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2 Rooms and a Boom: Intro and Signup Thread |
Posted by: BRickAstley - April 19th, 2013, 23:27 - Forum: Werewolf Archives
- Replies (57)
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Signups are open until May 2nd. Game will start May 5th.
Abstract
Two Rooms and a Boom is a social deduction, hidden role game. There are two teams, the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between the two teams and given roles; then, they are randomly sorted into two rooms (separate threads) that don't communicate with each other. The game consists of 5 rounds. At the end of each round, some players will be chosen by an elected leader to be traded between rooms. At the end of the game, if Red Team’s Bomber is in the same room as the Blue Team's President, then the Red Team wins. Otherwise the Blue Team wins.
What's new? Differences from Werewolf
2 Rooms and a Boom is similar to our standard game of Werewolf in that it relies on a group of players being able to work together, and vote and reason in a way that brings their team to their victory condition. However, there are several key differences that will provide a change of pace from a game of werewolf:
• The teams are relatively equal in size and composition: Each of the two main teams will have similar roles and goals, except for the desire to either pair up or separate the President or Bomber at the end of the game. There also are various 3rd Party roles that can be included in advanced games.
• No players know any other player's identity at the start of the game. In werewolf the wolves know each other at the start, but since the two main teams are equal in size for this game, there is no need for players to begin the game with information about other players.
• All players cannot talk to each other at the same time: The players will be divided into two different threads for each round, and a few players will move between threads in each round. This brings in a necessity to bring/bluff information as people move around rooms, since players are not allowed to read the thread of the room they aren't in and therefore have to rely on information about what happened when they weren't there.
• Nobody is killed during gameplay: Instead of the main action each round being killing off of a player to gain their information, the resolution of each round results in players just being switched in between rooms. This also has the bonus of everyone staying in the game for the entire length of the game, which works well because-
• The game is a set length of time: The game takes place over 5 rounds (I'll have these be 2 days long each), no matter if there are 6 players or 30 players. This has a nice effect of being able to predict the time required to play each game, and in conjunction with the previous rule avoids the problem that WW games are privy to of some people leaving the game immediately, and some people being forced to be around for a month for one game.
• So wait, if people never die, how does any sort of confirmed information come into play? The answer to this is that Players are allowed to reveal their alignment or role in a way that is certified to be true. There will be syntax that a player can use to make these verified claims, that they can use to share their information with another player, either 1-way or 2-way, or to share it with the public.
• But that has the problem of everyone just revealing at the start being the proper play, right? Nope, because All players have secrets to keep. Each team will want to protect the other team from knowing their President/Bomber, so that it would be harder to avoid, and most of the other roles that can be included will have an influence in one way or another with the revealing process, so that there has to be a certain caution to play to not play your hand to the other team.
These are the main differences between 2 Rooms & A Boom and the Werewolf game we play. I think it has a great capacity to work very well with our group here, because it changes up the paradigm of how to play, makes for games that can be shorter with more people to help prevent burnout, and involve deduction from both the good and the bad team, so certain players have something to do when they roll bad guy team besides just writing deception. *cough Gaspar cough*
How To Play: Overview
At the start of the game, players will be divided up equal or close to equally into two teams, the Red Team and the Blue Team. Then, each player will be given a role. The game will include the Blue President and the Red Bomber, and will also include a combination of either regular "vanilla" roles, or special roles that have specific abilities (Players do not start with knowledge of anyone else's role or alignment.) Then, the players are randomly distributed between two different threads, and the game starts.
Once the round starts, players will then start talking with the other players in their room. Since the winning condition depends on whether the Red Bomber and Blue President are in the same room or not, players will want to try and figure out who possesses each role, and try to keep them apart or together depending on their team.
In order to control who moves between the different rooms, each round a leader will be elected for each room. The leader is voted for by everyone in each room, and is determined by who has the most votes for them at the end of the day. The leader will state a list of the people they want to move from their room to the other room, and at the end of the round those players will be switched to the other room.
Since there is no player death during the middle of this game, players do not get confirmed information in that way. Instead, players are allowed to reveal information to each other that will be GM confirmed. (Have to use specific syntax, GM will punish any false information shared in this format as true.) The two forms of information you can share are in color-reveals (You share your alignment: red, blue, or grey) and co-reveals (You share your alignment and your role name). The rules allow for 2-way sharing (via PM), 1-way sharing (via PM), and public sharing (in thread) of alignment/role.
There might also be limited personal messaging allowed between players. I am still working out the details but there will be a specific numbered allowance of messages a player can send to other players each round. This allows for some secret communication and planning, but will have a cap on it to prevent the hundred-message verify-a-thons and prevent gameplay from moving mostly into secret communication.
At the end of each round, the players chosen by each leader will be moved from room to room. The GM will then create a new thread for each room and its new group of players, and begin the next round. At the end of the 5th round, all players' identities will be revealed, and depending on the location of the president and bomber, either the red or blue team will win.
FAQ
What are some of the additional roles I might encounter in the game?
Most of the additional roles center around the process of sharing information, adding additional bonuses and obstacles, and vary in complexity. All of the non-3rd party roles are for either team, and usually one of each role is present on each team in a game. Some examples include:
There are also Grey (3rd Party) roles available, most commonly one will be included when there is an odd number of players so that Red/Blue remain balanced, but more can be included if desired. Instead of different abilities, these roles usually just have alternate win conditions that will not override Red/Blue win conditions.
There are many many more roles available, but this should serve as a decent sampler. None of these roles are confirmed in or out of this first game either; I want to see how many people are interested in playing, and general thoughts on how complex they might want a first game, before I decide what will be included.
Is there a fixed number on how many people to move? What mechanism is keeping the number of players in a room constant?
There is a fixed number of people that move each round, yes. It is dependent of the number of people participating, which is why I didn't list numbers outright. For example, if there are 14-17 players playing, the number of people moved in the 5 rounds are (3,2,2,1,1) respectively. Since the players are divided evenly between rooms to start with, and both rooms have the same number of people sent out each time, the number of people in each room stays constant.
The PM communication is a turn-off for me
Honestly, for the last week up until I posted this I've been wrestling about whether to include PMing or not. The reason I decided to was that comparing this to a game played in real life, people could move around and whisper plans to each other privately, so I wanted to simulate that. However, to keep this from being a PM fest and to also simulate the small times periods for rounds in real life, I'm going to limit people to only a certain amount of messages sent per round, likely (5,4,3,2,1) per round. That way the amount of PMing conversation is limited.
All that said, I'm still not necessarily set on allowing PMs being the best option. If enough people say that they would like to play without it, I can just remove the PMing functionality for this game. You all would be the ones playing it, not me, so give me an idea of general feelings on it.
"This seems overly complicated tbh." "in addition to the general complexity." "A lot of moving parts here, yeah."
I feel like part of this is I made it seem more complicated than it is in my explanations. Let me list out the working of what happens/can happen during a full "day" cycle:
WereWolf:
1) General Talking
2) Voting for Lynch
3) Wolf Kill order
4) Wolf Communications
5) Any other role abilities resolving
6) (Optional) Voting for Mayor
2B1R:
1) General Talking
2) Voting for Leader
3) Leader setting orders for people to send
4) Players revealing roles/alignment
5) Any other role abilities resolving
6) (Optional based on player opinion) PMing
And looking at item to item, there are some differences in intensity (wolf communicating is only for the players on wolf team, although there might be other groups with the privilege/responsibility of private communication, and revealing of roles in 2R1B is universal to the different players), but the complexity of the game overall based on different kinds of moving parts feels to be to be relatively similar, and even closer if PMs aren't included. So I would attribute a good bit of this complex feel to it being a new system, and my general over-wordyness when describing things that I have.
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Go ahead and ask any questions about the game that you want to, and I'll answer them, and store them here. I'm working on a finalized ruleset that I will post up shortly before the game starts that should answer any technical questions, but if you want to start off with any other game theory or "how it should play" questions, go ahead and ask.
Signups:
1) Bigger
2) Ichabod
3) Mattimeo
4) Gazglum
5) Lewwyn
6) Ryan
7) Selrahc
8) Azza
9) Pindicator
10) uberfish
11) Rowain
12) Cyneheard
13) Jowy
14) Amelia
15) Merovech
16) Jkaen
17) Tasunke
18) Qgqqqqq
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Social Game Themes Question |
Posted by: BRickAstley - April 19th, 2013, 14:30 - Forum: The Gaming Table
- Replies (16)
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So, the game that I'm planning to run next has, as part of its theme, a bad guy character who's a bomber trying to track down and assassinate a leader figure. Due to all of the actions and deaths that have happened this week with the Boston Bombers, I've realized that this might be a touchy issue to have represented in a theme so soon.
I am guessing based on the players we have here that there is a good sense of maturity and capacity to know the difference between the real thing and a theme designed just to move a game along, and the theme isn't presented in any sort of light or desire to glorify these actions. Even so, I thought it would be prudent to go ahead and state this, so if anyone would be majorly offended by having that as a game theme, they could state it here, and I could come up with an interim theme instead.
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Age Group |
Posted by: KingOfPain - April 17th, 2013, 10:56 - Forum: Off Topic
- Replies (20)
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I know we used to have a fair amount of RBers who were 20 and younger. I know my son (just a tad younger than some of you when you first got here) played in RB games when he was still in elementary school. Is RB an aging population or are we getting new young bloods?
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Should RB have a facebook presence? |
Posted by: KingOfPain - April 17th, 2013, 10:36 - Forum: Off Topic
- Replies (65)
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Should RB have a facebook presence?
(and/or other social media)
Vote and leave a feedback whether you think it's a good thing or not.
Ideas on what we can do with it.
One thing I can think of is that we can have numbers on our side, to bump our linkedIn profile, or some prized popularity vote on facebook.
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Adventure 58: Compromise's Report |
Posted by: Compromise - April 16th, 2013, 22:15 - Forum: Civ4 Event Reports
- No Replies
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As usual, I gave this adventure a lot of thought. I couldn't figure out how to maximize the scoring, until I finally realized that the points don't actually come from efficient food-to-<yields> but from how well you place relative to others.
