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Old 04-14-2012, 05:50 PM   Top  -  End  -  #1
Penguinator
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Default Medieval Werewolf II - Now With 50% Less Seers

Medieval Werewolf II:

King Myral's Vision


Narrators: Penguinator and Ur-Quan


This game is more akin to Witchhunt than most WW games. If games which give you little information are not to your liking, this is not the game for you.

Make sure to read all the rules carefully.

Rules:
Spoiler


Backstory:
Sir Myral, now King Myral, has ruled the land with an iron fist for ten years. His rule is not as appreciated as that of the previous king, but his enforcers keep the peasantry at bay. A small group of rebels, led by a mysterious Rogue, have begun to incite the peasants to stand up to the King. The King must keep the rebels at bay, keeping his place on the throne. Rumor has it that the rebels are even inside the castle...

Roles:
Spoiler


Player List:
Spoiler
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Old 04-15-2012, 11:20 AM   Top  -  End  -  #2
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I think I'll join this one.
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Old 04-15-2012, 12:04 PM   Top  -  End  -  #3
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

As said before, I'm in as telescope
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Old 04-15-2012, 12:37 PM   Top  -  End  -  #4
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Well, I'm in. Wonder if I'll even make it past day 3.
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Old 04-15-2012, 01:13 PM   Top  -  End  -  #5
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Co-narrator arriving to duty! o/
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Old 04-15-2012, 01:22 PM   Top  -  End  -  #6
super dark33
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Im INtending to win this one.
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Old 04-15-2012, 01:24 PM   Top  -  End  -  #7
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'd like to be in. o/
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Old 04-15-2012, 02:46 PM   Top  -  End  -  #8
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'm in.

So does the Marauder keep his Mark ability when the King dies, or is it replaced by the alignment scry?
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Old 04-15-2012, 03:22 PM   Top  -  End  -  #9
Ur-Quan
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by Internet Flea View Post
I'm in.

So does the Marauder keep his Mark ability when the King dies, or is it replaced by the alignment scry?
The Marauder keeps his abilities even if he acquires new ones. The same works for the wolf team, as they'll keep their previous ability if the NKer dies and they get the ability.
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Old 04-15-2012, 03:35 PM   Top  -  End  -  #10
Istari
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

In for this.

I'm curious how much you learned from the Inanimate, you seemed to be experimenting with fun roles there.
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Old 04-15-2012, 03:47 PM   Top  -  End  -  #11
Internet Flea
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by Ur-Quan View Post
The Marauder keeps his abilities even if he acquires new ones. The same works for the wolf team, as they'll keep their previous ability if the NKer dies and they get the ability.
Follow-up, can he use them both on the same night?
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Old 04-15-2012, 03:52 PM   Top  -  End  -  #12
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by Internet Flea View Post
Follow-up, can he use them both on the same night?
Yes. Same goes for The Rogue.
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Old 04-15-2012, 04:08 PM   Top  -  End  -  #13
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'll join, this seems interesting. In.
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Old 04-15-2012, 05:28 PM   Top  -  End  -  #14
TBFProgrammer
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'll join, and probably be narrator killed for editing posts...
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Old 04-15-2012, 07:17 PM   Top  -  End  -  #15
usourselves&we
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

So in.

Yeah for town being despicably evil!!!

Now, what level of affably evil should this/these character(s) be. . .
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Old 04-15-2012, 08:57 PM   Top  -  End  -  #16
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

In like a tin of cookies.
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Old 04-15-2012, 10:41 PM   Top  -  End  -  #17
Vesth
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

In like a tin cutter to get my hands on those cookies!
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Old 04-16-2012, 12:49 AM   Top  -  End  -  #18
PirateMonk
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'll try this.

Quote:
Originally Posted by Penguinator View Post
Masons, they know each other.
But they can't talk to each other privately?
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Old 04-16-2012, 04:48 AM   Top  -  End  -  #19
Ur-Quan
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by PirateMonk View Post
I'll try this.



But they can't talk to each other privately?
As per usual, they're allowed a private QT, a mini-forum if you want, to discuss stuff. I'm saddened to say that the masons weren't quite active in the last 2 games, maybe this one changes things?
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Old 04-16-2012, 05:10 AM   Top  -  End  -  #20
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

In, hopefully I won't be killed by my own team this time.
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Old 04-16-2012, 05:26 AM   Top  -  End  -  #21
usourselves&we
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Well if we end up as'a'mason, we will definitely try to externalize any relevant internal conversations we have and put them in the QT, if the other masons end up not talking that is.
we think our problem with talking in a just us and the narrator(s) QT is that we already can talk to each other/know what we think so only questions and power usage gets put in the QT unless we are actively trying to show the narrator(s) what we are collectively thinking, and that is kind of tiring.
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Old 04-16-2012, 07:25 AM   Top  -  End  -  #22
Venetian Mask
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Hmmm, haven't played werewolf for about a year now. I'm in.
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Old 04-16-2012, 11:45 AM   Top  -  End  -  #23
TBFProgrammer
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by Ur-Quan View Post
I'm saddened to say that the masons weren't quite active in the last 2 games, maybe this one changes things?
All of the masons being traitors in Inanimate, we were all trying to mess things up without the other masons catching on. That didn't leave any room for someone to take a strong lead.
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Old 04-16-2012, 03:45 PM   Top  -  End  -  #24
Internet Flea
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by TBFProgrammer View Post
All of the masons being traitors in Inanimate, we were all trying to mess things up without the other masons catching on.
Except I would have suggested all my stuff anyway .
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Old 04-16-2012, 08:51 PM   Top  -  End  -  #25
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Actually, the masons said quite a bit in their personal QTs in Inanimate. But then, infiltrators have more of an incentive to keep things hidden.
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Old 04-16-2012, 09:18 PM   Top  -  End  -  #26
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'll go ahead and say IN.

Question from a noob/person spacing out completely: What does QT stand for?
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Old 04-16-2012, 09:49 PM   Top  -  End  -  #27
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

Quote:
Originally Posted by Bookboy View Post
I'll go ahead and say IN.

Question from a noob/person spacing out completely: What does QT stand for?
Quicktopic. It's like a thread in a forum, but only the narrators and the player who uses it have access to it.
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Old 04-16-2012, 11:17 PM   Top  -  End  -  #28
calar
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

In, hopefully to alleviate my WW game withdrawal symptoms.
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Old 04-16-2012, 11:42 PM   Top  -  End  -  #29
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

The Poisoner, Returns. >:D
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Old 04-16-2012, 11:46 PM   Top  -  End  -  #30
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Default Re: Medieval Werewolf II - Now With 50% Less Seers

I'll join. Possibly as a librarian who is widely considered to be highly annoying for knowing everything.
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