#Myth of Babylon
33 messages · Page 1 of 1 (latest)
the Prism setup condition is strange
also Rebel seems absurdly weak?
and broadly - something bad or good happening is "unsolvable". though obviously that's a theme of the script, it's something to keep in mind when storytelling
im also not sure why Vessel has the damsel condition attached. is it just so they can't out and be executed?
echo architect also seems like it would be kinda feelsbad to play
devil of sands is very funny i enjoy it
I'm not sure what you mean. No matter the ability text, Lucky can't stop the game from ending for example. However if there is any confusion I'd be happy to look into how to amend it.
if the game ends early then less than 7 things will probably have happened
2 players are poisoned throughout the game. 1 of whom is a player the Scraggleworm had a pre-game interaction with. Example: being on the same evil team in a previous game.
...what if it's the first game?
Before open playtesting I did have a clause for choosing no-one and may add it back for such a case. But this is clarified in the how-to-run for the character (and may go back into the ability text). If the Scraggleworm shakes their head, the ST would pick for them.
Yes it is! Lots of characters are strange. I wanted Typhon-style Outsider modification, and Prism pairs well with charavters like Vessel since they can't always out that they have been turned. It also is something new that I wanted to play with.
Outsiders know they've been turned so they know a Prism is within 2 steps of them, which is why the Prism is essentially outed evil after a point with their ability.
Rebel confirms fellow Rebels when they die. It is similar to Pixie, only without the madness, and more easily bluffed. It also makes losing abilities less dangerous, and starting/once-per-game/on-death abilities more useful. I understand however that Rebels 2 and 3 are nothingburgers until Rebel 1 dies and that can seem boring. But Rebel 2 and 3 know that Rebel 1 exists because they have no ability.
It isn't public. However, they can be caught. Say, if players walk away from town square, the Prism can snatch a vote token. An online how-to-run is in progress for this though.
i didn't realize the living clause on rebel, that's a lot more interesting. does the rebel learn their ability?
Yes, similar to Alchemist.
ok nice
i still think it'd be a bit of a bummer to be one of three rebels, not get the ability, and die first. but I'm not sure if there's a good solution without a significant change
In regards to "something" abilities -- I am also creating a guide for suggested uses of these abilities for STs. However this is the focus of this homebrew and coming up with creative and communicative solutions from both STs and players is part of the goal too.
This has always been a vague area for homebrew, so shedding some light on it may allow for us to make something useful out of it!
yeah I'd be curious to see what comes out of some games of it
The Vessel is meant to give some versatility to STs along other abilities. "Something good" can mean players not dying. "Something bad" can mean the Demon registering as dead for 1 day. The Vessel's 2nd ability makes it less easily bluffable by evil ("I'm the Vessel", says the Minion whose Demon sank twice...) and to make the game more interesting for the Vessel player. It also, again, pairs well with Prism.
Echo Architect's crux is that it must be "reasonable" so it really ends up being they come up with a custom "good thing" that happens (but they need to be distinct enough that the EAs can tell which one is sober!)
wait, how does a player being the demon interact with something goods & bads?
The effect is at ST discretion, and can effect individual players or entire teams. So "something good" for the Demon is often different than "something good" for a Townsfolk.
i understand that, i think im just reading the vessel differently. as written i see it as an outsidery scarlet woman, seeing as it keeps the game alive even once the demon is dead
That's essentially the gist of Vessel's first ability