Once I realized this, and realized that participation was likely to be light (given our recent history ), I decided upon a plan:
- Play to maximize hammer and GPP output for the first checkpoint
- Then starve the city down to size 1 (whipping along the way)
- Try to stay alive until 1500BC while minimizing food usage
- After the "Great Hunger" period, come roaring back for glorious victory!
I had one clever idea after the first checkpoint: Revolution! In order to minimize food use, I tried to remember to revolt every 5 turns.
Capital: Settled 1W of the start for the extra commerce, and hoping to pull in something from the fog (failed that).
Research:
Mysticism (for Stonehenge)
Animal Husbandry (for Cows, hoping for Horses)
Writing (for library)
Archery (for defense)
Polytheism & Priesthood (for Oracle)
Aesthetics (open up Literature)
Notable Builds:
2640BC Stonehenge
2480BC Library
1640BC Oracle (chose Literature)
850BC Great Library (for the Scientist specialists)
400BC Temple of Artemis (for the Priest specialist)
150BC Forge (bonus hammers!)
400AD National Epic (bonus GPP)
700AD Market (bonus coins)
Great people:
Prophet
Prophet (shoulda been a scientist)
Scientist
Prophet (shoulda been a scientist)
Artist (from Music)
Graphs:
1000BC:
![[Image: I8PqXzOw]](http://db.tt/I8PqXzOw)
500AD:
![[Image: mIW8Jg4R]](http://db.tt/mIW8Jg4R)
1500AD:
![[Image: iCEtZv8r]](http://db.tt/iCEtZv8r)
Here's an overview of the "Empire" in 1500AD:
![[Image: YU450Iis]](http://db.tt/YU450Iis)
The end of the game was...anticlimactic. I clawed back up into middle of the pack over the 300 years after 1500AD. Even flipped 2 cities (Matara and Rostov) that had been settled near me!
But then, it looked too long to really take over and win. Plus, there was a big Buddhist (AP) lovefest that led to the diplomatic situation only having two miscreants: Peter and Darius (Hindu). I must confess that I didn't put too much into the end game.
I think I did get a little over 100 gold in failed wonders, though I did make an honest play for them. The AI was not good at all about building early, then took off after I fell behind, though many wonders still went quite late.
While a space victory was probably possible, it would have taken a fair bit of concentration. Instead, I took it easy and voted for Zara thus giving him the diplomatic victory in 1920AD.
While this report is brief and not detailed, I did spend a fair bit of time trying to think about how to approach this game. Unfortunately, the conclusions I reached meant that I didn't concentrate too much on the actual play of the game. That was unusual, to say the least.
As always, my thanks to the sponsor and the mod-maker. Now to go see what Seven did....
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Adventure 58, Seven's 3000 year hunger strike |
Posted by: SevenSpirits - April 16th, 2013, 16:35 - Forum: Civ4 Event Reports
- Replies (7)
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Report in pictures:
Commentary:
First of all, I obviously retired immediately after the first checkpoint. What happens with scoring in this case? In fact, I'm not sure. Maybe I don't get a score. The rules say:
Quote:Your final score is this total divided by your cumulative Crop Yield at 1500 AD. For example, if you earned 20000 points from hammers/beakers and produced 5000 food by 1500 AD, your final score is 4 points. If you win before 1500 AD, use your Crop Yield from the final turn before victory.
I believe I should count my crop yield immediately before I retire, but there is an argument to be made from reading the rules that players who lose the game before 1500AD don't get a score at all. Whatever, it took 30m and it was fun. 
I don't think the scoring system is good, and I wanted to show that. As I write this, participation looks pretty low, but if the event got the participation it was shooting for, the awards (especially in later checkpoints) would mostly get taken by people with relatively very high crop yields who therefore couldn't win, while players who are actually doing a good job of minimizing food basically get random amounts based on those other players' actions. I believe the correct strategy in a scoring system like this is to completely ignore the awards after t75, because the food cost to take them from your competitors would be way too high, and other than that, minimize crop yield, because the impact of your crop yield is so significant.
Minimal crop yield by my interpretation of the rules is 2f/t until t75, minus a few turns you can afford to not settle at the beginning. Actually I initially thought that a civic and religion switch every 5 turns would be correct, but I tried it with the mod and the mod still counts the base stats on turns when you are in anarchy. (One possible alternate strategy then is to build up your pop a bit, then go for MFG and/or GNP, working minimal food on anarchy turns when you can ignore starvation.) With this low of a crop yield I don't believe you can achieve the GNP or MFG awards, but the GPP award is in reach, because it's simply hard to generate GPP in the first 75 turns, and it's not that pop-constrained.
Therefore my plan was:
1) Find a PH plant next to a PH, with as many nearby forests as possible.
2) Build a worker, who builds a mine.
3) Chop forests into wonders.
4) Tech towards a specialist slot.
After building stonehenge, I realized that the easiest specialist slot to get was on a shrine, so I teched Judaism. Stonehenge + Great Wall GPP produced a prophet with some luck, so there we are.
I settled ASAP to out-GPP all the other players who were following my same plan.
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