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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
From hence forth I will no longer be known as Zanshin.
Ye look upon my new improved self and weep in despair enjoy the nerdiness!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Rogue Nine
From hence forth I will no longer be known as Zanshin.
Ye look upon my new improved self and weep in despair enjoy the nerdiness!
Sounds awesome Zanshin.:smalltongue:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Rogue Nine
From hence forth I will no longer be known as Zanshin.
Ye look upon my new improved self and weep in despair enjoy the nerdiness!
I certainly am... I've got a copy of "I, Jedi" on my desk as I type!
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Tydude and I would like to claim Oct 17th for Trick or Treat 2
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Please note that I will be away for most of this week and will try my best to post, if I cant though please do not auto me
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Supagoof
I was thumbing through the archives, and I saw that it has been over a whole year since a round of Ye Olde West was played.
So put me down for a spot in July.
Ye Olde West V - True Wit.
Do we have an updated schedule? And if so - is Y.O.W.- V on it?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Supagoof
Do we have an updated schedule? And if so - is Y.O.W.- V on it?
I missed something?
Damnit.
Oh wait, I remember why. You didn't specify a particular spot in July, and I don't like to second guess people. Pick a week and I'll put it in.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
I will be going away for the next 2 days and won't be able to post. Though I doubt I will be autoed in that time please don't auto me anyway.
I'll mention this here though I have already mentioned this in all the games I think I am playing in.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Is the last week of July open?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Thufir
I missed something?
Damnit.
Oh wait, I remember why. You didn't specify a particular spot in July, and I don't like to second guess people. Pick a week and I'll put it in.
You missed me claiming July 11th.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Gonna have to once again back out with Alien Invasion. I has a job after my exams, woo! But it means less time to do shizzle. But it's money. And Money's good.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Inhuman Bot
You missed me claiming July 11th.
<.<
>.>
Hush.
Quote:
Originally Posted by
Castaras
Gonna have to once again back out with Alien Invasion. I has a job after my exams, woo! But it means less time to do shizzle. But it's money. And Money's good.
:smallfrown:
Given this, Anatharon, would you like to have July 4th instead?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
I'd like to claim the 25th of July, probably, for:
4E D&D WW
A battle for the future against an ancient lich begins in the castle of illusions.
I'm looking for a Co-Narrator.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Depending on where classic is at the time i'm up for co-ing.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
'kay, we'll see about it closer to the date then.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Just a note: Isocerne City has started. :smallsmile:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Well, its time again. Time for another renactment of the events of the Phantom of the Opera! That's right, Phantom of the Opera Werewolf is back for the fourth time.
The Roles:
Good Guys: Win when all wolves are dead, extra win if both Christine and Raoul are alive at the end of the game.
Spoiler
Show
Christine Daaé: The rising star of the Paris Opera, and the love of both the Phantom and Raoul. Day Baner with 2 day cooldown, extra win condition for wolves
Raoul: The Viscount de Chagny, patron of the Paris Opera house. He is able to protect himself and others from the Phantom's wrath. Baner
André and Firmin: The new managers of the Opera house, they know each other role, but if one dieds, the other goes with him. Partners/lovers
Carlotta: The prima donna of the paris opera, and is very jealous of Christine's sucess. Vain and self-focus, she thinks that she can tell the real identity of people, but she is not often right. Fool
Police: The police summoned by Raoul to trap the Phantom. They know each other. Masons
Cast: The cast of the opera house. They just want to survive this madness. villagers
Madame Giry: Head of the ballet, she knows about the Phantom, and the opera house, and with this being the night of the Seer
Wolves: Win when other roles are equal to number of living wolves. Extra win: Christine lynched or night killed.
Spoiler
Show
Shadows: The hiding places of the Phantom. wolves
Head of Fire: A firely head, that wanders the opera house. Its eyes of fire can see the identity of people. Devil
The Phantom: The Phantom of the Opera himself.
Alpha, special: If lynched, the role of the Phantom moves to a shadow.
I would like to schedule this for July 4, or sooner if possible.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Hurray, Phantom of the Opera returns! Looks good, it's a pretty standard set-up as always, so there's not much to really say about it.
As for the start date, I think Anatharon has July 4th, though he hasn't confirmed Thufir's offer yet I don't think. If its going to be twenty players or less you could probably go for it straight away though?
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Got a game idea. Calling it Wizards WW for now.
Spoiler
Show
Rules:
Spoiler
Show
Every Day, the players will vote to lynch somebody, and will choose someone to pass a generated point to. Players can target themselves with their point. Players must perform both actions per day or neither the vote nor the point will count. Generated Spell points that are not passed are lost.
Players with more than one point or vote can use the additional points/vote via PM, though they still must use one in thread. Narrators assume players are passing additional points to themselves, and any additional votes are following the in-thread vote, unless PMed otherwise.
