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The Dead Will Rise [Incomplete Speed]

Posted: Thu May 17, 2018 10:48 pm
by Owner of a Lonely Heart
The Dead Will Rise


The Dead Will Rise is a game idea that I've been playing around with over 3 or 4 years, but haven't gotten around to modding such a setup.

It is a 16 player game.

4 mafia
1 3p/indie
11 townies

Everyone starts out dead. Each player is randomly placed into 4 separate graveyards. Each graveyard will be given a set amount of action points to use throughout the game.

What I'm iterating on, is the process of players becoming alive. Originally, I had a bidding system in place, where the action points would be strategically used in the card game "War" like fashion, but that's not really mafia or has a feel to it that is okay, but I don't think it is what I'm looking for.

So with phases being 24/24, I'm thinking during the day phase, the ghost players would interact in a neutral zone. The top 4 players to meet a predetermined goal would be alive during the night phase to vote which of the 4 of them should remain alive. I feel like each graveyard would submit their own predetermined goal for each day, so each graveyard feels like they have a shot at becoming alive.

I'm also still working on how the wincons would work. I was thinking that there would be powers gained by the points that could prevent someone from reviving. Thus this would help make sure the game ends.

I have more ideas about this it is just hard to place words on all of it.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Fri May 18, 2018 3:55 am
by dunya
wow! a zombie-esque game. I'm so playing this but I'm terrible at forming setups of my own so my ideas will be lame. [mention]Epignosis[/mention] is my personal hosting hero though and he hates the tag feature and probably hates me, but I think he'd have a ton of ideas.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Fri May 18, 2018 10:42 am
by Owner of a Lonely Heart
I like the idea of having a different approach to the game or just getting players to think differently but to provide an equal playing field for various skill levels of players. Also, creating this game is a potential setup fix for the type of players who feel like they die early all the time. "Oh, you die early a lot? Guess what? Everyone starts dead."

Re: The Dead Will Rise [Incomplete Speed]

Posted: Fri May 18, 2018 12:48 pm
by Dragon D. Luffy
[mention]sig[/mention] approves

Re: The Dead Will Rise [Incomplete Speed]

Posted: Fri May 18, 2018 1:47 pm
by Tangrowth
Great idea, Owner!

Seems like it'd be a lot of fun to play something like this. A lot of folks here enjoy unconventional setups like this so I think it'd run with enthusiasm for sure. Consider me intrigued.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Fri May 18, 2018 7:15 pm
by Epignosis
It isn't that I hate the tag feature.

It's that it screws with my ability to reply.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Sun May 20, 2018 1:24 pm
by Owner of a Lonely Heart
Charlie Blackmon wrote: Fri May 18, 2018 7:15 pm It isn't that I hate the tag feature.

It's that it screws with my ability to reply.
Why or how does it do that?

Re: The Dead Will Rise [Incomplete Speed]

Posted: Sun May 20, 2018 1:51 pm
by Tangrowth
Owner of a Lonely Heart wrote: Sun May 20, 2018 1:24 pm
Charlie Blackmon wrote: Fri May 18, 2018 7:15 pm It isn't that I hate the tag feature.

It's that it screws with my ability to reply.
Why or how does it do that?
If a user goes to reply to a post that contains a tag/atmention sign (@), he or she should first remove that sign in the quoted post before typing a response, particularly if pressing enter -- because enter usually executes the tag feature. That's all really.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Sun May 20, 2018 9:34 pm
by Epignosis
M Plus 7 wrote: Sun May 20, 2018 1:51 pm
Owner of a Lonely Heart wrote: Sun May 20, 2018 1:24 pm
Charlie Blackmon wrote: Fri May 18, 2018 7:15 pm It isn't that I hate the tag feature.

It's that it screws with my ability to reply.
Why or how does it do that?
If a user goes to reply to a post that contains a tag/atmention sign (@), he or she should first remove that sign in the quoted post before typing a response, particularly if pressing enter -- because enter usually executes the tag feature. That's all really.
I get trouble even trying to remove the sign.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Sun May 20, 2018 9:46 pm
by Tangrowth
Charlie Blackmon wrote: Sun May 20, 2018 9:34 pm
M Plus 7 wrote: Sun May 20, 2018 1:51 pm
Owner of a Lonely Heart wrote: Sun May 20, 2018 1:24 pm
Charlie Blackmon wrote: Fri May 18, 2018 7:15 pm It isn't that I hate the tag feature.

It's that it screws with my ability to reply.
Why or how does it do that?
If a user goes to reply to a post that contains a tag/atmention sign (@), he or she should first remove that sign in the quoted post before typing a response, particularly if pressing enter -- because enter usually executes the tag feature. That's all really.
I get trouble even trying to remove the sign.
That's odd; if you go to quote and delete it right away by putting your cursor right before the symbol, it should go away no problem. At least every time in my experience it has.

Re: The Dead Will Rise [Incomplete Speed]

Posted: Sun May 20, 2018 10:28 pm
by ColinIsCool
I have trouble with it too, particularly on mobile but I avoid using it for the most part.