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  1. - Top - End - #1
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    Default Werewolf Central: ((Wolves: Read the First Posts))

    --Werewolf Central--

    --How to Use This Thread--
    Spoiler
    Show
    • If it's Bold, Italicized, colored in dark red, or any combination: Read It!
    • If it's in a spoiler, open it if applies to what you're looking for. But never forget rule #1.
    • To find what you're looking for, simply search this page and identify the appropriate heading and spoiler.
    • Post any questions, comments, ideas, what-have-you that relate to werewolf type games in this thread for discussion.
    • Let us know when your game is recruiting/starting/ending.
    • Share fun stuff you've created, such as Korith's games spreadsheet.


    Hello all.
    I'm willing to take over WW Central for Lucky.
    This thread was designed by Lucky originally for the purposes of coordinating and maintaining all the werewolf games and variants. It has become a great tool for us.
    Spoiler
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    Quote Originally Posted by Lucky
    With the recent overwhelming popularity of the Werewolves variant games, it has been decided that one central thread should be created to manage all these games. This is where you come to place a claim on running your own Werewolves or Werewolves variant game. It can also be used to develop ideas and gather interest for your own version of the game.

    Whatever you're looking for in regards to werewolf games can be found on this page.
    Maybe not in this post, but somewhere on this first page.
    Everything from start dates to active games, rules (and optional rules) to games archives can be found here along with tools designed to make your game run smoother.


    --Current Games--


    --Basic Game-Play Overview--
    Spoiler
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    The game is played in turns that consist of two different phases.
    There's a day phase that happens from dawn til dausk in game. This period lasts 48 hours. During this time all the players try to decide who the bad guys are by voting for them. Votes are done in red text. Whoever has the most votes after 48 hours is removed from the game.
    The next phase is the night phase, which lasts from dusk til dawn. This phase lasts 24 hours. During this phase, anyone that has a special action to perform during that time does so via PM to the narrators. This is the phase of the game where the wolves would tell the narrators who they would like to kill.

    After time's up, the narrators will post the opening of the following Day Scene and it starts all over again.
    This continues until either A) all of the Wolves are destroyed by the Villagers -or- B) the Wolves reduce the total number of non-wolf players to equal their own.

    This is just a brief overview of the rules.
    See below for the original rules by DungeonMaster77 or go to a game thread for individual games' specific rules.


    --Original Werewolf Rules by DM77--
    --Note that these are the rules used for Werewolf Classic--
    Spoiler
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    Quote Originally Posted by DungeonMaster77
    Here are the rules:

    You have any given number of players, and as soon as I get enough for the current round, I will begin. I (or whomever the co-Narrator is) will PM each player with their role, which will be one of the following, determined randomly, without regard to what they have played in the past:

    Villager: You are a villager. Your job is to stay alive, and ferret out the werewolves. Counts, obviously, as a villager.

    Seer: Your job after night falls, is to PM the Narrator and co-Narrator to look into the heart of. You may or may not want to reveal who you are as you will be a target for the werewolves to kill, and may be accused of being the Devil, or even possibly the fool. When you select a player, the answer given to you will be villager, fool, or werewolf. Seers see the Devil as a Werewolf.

    Werewolf: Your job after night falls, is to lie, deceive, and cajole the villagers into not voting for you. PM the narrator with your vote on whom to kill. The Narrator will PM you with whomever is the other werewolf (or werewolves) is (or are), so you can coordinate a vote, and send the narrator your final vote. You, obviously, count as a werewolf. If there is a tie between the werewolves, that the lycanthropes cannot resolve (as to who will be killed), simply PM the Narrator and co-Narrator, and one of us will be the tie breaker. As we are all mature adults here, we hope that it will never come to this rare happenstance.

    Now, this is the minimum cast of characters. We will be playing with a slightly added cast:

    Mason: Your job is to ferret out the werewolves, and to protect your fellow Mason(s). There will always be a minimum of 2 Masons in a group. Your votes count as villagers.

    Fool: Thinks he is a seer. Is told that he is a seer. When a fool gets his foresight; in the evening, he gets a random chance as to what he sees when he points somebody out. When he points to the Seer, he will always see the Fool, and visa versa. Counts as a villager

    Baner: This person is the carrier of the wolvesbane. His job is to protect someone he believes is a villager, from the nightly killings of the werewolves. Counts as a villager.

    Devil: Is basically the seer for the werewolves. Counts as a werewolf.

    You may recall, I spoke several times about a counting as a [insert position here] and votes. Well, it is simple. Once the majority has voted for one person, that person is lynched. Night falls, and it begins again. The lynched person is out, and can make comments, but nothing that could influence a vote. When a lynching happens, it is revealed as to which position the person was. After this, night falls, morning follows, and it begins again...

    Victory Conditions:

    For the villagers to win, the villagers must kill all of the werewolves.

    For the werewolves to win, they must simply reduce the number of villagers to equal their current numbers.

    Things to keep in mind:
    Yes, werewolves may lie about being the seer.
    Yes, werewolves can (and have, in my experience) kill the Devil.
    Yes, Masons get killed for protecting a brother Mason, as others may see it as a werewolf protecting a werewolf.
    Post #82 of the original Werewolves Game:
    Quote Originally Posted by DungeonMaster77
    Ahh, the seeds of distrust take root...

    *snip* to get to the important part*

    From now on, I will stop trying to interpret implied *points at [fill in blank here]*, and will only change votes, or add votes based on people who actually post *points at [fill in blank here]* at the end of their post. For clarity's sake.
    Note that these should still be in red text.


    --Interesting and Important Notes by Lucky--
    Spoiler
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    Quote Originally Posted by Lucky View Post
    Also for inspiration and other possible purposes, the Mafia Wikipedia Article

    A couple other things to note when running a game of Werewolves:

    A) Having a co-narrator is highly recommended, and from now on is mandatory in Werewolves and Werewolves Classic. This is to assist with the flow of the game, and just makes it easier on the narrator.
    B) If you are running a new edition of an established stream of Werewolves, you must wait until the end of the current edition until starting the next one. You may begin sign-ups before.

    Rules on cheating:

    The SMBG stance on cheating applies to all of these games, and cheaters will be punished as dictated by the SMBG rules.

    However, after the culprit has been punished and s/he has served his time off from the werewolf games, it will become forgotten history. No one is to speak of it further, and any concern will be PMed to the narrators of that game, not posted in the thread.

    Spreadsheet of the start dates and narrators.

    Finally, if anyone has any other ideas as far as what to put in this thread, feel free to voice them here or PM them to me.

    ((Sorry about the multiple posts in a row here, but with the things that are going to need to be updated for this, I thought it prudent to have the different parts individualized for ease of editing.))
    Last edited by Shadow; 2008-07-06 at 01:03 AM.

  2. - Top - End - #2
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    Default Re: Werewolf Central Part II

    --Scheduling--

    We've all decided amongst ourselves that we should only have one or two games starting in any given week. It has been discussed repeatedly and everyone seems to agree.

    Please PM me or post here if you're planning on starting a game, so that we can coordinate everything properly.
    This will ensure that every game gets the attention that it deserves and will make every game more enjoyable.
    Thanks in advance.


    Just as the Three Post Rule is usually enforced by ourselves rather than getting Mods involved, so too should rules that we've created for ourselves be so enforced. Please politely direct anyone starting a game out of turn to this thread.
    As this is not a forum rule, this can only be enforced by us.
    A little common courtesy goes a long way.

    On the Issue of Scheduling
    Spoiler
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    Quote Originally Posted by Supagoof View Post
    Quote Originally Posted by Zeb The Troll View Post
    I'd also like to make a recommendation that he title of this thread contain something along the lines of "Please read this before starting your own WW game" although that's incredibly long. I don't know. I just think that this flurry of new games partially came about because a lot of the newer folks didn't know we had tried to setup a schedule.

    In that vein, I wonder if it would be helpful to do a little self policing and when new game threads start up that aren't on the schedule someone could politely post in the recruitment thread to redirect the game starter here. You know, just to nudge people into trying to stick to the schedule. Just a thought.
    And I agree with Zeb on the point that perhaps a note should be made on starting any new game. However the fact that new threads can't be made in this forum right now hinders people from reading it/knowing about it.

    Perhaps, as we are all shareholders in this, we can let those who do want to make a game know about the schedule and how to get on it, just like we nudge those who break the three post rule. With everyone's help, we can ensure a crazy start of games at the same time doesn't happen again.
    Quote Originally Posted by Lucky View Post
    Yeah, I will have to agree with problem of too many games starting up. I can understand everyone wants to run one, but sometimes the best idea is just to get on a wait list and run a current game.
    That said, I think anyone who wants to start a new werewolf type game should contact me before they start it. This way we can arrange a good start date that won't step on the toes of other games.
    And since I've taken the reigns for WW Central, that duty would now go to me (for better or worse).

    And.... A big Thank You to evnafets for updating the spreadsheet.
    Now we just have to add in the new games and get an idea of where they're going to go in the mix.
    Quote Originally Posted by evnafets
    Go and check the original werewolf spreadsheet again.

    This is the spreadsheet.

    I updated it quite a bit about a month ago, but I think the changes were never published
    And on the subject of the spreadsheet:
    Quote Originally Posted by Supagoof View Post
    *snip*

    Also, send me an e-mail at [email protected] if you want permission to edit the spreadsheet, I'll add anyone no problem. Then you can update information about your game as needed.

    The spreadsheet - it's for everyone.

    Also, who let the pie poisoner in the kitchen?

    A note on posting Recruitment/Game Threads:
    Spoiler
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    Once you've created your game, scheduled a start date, and you're ready to go, you'll have to post the threads in SMBG and get them moved to the Structured Games sub-forum. New threads cannot, at this time, be created.
    To get them moved there, either PM Alarra or myself (or simply post here, which is the preferred method so that I can update the schedule properly) and it should be moved fairly quickly.
    This was implemented at the sub-forum's creation to ensure that the games placed there actually belonged there. Conversations are supposedly in progress as to whether or not this extra step is needed anymore, but for the time being that's the way it is.