Every Night, players with points can use them to cast spells (Scry, Bane, etc.). If the same spell is used multiple times in the same night on the same target (two people Scrying/ Baning/ etc. the same person), interference will result. Interference can have various effects; scries may become inaccurate, banes may silence people, kills may augment lynch votes, etc. Alternately, the spell can fail outright, or work on the interfering player instead of the target. Players will not be informed of the interference.
Players can PM the Narrators with their spell action and link it to their point the next day. The spell will then target whoever they point at the next Day, whenever they point at them. Spells cast in this way take precedence in the order they are cast, but will not resolve until the end of the Day.
Players with extra points can use them to augment the spell’s effects, making them less likely to fail due to interference (the most powerful spell will still take effect, though it will be weakened) and more likely to override conflicting spells. A sufficiently powerful Scry or Kill will work even if the target is Disguised or Baned [Scry or Kill must be at least three points more powerful than the Disguise or Bane.]
Players with enough points can cast multiple spells. A player can target a second target at the cost of four points, plus the cost to cast another spell.
(minimum twelve for villagers and ten for wolves.)
Points will expire at the end of the night. Points can be stored for an additional night, at the cost of one point. Stored points cannot be passed or stored again.
Good Guy Roles: Generate one point per day. Need four points to cast a spell.
Spoiler
Show
Pupils- - Masons.
Apprentices- - Ordinary villagers.
Possibly more roles as game balance warrants.
Bad Guy Roles: Generate two points per day.
Spoiler
Show
Sorcerors: Each sorcerer has an affinity for one spell, which they can cast for only one point. Other spells cost two for sorcerers to cast.
First Sorceror affinity: Kill
Second Sorcerer affinity: Disguise
Third Sorcerer affinity: Day Bane
Fourth Sorcerer affinity: Vortex
Fifth Sorcerer affinity: Void
Sixth Sorcerer affinity: Trap
Seventh/Up Sorcerer affinity To Be Announced if necessary
Suggested spell list:
Spoiler
Show
Scry
Bane
Kill
Day-Bane (if lynched, the target survives; cannot be linked to a point)
Lynch Protection (negates a lynch vote against the target.)
Vortex (targets two players; any spells targeting a vortexed player take effect on the other vortexed player. More powerful Vortexes make vortexed spells more powerful.)
Point Vortex (any points for lynch or spell points will be transferred to the other vortexed player. More powerful point vortexes make vortexed points and votes count for more.)
Point Augmentation (affects spell points and the lynch vote, adds one vote/point at base spell cost and one more for every point past that)
Silence (cannot post in thread/PM for the day. More powerful Silences may last through the night or even last multiple days [a player Silenced at night cannot cast spells]. All unused points are kept by the Silenced player.)
Nullification (passed spell points are negated and lynch vote does not count)
Disguise
Trap (Requires two spells; one to set the trap, and one to perform an action when the trap is sprung [e.g. Trap/Kill will kill a player who targets the trapped player that night. Trap/Scry will Scry them instead]. Does not count toward interference with the trapped player, but will count toward interference against the caught player.)
Please inform the Narrators how powerful the spell will be by specifying either Base or +(number).
Don't think it's been done before.
I have a few other ideas to try to balance it or make it more interesting. The first is not having role reveals but allowing players to scry the dead. The second is Super Spells that require ten or fifteen points: Scry Role for the villagers (finds a wolf or specified power role if any) and... probably Mass Interference or something far-reaching for the wolves. And maybe Resurrection as another option.
Thoughts, balance issues, spell suggestions or co-narrator applications? (I'd like to run a small version of it early July.)
((unrelated; it looks like Witchhunt 4 isn't in the list of completed games.))
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Sounds pretty cool to me. I'd definitely be interested in co-narrating, although it would be my first time so you might want someone more experienced, if not, I'd definitely play.
As for balance issues etc. I'm afraid I can't be of much help there.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
The Grimmace
Sounds pretty cool to me. I'd definitely be interested in co-narrating, although it would be my first time so you might want someone more experienced, if not, I'd definitely play.
As for balance issues etc. I'm afraid I can't be of much help there.
You're welcome to co-narrate, especially if you can write flavor-text. My attempts inevitably devolve into angry rambling (assuming they didn't start that way).
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Internet Flea
Got a game idea. Calling it Wizards WW for now.
Spoiler
Show
Rules:
Spoiler
Show
Every Day, the players will vote to lynch somebody, and will choose someone to pass a generated point to. Players can target themselves with their point. Players must perform both actions per day or neither the vote nor the point will count. Generated Spell points that are not passed are lost.
Players with more than one point or vote can use the additional points/vote via PM, though they still must use one in thread. Narrators assume players are passing additional points to themselves, and any additional votes are following the in-thread vote, unless PMed otherwise.
Every Night, players with points can use them to cast spells (Scry, Bane, etc.). If the same spell is used multiple times in the same night on the same target (two people Scrying/ Baning/ etc. the same person), interference will result. Interference can have various effects; scries may become inaccurate, banes may silence people, kills may augment lynch votes, etc. Alternately, the spell can fail outright, or work on the interfering player instead of the target. Players will not be informed of the interference.
