

Thus, I suggest the idea of adding an Alias for evils. An Alias is a common town role that evils may choose on the first night. The evil may then choose whether to use their evil role’s abilities or their Alias each night.

Adding this mechanic would significantly reduce “confirmation by role” interactions, and forces more actual deduction by the town. It also allows a lot more potential for new reworks and ideas, as it having a unique mechanic or interaction doesn’t make you super confirmable.

What about Town Killing?

Im still think about it, but currently my idea is that while all evils can choose a TK as their atlas, only coven killing and NKs can use the actual killing part of the ability. You MUST have a coven killing charge available as coven, and it wastes it when using the ability.

Some roles would need reworks

Poisoner is taking a huge blow to the thigh, as now anyone on the team can act as a poisoner. I’m sure finding a rework for it (and probably wildling too) wouldn’t exactly be hard though.

Example Role Ideas

Investigator
• You may investigate a player and learn their role (alias if evil)

Amnesiac
• Select a player to become their role (alias if evil) for the night.

Morphling
• You may choose two aliases and use both at the same time.

Could be a modifier
• If you don’t think it really works for the base game, it could at the very least be a modifier.

Inspired by #1405639242260152460 message

royal girder
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so u can just become town as an evil?

sweet nimbus
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I’m sure finding a rework for it (and probably wildling too) wouldn’t exactly be hard though.
I doubt it would be easy to come up with reworks

copper vigil
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Most of these issues are resolved by this:

  • Secret Killers
  • Targets will not learn they were attacked
  • Tracker/LO interaction changes (especially with ret/seer)
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the only problem this doesn’t solve is tavern keeper

jaunty coyote
craggy creek
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Imo, I think it's a great idea for a SDG, but not in TOS

copper vigil
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“more actual deduction”

strange sparrow
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I don't like it as a base-game thing

copper vigil
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mechanical deduction is deduction

strange sparrow
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It's more fun as a modifier

copper vigil
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even then

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we have too many modifiers

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at this point

#

“make it an outlier” and “make it a modifier” is asking for death

strange sparrow
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well, regardless, wouldn't recommend this for base-game

copper vigil
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yeah this is too extreme

strange sparrow
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Even then, all evils will just choose Socialite and Tavern Keeper as their aliases

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disruption is generally a more evil-sided ability

copper vigil
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yeah exectly

strange sparrow
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suggestion might as well be "let every evil have a roleblock" lol

copper vigil
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poisoner can roleblock smog or roleblock now

jaunty coyote
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Could nerf disruption

strange sparrow
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how?

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does roleblock have a little less roleblock to it?

jaunty coyote
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Hangover is two nights long

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Hangover also allows you to bypass UOs

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You get hangover from UOs

strange sparrow
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so Roleblock does have a little less Roleblock to it

jaunty coyote
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yeah

strange sparrow
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regardless, this is a suggestion to change the entire game AND make four roles become weaker to compensate

jaunty coyote
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Those roles can be reworked

craggy creek
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I dont think a game should revolve around hard NOs to a player's ability like rbs are

jaunty coyote
craggy creek
jaunty coyote
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I see people arguing that every evil category should have some form of roleblock lol

craggy creek
jaunty coyote
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If the problems with Tav/Soc didn’t exist here, what would your opinion on the suggestion be then?

craggy creek
jaunty coyote
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(Or roleblocking evils only, but uh, other people don’t appear to agree on me with that)

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Problem is, TIs exist

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Three solutions (not necessarily good) to that are:
• TIs learn their feedback was disrupted, but don’t know in what way.
• TIs receive the results they received last night.
• The results always appear to make the target(s) innocent, or just don’t show results at all.

craggy creek
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if it was a mechanic that was in the game from the start as a selling point, I think it would be interesting

wet solstice
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Not a bad idea but its better to remove a lot of the mechanical deduction rather than have this

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Could be a fun modifier tho

fading delta
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I think it's a really cool idea but ultimately something that would do better justice for a completely different game itself than for ToS2.

ToS2 cemented itself pretty strong as a mechanical-deduction game and it'd be a headache and a half to completely tweak the game to utilize this concept to the fullest.