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Old 08-29-2010, 07:32 PM   Top  -  End  -  #1
Thufir
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Default Werewolf Classic XII

On her way to the new Dudnon-Marsters Colony, the 77th Imperial Colony on this continent, Caroline Miles wished it could be somewhere else. Judging by the map and her view out the window of the carriage, the colony was surrounded by nothing at all for miles around (And while her husband might not be, she was somewhat sick of these incessant jokes – Miles around, Miles from anywhere, etc). If something should happen, they could very easily find themselves stranded, with no assistance to be had.
Trying to shake the thought, she turned to re-read the letter he had sent her a couple of weeks ago:

Quote:
My dearest Caroline,

Things are going rather well now! To start with we had some difficulties with the natives – tried to drive us off, terrible misunderstanding. It turns out, they didn’t want rid of us to keep us off their land, no no, nothing of the sort! After a while we managed to open up a dialogue with one of their leaders, he said they were driving us away for our safety! Can you believe it? They may appear to be little more than savages, but they pitted all their primitive weaponry and native cunning against us, for OUR benefit! Awfully decent of them.
You see the thing is, they’re very superstitious. This leader chap said something about evil spirits or something (I’m not 100% au fait with their lingo, but I think that’s what he said). Apparently they have to do certain rituals to placate these spirit thingies, and since we don’t know the rituals, we’d draw down these beasties. Frightful story, but quite clearly nonsense, as I explained to him. He didn’t take too kindly to that, I’m afraid, imagine he thought I was disrespecting his culture or something. At any rate, he up and left, with all his people. Gave one last warning, something about shapechanging or possession or some such rot.
Anyway, since then we’ve set up our little colonial settlement – it’s not quite home, but we’re pretty comfortable. And the climate seems to be very healthy – why, a couple of times I’ve heard people going for a night-time run with the dogs (Who are also getting rather exuberant, howling at the moon and so on).
Well, must dash, due for bridge with the officers.

Love,
Terry.

P.S. Don’t tell the children about these superstitions, the spirits and whatnot. I reckon a bit of thought and I’ll be able to turn it into a positively ripping yarn to tell them when you come out to join me!
The carriage stopped suddenly. Looking up she saw a horseman ride up to the window.
“I’m terribly sorry, ma’am, but we can’t allow you to come any closer to the colony.”
“What? How dare you?! I am the wife of the military governor!”
“I’m afraid... something’s happened, ma’am. Lieutenant-Colonel Miles is missing. We’re not entirely sure what happened, but we found some of his papers which seem to shed some light on it. We’re going through them now.”

Welcome to the 12th Werewolf Classic game.
Standard WW rules as described in the first post of WW Central. The devil does not know the ordinary wolves.
Helgraf's Scry Interference Rule is being used in this game.
Unlike Classic XI, PMs are allowed, just to be sure no-one's confused on that point.

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Last edited by Thufir : 01-06-2011 at 06:38 AM.
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Old 08-29-2010, 09:09 PM   Top  -  End  -  #2
Internet Flea
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Default Re: Werewolf Classic XII - RECRUITING

I should probably join this.
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Old 08-29-2010, 09:31 PM   Top  -  End  -  #3
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Default Re: Werewolf Classic XII - RECRUITING

I'm in. I don't think there will be any issues impeding me.
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Old 08-29-2010, 11:04 PM   Top  -  End  -  #4
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Default Re: Werewolf Classic XII - RECRUITING

In, says I.
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Old 08-29-2010, 11:08 PM   Top  -  End  -  #5
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Default Re: Werewolf Classic XII - RECRUITING

In! So far, I love Thufir games.
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Old 08-29-2010, 11:13 PM   Top  -  End  -  #6
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Default Re: Werewolf Classic XII - RECRUITING

Sign me up please.
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Old 08-29-2010, 11:22 PM   Top  -  End  -  #7
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Default Re: Werewolf Classic XII - RECRUITING

In and hoping for more wolves and less masons like the last game.
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Old 08-30-2010, 03:21 AM   Top  -  End  -  #8
billtodamax
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Default Re: Werewolf Classic XII - RECRUITING

*Joining the game*
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Old 08-30-2010, 03:27 AM   Top  -  End  -  #9
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Default Re: Werewolf Classic XII - RECRUITING

I'm in. So many games...
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Old 08-30-2010, 04:26 AM   Top  -  End  -  #10
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Default Re: Werewolf Classic XII - RECRUITING

Classic joining hereby!
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Old 08-30-2010, 06:01 AM   Top  -  End  -  #11
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Default Re: Werewolf Classic XII - RECRUITING

I suppose I have enough time for this. :)
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Old 08-30-2010, 06:42 AM   Top  -  End  -  #12
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Default Re: Werewolf Classic XII - RECRUITING

After reading the last thread, I'm in

Intrigue!

I shan't be roleplaying Delirium, as that would lead to a well deserved first turn lynch. Instead, I shall be her far more level headed and sane fish. She's just along for the ride, and has protection from Werewolves and Lynching up

Additionally, are PMs being used this time? I'm not so hot on the metagame, and don't have the time to thread binge, so if anyone could very briefly summarise, that would be much appreciated
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Last edited by Project_Mayhem : 08-30-2010 at 06:46 AM.
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Old 08-30-2010, 08:04 AM   Top  -  End  -  #13
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Default Re: Werewolf Classic XII - RECRUITING

Wow, there is a lot of recruiting games. In.
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Old 08-30-2010, 08:28 AM   Top  -  End  -  #14
Tasroth
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Default Re: Werewolf Classic XII - RECRUITING

How can I say no. Plus, playing a game without all sorts of extra roles/rules? New experience for me.

In.
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Old 08-30-2010, 09:41 AM   Top  -  End  -  #15
Thufir
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Default Re: Werewolf Classic XII - RECRUITING

Quote:
Originally Posted by Project_Mayhem View Post
I shan't be roleplaying Delirium, as that would lead to a well deserved first turn lynch. Instead, I shall be her far more level headed and sane fish. She's just along for the ride, and has protection from Werewolves and Lynching up
On the subject of RP: while the narrations will be written as people looking through papers, trying to figure out what happened after the fact, it would make more sense in general if people were to roleplay being in the colony during the events, obviously.
Though, also obviously, you can really do whatever you want, RP-wise.

Quote:
Originally Posted by Project_Mayhem View Post
Additionally, are PMs being used this time? I'm not so hot on the metagame, and don't have the time to thread binge, so if anyone could very briefly summarise, that would be much appreciated.
PMs are allowed this time. I've added a sentence to the OP to that effect just to be clear.
Any more questions?
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Old 08-30-2010, 09:45 AM   Top  -  End  -  #16
Project_Mayhem
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Default Re: Werewolf Classic XII - RECRUITING

Cool, cool. So, thinking of a specific example in the last game, if I was, say, the Devil, and managed to work out a definite wolf, I could inform them?

Ditto with seer and peasants?
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Old 08-30-2010, 09:47 AM   Top  -  End  -  #17
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Default Re: Werewolf Classic XII - RECRUITING

In! In! Totally in!
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Old 08-30-2010, 10:00 AM   Top  -  End  -  #18
Thufir
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Default Re: Werewolf Classic XII - RECRUITING

Quote:
Originally Posted by Project_Mayhem View Post
Cool, cool. So, thinking of a specific example in the last game, if I was, say, the Devil, and managed to work out a definite wolf, I could inform them?

Ditto with seer and peasants?
Yes, precisely.
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Old 08-30-2010, 10:11 AM   Top  -  End  -  #19
Project_Mayhem
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Default Re: Werewolf Classic XII - RECRUITING

Good. Well, I await this with great interest
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Old 08-30-2010, 10:21 AM   Top  -  End  -  #20
Annon
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Default Re: Werewolf Classic XII - RECRUITING

I have never played werewolves before, and would like to jump on this opportunity to start off with something simpler. However, I have many basic questions that aren't really answered in WW Central, nor by delving into a few of the archives:
  • Do wolves start off knowing each other? If not, how do they 'find' one another? Can they kill one another in the night? Does doing so reveal the victim as a wolf?
  • Does the Fool get a random answer every night? Can a potential Seer just keep scrying the same person until they are reasonably sure they're the Seer?
  • When someone dies, do you find out their role? Is this true no matter how they die?
  • Do we know how many of what there is before starting? Or is there just a standard number of Seers et. al. that isn't listed anywhere?
  • We're not using the variant where Seers can see specfic roles, right?

Sorry if a lot of these should be asked of WW Central, but it seems a lot of these issues depend more on the game than on a set standard, so this seemed like a better place to post...

EDIT: Also, September 13? So far into the future...
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Last edited by Annon : 08-30-2010 at 10:27 AM.
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Old 08-30-2010, 10:49 AM   Top  -  End  -  #21
Project_Mayhem
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Default Re: Werewolf Classic XII - RECRUITING

Actually, I did think of a question, again based on the last game. Is it taboo to announce my role for any reason? There was an issue with people claiming that ruined the game last time
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Old 08-30-2010, 11:24 AM   Top  -  End  -  #22
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Default Re: Werewolf Classic XII - RECRUITING

Hmm. Count me in.
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Old 08-30-2010, 11:59 AM   Top  -  End  -  #23
Thufir
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Default Re: Werewolf Classic XII - RECRUITING

Quote:
Originally Posted by Annon View Post
  • Do wolves start off knowing each other? If not, how do they 'find' one another? Can they kill one another in the night? Does doing so reveal the victim as a wolf?
  • Does the Fool get a random answer every night? Can a potential Seer just keep scrying the same person until they are reasonably sure they're the Seer?
  • When someone dies, do you find out their role? Is this true no matter how they die?
  • Do we know how many of what there is before starting? Or is there just a standard number of Seers et. al. that isn't listed anywhere?
  • We're not using the variant where Seers can see specfic roles, right?
  • Wolves know each other, but not the devil. The wolves can kill each other, but why would they want to? They also can potentially kill the devil.
  • Fool scries will be consistent. If they scry the same person more than once, they will get the same result.
  • Roles are revealed on death.
  • One of each role except villagers, masons and werewolves.
  • When I said "Standard rules as in the first post of Central," I meant exactly that. Seer/Fool scries return Villager, Fool or Werewolf.

@Mayhem: Role claiming is allowed.
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Last edited by Thufir : 08-30-2010 at 12:01 PM.
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Old 08-30-2010, 12:14 PM   Top  -  End  -  #24
Project_Mayhem
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Default Re: Werewolf Classic XII - RECRUITING

Understood. Now I just have to tough out 2 weeks of waiting to play :p
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Old 08-30-2010, 12:39 PM   Top  -  End  -  #25
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Default Re: Werewolf Classic XII - RECRUITING

I claim Batman.
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Old 08-30-2010, 02:25 PM   Top  -  End  -  #26
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Default Re: Werewolf Classic XII - RECRUITING

In, naturally.
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Old 08-30-2010, 03:07 PM   Top  -  End  -  #27
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Default Re: Werewolf Classic XII - RECRUITING

Killed off in my other games, about time for another, sign me up.
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Old 08-30-2010, 03:25 PM   Top  -  End  -  #28
Annon
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Default Re: Werewolf Classic XII - RECRUITING

Quote:
Originally Posted by Thufir View Post
  • Wolves know each other, but not the devil. The wolves can kill each other, but why would they want to? They also can potentially kill the devil.
  • Fool scries will be consistent. If they scry the same person more than once, they will get the same result.
  • Roles are revealed on death.
  • One of each role except villagers, masons and werewolves.
  • When I said "Standard rules as in the first post of Central," I meant exactly that. Seer/Fool scries return Villager, Fool or Werewolf.

@Mayhem: Role claiming is allowed.
Cool. I'm all set, then
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Old 08-30-2010, 03:46 PM   Top  -  End  -  #29
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Default Re: Werewolf Classic XII - RECRUITING

In, preferably as co-narrator.
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Old 08-30-2010, 07:01 PM   Top  -  End  -  #30
VA_beds
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Default Re: Werewolf Classic XII - RECRUITING

a basic game? sure, this'll be a 1st for me
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