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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Murska
But I'm thankful for the nomination and support, and will do my best to represent us, though I have a dreadful lack of time due to real life military commitments. :smallsmile:
So thaaaaat's why you're so good at Insanowar. :smalltongue:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
I don't think I'm particularly good at Insanowar of all things. :smalltongue:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
If you guys wanna cheer on Murska and follow the happenings, you can add me on Skype and I'll add you to the spectator chat: thingyman
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
League of Draven WW Game
Is still recruiting I would really like 20 players min, :smallfrown:
Please make me a happy camper by signing up! :smallsmile:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
So, I'd like to run Trick or Treat 3 on October 31st. I would definitely like to get a co-narrator, though.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
lord pringle
So, I'd like to run Trick or Treat 3 on October 31st. I would definitely like to get a co-narrator, though.
I can probably do that, since the Fae series is officially discontinued?
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
C'nor
I can probably do that, since the Fae series is officially discontinued?
Awesome! Were you in either of the two Trick or Treat games?
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
lord pringle
Awesome! Were you in either of the two Trick or Treat games?
I was not, sadly. Though I will read up on them.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
C'nor
I was not, sadly. Though I will read up on them.
I'm just going to warn you that back then my narrations were pretty terrible.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Trick or Treat 3? Oh please can I die day/night one again?!?
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Rogue Nine
Trick or Treat 3? Oh please can I die day/night one again?!?
The narrators are not responsible for you dying early.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Ok, I have a game I'm working on, but I'm unsure about it's balance an I need some suggestions for abilities. Those interested, please PM me. Thanks. :smallsmile:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Gray Mage
Ok, I have a game I'm working on, but I'm unsure about it's balance an I need some suggestions for abilities. Those interested, please PM me. Thanks. :smallsmile:
More third-party roles with vote manipulation powers!
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Internet Flea
More third-party roles with vote manipulation powers!
Oh, boy. I had forgotten about that one. That game was awesome. Are we going to have a second iteration (with severe changes to neutrals, of course) soon? :smalltongue::smallbiggrin::smallwink:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Gray Mage
Oh, boy. I had forgotten about that one. That game was awesome. Are we going to have a second iteration (with severe changes to neutrals, of course) soon? :smalltongue::smallbiggrin::smallwink:
I am always willing to help balance things though my life is hectic as I work at game stop and crap auto 5 is coming out soon. So It may take a while for me to get back to you on that.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
lord pringle
The narrators are not responsible for you dying early.
No, but it is tradition by this point. :smallbiggrin:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Would anybody be interested in a Cowboy themed WW game? I have an idea for such a thing in my mind now.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Sabeki
Would anybody be interested in a Cowboy themed WW game? I have an idea for such a thing in my mind now.
That could be fun. What's on your mind?
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Masons are Sheriffs, Werewolves are Banditos, etc. Etc.
The goal of the Banditos is to kill the Banker (The seer). which results in the Weres winning. The goal of the Sheriffs is to kill the Banditos. However, the Sheriffs also do not know who the Banker is. There would be PMs in it (it always struck me as dumb to have no PM games, but that's just me) and the villagers would still have lynches.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Sabeki
Weeewolves
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
LOL. No, that's just a typo. Will fix.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
About no PM, for some games, it's necessary.
Other then killing the banker be an autowin (I generally dislike autowins, and one of the first thing I thought about in Reverse was how to avoid one), the rules seem fine.
No baner?
Also, you probably meant Bandidos.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Oh, right, the baner. Forgot about him. I can't think of a Western equivalent. I guess the closest thing would be the Deputy? I don't know...
Deputy could be easily confused for the Sheriff, so maybe just a Cowboy/girl. As for the auto win, the Bandidos are trying to rob the bank, so I felt like that made sense.
Also, my phone spells it with a T for the Bandidos.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Sabeki
There would be PMs in it (it always struck me as dumb to have no PM games, but that's just me).
Quote:
Originally Posted by
Gray Mage
About no PM, for some games, it's necessary.
What GM said. First things first, look into why there are no PMs in certain games. The entire point of blind games is to work off of what information is given in-thread. Why? It's more challenging, which is fun for some people. Read any Witchhunt game and you'll see why PMs wouldn't work there. PM games, especially those with vanillager roles, also have the unfortunate side effect of "Network rules." If the town network can get together fast, they'll lynch anyone and everyone who isn't in the network just because they aren't in the network. There's usually no logic given aside from "not network." That's hardly fair to anyone who isn't in the network. Read Phantom of the Opera V to see that at work.
Another perfect example of where PMs would not work is Careless Citadel. (As well as Careless Village) If a player is a Loyalist and networks to all the Loyalists then dies and comes back as a Usurper with a kill, it would be woefully unbalanced. Especially in the first game if someone was a mason and came back as a wolf.
I don't believe it was your intention, but you come across as rather rude to anyone who runs no PM games. It's one thing to think something to yourself, but it's far different once you've posted it on the internet. Think a little harder next time before posting "I think X is dumb." :smallannoyed:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
I did not mean to offend. I haven't seen a game where that has happened, so I had no idea that such a thing had happened.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Yeah, PMs can break the game if abused, though the behind-the-scenes it adds is a nice touch. For games without them, think of in-person Mafia/WW. There's no secret meetings anyone gets to have. You only have what's said to everyone during the day. Though there there's also stupid metagaming about who made a movement during night and whatnot... (no, of course I don't hold grudges!) :smallannoyed:
I'd go into more of why I have the Postman despite the problems of PMs in Careless, but I should probably wait until the game's over.
