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Old 10-10-2011, 07:58 AM   Top  -  End  -  #121
Mindfreak
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by lord pringle View Post
Is the 31st available?
I can push L.A. Noir back further, I don't mind.

If you wish me to then thread for it will go up on the 24th for recruitment and the game will start on the 7th of November.
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Old 10-10-2011, 10:09 AM   Top  -  End  -  #122
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

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How drunk was I when that happened?
Wait. Shouldn't the answer to this question be fairly obvious?
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Old 10-10-2011, 12:23 PM   Top  -  End  -  #123
lord pringle
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

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Originally Posted by Mindfreak View Post
I can push L.A. Noir back further, I don't mind.

If you wish me to then thread for it will go up on the 24th for recruitment and the game will start on the 7th of November.
Oh thank you soooooooooo much! Have a thank you cookie!
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Old 10-10-2011, 01:50 PM   Top  -  End  -  #124
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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
MLP: Return of Nightmare Moon has finished, with a win by the Villains.

Poor Ponyville. It'll never be the same.

Also, I'd like to request October 24th for the next Convoy game. I think we are on two now?
Quote:
Originally Posted by lord pringle View Post
Trick or treat 2 will start oct 24. Tydude and I will get the rules ironed out and the recruitment up.
Quote:
Originally Posted by bladescape View Post
Uh.... Pringle, 24th is already taken.
Lord Pringle, you can have the 24th, if you want it. I'll be happy to take the 4th of November, please.

EDIT: Ah, I didn't go to the next page. Never mind then.
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Old 10-11-2011, 04:33 AM   Top  -  End  -  #125
Mindfreak
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

The Dragonspire Killers has ended with a Team Innocents victory.
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Old 10-11-2011, 05:37 PM   Top  -  End  -  #126
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

So, I'd like to start a small game (<20), but if I get enough interest, I'd be willing to make it a Medium/large game (<40). I highly doubt I'll get interest enough for that to happen, though.

Got some special rules I want to try out.

Spoiler


And, since their relevant, the various roles:

Spoiler


I would call the game S.S. Supernova - Apocalypse. Uh...

I'm not entirely sure how the Scheduling works. Say I wanted to open recruitment, on the 15th (of October). Do I post, now, and wait for a mod to approve it, hoping he approves it on the 15th? Or do I post on the 15th, and not need a mod?
Or does scheduling a game mean for the week or day recruitment ends, and the game begins?
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Old 10-11-2011, 07:55 PM   Top  -  End  -  #127
Gray Mage
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

@Flabort: No offense, but I don't see that game being much fun. I mean with wolves out the day lynch is a no brainer, so it'd just turn out into a race to see if the wolves find and kill/recruit the captain, bodyguards and cleric before they're rooted out. So, mostly guesswork with the wolves and it wouldn't be much fun for the survivors, IMO, since there's no challange or dificulty for them.

Also, do you mean for the captain's player to be open knowledge? It sure sounded so.
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Old 10-11-2011, 08:16 PM   Top  -  End  -  #128
flabort
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Gray Mage View Post
@Flabort: No offense, but I don't see that game being much fun. I mean with wolves out the day lynch is a no brainer, so it'd just turn out into a race to see if the wolves find and kill/recruit the captain, bodyguards and cleric before they're rooted out. So, mostly guesswork with the wolves and it wouldn't be much fun for the survivors, IMO, since there's no challange or dificulty for them.

Also, do you mean for the captain's player to be open knowledge? It sure sounded so.
Ah, I was afraid it wouldn't sound like much fun.

The wolves can't recruit the Captain. He's automatically an Immune. Everyone knows who the captain is, it's open knowledge, yes.

Hmm... It made sense at the time, I know it. And, with a night kill and conversion to every lynch, the zombie hoards grow at the same rate their lost. More, if they can recruit someone who found an item, but less if the survivors actually make use of their gifts.

OK, so not very good. I see. Any... balance suggestions? I really wanted a horror/survival theme, with much less guess-work.

