#Supernatural full-homebrew
7 messages · Page 1 of 1 (latest)
Alright lemme go through these one by one. There are also some overarching wording issues but I’ll mostly not cover those here. I recommend looking at similar official characters to get an idea for how characters are worded.
Townsfolk
Becky - This just gets itself killed as soon as possible, then good wins. Since the ability goes away when they die, there’s almost no penalty for breaking madness. Also, “until you die” is redundant, it’s already implied on all abilities. “Break madness” is also just a community term, not a game term
Castiel - This feels like several different abilities? There’s not really a connection between them. Also the deaths can kill the Demon or Minions since it’s not good neighbors, which is… strange
Kevin - The word jumble is almost meaningless, and is unlikely to be solved in any live-speed game. Just make it a once per game guess of all characters (or even once per day) to win the game / learn the Demon. Also what does the setup text mean…?
Ash - Just hard confirms itself, the regaining of an ability is just a secondary bonus on top of Nightwatchman
Arthur - No issues, this is a solid ability
Jessica - This is just Sage that also confirms itself to another player. Why? You should also just jinx characters rather than putting a note next to them, like the Reaper interaction
Dean - What does “find” mean? Also if two good players can never die, then evil cannot win without making one drunk/poisoned. There’s a reason Soldier is the only character that evil fully cannot kill, and that’s their only ability. Outside of that, this is just weird Monk. If there’s no other execution survival (which I haven’t seen yet) then this just hard confirms itself too.
Donna - Why do they choose a character not a player? They would just always choose an evil character? If it’s meant to be player, then this is just Slayer but better, being able to publicly confirm itself while killing a Minion is very strong
Charlie - Just use “drunk” and “safe” rather than making new keywords for just this character, it makes it a lot more understandable. Past that, this is just Monk and Preacher/Exorcist combined, which is incredibly strong. In addition, it can choose itself, which makes it incredibly difficult or even impossible for evil to get rid of them. Needs a severe nerf
Gabriel - Why does Castiel learn them? Generally you should prioritize mechanics over flavor. Even if it makes sense in the lore, if it doesn’t make sense for the BotC character you’re writing then you shouldn’t include it. Past that, this just causes good to win instantly because they know the Demon and have no incentive to not out it immediately. See ||Mole|| for a similar concept, which changes it by ||causing good to lose if any evil player guesses them, and also actually is a good Minion||
Jody - This just confirms itself to a player each night, and as long as it can find a single good player (not difficult) it automatically wins the game because it can infinitely protect that player and themself.
Rufus - Publicly confirms two good players if Bobby is executed.
Mary - Feels like two separate abilities. Dying instead of a player isn’t that useful, and reviving is too useful since it confirms you
John - Why does this have flavor text…? Also this publicly confirms itself, again, and is very powerful while doing so.
Bobby - Incredibly powerful. If it learns info, it gets incredibly powerful info. If it doesn’t learn info, it knows both players are good which is also incredibly strong. If it wants, it can just choose itself and another player to alignment-check them which is already very strong, but it’s stronger when you choose two other players.
Outsiders next
Outsiders
Death - This is a Townsfolk. If it wants to kill a player, it can kill any player, including the Demon. If it doesn’t want to kill a player, it can just choose a dead player. Night 1 is the only unfortunate bit, but it can just choose 3 if it doesn’t want to make a mess yet.
Jack - Put the summon related text on the character that actually summons, not on this character. I’ll have more to talk about when we get to that character though. For now, this just publicly confirms itself when revived.
Sam - If there’s no Dean, this is just “you are evil”. If there is a Dean, this is just “you are good & good wins”. Wayyyy too swingy.
Garth - Mutant but with a way to turn it off. Very wordy though, and again needs a clearer definition for finding Sam/Dean (maybe choosing once per game?). Mostly fine, just weird.
Adam - The second half is irrelevant since they were already good. All this needs to be is “If you are executed, you become evil”. Which is… fine? There’s a lot of evil turning on this script though, so this is almost certainly too much.
I appreciate that you spent extensive time going through my work, but would advise you to pay closer attention to member icons if you would like to foster a more inclusive environment for newer players.
…?
I’m just reviewing the characters and saying what should be / needs to be changed. My primary recommendation is to play more games and look through more characters, but these are the specific things I noticed (though I got busy after Outsiders)
I think seeing only 2/3rds of my work being torn to shreds was enough, but thank you for your insight. I'll take this back to the drawing board.