S-FM Fableblood II: The Wrath of Haloden
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    S-FM Fableblood II: The Wrath of Haloden

    Stealth, I took your idea and tweaked it. I hope you appreciate this homage.

    Fableblood II: The Wrath of Haloden

    [9 Players]

    Setup is ready for review!

    RP:
    A long time ago, in a tavern far, far, away, Haloden was murdered by the followers of Armadyus.
    The followers of Haloden have grown, and it is time for revenge.


    Role List:
    Armadyus
    Armadyus Follower
    Armadyus Follower
    Haloden Follower
    Haloden Follower
    Haloden Follower
    Haloden Follower
    Haloden Follower
    Haloden Follower

    Role Cards:
    Armadyus
    You have the ability to vote.
    You do not know who your followers are.
    The game ends if you die.
    Armadyus Follower
    You have the ability to vote.
    You know who Armadyus is, but you do not know the identity of your fellow follower.
    Armadyus is XXX.
    Haloden Follower
    You have the ability to vote.
    Your goal is to lynch Armadyus.

    Mechanics:
    THERE IS NO NIGHT PHASE.
    Days last until someone is lynched with a 51% vote.
    If no one is lynched after 72 hours, a random Haloden Follower will be lynched.
    Roles will be revealed in the graveyard.
    Last wills are not allowed.

    Win Conditions:
    Haloden Followers: Lynch Armadyus.
    Armadyus/Armadyus Followers: Control 50%+ of the vote.

    Rules:
    1. Inactives will be replaced or modkilled. Inactivity is roughly defined as going 36-48 hours without posting or voting.
    2. No out-of-game communication.
    3. No editing or deleting posts.
    4. No videos or links. (pictures OK, within reason)
    5. No invisible text.
    6. No quoting PM's.
    7. English only.
    8. No excessive trolling/insulting.
    Last edited by MattZed; August 25th, 2015 at 12:00 AM.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    I demand this be named

    Fableblood Twovern
    Quote Originally Posted by S-FM Unfunny View Post
    How dare you send me another box of cereal
    Quote Originally Posted by ChannelMiner View Post
    Anyways I shot Brad due to my morbid fear of zombies.
    Quote Originally Posted by FM-Snippy View Post
    I decided they were a scheming little weasel

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by Mikecall View Post
    For the win conditions, it states you only need to kill armaydus, wouldnt it be killing Armaydus and his followers rather than killing only him for town to win there victory condition?
    I do mean for the win conditions to be only about killing/saving Armadyus. I can tweak if people think that makes it too easy for the Haloden side, but for now I feel that's a good balance point that drives the day lynch.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Someone already did the balance for me?
    Awesome.

    Approved. Keep in mind that hosting only gives points twice a season!
    Spoiler : Orpz FM History :

    FM17 - Won, FM18 - Won, FM19 - Won ,FM20 - Loss, FM21 - Won, MVP, FM22 - Host Canceled, FM23 - Won, FM24 - Hosted, FM25 - Won, FM26 - Loss

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by Optimal play
    It has been presented that the best odds for a town win is to merely quick lynch every day having no other discussion. This effectively allows the kingdom to use its size to its advantage without exposing its information. Do not discuss who is scummy or why. Never scum hunt. That way info is zero. Uninformed scum remains uninformed. Then use your size by group voting/lynching anyone once they get one vote on them. Get every lynch asap! Whilst the assassin(s) can still win with this play, it becomes much more a random coin flip than a calculated decision of who they should blow up.

    With this strategy in play, the assassin's best chance of winning is to survive as long as possible to reduce the number of kill choices, however, if they are selected for a lynch at any time, it would be distinctly anti-town to plea their innocence and argue against the lynch, as the optimal town play is to merely lynch and be lynched silently without giving out any information at all.