So, the way I saw it, was the survivors start with good numbers. The zombies start converting/killing, the survivors kill back. Survivor defenses are pretty useless to begin with, and are negated by the random chance.
A few nights in, the zombie numbers are pretty much the same. survivor numbers dwindling, but defenses+items much more worthwhile, as there are less targets.
A couple more nights, the zombies have either found the BGs, or the survivors have enough items + defenses to negate the zombie offensive, and root them out.

So... any rules I should change/add/remove? I'd be adverse to adding/removing, but changing, I'm all right with. Perhaps giving a list of objects, too, would help factor balance?

Or is this too far off-center to qualify as a WW any more?
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Old 10-11-2011, 08:43 PM   Top  -  End  -  #129
Gray Mage
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by flabort View Post
Ah, I was afraid it wouldn't sound like much fun.

The wolves can't recruit the Captain. He's automatically an Immune. Everyone knows who the captain is, it's open knowledge, yes.

Hmm... It made sense at the time, I know it. And, with a night kill and conversion to every lynch, the zombie hoards grow at the same rate their lost. More, if they can recruit someone who found an item, but less if the survivors actually make use of their gifts.

OK, so not very good. I see. Any... balance suggestions? I really wanted a horror/survival theme, with much less guess-work.

So, the way I saw it, was the survivors start with good numbers. The zombies start converting/killing, the survivors kill back. Survivor defenses are pretty useless to begin with, and are negated by the random chance.
A few nights in, the zombie numbers are pretty much the same. survivor numbers dwindling, but defenses+items much more worthwhile, as there are less targets.
A couple more nights, the zombies have either found the BGs, or the survivors have enough items + defenses to negate the zombie offensive, and root them out.

So... any rules I should change/add/remove? I'd be adverse to adding/removing, but changing, I'm all right with. Perhaps giving a list of objects, too, would help factor balance?

Or is this too far off-center to qualify as a WW any more?
I don't think it's too off-center, it's just that one of the most fun I have, and I'd guess others too, when playing good guys is to find the bad guys and when playing bad guys is to trick the good guys. With sides out this is impossible, so I don't see what most of the players would do.

This is how I see it happening:
Spoiler


What might make things interesting is having more factions.

An attempt of an open game was already done by Orzel a while back, so I'd also check that game (I think it was named open WW).
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Last edited by Gray Mage : 10-11-2011 at 08:51 PM.
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Old 10-11-2011, 09:51 PM   Top  -  End  -  #130
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

I, surprisingly, actually have some suggestions to help you out Flabort.

I like the suicide zombie bit, but make it a random zombie, and no one is told, not even the zombie. The only way to tell is by a scry, or being lynched and then exploding a lyncher. I would take out the ability to suicide on purpose though, seems counter productive to the horror bit.

Make the recruits secret. If your going for a zombie thing, the one thing scarier than a zombie is the thought that your friend might be bit. They won't actually change till a few days later, but are informed that they are bit. They have the option of helping the zombies, because they will turn into them eventually, or informing the survivors and dying the next day.

Another thing, put some more guess work. Each recruit, when fully infected, has a one in ten, or what ever percent give it an actual chance of happening but rare-ish, chance of being a suicide zombie as well, but aren't told.

Make a few more roles for the zombies to give the wizard some more utility. Perhaps a zombie that can reduce votes during the day against a certain zombie? Not total immunity, but more like blocks about three to five votes against said zombie. Perhaps it can be a random roll on a D6 for effectiveness? A set number can work as well however. I would make this power usable during the day, or night though. In private though, revealing either nothing, or that a zombie was seen acting protectively towards another oddly, no names given.

