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Subject: TALK TO ME: Game Over, Good Win! rss

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John Valvard
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Fairly standard roleset with additional private chats for all players.

Roles
2 Wolves – share a Wolfchat, make a joint nightly kill
2 Villagers – no powers, count towards Evil parity. Evil Villagers know each other.


1 Seer – nightly views a target player for Wolf/not Wolf. No N0 view.
1 Alignment Priest – while Priest is still alive, alignment of dead players is revealed
1 Wolf – not part of Wolfchat. May make one kill per game, refreshed when an Evil Wolf dies.
5 Villagers


Victory conditions
Good victory: Both Evil Wolves are dead
Evil victory: At least one Evil Wolf is alive and number of living Evil players matches or exceeds number of living Good players.

Note that all Evil players, not just Wolves, count towards Evil parity in this game. The numbers begin 8-4 which means that in the absence of friendly fire kills, there are 2 mislynches available at the start of the game.

Chats
In addition to the Wolfchat, which is private to the two Evil Wolves, there will be at least seven player pair chats.
Each player pair chat will contain at least one Villager.
Every player will be in at least one player pair chat.
No player will be in more than two player pair chats.

Wolfkills
Each night the Evil Wolves may make a kill.
The Good Wolf may make one kill on one night. When the first Evil Wolf dies, the Good Wolf regains this one kill if it has been used, and may on one subsequent night make a further kill.
If the Good Wolf kills an Evil Wolf, the kill ability is available again the next night,
The Evil Wolf kill will be resolved before the Good Wolf kill; if the Evil Wolves target the Good Wolf, this will prevent the Good Wolf kill.

Reveals
On death a player will have role revealed: Wolf, Seer, Priest, Villager.
If the Priest is still alive, the alignment of the dead player will also be revealed.
 
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Cassandra Project
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Player List According to Cassandra:
Amekins
annab
Benesephiir
BerenCamlost
Cap13
CrimsonFox
doppio
Kortemaki
RainaKamille
shawnad2006
Smugvid
whirlingdervish

12 players are signed up.

To sign up for this game go to
http://cassandrawerewolf.com/game/1804237
 
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Day Zarski-Riley
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Woop woop.
 
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Patrick Hill
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
DID SOMEONE SAY CHATS‽
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Moar chats plz.
 
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Walker
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
It's so deathly dark/In the alley way/And a bleeding heart/Makes you easy prey
 
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Walker
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"The significance of a person's life is determined by the story they believe themselves to be in." - Wendell Berry "If nothing lies beyond the pale of death, then nothing of value lies before it." - SMBC
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Thy mercy, my God, is the theme of my song, the joy of my heart and the boast of my tongue. Thy free grace alone, from the first to the last, has won my affection and bound my soul fast.
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Seems kind of tilted toward good, with the extra chats and the vigilante wolf. Reveal FUD helps some, but it seems like the chats are basically as good as seer views.
 
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Tokah
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
twomillionbucks wrote:
Seems kind of tilted toward good, with the extra chats and the vigilante wolf. Reveal FUD helps some, but it seems like the chats are basically as good as seer views.


Good's power of seizing connections between themselves is very good - sometimes that magic fails and it makes games balanced with it in mind really screwy, but it often doesn't.

Sloth rightfully complained in Harry Potter that two people didn't hardly talk, the good was labeled good and the evil was labeled evil - doesn't seem fair, certainly, but very much something that happens.

On the other hand, some people balance sets AROUND that, and good just being ridiculous, and then when you actually get people playing like they are truly uninformed for once they feel terrible.

WW Balance is hard. =)
 
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
It might collapse to easy info and tilt to good but
1: there is a good wolf so a view of wolf might not be profitable to declare
2: the evil non-wolves count for parity so a clear is not necessarily not a good lynch
3: if the seer reveals in chat and is partnered with an evil villager things would quickly go south (would you gamble? I haven't said chats will be random...)
4: I have not specified whether or not chats will be anonymised (that is my intention though - of course you can reveal your identity if you wish)
5: evil wolves will start knowing at least two villagers, immediately shrinking the seer pool to 8 or fewer players. (well, they will if their chat partners admit their player identities...)
 
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Ellie
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Chats! Maybe a chat with Beren.

Auto sign me up ...
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
TFang wrote:
twomillionbucks wrote:
Seems kind of tilted toward good, with the extra chats and the vigilante wolf. Reveal FUD helps some, but it seems like the chats are basically as good as seer views.


Good's power of seizing connections between themselves is very good - sometimes that magic fails and it makes games balanced with it in mind really screwy, but it often doesn't.

Sloth rightfully complained in Harry Potter that two people didn't hardly talk, the good was labeled good and the evil was labeled evil - doesn't seem fair, certainly, but very much something that happens.

On the other hand, some people balance sets AROUND that, and good just being ridiculous, and then when you actually get people playing like they are truly uninformed for once they feel terrible.

WW Balance is hard. =)
Don't I know it
To what I think is the nub of your point, I think the following can offset the good steamroller
1) The good seer is unlikely to be in a chain of chats (seer-villagerA, villagerA-playerB etc) so a line of trust-clears cannot be set up. The seer gets no N0 because he/she automatically knows at least one villager at game start, by the nature of the chat pairs.
2) A non-wolf is not necessarily good but also a wolf not necessarily evil so the seer view is damped, just a little more than usual.
3) Revealing to a villager is hazardous because of the evil villagers. This will very likely reduce the willingness of good specials to come out to their partners, at least in the early game.
4) The chats are set at game start, there is no chat creater role, which imo can indeed often lead to runaway trust circles.
5) I may well empower one or both evil villagers by making them 'hubs' of chat pairs, with several partners, so that they are better informed. This is more likely than a good villager hub, though I make no guarantees or being a hub would be an evil tell.
6) There will be at least one, possibly several, villager-villager pairs. Evil could perfectly easily all claim villager without being outed to anyone, even their chat pairs, in the event of a full chat-claim.

