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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Avatar of Yoshimo by Trazoi. WW Banner by Elder Tsofu.
Trophies and Titles
Spoiler
Protecting the Guilty/I Survived the City of the Drifter(City of Darkness) Bringer of Chaos/Last Assassin Standing/Werewolf Finder/Oops! (City of Shadows) (Shape-shifters 2) (Bombs Away Heat 2)
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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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.
__________________ Demilich avatar by Smuchmuch. Thank you VERY much!
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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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:
Spoiler
THIS IS A NO PM GAME! If you are caught sending PMs or sharing your personal QT, you will be executed post-haste.
Each player will have their own personal QT, to send in night actions and ask questions.
Roles are not revealed on death.
This is a blind wolf game.
Each player will have night actions/abilities. As such, if you are not using them, you may be replaced.
A high level of participation/discussion is required! If you aren't posting, you may be replaced.
It is forbidden to edit posts, whether in the thread, or in a QT.
Day phase ends when a majority (> 50% remaining players) is reached. If no majority is reached by the end of the day or if the majority was for a no-lynch, the executioner player, if alive, may choose a target for the lynch. That player'll be lynched at the *start of night and will only be found out in the night update. There will be time for certain roles to act between each phase.
*start of night counts as day
It is forbidden for players to post in-thread during the night phase.
Day lasts 72 hours maximum, night lasts 48 hours.
Game ends when one side wipes out the other or when that becomes inevitable.
If there is no kill at night, the reason will not be revealed. In other words, you won't know if the Assailant hit a bane or hit a wolf. The intended target is also not mentioned. All that will be posted is: "No one died tonight."
I think that's everything...
Edit: Submitted for approval. I hope I'm not jumping the gun too much.
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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!
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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Last edited by TBFProgrammer : 12-07-2011 at 06:57 PM.
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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Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by The Grimmace
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.
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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Quote:
Originally Posted by Murska
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.
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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You know what's cool? Dark caves, that's what.
Last edited by Grue Bait : 12-10-2011 at 08:32 PM.
Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!
Quote:
Originally Posted by Grue Bait
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.
And as I just read a game where Murska survived. (but lost)
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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!