Now... A problem would be a bodyguard giving up other bodyguards when changed. I don't really have much of a suggestion here, unfortunately. Well, I do have one but it is much more trouble than it's worth. The suggestion would be to have them pass notes to each other, unsigned in name. To prevent them from just telling each others names also, perhaps give the notes a chance of being discovered. Once again though, I don't think this is actually a good idea however.
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Old 10-11-2011, 10:04 PM   Top  -  End  -  #131
Gray Mage
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Xanmyral View Post
Make a few more roles for the zombies to give the wizard some more utility. Perhaps a zombie that can reduce votes during the day against a certain zombie? Not total immunity, but more like blocks about three to five votes against said zombie. Perhaps it can be a random roll on a D6 for effectiveness? A set number can work as well however. I would make this power usable during the day, or night though. In private though, revealing either nothing, or that a zombie was seen acting protectively towards another oddly, no names given.
I agree with all of your points but this one. I feel that on the major part of the game this would be useless since most likely there will be an unanimous (or near) lynch, except on end game if it could force a no lynch, in which case it could even win the game for the zombies, if there were no item to counter it.

Also, making the recruits secret, while a good idea IMO seems to be the opposite of the whole open game feel that flabort seems to have in mind.

And you could have the bodyguards not knowing each other to prevent them giving each other out. And the bit about they knowing the captain seems superfluous since everyone does, but this is me being nit-picky.
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Old 10-11-2011, 10:08 PM   Top  -  End  -  #132
Xanmyral
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Gray Mage View Post
I agree with all of your points but this one. I feel that on the major part of the game this would be useless since most likely there will be an unanimous (or near) lynch, except on end game if it could force a no lynch, in which case it could even win the game for the zombies, if there were no item to counter it.

Also, making the recruits secret, while a good idea IMO seems to be the opposite of the whole open game feel that flabort seems to have in mind.

And you could have the bodyguards not knowing each other to prevent them giving each other out. And the bit about they knowing the captain seems superfluous since everyone does, but this is me being nit-picky.
You have a point, now that I think about it, about the special zombie. It was all I could think of, on forms of power. Maybe instead a zombie that pushes votes onto another zombie? It has to be another zombie however. So as to protect the important people, or drive town in circles by protecting no-roles to obfuscate the lead roles.

I can't really think of anything to amend the second point though, although the secret suicide zombie bit might ward off people from killing them immediately. They will get revealed eventually however, just not right away. Like maybe two days later? Perhaps a random amount of days later, from one to three? However, now that I think about it, that might lead to town lynching all of the old zombies and leaving the new ones for later, because of their chance of being a suicide zombie...

EDIT: Darn ninja edit...

On the third point, I can only offer what I have already offered, or them not knowing each other at all. It's burdensome if going with what I offered, in my opinion at least, but can not allow zombies insta-win if they manage to get lucky and strike a bodyguard. So I agree more with them not knowing each other, since them knowing each other isn't really important now that I think about it.

EDIT: Amending second point a tad.
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Old 10-12-2011, 06:44 AM   Top  -  End  -  #133
Gray Mage
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Quote:
Originally Posted by Xanmyral View Post
On the third point, I can only offer what I have already offered, or them not knowing each other at all. It's burdensome if going with what I offered, in my opinion at least, but can not allow zombies insta-win if they manage to get lucky and strike a bodyguard. So I agree more with them not knowing each other, since them knowing each other isn't really important now that I think about it.
It wouldn't be an instant win as long as the cleric is alive. If on one nightbthe cleric hides and banes the bodyguard and on the other the bodyguard hides and the cleric banes himself, both of them are protected every night with the wolves having to guess which night the bodyguard/cleric (who is probably unknown to them) is hiding and in which zone to be able to kill/recruit him. If the recruits aren't in the open immediately it could be anninstant win, however, depending on if the recruited bodyguard was the one that was doing this switch with the cleric or not (which one of them is likely to do, since it's a very good strategy, IMO).
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Old 10-12-2011, 11:41 AM   Top  -  End  -  #134
flabort
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

So I said I have items, and I implemented them differently than Mindfreak.
How I implemented them is that everyone votes on a place to search during the lynch phase, and a person to receive the item. Then based on random chance, they get one of three items.
Items
Spoiler


10 items to get/receive. The same item can be gotten more than once. Except for the wrench+antidote, conversion can cause the zombie to bring the item over to their side.
Only the recipient is told what item they get, although everyone knows who the recipient is.

Concerning helpful comments/critiques/suggestions:

random suicide zombie, not told... OK, that could be fun, sort of.

secret recruits... No, I don't actually like that idea.

more roles for wizard to guess...? Alright, but since I only start with 5 zombies...

And bodyguards ratting eachother out is something I hadn't considered. I remembered the "Mason" role, wanted something to fill it. Guess that wouldn't work.

bodyguards knowing the captain is superfluous, I guess.

Yeah, too many alt rules. I guessed so.
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Old 10-12-2011, 12:18 PM   Top  -  End  -  #135
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

OK, sorry for the delay, but I think the schedule is up to date now.
You'll note Mafia and Convoy are actually down for the same week, this is intentional, because Mafia and Classic are special like that.

Also, make your mind up what number Convoy it's to be, please. 3? 5? 6? 1?
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Old 10-12-2011, 08:21 PM   Top  -  End  -  #136
Penguinator
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

So, the zombies thing is totally bringing Left 4 Dead to mind...
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Old 10-13-2011, 09:07 AM   Top  -  End  -  #137
Andre Fairchilde
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Thanks! We are the exception to the rules, by design.

Mafia signup thread will be posted today for mod approval today, signup will be through Friday Oct 28th (ish). Day 1 begins on Friday Oct 28th. Day 1 will end on the evening of Halloween - Monday Oct 31st.

***EDIT!!! Rogue 9 is hearing it here first - Rogue 9 will be co-narrating with me.

Rules are a standard WW game - except two Wolf Groups - Mafia Gangs.

New city, new story. Heavy RP. Game takes place in St. Paul, Minnesota - 1932. Capone is in jail, St. Paul is a *mostly* open city for Gangsters and Public Enemies. The fix is in, the City is under control by a powerful machine.

The two gangs are - The St. Paul Police Dept. and the Outfit.

The Masons are the FBI. I have not figured out the Scryer / Fool yet - probably J. Edgar Hoover is the Fool.

There is one additional difference between WW Classic and Mafia - the Abduction rule - whereby a gang may "abduct" a player as a night kill, and the body turns up 3 game nights later (1 day after the autolynch would typically occur).

In real life this is *around* ((3x(72ish)) hours per game day + ((3x)(48 hours for game night) = *about* 15 days or two weeks where the abducted player CAN NOT post in thread, and CAN NOT respond to game posts.

Therefore - we are brutal with the Autolynches by design. Don't sign up if you cannot post in the game thread at least once every 3 days.


Good luck
AF ~
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Old 10-13-2011, 02:31 PM   Top  -  End  -  #138
Rogue Nine
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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
Thanks! We are the exception to the rules, by design.

Mafia signup thread will be posted today for mod approval today, signup will be through Friday Oct 28th (ish). Day 1 begins on Friday Oct 28th. Day 1 will end on the evening of Halloween - Monday Oct 31st.

***EDIT!!! Rogue 9 is hearing it here first - Rogue 9 will be co-narrating with me.

Rules are a standard WW game - except two Wolf Groups - Mafia Gangs.

New city, new story. Heavy RP. Game takes place in St. Paul, Minnesota - 1932. Capone is in jail, St. Paul is a *mostly* open city for Gangsters and Public Enemies. The fix is in, the City is under control by a powerful machine.

The two gangs are - The St. Paul Police Dept. and the Outfit.

The Masons are the FBI. I have not figured out the Scryer / Fool yet - probably J. Edgar Hoover is the Fool.

There is one additional difference between WW Classic and Mafia - the Abduction rule - whereby a gang may "abduct" a player as a night kill, and the body turns up 3 game nights later (1 day after the autolynch would typically occur).

In real life this is *around* ((3x(72ish)) hours per game day + ((3x)(48 hours for game night) = *about* 15 days or two weeks where the abducted player CAN NOT post in thread, and CAN NOT respond to game posts.

Therefore - we are brutal with the Autolynches by design. Don't sign up if you cannot post in the game thread at least once every 3 days.


Good luck
AF ~
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Old 10-13-2011, 03:37 PM   Top  -  End  -  #139
101jir
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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
Thanks! We are the exception to the rules, by design.

Mafia signup thread will be posted today for mod approval today, signup will be through Friday Oct 28th (ish). Day 1 begins on Friday Oct 28th. Day 1 will end on the evening of Halloween - Monday Oct 31st.

***EDIT!!! Rogue 9 is hearing it here first - Rogue 9 will be co-narrating with me.

Rules are a standard WW game - except two Wolf Groups - Mafia Gangs.

New city, new story. Heavy RP. Game takes place in St. Paul, Minnesota - 1932. Capone is in jail, St. Paul is a *mostly* open city for Gangsters and Public Enemies. The fix is in, the City is under control by a powerful machine.

The two gangs are - The St. Paul Police Dept. and the Outfit.

The Masons are the FBI. I have not figured out the Scryer / Fool yet - probably J. Edgar Hoover is the Fool.

There is one additional difference between WW Classic and Mafia - the Abduction rule - whereby a gang may "abduct" a player as a night kill, and the body turns up 3 game nights later (1 day after the autolynch would typically occur).

In real life this is *around* ((3x(72ish)) hours per game day + ((3x)(48 hours for game night) = *about* 15 days or two weeks where the abducted player CAN NOT post in thread, and CAN NOT respond to game posts.

Therefore - we are brutal with the Autolynches by design. Don't sign up if you cannot post in the game thread at least once every 3 days.


Good luck
AF ~
Really not sure about this, I am in a lot of stuff as it is, but I really don't want to miss this. We will see. If the thread is going up today or tonight, I guess I don't need the PM after all, since I noticed. I will think about it.
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Old 10-14-2011, 03:49 AM   Top  -  End  -  #140
The Bushranger
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Mafia?!

It's back?!

YESSSSSSSSSSSSSSSSSSSSSS!

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Old 10-14-2011, 06:25 AM   Top  -  End  -  #141
Lex-Kat
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Convoy V: Autobots, ROLL OUT! has been submitted for approval.
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Old 10-14-2011, 04:10 PM   Top  -  End  -  #142
TinyMushroom
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

A friend and I would like to do a Christmas WW. Could we reserve a spot in the week of Nov 21? Thanks!
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Old 10-14-2011, 08:14 PM   Top  -  End  -  #143
Lex-Kat
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Convoy V: Autobots, ROLL OUT! is now recruiting.
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Old 10-14-2011, 11:42 PM   Top  -  End  -  #144
Lady Tialait
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

I'm working on Rum Runners 2: The Re-Establishment. I plan on making it a little more complex, but not overly so. Expect the rules rundown in less then a week.
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Old 10-15-2011, 12:18 AM   Top  -  End  -  #145
bladescape
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Originally Posted by Lady Tialait View Post
I'm working on Rum Runners 2: The Re-Establishment. I plan on making it a little more complex, but not overly so. Expect the rules rundown in less then a week.
This time, don't kill me immediately when I start doing awesome RPing. (At anyone who gets the power to kill, this message is.)
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Old 10-15-2011, 01:27 AM   Top  -  End  -  #146
Internet Flea
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

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This time, don't kill me immediately when I start doing awesome RPing. (At anyone who gets the power to kill, this message is.)
So we should kill you beforehand?
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Old 10-15-2011, 02:22 PM   Top  -  End  -  #147
super dark33
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

Browsing in the old games, i stumbeled upon Helgraf's bomb.

now thats a game id like to play!
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Old 10-15-2011, 06:45 PM   Top  -  End  -  #148
bladescape
Bugbear in the Playground
 
 
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

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So we should kill you beforehand?
No.
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Old 10-15-2011, 07:24 PM   Top  -  End  -  #149
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

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No.
Sheesh, Bladescape. When would you like us to kill you then?
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Old 10-15-2011, 07:55 PM   Top  -  End  -  #150
flabort
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Default Re: Werewolf Central VIII: Important WW information goes here - READ OPENING POSTS!

So besides my proposed zombie-magic-scifi variant, are there any other cases of a proposed variant never getting off the ground in the 8 central threads of WW?

I mean, is there a history of people proposing stuff that wouldn't work and not going anywhere with it?
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