Your points are well made, I'm not dismissing them, but I *suspect* that the pace of this game (12 players, possibly +2 kills during the game if the good wolf strikes twice) will mean that it will not have time to degenerate in the manner to which you allude.
 
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Tokah
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
FWIW, Javal, my points were 100% generic, they weren't about your set at all, they were just thoughts 2mill's post prompted! I'd play this as is no problem, I'm just not available for SWF games until I get home from my trip.
 
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Amy
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Yes please
 
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Cha-bump.
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Three more to get the talk going...
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Shawna
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
What does SWF stand for?
 
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Swims with fishes
 
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
shawnad2006 wrote:
What does SWF stand for?
Starts when full (as opposed to on a specified date)
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
I decided I'm ready to talk.
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Oh! This could end fast! In!
 
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
shawnad2006 wrote:
What does SWF stand for?


Certainly not safe work (for)!
I am going to slam all my chats with verbally graphic deplorable pig chatter.
 
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Probably so!
OK, full so am sending out geekmails to all signed-up players.
Aiming to start promptly with first lynch Monday, hopefully no no-shows.
Assuming every day has a lynch and at least one kill, this will end in 1-4 days. Fast ride, buckle up.
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
The Cassandra Automatic Vote Tally System

Your Moderator has enabled the Cassandra Automatic Vote Tally system
for this game. In order for it to function correctly, your votes will
need to be formatted correctly. The following rules will explain what
you will need to do:

Players
1. All votes must be bolded

2. The entire vote statement must be bolded and enclosed in brackets:
[vote jmilum]

3. If your game allows, and you [vote nightfall] your vote will
be locked. Your moderator may have disabled nightfall votes.

4. Vote tallies will be automatically posted to the game thread
regularly if the tally has changed. The Tally and Vote Logs (for each
game day) are also available on the Cassandra game page.

5. If your vote is not counted be sure to check the Vote Log page and
see if it was marked invalid and why.

6. Case does not matter and simple typos will not cause the vote to fail.

7. You may [vote no lynch] if your game allows it.

8. Non voting players will be listed in the tallies. This will only be
correct if the Moderator notes which players have been killed (see below)

9. Editing a vote post will invalidate the vote and it will not be counted.


Moderators
1. The moderator will need to post [Dawn] when the day begins
(after the night results are posted) and [Dusk] when the lynch
deadline has passed and the day is over. Votes will not be counted
after [Dusk] has been posted. They will be registered again
after [Dawn] is next posted.

2. You may include a day number in the dawn and dusk post for
informational purposes, but it will not be used by the system.
Cassandra will increment an internal counter each time it sees
[Dawn] no matter what day is shown in a dawn post (i.e.
[Dawn 3] the three is allowed but ignored)

3. After dusk has been posted, the Moderator may go to the game page
on Cassandra to request a Final Tally to be posted before the normal
scan period has elapsed (i.e. Game Y gets scanned at 45 min. after the
hour, if it lynches at 7pm the moderator may request a tally to be
posted from the game page before 7:45pm. it will also be posted
regardless of whether or not it has been changed since the last
posting) - Do this by clicking on the 'Force Vote Tally' link.

4. You will need to note which players were killed via the lynch or at night by
either posting [killed jmilum] in the thread, or by going to the game
page and editing the player list. When posting in the thread, be sure to post
[dusk] before posting the lynch kill, and post [dawn] before
posting the night kill.
Example:
A. lynch time has passed so post [dusk]
B. goto the game page and select a final tally to be posted
C. check the final tally and post [killed melsana]
D. after the night deadline has passed post [dawn]
E. post the night kill with [killed kima]

Your Moderator has chosen to use the Longest Held Last Vote method for a tiebreaker - This is just for Cassandra system, and there may be a different tiebreaker specified by your Moderator in the ruleset.
Your Moderator has chosen to allow Nightfall votes.
Your Moderator has chosen to allow No Lynch votes.

Vote Log Page: http://cassandrawerewolf.com/game/1804237/votes
Vote Tally Page: http://cassandrawerewolf.com/game/1804237/tally
 
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Benesephiir wrote:
shawnad2006 wrote:
What does SWF stand for?


Certainly not safe work (for)!
I am going to slam all my chats with verbally graphic deplorable pig chatter.


Oh!

We have a new player!

This was a joke. This is not me at all. It's so not me it's hilarious.

You can't stop laughing about it.
 
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John Valvard
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Re: TALK TO ME: A quick SWF game for 12 players in sign-up
Standard post about general courtesy and game-behavior

Please respect the feelings of all other players.

1) If you express yourself in a way that inadvertantly causes offence, even if you can't see why it would, please apologize for the offence and avoid repeating it. Different people interpet things different ways, please respect that and perhaps rephrase your point.

2) If you express yourself in a way that intentionally causes offence, be ashamed, apologize and/or leave. Being pushy and playfully teasing to get a read on a player is ok, being out and out rude simply isn't. If you can't tell the difference, see Rule 1.

3) If you deliberately take offence at something innocuous because you have a personal agenda, please reconsider. Guilt-tripping other people is cruel; most folk on here are playing for fun and are amiable people, please don't darken the thread with needless strife.

4) If you have a problem with the attitude or play of another player and you cannot quickly resolve it in thread, please talk to me in modchat rather than escalate matters.


Other stuff

Edits to posts should have a quick explanation and should relate to formatting not content (spelling, quote failure etc)

You may quote or misquote anything from another player in a chat, you may not quote or misquote anything from the mod in Cassie chat or on the Cassie role page.
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