Speaking of Careless Citadel, if anyone wants to play another game, there are still spots open if you want to join! Check it out if you're interested! :smallsmile:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
lord pringle
I'm just going to warn you that back then my narrations were pretty terrible.
Fair enough. Also wow I was busy. Reading now.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Having PMs makes wolves weaker. But it opens many interesting strategies and tricks for both sides, if the game is balanced for it. I've infiltrated many a network built on insufficient paranoia.
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
Murska, you may not wish to brag too loudly about that. It is the biggest reason, I think, you use to get killed so quickly, there for a while. :smallamused:
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Re: Werewolf Central IX: Important WW information goes here - READ OPENING POSTS!
So, I've had this idea kicking around in my head and I've finally put it to paper, but now I'm a bit unsure how to proceed.
First, some context. In various games I've seen villagers don't try and defend themselves from a lynch because then at least there were no chance for a power role to be lynched. While that's a valid reason, I'm not a fan of it, so I've began thinking on ways to discourage it via mechanics. One of the ways I've though (mostly shamefully stolen from the Assassin series of games and one power from USB, to tell the truth) is with sleeping town power roles (so power roles that think they were villagers until a certain condition is met). I now have a rough sketch, so there's a couple of powers/mechanics I still need to define, plus there's going to be more fluff in the roles descriptions. Any input is welcome.
So, I present to you:
The Legend of Zelda WW: The Wind Waker
Rules
General Rules
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Helgraf's Scry interference.
No vote minimum for the lynch.
Wolf extra win condition, have both Link and Zelda dead. Mustn't be the ones responsible for the kill.
Roles
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Town
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Link ("Awakener"/Multiple Votes/Amplifier)
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[Night Power] Wind Waker: Every night, scry a player. Is informed if the player is Medli, Makar or Zelda. If the player is one of then, that player is awakened and is put in contact with Link. May use this power to increase Medli's or Makar's power during one night.
[Passive] Master Sword, Blade of Evil's Bane: If Link sucessfully awakens Medli or Makar, his vote is increased by one. This bonus is cumulative, so if he awakens both, his vote is worth three votes.
Zelda (Killer/???)
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Zelda starts play as a villager, without knowlegde of her power. After being awaken, she gains the following abilities:
[Night Power] Light Arrows: Night Kill. 2 night's cooldown.
[???] Triforce of Wisdom (?): No idea, suggestions are welcome.
Makar (Vortexer???)
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Makar starts play as a villager, without knowlegde of his power. After being awaken, he gains the following abilities:
[Night Power] Wind God's Aria (Solo): Vortexes two players. Every ability (incluiding the wolf night kill) that targets one of them instead targets the other and vice versa.
[Night Power] Wind God's Aria (with Wind Waker): Vortexes every player. Abilities that target one player is redirected to a random player, coming full circle (so if there's three players, abilities that target player A are redirected to player B, B to C and C to A) . The use of this ability is revealed once night ends. After this ability is used,Makar's ability, incluiding the Solo Vortex, is on three night cooldown.
Medli (Voider)
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Medli starts play as a villager, without knowlegde of her power. After being awaken, she gains the following abilities:
[Night Power] Earth God's Lyric (Solo):Voids the chosen player. Abilities on cooldown gain one more night of cooldown.
[Night Power] Earth God's Lyric (with Wind Waker): Voids every player and every ability, incluiding the wolf's night kill. Abilities on cooldown gain one more night of cooldown. The use of this ability is revealed once night ends. After this ability is used, Medli's ability, incluiding the Solo Void, is on three night cooldown.
King of Red Lions (Baner)
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[Night Power] Every night, pick one player. That player is protected from night kills.
Quill (Seer)/Komali (?) (Fool)
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[Night Power] Every night, pick one player. Quill learn that player's role while Komali is given a random result. Both gain a result of Quill when scrying the other. Gannondorf and sleeper Zelda, Makar and Medli scry as villager for Quill.
Villager
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Vanilla villager.
Wolves
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Gannondorf (Alpha/Role Finder(?))
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[Passive] Alpha: Picks the wolf team, but not their roles. Scries as Villager.
[Night Power] Triforce of Power: Every night, pick one player. Is informed if that player is Zelda or not. Works even on a sleeper Zelda.
Phanton Ganon (Devil)
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[Night Power] Every night, pick one player. Learns that player's role. Sleeper Zelda, Makar and Medli scry as villager
Darknut (Beast)
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[Passive] When killed, kill his killer. If lynched, kill one random non wolf player that voted for him.
Wizzrobe (Voider)
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[Night Power] Voids the chosen player. Abilities on cooldown gain one more night of cooldown.
Hellmaroc King (Kidnaper)
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[Day Power] May decide to kidnap the day's lynch target. If so, that player's role is only revealed on the end of the next day. Abilities that trigger on a player's death also activate on the next day. Two Day cooldown.
Bokoblin
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Vanilla wolf.
Stuff that I'm tempted to add/change:
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- Treasure hunting with Grappling Hook and Shop.
- Makar and Medli's powers, although I'm not sure what'd be good.
- I sort of want Light Arrows to have an extra/bigger effect on Phanton Ganon, but if so the only thing I can think is give PG an extra life that LA ignores.
- Maybe have Zelda be able to find Gannodorf with ToW?
- Have one of Makar, Medli and Zelda awaken every 3 or 2 nights after Link is dead.
- Reveals Makar, Medli and Zelda's role when killed, even if not awake.
So, thoughts, suggestions?