I was reading through some variations of TWG tonight, and an Idea came to mind. I started talking with a few people about it. Eventually it wound down to Fish, Pumble and I working out as many problems as we possibly could. This is what it turned into.
What do you guys think?
Players: 16
Wolves: 3 (2 + 1 Keybreaker)
Humans: 10
Seer?: Yes
Guardian? Yes
Psychic?: Yes
This game is almost completely reliable on keys. So what's the deal with keys? Let's find out.
Each player in the game holds a key. This key is used to open "the gate" each day. Not every player is placed in front of the gate every day however. Most players will not be standing in front of the gate during the day. The person who is wolf'd the previous night will choose any 3 players he/she desires to be the ones on trial.
Trial? Keys? WTF?
Alright, let's just break this down.
What goes on at Night
The wolves make their kill as usual. However, some new things happen as well. The Keybreaker(KB) chooses a non-red character. This non-red's key is then broken for the entirety of the following day. The non-red is UNAWARE that their key is broken. Why is this important you ask? I'll explain that in just a minute. First I'll finish with the rest of the roles.
The seer will see someone during the night (as is the case in any regular TWG). The difference in this game is that the results the seer gets have everything to do with keys and not so much the player's role. If the seer see's a fellow human player, that human's key will break for the entirety of the following day. If the seer sees a wolf, the seer's key will break for the entirety of the following day, while the red's key will break for the entirety of the game. So, based on these results, the seer should be able to figure out who's who.
The psychic's role may seem less important in this game at first, however, it's actually quite the opposite. Every night, after the KB and Seer do their thing, the psychic receives a report of how many broken keys there are at that time. This may seem stupid at first, but after a little thought, you'll see how important this role becomes.
The guardian's role generally remains the same except for one minor alteration. He/she can now guard against keybreaks as well. What may seem rather dumb on night one, and possibly two, soon becomes a very important role later on. The guardian is now left with a decision each night: Save someone or stop someone's key from breaking? This should be quite an interesting role.
And of course, the Humans simply wait.
And so, the night Ends.
Sounds okay so far, but what the hell goes on during the day with all those keys and what not? You're about to find out.
What goes on during Day
Alright, as explained before, three people will stand before "the gate". Also as explained before, these three people will be chosen by the person who was wolf'd during the previous night. Night 1's death chooses the day 1 people, night 2 chooses night 2's, etc.
The three people will attempt to "open the gate". If a player's key is broken, they will not be able to open the gate. This may mean that the player is a red. It may not either though, considering that the KB may have broken the player's key. On the contrary though, the seer may have seer'd a red and that's who's packing the broken key. In addition, the broken key could belong to the seer, who saw a red the previous night and is carrying a temporarily broken key.
Okay, so that's gonna leave a bunch of people saying "wtf? How do I know who's a wolf then?"
Well that's where normal TWG strategy comes into play. Good ole Aim convos, PMs, and chats; all things that help players discover who's who. This game is no different in that respect. Key's play a major role, but never rule out good ole conversation.
Okay, so now what? we have 1,2, or even 3! players who have broken keys... who do we lynch?
Well, you can only lynch 1 person per day, as per usual TWG. You now have to take into consideration the gate opening results as well as your own ideas from normal game strategy.
After the lynching, all temporarily broken keys are repaired (permenantly broken red keys remain... well... broken) and the next night begins, starting the whole cycle over again.
Hopefully that sums everything up.
Alright people, let's see if we can find anymore problems with this.
What do you guys think?
Players: 16
Wolves: 3 (2 + 1 Keybreaker)
Humans: 10
Seer?: Yes
Guardian? Yes
Psychic?: Yes
This game is almost completely reliable on keys. So what's the deal with keys? Let's find out.
Each player in the game holds a key. This key is used to open "the gate" each day. Not every player is placed in front of the gate every day however. Most players will not be standing in front of the gate during the day. The person who is wolf'd the previous night will choose any 3 players he/she desires to be the ones on trial.
Trial? Keys? WTF?
Alright, let's just break this down.
What goes on at Night
The wolves make their kill as usual. However, some new things happen as well. The Keybreaker(KB) chooses a non-red character. This non-red's key is then broken for the entirety of the following day. The non-red is UNAWARE that their key is broken. Why is this important you ask? I'll explain that in just a minute. First I'll finish with the rest of the roles.
The seer will see someone during the night (as is the case in any regular TWG). The difference in this game is that the results the seer gets have everything to do with keys and not so much the player's role. If the seer see's a fellow human player, that human's key will break for the entirety of the following day. If the seer sees a wolf, the seer's key will break for the entirety of the following day, while the red's key will break for the entirety of the game. So, based on these results, the seer should be able to figure out who's who.
The psychic's role may seem less important in this game at first, however, it's actually quite the opposite. Every night, after the KB and Seer do their thing, the psychic receives a report of how many broken keys there are at that time. This may seem stupid at first, but after a little thought, you'll see how important this role becomes.
The guardian's role generally remains the same except for one minor alteration. He/she can now guard against keybreaks as well. What may seem rather dumb on night one, and possibly two, soon becomes a very important role later on. The guardian is now left with a decision each night: Save someone or stop someone's key from breaking? This should be quite an interesting role.
And of course, the Humans simply wait.
And so, the night Ends.
Sounds okay so far, but what the hell goes on during the day with all those keys and what not? You're about to find out.
What goes on during Day
Alright, as explained before, three people will stand before "the gate". Also as explained before, these three people will be chosen by the person who was wolf'd during the previous night. Night 1's death chooses the day 1 people, night 2 chooses night 2's, etc.
The three people will attempt to "open the gate". If a player's key is broken, they will not be able to open the gate. This may mean that the player is a red. It may not either though, considering that the KB may have broken the player's key. On the contrary though, the seer may have seer'd a red and that's who's packing the broken key. In addition, the broken key could belong to the seer, who saw a red the previous night and is carrying a temporarily broken key.
Okay, so that's gonna leave a bunch of people saying "wtf? How do I know who's a wolf then?"
Well that's where normal TWG strategy comes into play. Good ole Aim convos, PMs, and chats; all things that help players discover who's who. This game is no different in that respect. Key's play a major role, but never rule out good ole conversation.
Okay, so now what? we have 1,2, or even 3! players who have broken keys... who do we lynch?
Well, you can only lynch 1 person per day, as per usual TWG. You now have to take into consideration the gate opening results as well as your own ideas from normal game strategy.
After the lynching, all temporarily broken keys are repaired (permenantly broken red keys remain... well... broken) and the next night begins, starting the whole cycle over again.
Hopefully that sums everything up.
Alright people, let's see if we can find anymore problems with this.








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