    --Recruitment and Game Schedules--
    Note that the date listed is for the Game Thread to go up,
    not the recruitment thread.
    Begin recruitment at your leisure.

    {table=head]Game|Narrator(s)|Status|Game_Start
    Camp Sleeps-A-Lot|hippie, Mtn Faerie, Llama|Running|March 10 (late)
    Werewolf| DarkLightDragon| Running| May 10
    Stargate WW| Doseki|Running|May 26
    Higurashi|Haruki-kun|Running|May 30
    Pegasus Manor|Cristo Meyers|Running|June 2
    Twist|Emperor Demonking|Running|June 9
    Baron Fatbelly|banjo1985|Running|June 23
    Stories of Kyou|Shadowcaller|Running|July 1
    Deathnote|Dragoon|Recruiting|July 22
    Twin Village|Emperor Demonking|Coming|July 29
    Ye Olde West|Supagoof|Coming|August 4
    Mafia|Andre Fairchilde|Coming|August 15
    TITANS|Supagoof|Coming|September 8
    Rome|Eldritch Knight|Coming|September 17
    Graverobbers|Cristo|Coming|October 27
    TV Tropes|Shades of gray|Coming|???
    Smash Bros|PhantomFox|Coming|???
    Monty Python|skippy, Curly|Coming|???
    [/table]

    [center]To see the full calendar, go to
    www.wolvesitp.com
    To be added as a Devil, allowing you to update
    this calendar, PM Raldor and ask permission.

    .
    Last edited by Shadow; 2008-07-21 at 12:04 AM.

  3. - Top - End - #3
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    Default Re: Werewolf Central Part II

    --Narrating--
    Spoiler
    Show
    I'd like to note at this point that I did indeed steal most of the following from Lucky's posts, as well.

    Looking for a co-narrator for one of your games?
    Here is a list of people who want to help narrate, but don't necessarily have an idea of their own, or aren't picky about what they narrate. Give them a PM and ask them if they're up for it:

    Co-Narrator List:
    Spoiler
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    Alarra
    Andre Fairchilde
    Eldritch Knight
    Helgraf
    Joosbawx
    Kantur
    Malmagor Andrigal
    Pwenet
    Raistlin1040
    Raldor
    Shadow
    Supagoof
    Traveling Angel
    Zeb the Troll

    Quote Originally Posted by Atreyu the Masked LLama View Post
    The co-narrator serves many purposes
    1) It can help with sending out the opening PM's to players.
    2) it can give the narrator someone to talk to about the game and how its going
    3) It is someone the narrator can plot with about any changes to make (but that's not relevant in classic)
    4) if the narrator cannot fulfill his duties for any reason, the co-narrator can cover his back and make an update or two.
    5) OOOOH, writing descriptions is good too.
    Narrating Tools:

    PM Box filling up too fast?
    Check out the Offline PM Viewer!

    Korith's Excel Spreadsheet. - A great tool for Werewolves Classic to assign all the basic roles. Also includes an option to add up to 10 custom roles, making it also useful for almost any other werewolf variant.
    Instructions are included inside.

    Notes on Korith's Spreadsheet:
    Spoiler
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    Quote Originally Posted by Shadow
    Quote Originally Posted by Alarra View Post
    Quote Originally Posted by Shadow
    Quote Originally Posted by Eldritch Knight View Post
    Having spoken with Korith, I've discovered something his spreadsheet was not designed to do, but he has suggested a workaround.

    His spreadsheet is not designed to handle an alpha game, but he has suggested that should an alpha pick someone who already had a role, that role becomes reassigned. It's not the most effective solution, but it works.
    Why would you try to assign roles before the Alpha had chosen their team?
    You'd wait until the Alpha had chosen before deciding any other roles by necessity, wouldn't you?

    I think it wouldn be easier to just remove the "wolf" roles (and their players) as choices and assign the roles remaining to the players remaining?

    I haven't used his sheet yet, but that seems the most efficient to me.
    Yes, that's the most efficient way to do it, however, that then makes it difficult to import into a spreadsheet to actually track the game, and also doesn't account for the idea that a person could have an additional role besides 'wolf', such as the lovers, customarily.
    But, unless I'm mistaken, his sheet only assigns one role per player, doesn't it?
    So it would never assign a lover role to a wolf.
    You'd have to do it twice, the second time for possible secondary roles.
    IE: lovers, fueders, etc.
    At least that's the way that I read it.

    Just looked it up. That's the way it is.
    Quote Originally Posted by Korith's spreadsheet
    When the players have been copied into place, the position randomizer will activate automatically. This randomizer assigns roles to each player using a simple card-shuffling algorithm, thus ensuring that every role to be assigned will be assigned, and that each player will have exactly one role.
    *Is glad he's old fashioned and writes names on paper in a hat*
    So the only concern that we've found with Korith's wonderful tool is that in some circumstances you may need to use it twice with slightly different configurations each time in order to get a fully randomized role distribution.
    This will come into play when you're running an Alpha Game or when you have possible secondary roles that could be in addition to the player's primary role (such as lovers, fueders, ect.).


    Current List of Claims:
    This is the list of people who wish to run a game in the future and have placed claims on certain editions of Werewolves.

    Spoiler
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    Werewolves:
    VII-Gnome barbarian, Alarra
    VIII-Tormsskull, Lucky
    IX-Eldritch Knight, Alarra, Zeb the Troll
    X- DarkLightDragon
    XI- B-Man, Lucky
    XII- Kantur, Atreyu the Masked llama
    XIII- Zar Peter, CurlyKitGirl, Andre Fairchilde
    XIV:

    Werewolves Classic:
    III- Blood, Goblin Music
    IV- DM77, Joosbawx
    V- DM77, Raldor
    VI- DM77, Alarra
    VII- DM77, Eldritch Knight

    ((DM77 has claim on Werewolves Classic until he decides otherwise, contact him if you wish to co-narrate.))

    Mafia:
    III- Joosbawx, Gezina
    IV- Kyrian, Joosbawx
    V- Joosbawx, Andre Fairchilde
    VI- Andre

    (I think I can safely say that we all hope that Joosbawx and/or Andre will hold onto this one for as long as possible.)

    Pirates:
    (Pirates is not up for grabs. Alarra, Atreyu the Masked Llama and Indurain are choosing to be greedy and keep it. Can'rt say as I blame them. Greedy people.)

    Alien Invasion:
    II- PGCod, Doilemaster
    III- Andre Fairchilde, EmeraldRose and ??? have expressed an interest, but nothing definitive has come of it yet.

    (Note: Alien Invasion may or may not be up for grabs, please ask the current hosts before claiming the next version.)

    Ye Olde West
    (Supagoof reserves the right to hold onto Ye Olde West until he decides otherwise with the help of Raldor if he wishes.
    He has expressed a possible interest in having a third however.
    If this is something that you're interested in, PM him or post your request here.)

    Rebellion
    (Zeb the Troll reserves the right to hold onto Rebellion until he decides otherwise.)

    Vampire
    (Shadow and Helgraf reserve the right to hold onto Vampires until they decide otherwise.)

    Journies on the TARDIS
    (Korias has requested to be the main narrator for all future versions of TARDIS until further notice. Please PM him or ask here if you'd like to help.)

    This is a Go-To-Guide for all your narration needs.

    It lists handy stuff like a spreadsheet to randomly determine roles, who's running the next versions of games, who's willing to co-narrate with you, etc.

    .
    Last edited by Shadow; 2008-01-16 at 02:00 PM.

  4. - Top - End - #4
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    Default Re: Werewolf Central Part II

    --Possible Roles List--

    Alphabetical Within Each Respective Section

    Roles listed in Dark Red usually adhere to the Wolve's win condition(s). Roles listed in Blue usually adhere to the Villager's win condition(s). Roles listed in Dark Orange usually have their choice as to which team to ally with during play. These Neutral Roles can be extremely difficult to balance during play for the inexperienced narrator.
    Please note that any of these roles can have whatever NAME you choose in your game. These are simply the names as originally run (or most easily identifiable as) in their respective games. If you create a new Role for your game, please list it in the thread at the start of your game so that it may be added to this list (once the list is complete). Some Roles are followed with spoilers filled with discussion and/or comments about optional rules for said Role.

    Standard (almost necessary) Roles:
    Spoiler
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    Baner: Chooses one player to protect each night. That player can not be killed by the wolves while protected.
    Devil: Seer for the Wolves (see Seer below). Sometimes starts with knowledge of other wolves, sometimes not.
    Spoiler
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    Quote Originally Posted by DungeonMaster77 View Post
    Hey All,

    I have a question: How have we been playing the Devil role? Have we been ruling that the Werewolves know who the devil is and visa versa? I have found some info that says the Devil doesn't know who the werewolves are and the werewolves don't know who the Devil is. I think that I am going to go with this as 1) It makes for an interesting game. The devil is steering votes to kill villaigers, but at the same time trying not to look like the Seer or Fool, so as to avoid getting themselves killed at night. 2) The Devil will have to be more careful as to who they give info to. The Devil may end up trusting the Masons, thinking them Werewolves, only to get himself killed. 3)The Seer and Fool are going to have more fun, possibly even going as far as to trick them into killing the Devil, posing as the Devil, granted, only to get themselves killed, but not before being able to leak the identities of the werewolves to the town. 4) The werewolves will have to be careful with whom they get information. Trust the wrong person and scenario #3 can happen!

    What do you all think?
    This has become the adopted rule for Werewolf Classic.
    Fool: Is told that they are the Seer (see Seer below), but actually gets a random result when scrying.
    Spoiler
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    Quote Originally Posted by Lucky
    Quote Originally Posted by Blood
    Rules Question: Do the Seer and Fool only see Werewolf or Villager (or Fool), or do they see specific like the Devil? This is WWClassic, obviously.
    They see specific roles. Originally for the fool I just decided for myself depending on how evil or cruel I was feeling that day, but I eventually started generating a number out of a list of all the remaining roles and took that.

    In other words... If you have 2 wolves, 7 villagers and 1 seer left, in addition to the fool, you would generate a number between 1 and 10. If it was 1 or 2, they would see a wolf, if it was 3-9, they would see a villager, and if it was 10, they would see a Seer.
    Optional Predetermined "Fool's Scry" Roles
    Quote Originally Posted by douglas View Post
    Save yourself some extra work every time the fool scries and assign everyone "fool roles" at the same time as you assign real roles. That way you just have to look it up on the list instead of counting how many of each are left each time, and it guarantees the fool gets consistent results for free.

    Edit: Hmm, on second thought, that could lead to some bizarre readings like getting the Baner after the Baner has already been lynched, so it might not work so well.
    This could work well if you just play it as a villager after that happens. For example: who the Fool thinks is the Devil would just be "fool scried" as a regular wolf after that.
    Masons: A group of good guys that start the game knowing each other. Their numbers vary from game to game, from equal numbers with the wolves to possibly half that number.
    Seer: Scries (*asks the narrators about*) one player each night and is granted knowledge of that player's Role in the game.
    Villagers: Average player with no special powers. The vast majority of players in the game are usually Villagers or their equivalent.
    Wolves: The team of bad guys that (usually) begin the game knowing each other and decide who to kill (remove from the game) each game night.


    Common (unnecessary, but often used) Roles:
    Spoiler
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    Alpha Mason: Chooses his/her team of Masons.
    Alpha Wolf: Chooses his/her team of Wolves.
    Spoiler
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    variations:
    *Sometimes scries as a Villager.
    *Sometimes has a recruitment ability that the Wolves lose if he/she is killed.
    *Sometimes a combination of two, or even all three of these abilities
    Day Baner: Each night this player chooses one player from those remaining. That player can not be lynched the following day.
    Spoiler
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    variations:
    *Chooses who to protect during the day phase. This variation is considered by some to be imbalanced and can possibly be game breaking if not limited in usage. Two or three times during the course of the game is a playable limit.
    *Chooses player to protect by pointing at said player. Effectively makes said player invincible. This variation is, in many players opinions, imbalanced and quite broken if allied with the Wolves.
    Sniper/Sniper: May choose one player to kill during the night if he/she wishes.



    "Neutral" Roles:

    Random or Obscure Roles:

    Roles Generally Considered To Be Imbalanced:
    **note** Experience Required! If you intend on using any of these roles, it it absolutely necessary that you have developed/played/run enough games that you have the experience needed to neutralize the imbalance of simply having the role in the game.

    Spoiler
    Show
    This list is currently under construction in preparation for the next thread. Bear with me while I work on it in what little free time I have. And many thanks to Emperor Demonking for compiling the contents in their rudimentary form.

    Double voter: Vote counts as two.
    Beast; Kills a player who killed him. Or kills a player when killed.
    Resurrector; Resurrects a dead player. Possible with a percentage chance of a new role or a limit on the amount of times used.
    Monk; Can’t be targeted by effects other than scriers.
    Ranger: Can scry a player but only told the alignment of the player. Is immune to the effects of illusionists and witches.
    Wizard; Picks one of the seven schools. Gains an ability based on that school.
    Illusionist: Causes someone to be scried as something other than their true role.
    Day baner; Stops someone being lynched during the day.
    Banker; Stops a player from getting robbed.
    Quack; He told he is the doctor. He isn’t.
    Psychiatrist: Told whether a player is sane or insane.
    CSI; Told which group made each kill.
    Stowaway; Scries as a bad guy.
    Jack and rose; When killed all those alive win.
    Crocodile; Scries told whether the target is the alpha or not.
    Tinkerbell; A day baner with the additional bonus that she can be resurrected if half or
    more of the players do an action.
    Shadow; Can kill six times. Can alignment scry six times. Can bane someone.
    Fanboy; Believes himself to be the shadow, isn’t.
    Imperial guard; Can’t be recruited the first try.
    Emperor; Everyone knows who he is. Vote counts as three. Can only be lynched with an unanimous vote. Can’t be killed as long as a member of the imperial guard still lives.
    Emperor2: The Emperor cannot be slain at night while Loyalist Imperial Guardsmen still live. The Emperor’s vote counts thrice. The Emperor cannot be converted.
    Heir:Votes count as two. Becomes the emperor once the emperor is killed.
    Consort; Knows a noble. If that noble dies the consort dies. Can’t be recruited unless the noble is.
    Samurai and pirate captain: Has the same list as the ninjas. Can protect a player each night and if the ninja targets his target the ninja dies.
    Samauri in training and First Mate: Has the ninja’s list, can protect a player each night.
    Necromancer: While alive the dead can send their votes to the narrator and the person that gets the most dead votes has an extra vote on them.
    Transmuter; A random effect targets his target
    Enchanter; Can choose to control someones vote.
    Conjurer; Has a list of summons. Each night a random summon happens.
    Blackguard; Scries to whether someone is good. If scries someone as good he can then spend his night action on killing someone.
    Fighter; Has a 50% chance of surving a kill. Can’t survive some kills.
    Monk2: The first time he is killed (other than autolynch) he is revealed as the monk but is immune to that killed. This includes lynch.
    Paladin: Scries to see if someone is evil. Can kill someone he scries as evil.
    Wizard2: Choose two schools of magic. You gain two abilities. You can only use one a night.
    Goodie; Chooses three players. If the vampires target one of those three the goodie can redirect the target to another of those three.
    Captain jack: immune from night kills by one group.
    Item seer: Scries to see if a player has items.
    Sirius: Chooses two players each night and they can’t be recruited.
    Roleblocker; Blocks a night action.
    Snape: Is known to both the mason group and knows one Snape.
    Conjurer2: Has a selection of spells can cast spells a total of five turns.
    Sniper; Can kill a player during the night.
    Vengeful spirit:If lynched can make a kill.
    Samurai brothers: As long as one is alive they both count as alive.
    Disturbing llama: Has a master must follow the master’s commands.
    Angel Llama: Sends narrators his point.
    Chef Llama: Can create a baning item every three days.
    Proof is in the pudding; Knows who both the scrier and fool is but not whether they’re the scrier or fool.
    Friend of friends: Knows two llamas but not their roles.
    Me not you: Can choose to die instead of another player. Wins if his team wins and he’s dead.
    Eggsactly like you: Must point like the person above you.
    Top reporter: Is told the percentage people that are bad guys in the lynching bandwagon.
    Rookie reporter; Thinks he’s the top reporter but gets a random result.
    Ghost llama; Can hide from scries.
    Scryless llama: Can stop someone from being scried.
    Sherllama Holmes: Chooses a number and finds the corresponding clue.
    True sight llama: If the scrier or fool scries him they know whether or not they’re the fool.
    Invisible llama: Has 80% accuracy scry.
    Sky watcher: Every three days creates an alignment scry item.
    Llamachu: Is immune to night kills.
    Heiress: If the seer dies, the heiress takes his place.
    Heir2: If the baner is kill the heir takes his place.
    Justice: Vote counts as two when on someone who contributed to the last days lynch.
    El Lamino; The person he points at is protected the next day.
    Follow the leader; Will die if not on the lynching bandwagon.
    Galliant; Will die if on the lynching bandwagon.
    Yuffie: Has a 25% of stealing an item from an encounter. Has a 50% of stealing an item from a player (if they have one)
    Terry Jones; When scried by the mafia has 75% chance of the scry coming back as mafia. When scried by a good guy has a 75% of coming back as a villager.
    Inquisition: A mason group with a kill that has a 20% success for every member alive.
    Assassin Gumbie: Has 25% of making a kill once during the game. Vote counts as half.
    Brain surgeon gumbie: Has a 25% of making a scry once during the game. Vote counts as half.
    Preist gumbie: Has a 10% of resurrecting once during the game. Vote counts as half.
    Game over; When killed the game is over
    John McClane; Has a percentage chance of killing a random bad guy. Has a percentage chasnce in blocking a random bad guy role.
    Doctor; Knows the mason and can make four successful unrecruitments.
    Alpha mason: picks the masons.
    Canting crew: Have a fifty% of baning someone each night. At the end of the day is told whether the person he voted for was a member of the canting crew.
    Twins; Know each other. If one is killed or recruited the other twin may make a kill.
    Agent Asprin:A day baner who knows the identities of the other good power roles and one bad power role but not their roles.
    Samus: Is immune to night kills once every two nights.
    Reflector: Up to two points directed at him are redirected to another player of his choice.
    Krystal: Knows who was scried.
    Kirby: 50% chance of copying a random target's ability for the day
    Pikachu: The poster below him have trheir point changed to equal pikachu’s.
    Jigglypuff; Stops a player’s vote.
    Lucario: Gains an addition point for every npro-town dead players.
    Pokemon trainer: Doubles a player’s vote.
    Ness: By pointing at himself he can PM the narrators with point that’s worth 2.
    Lucas: Can lock a players night action.
    Marth; If on the bandwagon that kills a villain he vote counts as three.
    Ike; Makes a player’s point an anti-point.
    Diddy Kong: (Can scry during the night with X% accuracy, where X = 20 * number of days ability has not been used)
    Pop & nana: Ends a night turn.
    Mr Game & watch: Each day takes in one vote against him. Once he has three votes he can send them at someone else.
    Captain Olimar: When voting for someone the target has one vote against him for the next two days.
    Squall: Gains one of many abilities if a certain role is killed.
    Protector; You die instead of a certain role.
    Spark: Have a selection of abilities but when they use an ability they a revealed as a spark.
    Naïve seer; Gets a random innocent result.
    Paranoid seer; Gets a random guilty result.
    Insane seer: Gets the opposite result.
    Shusui Hayasaka; When targeted by three abilities he can make a night kill.
    Ouka Hayasaka; Has three banes that can’t be used on the same player. Dies on the third bane.
    Bubble cage: Neutralises his target’s day actions.
    Hiwatari: Can control one member of his mason’s squad’s night avction.
    Smokescreen; Makes his mason team unscryable.
    Dampener; In games with encounters reduce the targets success.
    Dispel: Stops dampener’s effects and enchantement.
    Demon hunter; Can choose to make him un recruitable or kill each night.
    Keldorn Firecam; Told is his target is evil.
    Valygar Corthala: Scries for a certain role. Can stop that role from being possessed.
    The lost: Gains certain powers when a bad guy is killed.
    Carter; Stops a planet’s stargate.
    Watcher: Chooses a target. Sees all that target your target.
    Tracker: Sees who his target targets.
    Bodyguard: Chooses a target. Dies instead of that player.
    Hider: Chooses a player is only night killed if that player is night killed.
    Redirector; Controls a player’s night action.
    Motivator: Allows a player to use their night action twice.

    Survivor; Wins if he survives the game.
    Paladin: has a list of players. Wins if he survives longer than those on his list.
    Ninjas; As a group they have a night kill. They have a list of players if all the players on their list is killed they win. They loose if more than half of those on their list was lynched or killed by some other group.
    Feuder; Wins if he survives and his feud partner dies.
    Llamatron: Causes himself to be scried as whatever role he wants.
    Undecided masons: A group. Wins if one member survives.
    Friendly fire: Scries as whatever team scries him.
    Unmasked llama: When scried blinds the scrier for one night.
    Llamathrope: Can swap sides each night.
    Feuder2: Wins if the other feuder dies regardless of survival.
    Assassin Llama: Can night kill each night.
    Careless llama; Can’t protect himself but can protect others.
    Puppy love; Scries each night for their true love.
    Temporal agents: Wwins if certain players are dead and certain players are alive at the end. Can replace a lynch target with another player three times. Vote counts as three. Can stop someone from being scried.
    CMOT Dibbler; Seels a player a sausage inna bun each night. Wins if half the survivors bought a sausage inna bun.
    Assassin: Wins if everyone else if dead. Has a kill each night. If a thing tries to recruit him they die.
    Medium: Can ask a dead player a question and they must give him a truthful answer.
    Warrior: Eliminates 1 vote from them.
    Gambler: Has 13 cards that do a variety of unknown effects.
    Sonic: Can change one players point to match his own. As long as that player posted after him.
    Snake; Can scry with a two day cool down. 50% of getting caught and having the cooldown doubled.
    Rayman; Blocks 33% actions that target his target.
    Sly Cooper; Sets three decoys that scry as Sly Cooper to a certain player.
    Carmilta Fox: Is told whether or not her target is Sly Cooper. If she successfully scries him she steals his ability. If she scries a decoy she gets a one day cooling period.
    Redirector: Moves his target’s target.
    Seifer; Told he is a villager. Has a 25% chance that his target faces the lynch instead of the player with the most votes. To loose this role he can send a PM to the narrators telling them he’s Seifer.
    Othar Trygvassen, Gentleman Adventurer: Wins if all players of certain roles die.
    Black dragon: The dragon with highest vote has 1 taken away from it.
    Brass dragon: Can make one recruitment.
    Melissan: Can scry to see if someone is a certain role. Wins when all members of that role are dead.
    Extra planar demon: Can scry for a certain role. Once found that player can possess them.


    Rogue; Can escape death but doing so reveals himself as the rogue. Can’t be eaten, voted for or vote for three days.
    Witch: Causes someone to be scried as something other than their true role.
    Alpha wolf; Picks his pack or/and scries as villager.
    Bandit devil: Scries a player to see how much money they have.
    Cult leader; Recruits someone in his cult.
    Godfather; Scries like a mason
    Liquidator; If his target is a member of an opposing bad guy group that player dies.
    Pride; Is told who scries him.
    Lust; Every second night has a kill with a 50% success rate.
    Envy: Scries told whether the target is the role Envy is looking for or not.
    Beast2: When killed chooses a player to take with them.
    Consort; As pro-town consort.
    Emperors thumb; Double voter
    Frozen llama; Dies if not on the lynching bandwagon.
    Ghost duck: Can hide from the seer.
    Howard, the duck: Can point at someone to day bane them.
    Llumble bee: If baned the baner can’t protect the next night.
    Mummy: Immune to the first scry.
    Owner; Master of the disturbing llama
    Pirate duck; Can steal from a person each night.
    Promotor; Can make someones vote counts twice.
    Proof is in the jello: Knows the devil.
    Rockie horror; Stops one persons vote each day.
    Sea what?; Scries nightly gets random results.
    Secret agent: Knows one llama.
    Snake llama; Will die if on the lynching bandwagon.
    Zombie: Points count until resurrected.
    Guard drone; Can protect a player each night.
    Maintenance drone; Can create an item.
    Clone; Can escape night kill once.
    L.X.E: If his target can scry they scry like a fool.
    Washio; 50% chance of scrying like a villager.
    Syfer: Can make a player unscryable or controls their vote.
    Rage; Increases the chance against encounters.
    Warlock; Can either increase his target’s chance to survive an encounter or reduce his target’s chance while increasing the warlock’s own.
    Revant; Can dispel a player or create the illusion of an encounter.
    Valen: If both he and his mistress vote for the same player counts as three votes.
    Possessor: Once per player he takes a player’s body. He can then use their night action.
    Nullifier: Stops a player from making a night action.
    That shady guy: Can stop a player from posting or using night actions for two days. Can only have one player affected at a time.

    Last edited by Shadow; 2008-06-14 at 03:01 AM.

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    Default Re: Werewolf Central Part II

    --Games Archives--
    Spoiler
    Show

    --Werewolf--
    The Original: Werewolf
    II: Werewolf II, Werwolf II, Part 2, Werewolf II, Part 3
    III: Werewolf III: A New Beginning
    IV: Werewolf IV
    V: Werewolf V: Werewolf DnD
    VI: Werewolf VI: The Paladins Strike Back
    VII: Werewolf VII: Urban Lycanthropy
    VIII: Werewolf VIII
    IX: Werewolf IX: Hogwart's Havok
    X: Werewolf X-In The Midst Of A Battle

    --Werewolf Classic--
    I: Werewolf Classic I
    II: Werewolves Classic II, Werewolves II, take 2
    III: Werewolf Classic III
    IV: Werewolf Classic IV
    V: Werewolf Classic V
    VI: Werewolf Classic VI: Rated PG-13 to R for violent descriptions of character Deaths

    --Advent Children--
    I: Final Fantasy Advent Children: The Return of Sephiroth
    II: Advent Children II – The Battle for Balamb Garden

    --Alchemists--
    I: Alchemists
    II: Alchemists II

    --Alien Invasion--
    I: Alien Invasion
    II: Alien Invasion II

    --Baldur's Gate--
    I: Baldur's Gate: Deeper Shadows of Amn

    --Camp Sleeps-A-Lot--
    I: Camp Sleeps-A-Lot
    II: Camp Sleep S'More

    --Discworld--
    I: Dyscworlde WereWolfe: Dei In Machina

    --Empire--
    I: Empire
    II: Empire II: Where No Man Has Gone Before

    --Floating Dreams of Riches--
    I: Nexus of the Future I - Floating Dreams of Riches

    --Girl Genius--
    I: Girl Genius

    --Infection!--
    I: Infection!

    --Infiltration--
    I: Infiltration

    --Journies on the TARDIS--
    I: Journies on the TARDIS
    II: TARDIS II: Hunt for the Doctor

    --Llama, Llama, Duck--
    I: Llama, Llama, Duck

    --Mafia--
    I: Mafia I: Night of the Criminals
    II: Mafia II: Mass Intrigue
    III: Mafia III: The Maltese Falcon
    IV: Mafia Episode IV: A New Hutt
    V: Mafia V: The Maltese Falcon Returns(restarted as Mark II)
    V (Mk II): Mafia V: Mark II: The Return of the Narrator
    VI: Mafia VI: Return of the Departed Emerald Dragon
    VII: Mafia VII: Revenge of the Blackhawks

    --Megaman X--
    I: Megaman X: Command Mission. The WW game

    --Memories Erased--
    I: Memories Erased

    --Pirates--
    I: Pirates
    II: Pirates II: Never Never Land Cruise
    III: Pirates III: At Forum's End

    --Rebellion--
    I: Rebellion
    II: Rebellion II
    III: Rebellion III: Reign of the Zombies
    IV: Rebellion IV: Death of the Lich King

    --Revolution--
    I: Revolution
    II: Revolution Mk II
    III: Revolution III: Interesting Times in Technotopia
    IV: Revolution IV: The Second Party

    --Rockstar--
    I: Rockstar
    II: Rockstar II: The Rap Feud

    --Spytrap--
    I: Spytrap
    II: Spytrap II: Desert Wolves

    --Starcraft--
    I: StarCraft: Shadow of the Xel'Naga

    --Stargate--
    I: Stargate: Lost in Space

    --The Thing--
    I: The Thing

    --TITANS--
    I: TITANS!

    --Universal Smash Bros.--
    I: Universal Smash Bros.

    --Vampire--
    I: Vampire: Renfeild's Masquerade
    I: Vampire II: The Carfax Contingency

    --Ye Olde West--
    I: Ye Olde West
    II: Ye Olde West II: The GOLD Rush

    --Zombies!--
    I: Invasion of the Zombies


    Someone mention a game that you've never heard of?
    Someone mention a game that you'd like to read?

    Look No Further!

    If by chance I've missed any, please let me know (and a link would be nice )
    .
    Last edited by Shadow; 2008-05-28 at 11:48 PM.

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    Default Re: Werewolf Central Part II

    (this space reserved for upcoming ideas/needs)

    [spoiler]

    to be removed/added in other posts where appropriate

    --Optional Rules--
    --Notable Posts from the Original Thread--
    --Untested Spinoffs--
    Spoiler
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    The Fool
    Spoiler
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    Quote Originally Posted by Lucky
    Quote Originally Posted by Blood
    Rules Question: Do the Seer and Fool only see Werewolf or Villager (or Fool), or do they see specific like the Devil? This is WWClassic, obviously.
    They see specific roles. Originally for the fool I just decided for myself depending on how evil or cruel I was feeling that day, but I eventually started generating a number out of a list of all the remaining roles and took that.

    In other words... If you have 2 wolves, 7 villagers and 1 seer left, in addition to the fool, you would generate a number between 1 and 10. If it was 1 or 2, they would see a wolf, if it was 3-9, they would see a villager, and if it was 10, they would see a Seer.
    Optional Predetermined "Fool's Scry" Roles
    Spoiler
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    Quote Originally Posted by douglas View Post
    Save yourself some extra work every time the fool scries and assign everyone "fool roles" at the same time as you assign real roles. That way you just have to look it up on the list instead of counting how many of each are left each time, and it guarantees the fool gets consistent results for free.

    Edit: Hmm, on second thought, that could lead to some bizarre readings like getting the Baner after the Baner has already been lynched, so it might not work so well.
    This could work well if you just play it as a villager after that happens. For example: who the Fool thinks is the Devil would just be "fool scried" as a regular wolf after that.


    The Devil
    Spoiler
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    Optional Rule
    Quote Originally Posted by DungeonMaster77 View Post
    Hey All,

    I have a question: How have we been playing the Devil role? Have we been ruling that the Werewolves know who the devil is and visa versa? I have found some info that says the Devil doesn't know who the werewolves are and the werewolves don't know who the Devil is. I think that I am going to go with this as 1) It makes for an interesting game. The devil is steering votes to kill villaigers, but at the same time trying not to look like the Seer or Fool, so as to avoid getting themselves killed at night. 2) The Devil will have to be more careful as to who they give info to. The Devil may end up trusting the Masons, thinking them Werewolves, only to get himself killed. 3)The Seer and Fool are going to have more fun, possibly even going as far as to trick them into killing the Devil, posing as the Devil, granted, only to get themselves killed, but not before being able to leak the identities of the werewolves to the town. 4) The werewolves will have to be careful with whom they get information. Trust the wrong person and scenario #3 can happen!

    What do you all think?


    Helgraf's Scry Interference Rule
    Spoiler
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    Quote Originally Posted by Helgraf View Post
    Ya know, I've thought of an interesting mini-variant that is useful in games with more than one scryier-type.

    Scry interference: Should more than one scryier type scry the same person in the same round, all results focused on that person will fail, due to cross-scrying interference ... too many people using the third eye to try and look at the same person at the same time create resonance that effectively cancels them out. They'd know the scry failed and why, but not who the other parties looking were.

    I figure it's not likely to happen often, but might encourage multiple scriers to use a different tactic than, say, every seer trying to scry, say Alarra* on night one.

    Yeah, this variant is deliberately designed to try and get seers to vary their initial scries or risk losing a night's work. And yes, this variant is also designed to give some of the 'heavily scried' players a friggin break. It's well obvious that certain players get scried considerably more often than others, under the theory that somehow the 'best' players will get a disproportionate number of special roles, which in a non-alpha game shouldn't really be the case, yet the situation remains...

    * Insert name of frequently scried player here as appropriate.


    Alternate Role Possibilities
    Spoiler
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    Quote Originally Posted by Supagoof View Post
    OOOOhh Fun! It's like going on Oprah and finding out you have a prize hidden under your chair.

    Let's see, roles.....

    Standard
    Baner
    Seer
    Fool
    Masons
    Townspeople
    Devil
    Werewolf
    Alpha Wolf


    Used in other WW but can be inlcuded
    Lovers
    Feuders
    Consorts
    (Like in rebellion, where both die if person A dies, but not if person B dies)
    Heir (Maybe an Heir Seer, where if the Baner dies, then the Heir steps up to fill the role. A second chance....)
    Beast (Can take one other person down when killed)
    Day Baner
    Bandits + Banker
    ((If you want to add in the element of cash - though I reserve YOW gold! - which I'll probably start the next game of YOW in mid July due to the startup schedule being out of sorts....ah summertime.))

    New Role ideas
    Shadow (In homage to Shadow who had this idea in the pirate III thread, wins if they survive the game.)
    Invincible Llama (May be prevented from getting killed the first time, but not the second)
    Invincible Duck (Same as above on on the werewolves/duck side of things)
    Cat (Can spy to try and find the mouse and only the mouse - similar to Crocodile - May kill the mouse once found - wins if mouse is killed and survives game)
    Mouse (Role is villager to all except the Cat - similar to Captain Hook - can only be killed by the cat - wins if survives game)
    Game Over (Game ends immediately when this player is killed. All surviving players win - be they wolf or villager)
    God of new Life (Person picks 1 player every 4th day to be rezzed.)
    Your friend the Reaper (Person picks 1 player every 8th day to die.)
    Zombie (Is already dead, can't be killed except by being rezzed. Points count until rezzed...)
    Vampire (Is already dead, can't be killed except by being rezzed. Point don't count until rezzed....)
    Sniper (Can kill one person each day)

    Hmmm, I'll continue to think about these. I'm coming up with tons of ways to distort any WW game - so while Llama gets first dibs on whether or not to use one of these, please feel free to use them for your WW game after the Llama/Duck one starts.

    Oh, and Llama, I'll help narrate/keep track of things if/when you want to give this game a try. Though I'll be just as happy to be in it.
    Sorry. I just had to embolden that one!


    Variations/Alternate Games Not Running
    Spoiler
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    Zombies By Vespe Ratavo
    Spoiler
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    Quote Originally Posted by Vespe Ratavo
    Zombies!
    The town has been overrun by zombies! No one has any idea what is going on, but everyone who survived managed to make it to the mall. The problem is, the mall is surrounded by zombies.... and some of them have disguised themselves as survivors....

    Roles:
    Survivors (Villagers): The poor saps who survived the initial zombie attack. Not much in terms of special abilities, but they're the most numerous.

    Zombies (Werewolves): Mmm....brains. The poor saps who got turned into zombies during the initial attack. The bad part is, the disease will get you if you get your brain eaten. The good news is, that to disguise themselves, the (regular) zombies had to give up their ability to transfer the disease. So the survivors have that going for them.

    Geek (Baner): Before the attack (and after, cuz, the mall has a game store) you played D&D, Video games, etc, at an obsessive level. Normally this would have no effect, but your fanaticism drove you to research zombies however you could. And they called you crazy for learning how to repel zombies. Anyway, the Geek can protect one person each night from an attack (usually by zombies, but possibly by Leon).

    Doctor (Seer): Aside from the mountains of cash, this job has other perks. Each night you may check someones pulse, run medical tests, use your psychic doctor powers, etc, to see if they are alive...or not.

    Vampire (Devil): Well, no one said everyone turned into zombies. You can use your vampire-bat-morphing powers each night to sneak into someones shop and see who they are.

    Mall Staff (Masons): Well, it was an ordinary day at the mall, until a bunch of noisy people came in and told you to lock the doors...zombies. Ah well. The Mall Staff know who the other mall staff are, so thats a good thing.

    Nemesis (Alpha) : The one who started this whole zombie shenanigan... gets to choose his team of zombies, as well as Wesker, Krauser, and the Vampire. When scried looks like a survivor.

    Psychopath (Fool): The zombie attack drove you crazy for some reason or another, and you think you know who is a zombie and who isn't. Scries each night, results randomly determined.

    Newlyweds (Lovers): Great. The zombies had to go and ruin the honeymoon.Two people, if one dies the other dies too.

    Leon S. Kennedy: Great. More zombies. Ah well, time for some shootin'. When scried looks like a survivor. May shoot anyone at night during the game. May do this twice per game AND may arm up to three players with the ability to do this once.

    Mad Scientist: And they thought you were crazy for making your Bring-the-zombies-to-life-o-mat. The only problem is, the mortality rate when used on humans is 100%.... May attempt to turn an undead (including Wesker, Krauser, etc) into a human survivor each night. If accidentally used on a human, will kill the human. Revived zombies who still retain loyalty for the zombie team may be bound and gagged (i.e. may not vote or kill, counts for a survivor) at the survivors' option.

    Jack Krauser: Ah. Leon is back...time for revenge. Is on the zombie team, and is a zombie for all intents and purposes. Scried as a zombie. May kill one person at night once per game, may not arm other players to do this.

    Albert Wesker: (I like Resident Evil 4. Can you tell?) The special ops guy for the zombies. Is scried as a zombie. Each time the zombies kill someone, Albert has a percentage to turn them into a zombie. The percentage is equivalent to the amount of survivors (including doctor, revived zombies, mad scientists, etc) still alive. This percentage may never be better than 100% or worse than 0%. Survivors turned zombies who still retain loyalty for the survivor team may be thrown to the pit of zombies outside to act as a regular zombie (i.e, may not vote or kill, counts as a zombie).

    Winning: As per other Werewolf games....but, with some modifications for the team switching.

    The Survivors win if:
    *All the zombies die or are revived.

    The Zombies win if:
    *The number of Survivors alive is equal to the number of Zombies (including Krauser, undead survivors, etc.)


    Convoy
    Spoiler
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    Quote Originally Posted by Atreyu the Masked LLama View Post
    Werewolf game concept (Not a werewolf game)

    Convoy: A trucker by the name of Rubber Duck started a little ole convoy with some of his best trucker buddies. The convoy grew in size and the Bears, a.k.a police, decided that they had to take it down, so some cops took on trucker identities and infiltrated the convoy.

    Every night the bears sneak into one of the sleeping truckers cabins and arrest that trucker.

    Every day, when the truckers stop for the night, they find the trucker most likely to be a bear and beat the living tar out of him and kick him out of the convoy.

    Roles:
    Rubber Duck=(Lead Mason) Rubber Duck is the trucker who started it all. He handpicked the truckers who started this convoy and he knows they aren't bears diguised as truckers.

    Big Ben= (Baner) He's the biggest man in the whole convoy and the best fighter, too. Each night he stands guard over one truck. Anyone who tries messing with the trucker he's watching is in for a serious beating.

    Veteran Ham Radio Operator= (Seer) This trucker has a Ham radio in the back of his cabin and each night he asks his buddies to do some research on one trucker handle and learn the history of the man behind the handle.

    Rookie Ham Radio Operator= (Fool) He doesn't think his inexperience is a problem, but the people he asks to do research for him and all lazy liars who just make something up and tell it to him rather than actually research. He believes them.

    Mechanic = (NEW ROLE) Each night the mechanic can fix the truck of one person who has broken down (been autolynched.) The auto-lynched trucker that has been fixed by the mechanic will have one "day" to catch up with the convoy.

    Bear in the Air= (Devil)- A bear who has access to a satelite. Each night he keeps it trained on one truck and watches to see if he can learn anything about the trucker.

    Smokey =(alpha-ish) This bear has been working undercover as a trucker for so long that any check on his handle comes up at legit. He scries as a trucker.

    Terms
    Trucker=Villager
    Bears=Werewolves
    truck broke down= autolynched
    beat the shock up=lynched
    arrested=killed by wolves
    killed=killed and killed dead (this will be explained later)

    SIDEQUEST: (The sidequest is a new concept that affects the gameplay but not who wins or loses.)

    Rusty Nail = (New role) A dangerously psychotic trucker. Keeps a list of all the people who have wronged him and never forgets a face. Three truckers played a nasty prank on him and made him so mad and so upset that he will see them dead. He knows that they are in this convoy, he just doesn't know where. Each night he will sneak into a cabin and kill a trucker. Once all three truckers that he is after are gone (either by arrest, beat down or he killed them) he will leave the convoy and disappear. (For either the Bears or the Truckers to receive the "Best" ending at the end of the game, they must find Rusty Nail and bring him to justice.)

    Pranksters - (new role) you know that you are one of the people that Rusty Nail is after. You don't know the names of the other two, but you know their faces.

    NEW RULE: Join the Convoy. Every third day, someone from outside the game may join the convoy. The person entering decides whether they would like to be a bear or a trucker.

    NEW RULE: Rubber Duck picks the masons. Its not much, but its never been done before.

    This is the song "Convoy." I couldn't find a non-Battlestar Galatica version of it on YouTube.


    Vonriel's Idea
    Spoiler
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    Quote Originally Posted by Vonriel View Post
    I've been wanting to try my hand at co-narrating, in case anyone wants to have my help.

    I've also been toying around with an idea for a role, whose powers only come after they die. I'm not entirely sure how to make the powers fair, though.

    Spoilering the rest of the idea, as it's rather long.
    Spoiler
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    I was thinking of giving them the ability to possess, but the only way I can think of to keep it from being abused would be to have it so that they could choose to possess a villager, which would let them act as a villager for the day and their vote would count twice, or they could choose to possess a wolf, and they could choose who they killed that night. I was thinking that both would have a 3 day cooldown, but be on separate cooldowns. The IC reason for this would be that everyone would know of the possession the moment it ends, and they'd be on the lookout for this happening again. No names would be given out for the wolf/villager possession, so if they did possess a wolf it couldn't be given back to the villagers. The role holder would also be allowed to participate in sharing information even after their death, but they couldn't vote unless they had possessed a villager. Before they die, they're just like a normal villager, but the seer/devil scries would be able to see him as the "ghost" (for lack of a better title).

    One thing I'm not so sure on is how to handle allowing this role in the game. I can see people purposefully trying to get themselves killed to gain access to the abilities, but then the whole vengeful spirit concept (why else would he want to forcefully possess bodies?) just doesn't feel right - how can you be vengeful when you wanted to die? I'm thinking if autolynched, you don't get your abilities, similarly, if you were purposefully trying to get people to kill you in the thread, you wouldn't get them either.


    Anyway, thoughts? Spins on the whole "play after death" concept?

    Edit: I have a few more ideas for this role, so if anyone wants to use this and wants to get in touch with me, drop me a PM. I think it could be an interesting one, but some of it should remain secret.


    Pwenet's Idea
    Still a work in progress.
    Spoiler
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    Quote Originally Posted by Pwenet View Post
    Hello folks.

    *Takes a deep breath.*

    For a little while I have been working on a game that I would like to run here. I have talked to a few people on this forums, and they were kind to help me polish this up, but I'm still looking for more polishing and tweaking and they suggested I post here.

    And thus I turn to all of you. I'm new, so I only have a vague idea as to whom to talk to. Those I have been I thank you very much, and here I am taking your advice to post it here.

    Besides polishing and tweaking, I'm also looking for a co-narrator who would be interested in running this with me once it is ready for general posting.

    And so - I present to you, my game - Space Rebels (title also needs tweaking).

    Feel free to either PM or IM me (contact info is in my profile, AIM and MSN are my key ones) in regards to this, even if it is to say that I should never try this again

    In any case, thank you for taking the time to look at it.

    Spoiler
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    It is a time of unrest for the benevolent Terran Empire. Rebel insurgents have been making strikes against various Empire owned installations, demanding less taxes, more supply, whatever Rebels want.

    The action takes place on a large luxury liner heading for Earth, when an innocent crewmember discovered supplies that are to be given to the REBELS at the end of their trip, supplies such as weapons, explosives, medical supplies, and a doomsday bomb to destroy the ship if the Rebels are about to be discovered. The Captain discovers this, but is attacked from behind. With his last words he fights off the attacker and tries to warn his crew, however he accidentally tells everyone on the ship.

    At this point the Rebel hacker attack the ship, crippling the computer system, and sealing off sections of the ship, along with planting false leads preventing the Ship Crew from finding the location of the Captain and the Rebel Supplies.

    Let the games begin!

    NPC Roles
    The Captain – The Captain has been kidnapped by the Rebels. If the Rebel guard is killed, he is founded and freed. However because of his injuries he is unconscious most of the time, and can only be revived one a day. During that time he will state if the current leader for the lynching is a Rebel Officer or not, which he saw while being a captive.
    He has NOT been exposed to any recruited Rebels, and at the beginning of each day after he is saved he will point out who is NOT a Rebel Officer

    Factions
    • Ship Crew – These are the crewmembers on the ship. Due to budget cuts they are understaffed, with only a few officers and to many deckhands. Everyone can vote during the day. Everyone knows who the Ship Crewmembers are thanks to their nifty uniforms; however civilians and rebels only know that they are crewmembers, not their role on the ship. Officers know who the other officers are. Officer votes count twice.
      • Chief Navigator (Officer) – This is the guy in charge of piloting the ship. Converting or killing him is one of the goals of the Rebels.
      • Chief Engineer (Officer) – This is the guy in charge of maintaining the ship systems. During the evening rounds he can choose to kill someone in their quarters by doing nasty things to various ship systems. However such attacks can be traced to him and he can only do them every other day.
      • Chief Medical Officer (Officer) – This is the person in charge of the health of the crew and passengers. Every night he can choose one person to take into the shielded medical bay and protect them under the guise of providing treatments. If converted they will know who the Rebels are and can start saving them instead.

      • Chief of Security (Officer) – This person is ex-military and during the night shift he can scout throughout the ship and gather clues on a particular person determining what affiliation they are but not their role. Nor will the target know that they have been discovered. Once he has identified a Rebel, he can spend a SEPARATE night action and kill them (meaning he has to wait till the next evening to kill them at the earliest).
        Can not be converted
      • Rebel Traitor #1 – This person works for the Rebels, yet holds a position on the ship. Knows the location of the Supplies.
      • Rebel Traitor #2 – This person works for the Rebels, yet holds a position on the ship. Knows the location of the doomsday bomb.
      • Redshirts – These are the standard crewmembers on the ship.

    • Civilians – The civilians are just on the ship for a good time. During the day they vote on who is a Rebel to Lynch them. At night they do nothing unless they have a specific role.
      • Psychic – A psychic onboard the ship that during the evening can probe a persons mind and discover their allegiance, however they need to rest their powers for the rest of the day. If he scans the Rebel Psychic, his abilities are shut down for the day, and his role as a Psychic is revealed, but not his alignment along with the Rebel Psychic.
      • Lovers - A couple on the ship together. The two of them know who each other are, but not the general population. If they vote for the same person, the person receives three votes against them. If one Lover dies, the other dies as well. In addition if one is converted, the other will be as well.
      • Wannabe Psychic – A person who thinks he has psychic powers and will attempt to find out who is a Rebel, but has no real powers. When they “scan” someone they will get a random response.
      • Ex-Rebel – A former Rebel that left their ranks due to being disappointed with the cause and having a change of heart.
        Immune to being converted back to being a Rebel, will expose said Rebel
      • Regular Civilian – Just your average civilian.

    • Rebels – Rebels can vote during the day along with everyone else, looking like civilians and blending in. At night the Rebels can vote to lynch either a civilian or Ship Crew target. Recruitment takes place separately. If someone is targeted for recruitment and lynching in the same evening, they will be recruited first, and if the recruitment fails, then lynched. Finally Rebels know who they are.
      • Rebel Leader (Officer) – This person leads the Rebels. During the evening his vote counts twice against his target, or he use 1 vote point and try to recruit another target. If his recruiting target rejects the offer, he has a 10% chance of being exposed publicly.
      • Rebel Mad Bomber (Officer) – This person is in charge of a bomb on the ship. If they are the only Rebel remaining, they will trigger the bomb, destroying the ship. If the bomb is discovered he goes insane and reveals himself.
      • Rebel Psychic (Officer) – This person can scan people minds during the night to determine their role. If he scans the Civilian Psychic, they abilities are nullified for the night and his role is exposed along with the Civilian Psychic but not his alignment.
      • Rebel Assassin (Officer) – If the ship supplies are discovered, this person can start killing one person every other night. Meanwhile this person can both try to recruit one person per night and vote in the evening.
      • Rebel Guard (Officer) - This person guards the Captain whom the Rebels haven’t killed but are holding captive in case they need him alive. If this person is killed the Captains location is revealed and he is saved. If the Rebel leader is killed he will kill the Captain that night.
      • Rebel Convert – These are recruited people from the ship. They do not vote during the night, but during the day to try to swing the vote in favor of the Rebels.

    Victory Conditions:
    • Ship Crew:
      • Finding the bomb on the ship
      • Finding the Rebel Supplies on the ship
      • Kill the Rebel Mad Bomber

    • Rebels:
      • All Ship Crew Officers killed or converted
        OR
      • Rebel Mad Bomber activates the bomb

    • Civilians:
      • Mad Bomber does not detonate the bomb


    Actions!
    • Day Actions

      Everyone places a vote as to who they think the Rebels are. At the end of the day the votes are tallied, and the person with the most votes will by lynched
      All votes are made publicly.

      If the Captain is saved:
      At the beginning of each day, the Captain will identify someone on the ship as NOT being a Rebel Officer. This does not apply to any Rebel Conscripts that were recruited during the course of the game.
    • Night Actions

      Rebel Attacks – The Rebel Officers meet secretly and decide who they wish to eliminate on the ship. This consists of them PM’ing me their target for the evening. Whoever gets the most votes during this process will die unless they are protected by the Medical Officer no matter what.

      Engineer Attacks – The Ship Crew engineer can try to kill 1 person each per night by PM’ing who they want to kill via a ship accident. The attempt has a percentage chance of working against their target, and if it fails the engineer’s roles are hidden.

      Recruitment – The Rebel roles that allow recruitments PM me their target who they wish to try to recruit. The target can choose to reject the recruitment offer or accept. If they accept they become a Rebel Convert.

      Psychic Scans – The two Psychic character can PM me a character they wish to scan, and will get their alignment and role. However if they two psychics scan each other, their abilities will short-circuit for the day, and their status as psychics will be exposed publicly, yet not their alignment.

      Wannabe Psychic Scans – The Wannabe will PM me a character they wish to try to scan, and according to their character they scanned that person and believe it fully. However their results are random.


    Isaac Asimov's Robots
    Still a work in progress.
    Spoiler
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    Quote Originally Posted by radikalskippy View Post
    Just speaking with Zar Peter, Andre Fairchilde and Pwenet I got to an interesting idea for a game:

    Isaac Asimov's Robots!!

    A society with androids, all programmed with the Three Laws within their positronic brain. But there are some smarter than others... Those who interpret the Laws as they see them fit better...

    Well, that's all I have thought of so far. I'd love to make a game around that, but I need help to make it sound original, and not just another WW simple game.
    If anyone is interested and would like to help me, you're all welcome.

    Of course, it wouldn't be starting soon, there are too many games and the idea is just starting to form in my head. What about mid November?

    EDIT: Alternatively, I'm thinking of a Death Note one. That one needs polishing, too, but the Otaku community might be interested... If someone wants to help, you're welcome as well.


    Blade Runner
    Spoiler
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    Quote Originally Posted by Freshmeat_ View Post
    I've been working on a new werewolf variant, based on Blade Runner. Opinions/suggestions are highly appreciated.


    The year is 2019. Technology has advanced to such a level that mankind is capable of producing robots that appear similar to humans. Starting with the Nexus-6 series, these androids are also capable of having – what appears to be – human emotions.
    Produced by the Tyrell corporation, these ‘replicants’ are often used for laborious tasks on off-world colonies. They are banned from planet earth under penalty of death. In order to find and dispose of any replicant coming to earth, a special police unit was formed: the Blade Runners.

    Rumor has it that four replicants have escaped the clutches of their masters and have fled to earth, more specifically, to the city of Los Angeles. They seek vengeance against both the Tyrell corporation (who created them) and the Blade Runners (who have orders to shoot them on sight).
    Panic is spreading amongst the population, and general mistrust has become a necessity for survival. As the body count piles up, a lot of people feel they need to take matters into their own hands...


    ---

    At the beginning of the game, every player will receive a random role (save for Leon, Pris and Zhora, who are chosen by the Alpha).
    Every player will also be classified as human, replicant (Nexus-6) or replicant (Nexus-5).

    Nexus-6 replicants count as werewolves in this game.
    Nexus-5 replicants are older models whom are led to believe they are human. They use civilian win conditions (unless they’re blade runners), but are the only type of characters that can be recruited by Leon.


    Nexus-6 Replicants
    Win condition: Kill all Blade Runners and everyone working for the Tyrell corporation. (recruiting replicant members of either of these factions works as well).

    Roy Batty – Alpha/Devil. At the start of the game, Roy chooses three other players. These will be the other Nexus-6 replicants. Their exact roles (Leon, Pris, Zhora) will be randomized.
    Every night, Roy can secretly follow a character to find out their status (human or replicant) and their role (if any).

    Leon – Recruiter. Every three nights, Leon can attempt to convince a person to join the replicant cause. This only works if the person targeted with this ability is a replicant.
    The replicant targeted has the option of refusal.
    If the person targeted is not a replicant, the attempt automatically fails but Leon will not be notified whether his target refused or whether his target is simply not a replicant. In any event, unless the target is a replicant and accepts to join the Nexus-6 replicants, they will not know who approached them with the offer.

    Warning: Only a handful of humans are actually replicants. Leon must choose his targets carefully.
    Important: Since Leon is a fairly violent man, he will take someone down when killed by a lynching (the last person who voted for him).

    Pris – Role-blocker. Every night, Pris can use her charms to prevent someone from taking any nightly activities.

    Zhora – Illusionist. As an assassin, Zhora is skilled in covering tracks, tampering with Voight-Kampff records or simply finding flaws in the VK test. Every night, she can fool Sebastian or Deckard by making someone appear as something different.


    Blade Runners
    Win condition: Eliminate all Nexus-6 replicants, and everyone recruited by them.

    Rick Deckard – Vigilante. Every night, Deckard can use one of the following two abilities:
    - Voigt-Kampff empathy test:
    Every night, Deckard can find out whether someone is a replicant or not. Deckard can distinguish Nexus-5 models from Nexus-6 models. Due to his experience with replicants, Deckard can find out whether a Nexus-5 model has become aware of his status and is in league with the Nexus-6 replicants.

    - Retire:
    Deckard can forego his VK ability to track down a suspected replicant and kill them. Deckard can use this ability up to five times in the game.
    Deckard may choose to retire Nexus-5 replicants at his own discretion, though he isn’t required to do so, unless they have been recruited by Leon.

    Gaff - Night baner. Though he lacks the stamina of Deckard, Gaff has been retiring replicants for years. Every night, he can protect someone from being killed by the replicants. Gaff will not interfere with another blade runner, so he cannot protect someone from being retired.

    Bryant – Police chief. Bryant can pull a few political strings to have his words weigh more in any lynching. Bryant’s vote counts as two.


    Tyrell Corporation
    Win condition: Same as civilians (see below).

    Tyrell – Emperor. Since Tyrell is a very powerful man, his vote counts as three.

    J.F. Sebastian – Seer. Despite being a recluse, Sebastian has a vast knowledge of everyone who’s important in Los Angeles 2019. Since he works at Tyrell Corporation, he can also identify replicants, as well as their model. He will not know if a Nexus-5 model is working with the Nexus-6 replicants.

    Chew – Fool. Chew will be told he is Sebastian, though his scry results are randomized (selected from a pool of all living roles). When he scries Sebastian, he will see the fool, and vice versa.

    Rachael –Protegé. As long as Tyrell is still alive, Rachael cannot be lynched.
    Note: Rachael is the only civilian who is a confirmed replicant (model: Nexus-5). Unless she is recruited by Leon, she uses civilian win conditions.


    Civilians
    Win condition: Survive until the end of the game.

    Bounty Hunters (masons) – This group is a mixture of ex-blade runners and guns-for-hire. They have been tracking down the Nexus-6 replicants for quite some time.
    Although they have been stripped off their badges and weapons, they still intend to free Los Angeles of the Nexus-6 models and anyone who is in league with them.

    Hardin Industries Hitman – Assassin/Feuder. Hired by Hardin Industries, a rival company of the Tyrell corporation, the hitman must eliminate Tyrell. He has strict orders to make it look like an accident (i.e. lynched by the mob, retired by Deckard, or killed by the replicants).

    Important: You only win if you are alive at the end of the game and Tyrell is not.

    Police officer – Day baner. Until the entire replicant conflict is resolved, the police officer is charged with breaking up mobs, thus granting people lynch immunity for the following day.


    The following two items are distributed randomly.
    - Spinner: Whether legally acquired or not, you’re the proud owner of a spinner hovercar. Whenever you are attacked by replicants, you will survive. Whenever you are about to be lynched, you will survive (passive item, 1 use/person; 3 use max)
    - ESPER: By analyzing photos and other visual records, you can find out what someone was doing during the previous night. You will receive one of the following results: kill, protect, investigate (scry), other or nothing.
    If multiple results are possible (e.g. Roy, who both scries and kills at night), both will be displayed.
    Usable once every three nights. (active item, unlimited uses/person, will be destroyed by the time the second owner is killed)

    If a person carrying an item is killed, the item will be distributed randomly amongst the remaining players.

    Last edited by Shadow; 2008-07-10 at 03:57 PM.

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    Default Re: Werewolf Central Part II

    Quote Originally Posted by Alarra View Post
    If there are any particular posts from the previous thread, such as the first one, for example, which you would like merged with this one, just let me know and I can do so. And thanks Shadow.
    Thanks hun, but I think I'm coming along nicely here.
    I can do all the grunt work.
    I think that's the main reason no one else wanted to do this.

    Attention All Werewolves:
    If there's anything you'd like added to this thread, just let me know.
    If there's a game you'd like to run, just let me know.
    If you'd like to put a bid in for a start date, just....

    ....You get the idea.

    Anyway, if anyone has a decent idea for how I should arrange the start dates, let's hear it.
    I could go randomly from among the games not currently underway, I could try to decipher the original idea from the original spreadsheet (but that's going to be pretty tough at this point....), or I could do something else entirely.

    And my reward for taking this on myself will be to put Vampire near the top of the list and finally get that game underway sometime in the near future (with Helgy's permission/help, of course).

    Questions? Comments? Concerns? Feedback?
    Let's have it!
    Last edited by Shadow; 2007-09-06 at 06:06 PM.

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    Default Re: Werewolf Central: The New Moon

    Sweet. Could you add me to the Following Notifies: Pirates, Mafia, Revolution, and Rockstar?
    Also, I'm going to be greedy and hold onto the TARDIS games' main narrarator role for now. Co-Narrarators welcome, but I'm pulling a Pirates and am not going to hand out the Narration job untill at LEAST TARDIS V. For simplicity, You can reduce "Journies on the TARDIS" to "TARDIS"

    Anyway, a list of roles would be nice: A bunch have been added, Such as the Double Point and the Immunized of TARDIS, or the Banker of YoW, and many others, like the Skill Monkey of Revolution.

    Heres a game Idea: 160 Players, 1/3 of which are wolves. Anybody up for that?

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    Default Re: Werewolf Central: The New Moon

    Heres a game Idea: 160 Players, 1/3 of which are wolves. Anybody up for that?
    Sure.
    You can run it.
    We can call it Werewolf XIV: Korias is INSANE!!

    And I'm working on the rest.
    There's a lot of stuff to add here....

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    Default Re: Werewolf Central: The New Moon

    Quote Originally Posted by Shadow View Post
    Sure.
    You can run it.
    We can call it Werewolf XIV: Korias is INSANE!!

    And I'm working on the rest.
    There's a lot of stuff to add here....
    I'm just throwing the Idea out that we could have an ultimate WW Game to end all WW Games.

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    Default Re: Werewolf Central: The New Moon

    You are Correct.
    I do believe that that would truly END all WW games.

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    Default Re: Werewolf Central: The New Moon

    Quote Originally Posted by Shadow View Post
    You are Correct.
    I do believe that that would truly END all WW games.
    Aye. It would. Lets save the end for the REAL end, like when Rich decides to play in one of these.

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    Default Re: Werewolf Central: The New Moon

    If we can get Rich to play in one of these games, I hope he's one of the wolves.. No one would have the heart to lynch him.... (I think..)

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    Default Re: Werewolf Central: The New Moon

    Are you kidding me?
    You seem to think I have a heart....

    I'd probably lynch him.
    And then I'd probably get banned.
    You guys would love it!


    @v: Shadow and 'Goof take two bows each, thank you.
    Last edited by Shadow; 2007-09-06 at 09:22 PM.

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    Default Re: Werewolf Central: The New Moon

    Oh yes we would. That way we wouldn't have another flawless victory... *wants to be in flawless victory* And I think that shadow knows that anyone who shouldn't be a wolf, is a wolf, therefore making him a villaolf in every game.

    avatar by oblivion-thanks!





    I AM the dread pirate llamarts.

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    Default Re: Werewolf Central Part II

    Quote Originally Posted by Shadow View Post
    Thanks hun, but I think I'm coming along nicely here.
    I can do all the grunt work.
    I think that's the main reason no one else wanted to do this.

    Attention All Werewolves:
    If there's anything you'd like added to this thread, just let me know.
    If there's a game you'd like to run, just let me know.
    If you'd like to put a bid in for a start date, just....

    ....You get the idea.

    Anyway, if anyone has a decent idea for how I should arrange the start dates, let's hear it.
    I could go randomly from among the games not currently underway, I could try to decipher the original idea from the original spreadsheet (but that's going to be pretty tough at this point....), or I could do something else entirely.

    And my reward for taking this on myself will be to put Vampire near the top of the list and finally get that game underway sometime in the near future (with Helgy's permission/help, of course).

    Questions? Comments? Concerns? Feedback?
    Let's have it!
    But of course, my good man. Just you let me know when it's time to start knocking the rocks together.
    Catatar made for me many years ago ... pretty sure by banjo1985
    Werewolf Awards: 'Best Narration: Helgraf'
    Rabbit says stuff that makes me blush.

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    Default Re: Werewolf Central Part II

    Quote Originally Posted by Helgraf View Post
    But of course, my good man. Just you let me know when it's time to start knocking the rocks together.
    Cool.
    Let me get the rest of the scheduling problems solved and then we're on.

    The scheduling seems to be the biggest hump so far....
    Too.... many.... games....


    @v: Done.
    Last edited by Shadow; 2007-09-06 at 10:20 PM.

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    Bugbear in the Playground
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    Default Re: Werewolf Central: The New Moon

    Could you throw me on the notif lists for WW, WWC, and Pirates?
    Remember when I had an avatar?

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    Default Re: Werewolf Central Part II

    Quote Originally Posted by Shadow View Post
    Cool.
    Let me get the rest of the scheduling problems solved and then we're on.

    The scheduling seems to be the biggest hump so far....
    Too.... many.... games....


    @v: Done.
    By the by ... I had replied to your earlier PM with some suggestions vis Vampire, never did hear back from you on them.
    Catatar made for me many years ago ... pretty sure by banjo1985
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    Default Re: Werewolf Central: The New Moon

    You mean about the secret (mumble mumble)?
    Yeah....
    I.... um.... aahhh.... think I.... accidentally.... deleted it.
    *hangs head*
    You wouldn't happen to have it anymore, by chance, would you?
    Last edited by Shadow; 2007-09-06 at 10:24 PM.

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    Default Re: Werewolf Central: The New Moon

    I might happen to have a copy, yes. What's it worth to ya?
    Catatar made for me many years ago ... pretty sure by banjo1985
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    Halfling in the Playground
     
    Khaldan's Avatar

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    Default Re: Werewolf Central: The New Moon

    I'll pay 2 YOW gold for it!

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    Bugbear in the Playground
     
    Helgraf's Avatar

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    Default Re: Werewolf Central: The New Moon

    Quote Originally Posted by Khaldan
    I'll pay 2 YOW gold for it!
    And tip my hand early?
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    Banned
     
    Shadow's Avatar

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    Default Re: Werewolf Central: The New Moon

    Quote Originally Posted by Helgraf View Post
    And tip my hand early?
    Attaboy!

    I'm assuming that the PM I just recieved is that.

    I've been working on this thread at random intervals all day.
    I'll get to looking at it tomorrow. I'm going to my girl's with a bottle of wine for now.

    later.

    [edit]
    There. I put it in my Saved Folder.
    Now I can't delete it accidentally.

    later
    Last edited by Shadow; 2007-09-06 at 10:35 PM.

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    Halfling in the Playground
     
    Khaldan's Avatar

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    Default Re: Werewolf Central: The New Moon

    How bout I see if I can withdraw my bid on goof's crap and give you 5. Would that work?

    avatar by oblivion-thanks!





    I AM the dread pirate llamarts.

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    Bugbear in the Playground
     
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    Default Re: Werewolf Central: The New Moon

    As tempting as that is, I think you'll just have to wait until the game gets underway - besides some of the surprises aren't meant to be revealed.
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    Barbarian in the Playground
     
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    Default Re: Werewolf Central: The New Moon

    Since everyone seemed to be in favor of it I have just registered www.wolvesitp.com

    with luck there will actually be something there within a week or two.

    --Raldor

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    Alarra's Avatar

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    Default Re: Werewolf Central: The New Moon

    I believe, if I'm not mistaken, that we're the only game currently recruiting.
    So, if you haven't signed up for WW IX: Hogwart's Havoc, you should.

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    Quote Originally Posted by Amotis View Post
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    Shadow's Avatar

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    Default Re: Werewolf Central: The New Moon

    Wine and a movie was nice.

    OK, according to the original schedule, or at least what's listed in the spreadsheet, Pirates IV was supossed to start a few days ago. Llama, Duck, Wolf is scheduled to begin in 2 days. With Aliens (which is still in progress) starting after that.
    I'm going to assume that with all of the pre-emptive games that were started randomly, that both of those are on a bit of a hiatus until some more free time opens up.
    Would that be correct?

    So I guess that means that whoever or whatever can be next. After WW IX, of course.

    I would personally recommend that we wait.... maybe.... two weeks after Hogwarts gets underway before really starting another, and then do one or two a week until we get back on schedule.

    The problem with all the games starting at the same time is that means they will all be ending in a similar fashion, which will just start the problem all over again.

    Thoughts?
    Last edited by Shadow; 2007-09-07 at 02:51 AM.

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    Retired Mod in the Playground Retired Moderator
     
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    Default Re: Werewolf Central: The New Moon

    I don't think we need to wait that long. I think as long as we start them on a paced schedule right now, things will work themselves out soon enough. Enough players have been eliminated from the 8 current games to justify two new games recruiting next week if there are two that want to be lined up. I would, however, recommend totally trashing the existing timeline because people stopped following/failed to follow it anyway, leastwise all these new incarnations.

    I'd also like to make a recommendation that he title of this thread contain something along the lines of "Please read this before starting your own WW game" although that's incredibly long. I don't know. I just think that this flurry of new games partially came about because a lot of the newer folks didn't know we had tried to setup a schedule.

    In that vein, I wonder if it would be helpful to do a little self policing and when new game threads start up that aren't on the schedule someone could politely post in the recruitment thread to redirect the game starter here. You know, just to nudge people into trying to stick to the schedule. Just a thought.

    As a final thought on a tangent, if no one objects, I'd like to hang on to Rebellion for a bit too. I feel it still has some tweaking that needs to be done before I'd feel good handing it off to someone. And please add me to the list of willing conarrators.
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