Players can PM the Narrators with their spell action and link it to their point the next day. The spell will then target whoever they point at the next Day, whenever they point at them. Spells cast in this way take precedence in the order they are cast, but will not resolve until the end of the Day.
Players with extra points can use them to augment the spell’s effects, making them less likely to fail due to interference (the most powerful spell will still take effect, though it will be weakened) and more likely to override conflicting spells. A sufficiently powerful Scry or Kill will work even if the target is Disguised or Baned [Scry or Kill must be at least three points more powerful than the Disguise or Bane.]
Players with enough points can cast multiple spells. A player can target a second target at the cost of four points, plus the cost to cast another spell.
(minimum twelve for villagers and ten for wolves.)
Points will expire at the end of the night. Points can be stored for an additional night, at the cost of one point. Stored points cannot be passed or stored again.
Good Guy Roles: Generate one point per day. Need four points to cast a spell.
Spoiler
Show
Pupils- - Masons.
Apprentices- - Ordinary villagers.
Possibly more roles as game balance warrants.
Bad Guy Roles: Generate two points per day.
Spoiler
Show
Sorcerors: Each sorcerer has an affinity for one spell, which they can cast for only one point. Other spells cost two for sorcerers to cast.
First Sorceror affinity: Kill
Second Sorcerer affinity: Disguise
Third Sorcerer affinity: Day Bane
Fourth Sorcerer affinity: Vortex
Fifth Sorcerer affinity: Void
Sixth Sorcerer affinity: Trap
Seventh/Up Sorcerer affinity To Be Announced if necessary
Suggested spell list:
Spoiler
Show
Scry
Bane
Kill
Day-Bane (if lynched, the target survives; cannot be linked to a point)
Lynch Protection (negates a lynch vote against the target.)
Vortex (targets two players; any spells targeting a vortexed player take effect on the other vortexed player. More powerful Vortexes make vortexed spells more powerful.)
Point Vortex (any points for lynch or spell points will be transferred to the other vortexed player. More powerful point vortexes make vortexed points and votes count for more.)
Point Augmentation (affects spell points and the lynch vote, adds one vote/point at base spell cost and one more for every point past that)
Silence (cannot post in thread/PM for the day. More powerful Silences may last through the night or even last multiple days [a player Silenced at night cannot cast spells]. All unused points are kept by the Silenced player.)
Nullification (passed spell points are negated and lynch vote does not count)
Disguise
Trap (Requires two spells; one to set the trap, and one to perform an action when the trap is sprung [e.g. Trap/Kill will kill a player who targets the trapped player that night. Trap/Scry will Scry them instead]. Does not count toward interference with the trapped player, but will count toward interference against the caught player.)
Please inform the Narrators how powerful the spell will be by specifying either Base or +(number).
Don't think it's been done before.
I have a few other ideas to try to balance it or make it more interesting. The first is not having role reveals but allowing players to scry the dead. The second is Super Spells that require ten or fifteen points: Scry Role for the villagers (finds a wolf or specified power role if any) and... probably Mass Interference or something far-reaching for the wolves. And maybe Resurrection as another option.
Thoughts, balance issues, spell suggestions or co-narrator applications? (I'd like to run a small version of it early July.)
((unrelated; it looks like Witchhunt 4 isn't in the list of completed games.))
Have all the mages start off with a random number of spellpoints to begin with. Could make it more interesting so that not everybody is doing everything on the same day.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Internet Flea
Got a game idea. Calling it Wizards WW for now.
...Actually, I did something very similar (various spellcasters, power points, etc) in Fate II/III. Still, I see you try to combine both approaches :smalltongue:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Wouldn't all the wolves just keep spamming Kill at everything? :smallconfused:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Make wolves blind and make them kill susceptible as well.
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Murska
Wouldn't all the wolves just keep spamming Kill at everything? :smallconfused:
And the villagers would probably spam Scry.
I could have tiered spells, so Kill and Scry cost two more points to cast than Disguise and Bane. So four for a Sorcerer to Kill someone (two for the affinity caster) and six for a villager to Scry.
EDIT: Trixie is more than welcome to co-narrate and turn this into Fate/Stay Night 4. :smalltongue:
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by
Internet Flea
((unrelated; it looks like Witchhunt 4 isn't in the list of completed games.))
Of course it is, don't be ridiculous. I certainly would never forget to put a game in the schedule repeatedly for several weeks!
<.<
>.>
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Re: WW Central VII: Important WW information goes here - READ OPENING POSTS!
Fatbelly V has finally finished, with a joint win for Matt K and Orzel!
Now I can get ACIV sorted out. :smallbiggrin:
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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!
Final Fantasy Advent Children IV - Centuries of Sin has been submitted for moderator approval.
Better late than never I suppose! :smalltongue:
I'm hoping to start on Monday July 4th, as long as the thread is up quickly and sign-ups aren't too slow in coming. Hold onto your butts people, your materia as well if you have any. :smallbiggrin: