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Old 12-04-2011, 12:45 AM   Top  -  End  -  #421
Tydude
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Trick or Treat 2 has ended with a pretty dominant wolf win.
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Old 12-04-2011, 12:45 AM   Top  -  End  -  #422
Zjoot
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tongue I have wierd hobbies.

Quote:
Originally Posted by flabort View Post
I'm aiming for getting more trains on the tracks. My construction crews are a bit slow, though, so until they repair the damages, I can expect a few more wrecks.

It went... Well, first the Mason Police network was brutally slaughtered by a chain of explosions, managing to take one wolf Agent down with them. Then more and more Town members were taken down, including the seer/fool SWATs, and around then they got the devil Smith. When town was all but dead, the other devil Oracle was capped, and a quick final burst recruited The One, who got another Agent, followed by the last Town member. This left a single Agent vs a group of people who new eachother, AKA a doomed Agent.

As to your cabbages, they were on a redundant train that the engineers forgot to put brakes on. This resulted in it running into the first train, and wrecking too.
Do you mind directing me to the site of these wrecks? One of my hobbies is painting graffitti on wrecked trains and then photographing them and photoshopping in various animals. I'm actually planning on making a calendar. The other is playing werewolf/mafia games on the internet while wearing various masks and multi-colored socks.
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Old 12-04-2011, 01:06 AM   Top  -  End  -  #423
flabort
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Yup... Go north along Silly Message Boards, past 'bout 5-9 threads, make a left turn onto TV-tropes, eventually you'll reach a river around Jungle Japes. Follow it downstream to a bridge, just a little uphill there's a sharp bend in the tracks...

Turns out it was too sharp.
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Old 12-04-2011, 01:30 AM   Top  -  End  -  #424
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

It wasn't nearly that bad. It was much more one-sided.
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Old 12-05-2011, 03:52 PM   Top  -  End  -  #425
Qwaz
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Can we get 5 more players for St. Trinians II please?

Last one was a good laugh so get yourself in there!
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Old 12-05-2011, 04:58 PM   Top  -  End  -  #426
Andre Fairchilde
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Mafia 12 over -

St. Paul Police Dept (wolves) win -

Congrats to Alarra and The Fiery Tower.

The last day was interesting... and a little complicated. There were more missing players than living players, leaving the last day vote to come down to the four wolves from opposing teams.

Penguinator got the first vote in from the Outfit.

Alarra and The Fiery Tower each voted next (both SPPD) for Penguinator.

*If* the final wolf - could have got his vote in before The Fiery Tower - the day's vote would have gone for Penguinator's vote - since he was first.

But... The Penguinator changed his vote...

That sealed his fate, as he lost his chance to win the tiebreaker. And so...

Wolves win - Mafia 12 (1932 - City of Sinners) - Saint Paul Police Department stay in control of the corrupt city, throwing back the Citizens, FBI (Masons), and the Outfit (Mafia).
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Old 12-05-2011, 05:04 PM   Top  -  End  -  #427
Penguinator
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Andre Fairchilde View Post
*If* the final wolf - could have got his vote in before The Fiery Tower - the day's vote would have gone for Penguinator's vote - since he was first.

But... The Penguinator changed his vote...

That sealed his fate, as he lost his chance to win the tiebreaker. And so...
How could I have possibly won the tie-breaker? It was two-one when I changed.
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Old 12-05-2011, 05:23 PM   Top  -  End  -  #428
Andre Fairchilde
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Check out the thread -

The first person to CAST a vote - that vote is the tie-breaker vote in event of a tie.

Vote 1 - Penguinator (Mafia - Outfit Alpha) voted for Calar (first)
Vote 2 - Alarra (Mafia - SPPD) voted for Penguinator
Vote 3 - The Fiery Tower (Mafia - SPPD) voted for Penguinator....

X (Here - if Helgraf (Mafia - Outfit) would have voted for Calar here, then you would have won the lynch, and Calar would have been the victim.)

But...

Penguinator changes vote -
Now it looks like this...

Vote 1 - Alarra (Mafia - SPPD) voted for Penguinator
Vote 2 - The Fiery Tower (Mafia - SPPD) voted for Penguinator....
Vote 3 - Penguinator (Mafia - Outfit Alpha) votes for Alarra

Now there was no way to win the game.

Helgraf only had maybe 3 hours to get a vote in, so don't blame him.

You took the game as close to the wire as possible!
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Last edited by Andre Fairchilde : 12-05-2011 at 05:24 PM.
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Old 12-06-2011, 03:20 PM   Top  -  End  -  #429
Penguinator
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Andre Fairchilde View Post
Check out the thread -

The first person to CAST a vote - that vote is the tie-breaker vote in event of a tie.

Vote 1 - Penguinator (Mafia - Outfit Alpha) voted for Calar (first)
Vote 2 - Alarra (Mafia - SPPD) voted for Penguinator
Vote 3 - The Fiery Tower (Mafia - SPPD) voted for Penguinator....

X (Here - if Helgraf (Mafia - Outfit) would have voted for Calar here, then you would have won the lynch, and Calar would have been the victim.)

But...

Penguinator changes vote -
Now it looks like this...

Vote 1 - Alarra (Mafia - SPPD) voted for Penguinator
Vote 2 - The Fiery Tower (Mafia - SPPD) voted for Penguinator....
Vote 3 - Penguinator (Mafia - Outfit Alpha) votes for Alarra

Now there was no way to win the game.

Helgraf only had maybe 3 hours to get a vote in, so don't blame him.

You took the game as close to the wire as possible!
I get it. But I voted for The Fiery Tower. (I think?)

Ah, well. It was fun while it lasted.
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Old 12-06-2011, 09:18 PM   Top  -  End  -  #430
Zjoot
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Reverse Werewolf V has just ended with a Werewolf Victory.
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Old 12-07-2011, 04:11 PM   Top  -  End  -  #431
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

If I started a game the 19th, would people be around to play it?

That being said, I'll hold the 19th for Medieval WW until I get a better date in mind.

A bit more about it, to drum up... interest. As I mentioned, it's akin to Witchhunt.

Rules:
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I think that's everything...

Edit: Submitted for approval. I hope I'm not jumping the gun too much.
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Old 12-07-2011, 06:39 PM   Top  -  End  -  #432
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Just as a reminder to everyone:
Dragonspire Killers 2 will be submitted on the 12th.
The limit will be 20 people again.
Anyone who wants to play will have 2 weeks to sign up.
However, this time a raffle will happen. Out of everyone who signs up in the thread only 20 will be chosen to actually play.
So everyone get ready for some fun!
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Old 12-07-2011, 06:56 PM   Top  -  End  -  #433
TBFProgrammer
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

First, I'd like to schedule The Possessed as a small game to start recruiting the week of the nineteenth.

Second, I'd like to ask for an co-narrator to help me figure out the whole narrator thing (and look over the roles I have in mind).

Third, I'd like to run a new tie breaking rule by everyone that I think would work well for certain games, especially those where the wolves don't start off knowing each other.

The rule:

When two players are tied for the lynch, they will each be given the option* of standing up for the other player or attempting to divert the mobs attention to only that other player. Once H hours have passed or the narrator has heard** from both, the lynch will occur. If someone is not heard from, their choice is made via coin flip.

Should they both choose to support one another, they will be able to work together to escape the mob.
Should they both choose to try and use the other as a decoy, they will both fail and both die.
Should person A support person B, but person B leave person A hanging, person A will die and person B will need to hide for a day.
A hiding person may not post at all until the following day is concluded, but may still be rooted out and lynched on that day. It is considered cheating to use PMs or QTs to circumvent*** this rule.

This creates a prisoner's dilemma. The fact that a player can't defend their choice if they kill the other player, especially when they are both suspicious enough to be tied for the lynch, should be a suitable deterrent to prevent everyone for always deciding to kill the other player.

*Which way they voted during the day is irrelevant.
**I would probably allow potential lynchees to send in their choices as per each likely scenario as soon as midday if they think they might tie.
***I would consider communication with fellow Masons or Wolves to be a valid use of PMs and QTs by a hider, but no one else should be receiving communications from them.
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Old 12-07-2011, 08:41 PM   Top  -  End  -  #434
Penguinator
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Medieval Werewolf is up and recruiting. Looking for 30 players.

Mods were on it nice and quick.
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Old 12-07-2011, 09:10 PM   Top  -  End  -  #435
Zjoot
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Wow, that was quick, it usually takes like a day to get a thread approved. I'll be sure to join, even if only for the narrations.
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Old 12-08-2011, 09:34 PM   Top  -  End  -  #436
Lex-Kat
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Convoy V has ended with a Autobot win.

And Helgraf's Bomb has already started.

Also, can I have Jan. 9 for my next game, Assassins V.
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Old 12-08-2011, 09:41 PM   Top  -  End  -  #437
billtodamax
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Lex-Kat View Post
Convoy V has ended with a Autobot win.

And Helgraf's Bomb has already started.

Also, can I have Jan. 9 for my next game, Assassins V.
Woo! Assassins!
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Old 12-08-2011, 11:37 PM   Top  -  End  -  #438
Zjoot
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

I think I'd like to reserve January 14 for a game. I should have an idea picked and the rules perfected by then. An experienced co-narrator to help with balance and such would be great.
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Old 12-09-2011, 05:19 AM   Top  -  End  -  #439
banjo1985
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by The Grimmace View Post
I think I'd like to reserve January 14 for a game. I should have an idea picked and the rules perfected by then. An experienced co-narrator to help with balance and such would be great.
Depending on what the setting/game type is, I'm up for being a soundboard to bounce ideas off.
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Old 12-09-2011, 05:35 AM   Top  -  End  -  #440
super dark33
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by The Grimmace View Post
Reverse Werewolf V has just ended with a Werewolf Victory.
You mean, a Superdark victory?
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Old 12-09-2011, 12:58 PM   Top  -  End  -  #441
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by super dark33 View Post
You mean, a Superdark victory?
You're welcome.
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Old 12-09-2011, 08:54 PM   Top  -  End  -  #442
Zjoot
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Yeah, in my book it was really more of a Ramsus/Bladescape victory, since they took out all of the villagers on their own.
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Old 12-09-2011, 10:00 PM   Top  -  End  -  #443
bladescape
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by The Grimmace View Post
Yeah, in my book it was really more of a Ramsus/Bladescape victory, since they took out all of the villagers on their own.


*High-fives Ramsus again*

Pity we didn't survive.
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Old 12-09-2011, 11:17 PM   Top  -  End  -  #444
Ramsus
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Hey, let's not discount SuperDark entirely. He provided something essential at that stage to a Wolf victory. That being...a warm body. If he had autolynched we would have lost.
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I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
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Old 12-10-2011, 08:13 PM   Top  -  End  -  #445
Grue Bait
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Hey, sorry I haven't been posting for the past couple days, I was at the Thespian Convention. I thought I would be able to get a connection with my 3ds, but I couldn't. Sorry, everyone.
EDIT: I'm also looking for an experienced co-narrator for a Monty Python and the Quest for the Holy Grail WW. Sense of humor and silly writing preferable.
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Last edited by Grue Bait : 12-10-2011 at 08:32 PM.
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Old 12-10-2011, 08:18 PM   Top  -  End  -  #446
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Grue Bait View Post
I was at the Thespian Convention.
Forgiven. Mingled with *is jealous*
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Old 12-11-2011, 02:49 PM   Top  -  End  -  #447
flabort
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Grue Bait View Post
...with my 3ds...
*Is also jealous, but for different reasons.*
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Old 12-11-2011, 03:33 PM   Top  -  End  -  #448
Zar Peter
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Grue Bait View Post
EDIT: I'm also looking for an experienced co-narrator for a Monty Python and the Quest for the Holy Grail WW. Sense of humor and silly writing preferable.
Just FYI: It has happened before... but I wouldn't bother too much, it's long gone and out.

And as I just read a game where Murska survived. (but lost)
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Old 12-11-2011, 05:28 PM   Top  -  End  -  #449
Grue Bait
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

I know it's already happened, but I wanted to bring it back. With any luck, I will update regularly and it will be a little more refined.
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Old 12-12-2011, 11:29 AM   Top  -  End  -  #450
Mindfreak
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Just submitted the Dragonspire Killers 2: The Sequel that Doesn't Suck!

You all have two weeks to song up for the game filled with well-written(?) kills by the Killers, interesting lynches written by narrator and victim alike, and the evil red herrings that trick you!
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