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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Thufir can you squeeze me in the schedule as soon as possible?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lady Tialait
Alright to start with, all villagers start as mummies. That means there are only two sides. The Mummies and the Vipers.
Mummies resurrect, Vipers do not.
Vipers can recruit, Mummies cannot.
Mummies want to destroy all Vipers.
Vipers want to outnumber Mummies.
That is the core. Very simple. You cannot be killed for very long from a lynch unless you are a Viper, then you can be lynched normally.
As for events and items, they are there to give some clue to who is a viper. All of them are to give an edge to the Mummies. After all, if there is nothing to assist the game will pretty much go to the vipers...barring a lucky lynch-vote.
I was thinking 1 Viper per 10 Mummies at the start of the game. As there are no power roles to speak of, book keeping will be about on my level.
Is that any clearer?
Problem I see from this - Random villagers lynch a mummy. Mummy is resurrected. Vipers recruit "Known" mummy. I suppose this isn't much of a problem, more a consideration strategy wise for the mummies.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lex-kat
:smallfrown: Maybe you could cut down to only one game at a time. Two, if it's a game you really want to play, and you haven't died yet in the other.
Ech, it's not that I can't manage more games, it's more that I will pretty much often late in adressing statments adressed at me, stopping bandwagons, or possibly missing actions, which would be detrimental to my team.
That, and that last game where certain individual decided to throw all fair play rules into the dumpster left me pretty bitter about WW games. I'd have let that go if I heard even one word of apology, but I guess that is too old fashioned these days.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Universal Smash Bros is looking for two autolynche replacees. It is needed badly. Please. :smallfrown:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Deathslayer7
Universal Smash Bros is looking for two autolynche replacees. It is needed badly. Please. :smallfrown:
Link to the thread.
Edit: Replacements found.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lady Tialait
*snip*
Mummy the Resurrection: The Corruption of the Serpent
*snip*
The other difference is that the 'wolves' are called 'vipers' and do not have a night kill. They have a recruitment each night. Who has been recruited is kept secret. A viper does not auto-resurrect.
The Mummies win if there are no more vipers, and the Vipers win if they outnumber the Mummies. *snip*
Unless there are multiple lynches per day, this is impossible to win for town if there is a recruitment every night. Even if town magically lynched a viper every day, they still gain a new member every night, so they would still win. Maybe the vipers recruit every other night?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Saposhiente
Unless there are multiple lynches per day, this is impossible to win for town if there is a recruitment every night. Even if town magically lynched a viper every day, they still gain a new member every night, so they would still win. Maybe the vipers recruit every other night?
I know that the vipers can't lose normally, that is why there is events. Some events will stop recruitment or even reverse it. I'm still working on the list, sense I won't get a spot till the end of March or the beginning of April I will have plenty of time.
Quote:
Originally Posted by
Castaras
Problem I see from this - Random villagers lynch a mummy. Mummy is resurrected. Vipers recruit "Known" mummy. I suppose this isn't much of a problem, more a consideration strategy wise for the mummies.
Yes, I know. That is what I think would make the whole thing more interesting.
The idea is to remove power roles, give everyone a bit of a change from the normal lynch/kill and make power roles transitory. Meaning that killing someone doesn't get rid of the possibility for a power cropping up.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
I'd like to schedule Shape-shifters II for The first available spot in April!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
come on people. there are free spots left in Open WW.
Join or join.
The third option is also join.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Reverse WW IV Is open for recruitment! Join fast!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
And final call for Ghosts WW! Game starts in less than twelve hours!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lady Tialait
I know that the vipers can't lose normally, that is why there is events. Some events will stop recruitment or even reverse it. I'm still working on the list, sense I won't get a spot till the end of March or the beginning of April I will have plenty of time.
Yes, I know. That is what I think would make the whole thing more interesting.
The idea is to remove power roles, give everyone a bit of a change from the normal lynch/kill and make power roles transitory. Meaning that killing someone doesn't get rid of the possibility for a power cropping up.
I love the track this is taking, I think the Win Condition just needs to be clearer....
Mummies win: Eliminate All Vipers - Chance daily with lynch.
Viper Win: >= # of Mummies (living and dead or just living (not lynched awaiting ressurection)?)
Each Night - Vipers get 1 step closer to win
Each Day - Mummies either move forward a step, or stay where they are at.
Cassie's right - the math says the Vipers will march to a win since the nightly recruitment alway's keeps them moving forward. They don't run as big a chance "staying where they are at" unless something interrupts that. For balance, I'd make that something have a 1/10 chance of working, just similar to the wolves 1/10 start ratio.
Granted, when the mummies take a step forward it'll always be bigger then the Viper's moving forward, as removal from game > 2 day delay until you point again.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
If the vipers have 2 members to start with, even if the mummies lynch a viper every single day, they still can't win. I think that's what Cas was saying.
Those events will have to be something special.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Reinholdt
If the vipers have 2 members to start with, even if the mummies lynch a viper every single day, they still can't win. I think that's what Cas was saying.
All they need is multiple lynches like in Rebellion.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Happy Valentines Day from Mafia!
Here's to plots against thoughts of all you Wolves and Masons!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Wow, Mummies Feedback.
I was thinking a ratio of 1 viper to 10 mummies.
Also, still working on the Events, I have till the tail end of march to hammer those out. I am thinking a 25% rule modification Event for round 1.
Basically, the first round will have the event of every 10% of the lynch vote is a lynch. So, there are 21 players (what I hope for.) and 2 of them that votes for a person that person will end up lynched.
As for the vipers, yes they must outnumber the total number of mummies living, not on their way to be resurrected. Meaning a lynch can mean a win for the vipers. Dead Mummies cannot be recruited, our tallied. For all purposes they are not counted as part of the game till they resurrect.
I also plan on having events that will play out like mini-games, not quite finished those as of yet. I'm using the game design principal that some of my favorite games ever use. "Simple Rules, many acceptations".
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lady Tialait
"Simple Rules, many acceptations".
Wait what? Do you mean exceptions?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Saposhiente
Wait what? Do you mean exceptions?
Yes, yes I do.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
I think I have my Discworld game fairly balanced for ~30 players... but I have a idea to pose to your minds here:
The Summoning Dark- you were once a normal citizen, but now you've been infected by an entity older than time, and now you are on the side of the criminals. When you die, you choose a new player, and they are infected, becoming the new Summoning Dark. Vimes is immune, as is Carrot. The other watch members have a 25% chance of being immune.
--------------------------------------------------
Here's the rest of the rules-
The Watch
I'm taking out the Canting Crew, and making one of Vimes' powers that he knows 2 other Watchmen randomly. He also has a 50% chance of surviving an attack, all those years of being attacked by Assassins.
Fred and Nobby share a void, when one is dead it only has a 50% chance of working.
Carrot is so persuasive that his vote counts double, and every 3 days he can talk the down the angry mob, protecting one person from either a lynch or night kill.
Angua and Sally think they are both Seers, but one is actually the Fool, which is chosen randomly before the game begins.
Igor, when not working on his bioartificing, can sew a knife wound closed or reattach a severed limb- with almost no scar! He is the Baner.
The Criminals
Due to Death taking yet another holiday, several bad, bad people have escaped his realm and come back to life to get revenge.
Reacher Gilt, pirate, conman, and the Alpha Wolf.
Mr. Pin and Mr. Tulip, the New Firm, can protect another criminal from the mob with their connection to the Lawyer Slant. When one dies, the power only has a 50% chance of working.
Carcer is the worst thing to happen to Ankh-Morepork since Mr. Hong set up the Three Jolly Luck Take-Away Fish Bar on the site of a former fish-god temple in Dagon Street and opened on the night of the winter solstice which also happened to be a full moon. When he dies, he's going to take someone with him (Beast).
Jonathan Teatime (pronounced "Teh-ah-tim-eh,") supposedly has a crystal ball in place of his missing eye. He is the Devil.
Edward d'Eath- owner of the Gonne, he gets an extra kill once per game. The Gonne however is fickle. When used, it will be discarded and picked up by someone else, who then gets the same power.
The Summoning Dark- see above.
The Citizens
Everyone else in the game. Role-playing a specific character from the Discworld Universe may give you a one time bonus power. Or not. :smallbiggrin:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
So if we want to start a WW game we post here?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
USB has finally ended with a win for the villains!.
*whew* :smallsigh: now i can relax.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Hipen3
So if we want to start a WW game we post here?
Yeah, it helps organize the player population. That way good games don't end up ignored.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Lady Tialait
Yeah, it helps organize the player population. That way good games don't end up ignored.
WHAT?!?! What's that?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Also my WW game will be called WW D&D numero un. *said with silly Spanish accent*
And Normal WW rules.
Elf=Seer
Half-Elf=Fool
Dwarf=Mason
Human=Villager
Goblin=Wolf
Tiefling=Devil
Demon=Alpha*as in scrys as human*
Scry Interference
Auto lynch 2-days
and all that good stuff.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Hipen3
Usb?!?!?!?
Universal Smash Brothers.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Oh. Spoiler
Show
(This is was added because the fourm won't let me post a post with 3 letters)
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
OK, while I actually missed the week the game should've started trying to figure out the rules for a more complicated game idea while being excessively busy IRL, The thread for L-Space WW has just been posted and is awaiting approval.
(If anyone's wondering, it's not Discworld themed, I just borrowed the idea of L-Space)
Edit: Go thread go!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Hipen3
Also my WW game will be called WW D&D numero un. *said with silly Spanish accent*
And Normal WW rules.
Elf=Seer
Half-Elf=Fool
Dwarf=Mason
Human=Villager
Goblin=Wolf
Tiefling=Devil
Demon=Alpha*as in scrys as human*
Scry Interference
Auto lynch 2-days
and all that good stuff.
Sounds a lot like WW Classic - is anyone running one of those right now? Normally there's always a version of Classic going on. (Sorry, still getting back into swing of things) - If not, Hipen - you can run it as the next version of that, pending no one has claim to narrating the next version. Classic has that roleset with different themes, and switches narrators every time.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Classic doesn't have an alpha, also the Devil doesn't know the regular wolves, unlike most games.
I personally assumed/feel that Classic should have actual werewolves, whatever the precise setting - though that may just be me. Also, it's typically done by a more experienced narrator, meaning no offense to Hipen, because it's a pretty big thing.
Additionally, there's nothing wrong with having games other than Classic with pretty much classic rules. Indeed, it makes the games potentially more accessible to newcomers if not every game has complicated special roles and rules.