    This strategy is difficult to implement, mostly due to the fact that it cannot be discussed without lowering its effectiveness (as discussing its validity puts out information the assassin wants). However, it still allows the town a distinct advantage and turns the game into little more than a lottery.
    Link

    The main thing is that this is older version but still has the same desired outcome: math is done here

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by ika View Post
    the ohter thing that will be done is just make a town bloc of 4 players and then lynch from outside it.

    once you do that scums have no power whatsoever
    And how exactly are the Haloden Followers going to make sure they didn't invite Armadyus into their bloc?
    Quote Originally Posted by Arrow View Post
    What. You got me. Stop unvoting and stretch my neck, dammit.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by MattZed View Post
    And how exactly are the Haloden Followers going to make sure they didn't invite Armadyus into their bloc?
    There's a thing called trust. The longer the game goes on the better it gets for scum due to apathy.

    Ideal play is to just lynch with 0 discussion or spend like 24-48 discussion and then make a town bloc of 4 ppl that everyone (or majority) can agree on. There there are a set amount of overlaps of a town read person they are probably town and then can be used as POE. If a scum is playing to such a way that they get there then they deserve an MVP. But technically speaking unless if its the main person himself it would be moot point.

    I have played games like these to know what the ideal and optimal play is. I played nightless wither it was 13p(?) with 4 scums and the optimal play there is to litarly make a town block and POE lynch.

    Scums dont have probally the most powerful tool to them in this setup: the nk, therfor if you set up a POE bloc that they cant break its a town roll over.

    There has been some diccussion about allowing a follower to have a vengekill if lynch to give scums a little more power

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by MattZed View Post
    If everyone's concerned this is too townsided, I can still alter the setup a little without Orpz killing me, lol.
    The only thing i would adjust is if a amrydius follower dies, they can kill another person in retaliation (and it cant be the other one).

    This makes it semi-easier in the fact that if people do the other idea (town-bloc and POE lynch) scums have a small window of opertunity

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by Frog View Post
    It's fine as is IMO.

    It's just a game that requires an inherent shift in site meta. Please don't modify, it's great.
    Yeah, games with different mechanics should be encouraged. Given most of us aren't used to this style, it will be very interesting to see how things play out.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by ika View Post
    The only thing i would adjust is if a amrydius follower dies, they can kill another person in retaliation (and it cant be the other one).

    This makes it semi-easier in the fact that if people do the other idea (town-bloc and POE lynch) scums have a small window of opertunity
    OOOOO i see.

    Maybe 1 suicide bomber that can be activated any time alive is another option, but it's already very balanced.

    The killing aspect is too op for mafia. I find scum has advantage here.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    I understand how to shift it to allow a 'killer', but it'd be a slightly different game. It's currently 6-3. 7-2 with a suicide bomber that can be activated at any time on any target makes it interesting. It adds a level of WIFOM to play off of.

    The suicide bombers activated at lynch are mere jesters that are weighted anti-town and not a strong enough deterrent to stop scum from wifom vote on their own teammate. It'd be too op in a 6-3 setup.

    The major meta-shift will be the way we view L-1. Ika and Fire are used to these setups and know how to play these variants.

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Its not so much a meta shift, its more of a balance shift.

    Fire hasnt played these games yet but I have and I know the ideal plan to win as stated and thats either:

    A) random lynch
    or
    B) town block 4 players and lynch outside of that

    the problem with B for scums is that they have no power over something that is out fo their hands. If you get like 4 univeral town people and the concense is "if one of them is the leader GG" then scums will lose based on the fact they have no power.

    *shrgus*

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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by ika View Post
    Its not so much a meta shift, its more of a balance shift.

    Fire hasnt played these games yet but I have and I know the ideal plan to win as stated and thats either:

    A) random lynch
    or
    B) town block 4 players and lynch outside of that

    the problem with B for scums is that they have no power over something that is out fo their hands. If you get like 4 univeral town people and the concense is "if one of them is the leader GG" then scums will lose based on the fact they have no power.

    *shrgus*
    Like I said, I vote ika for Town Leader. He can Sheriff Jailor us to victory. Sorry, Fire.

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