AI向けの説明がhttps://wiki.supernewroles.com/llms.txt (詳細な内容はhttps://wiki.supernewroles.com/llms-full.txt) に書かれています。

SuperNewRoles WikiPreview

Role Proposal

Table of Contents

Role Acceptance Criteria

About Responses from the Development Team

About the Concept

Concept examples
- A role that’s visually easy to understand or flashy and looks great in videos—something everyone can enjoy together in proximity chat / casual rulesets. - An Imposter role that increases the factors to consider during deduction by falsifying information. - A third-party role that discourages the crew from clustering.

Concrete Examples for Designing Roles

Designing Gameplay from an Idea

Spider
- Can set traps
- What do you want to do with those traps?
- Stop the crew’s movement and hinder tasks
- Get kills in good locations
- Based on the above, flesh out the details so it isn’t too strong
- If it can restrain forever, it’s too strong, so add a time limit to how long it can bind
- Make it clear when someone is caught
- If you kill prey caught in a trap, your kill cooldown becomes shorter
- If you can place a trap and immediately kill, it doesn’t really fit the “setting traps” fantasy, so add an interval before the trap becomes active to encourage pre-placing
- Make it visible to third parties that someone got trapped, so players can deduce the Spider from trap locations
- As the tradeoff for the shorter kill cooldown

Starting from What You Want

Magician
- We want a flashy, cool role that everyone wants to try
- If you place markers and, once you enclose an area, you can kill all crew inside, that would be strong, satisfying, and cool—triangles and stuff look awesome, right?
- The markers should look super cool too
- For special-kill types (especially remote), it’s better if everyone can tell it was this role’s kill, so make the screen glow for all players so it’s recognizable
- If you can pull it off, it’s hard to identify the culprit and you can get mass kills, so disable normal kills
- Enclosing the entire map would be too strong, so limit how far apart markers can be placed

Starting from the Role Name

Pavlov’s Dog
- What could be a counterpart to Schrödinger’s Cat?

→ Pavlov’s Dog…?
- Pavlov’s dog is a classical conditioning experiment:

If you ring a bell and then give food, eventually the dog will drool just from the bell.
- What kind of “imprinting” would be fun…?
- That’s it—imprint a kill ability!
- Then the one doing the imprinting would be in a Madmate-like position
- But if that’s all, the imprinted player is basically idle after choosing, so make it so the imprinted side can still win even if the imprinter dies
- Based on the idea that a Madmate can die protecting the Imposter and it doesn’t prevent victory
- Make the win condition simple, like Jackal: after the Imposters are wiped out, win when your faction is equal to or fewer than the crew
- In this case, if the killer dies there’s no path to victory, and it’s hard to “care for” the non-killer, so require the killer to stay alive
- Being alive makes your faction count and is simply strong, but since we want the imprinter to be able to die protecting the dog like a Madmate, make it so if the imprinter dies, the dog’s kill cooldown becomes shorter
- The imprinter shouldn’t be rewarded for shamelessly surviving, so they can’t use vents, etc.
- Some people see it as a problem that after the killer dies, the non-killer ally role becomes idle, but personally I think that’s on you for failing to protect them (Developer No. 12)
- This difference likely comes down to whether you prioritize the task phase or the discussion phase in Among Us
- Which you prioritize differs by MOD creator, so please treat this as the values of No. 12, who handles role review/acceptance for SNR


- Personally, I think it’s fairly difficult to make this truly fun based on this concept (Developer No. 12)

Thinking About the Impact the Role Brings

An Imposter with an extremely short kill cooldown
- A short kill cooldown has many effects: you can kill before the emergency button cooldown ends, you can “get a souvenir” at high probability, and in high-level lobbies, killing before 30 seconds makes deduction harder, etc.
- A lot of kills in a short time is very stressful for the crew.
- Therefore, unless it becomes correspondingly easier to narrow down suspects, or the killer has a major downside, the village perspective becomes hopeless and the game becomes unfun.
- Keep in mind that it needs to be “worth it”—e.g., if mass kills happen, it should be easy enough to eject the culprit based on that suspicion.
An Imposter that can use a unique sabotage
- Some Imposters have abilities separate from normal sabotages, such as obstructing visibility or causing their own blackout.
- Unique sabotages are more stressful for the crew than you might think, so they’re generally not a good kind of ability.
A third-party faction with no way to be counterplayed
- Especially for “survive and steal the win” third-party roles, the Imposters and crew need to have some way to counterplay them.
- Otherwise, the game can stall because you can’t end the game if you don’t know whether they’re still alive.
- Also, SNR already has many “survive and steal the win” roles, so unless it’s exceptionally interesting, it won’t be accepted.
A crewmate role that’s too inconvenient for Imposters
- Roles that are obviously identifiable to everyone effectively become confirmed white, which is actually quite strong.
- In SNR, Star is a representative example.
- The key question is: can non-crew roles fake-claim it?
- As a rule, it should not be provable from others’ perspectives, or if it is, it should come with an appropriate downside.
- For example, information-gathering roles often provide information only from the user’s perspective, so it can’t be proven to third parties and can be hijacked by Imposters, etc.
- For example, Sheriff can kill, but Imposters can also kill, so it can be hijacked.
- Since SNR has several roles that can commit suicide, depending on the role distribution, even self-destructing doesn’t necessarily prove the Sheriff is real.
Roles that revive the dead / revive after death
- These are prime examples of extremely powerful abilities: killing is already high-risk, and this nullifies it while also revealing the perpetrator.
- Therefore, they cannot be accepted unless there is a correspondingly strong downside or restriction.
- Even if it’s on the Imposter side, it nullifies the crew’s hard work of finally reducing the number of Imposters, so an appropriate downside is required.

Where to Submit Role Proposals

Role Proposal Template

Template
### Role Name
- ~(Japanese name)/(English name)~

### Intro
- 

### Role Color
- (Write using either [~ family] or [RGB], and delete any items that don’t apply)

- Red family
- Orange family
- Yellow family
- Green family
- Light blue family
- Blue family
- Purple family
- Pink family
- Brown family
- White family
- Gray family
- Black family

- R: , G: , B: 

### Faction
- Imposter faction
- Third-party faction
- Crewmate faction
- (Delete any items that don’t apply)

### Concept
- (Write how adding this role makes Among Us more fun as a game)

### Description
- (Write a short overview of the role to be shown in-game)

### Win Condition
- (Required for third-party roles. For Imposter/Crew, delete if there are no special conditions)

### Details
- (Detailed explanation of the role, ability details, inspiration/source, etc.)

- Ability x_Passive: **Ability name (optional)**
  - Passive/automatic abilities go here (e.g., Bait’s self-report)

- Ability x_Ability: **Ability name (required for button-press type)**
  - Abilities activated by some operation go here (e.g., Wave Cannon’s Wave Cannon button)

### Settings
- Setting name (for numeric settings)
  - Default: (Min: , Max: , Step: )
- Setting name (for ON/OFF settings)
  - Default: [Write either ON or OFF] (ON/OFF)

Comments from the Development Team