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Subject: A game for 25 - Wow, three deaths at once! rss

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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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Introduction

Recently a couple people in the village square expressed that there's been a lack of big games lately and that big games are cool. I agree on both counts! Big games games are awesome. The lack of them is totally a problem I can solve!

One of the big problems with trying to run a bigger game is that while big games are capable of delivering a bigger experience, they require more commitment from both mods and players. Sometimes people just don't want to take a risk, especially if a game has a lot of hidden stuff. Fortunately, big games can be made a little easier by, well, not having a bunch of hidden stuff. We don't seem to have a ton of big open setup games lately. So, I say, let's give it another try! Semi-standard open setup, roles and whatnot almost all known, maybe a few interesting twists. Sound interesting? I hope so. Read on!

This setup has several others that influenced it. There's the by now classic Ohgy 19er, but also Oghy's 15 player fun game, ljtrigirl's unfortunately never played GenCon Deadly 19er, and dbmurph's old, old, Village's Last Stand. Other things in it probably came from other places too. Everything inspires everything. You know how it is.

Quick Summary of Roles
25 Players
4 wolves - tough, brutal, Magus, Black Hat
Cursed Witch
Evil Wizard (sorcerer with perks)
Mimic
Cultist
Seer
Wizard Slayer (Aux/Latent Seer with a KP)
Bodyguard
Tough Day Priest
Night Priest
Gunsmith
Hunter
10 villagers with various attributes
Item madness

Detailed Description of Roles

Team Evil

4 Werewolves: The werewolves share a chat and control the NK. The werewolves count for parity and reveal simply as "Werewolf" on death. The werewolf team consists of the following wolves:

- 1 Brutal Werewolf: When this werewolf is killed, it must kill another player.
- 1 Magus Werewolf: This vile creature has several remarkable powers. First, the Magus Werewolf is always informed of the correct roles and attributes of any player that dies, including the Mimic, black hats, or players who were scrambled by the Evil Wizard. Second, the Magus Werewolf cannot be harmed by guns. Third, the Magus Werewolf can move the vote of the person who holds the Cursed Amulet. Fourth, the Magus Wolf remains in wolfchat after death as long as either the Stubborn Soul or the Scroll of the Dead remain in the game, and while the Magus Werewolf is alive, all wolves remain in wolfchat after death. The Magus Werewolf retains all powers except the ability to move a vote after death. Lastly, each night the Magus Werewolf may use an absorbed power. More on those below. Deadchat is unspoiled while the Magus Werewolf is alive.
- 1 Tough Werewolf: The first time the Tough Werewolf would be killed, she does not die.
- 1 Black Hat Werewolf: When this wolf is killed, no role will be revealed on death. After the Iris of Fate is destroyed, the Black Hat Werewolf is viewed as "not wolf" by the Seer.

Absorbed powers:
The Magus Wolf has the ability to absorb the powers of humans that the wolves eat. The Magus Wolf starts with two absorbed powers (presumably from a previous village eaten by the wolves) and can potentially gain several more. These powers can be used at night, even after the Magus Wolf is dead.

New absorbed powers are gained by tbe wolves eating the bodyguard, seer, or aux seer. To gain these powers, those players must be killed by the standard nightkill- a wolf using a gun doesn't count.

Potential absorbed powers are:
1. Special View - The Magus Wolf has this power at the start of the game. This power lets the Magus Wolf view for special/not special. Everyone who isn't a villager is special. This power is fooled by the tinker and can be scrambled by the Evil Wizard. This power cannot be used if 11 or fewer people are alive.
2. Curse - The Magus Wolf begins the game with this power. The Magus Wolf targets a player, who is limited to three posts the next day and is informed of the fact. If they violate the restriction, they self-vote and lose any actions they have that night, then get 0.1 votes added to them for each post above three. This power cannot be used if there are 11 or fewer players alive.
3. Bodyguard - Acquired by eating the Bodyguard. The power works the same as when the Bodyguard has it.
4. Seer view - Acquired by killing the acting Seer, whether that be the original Seer or a promoted Wizard Slayer. The power works exactly the same as when the seer has it, meaning that it's pretty useless if the Iris is destroyed.
5. Aux Seer view - Acquired by killing the Wizard Slayer while the Wizard Slayer still has their starting view power. The power works exactly the same as the Wizard Slayer's except that it does not kill the aux evil and is fooled by the tinker and Evil Wizard's scrambling power. It is still lost after a positive view, however.
6. Ghost Chat - Acquired by killing the Stubborn Soul. The Magus Wolf may choose to open an anonymous chat with any living player. Each player in the chat is limited to 3 posts for the day, and there can be no more than 4 posts total in the chat that day. The chat lasts one cycle. Cannot repeat targets on consecutive nights. If two Ghosts open a chat with the same player on the same day, there is only one chat, but the number of posts permitted increases by 2 for each additional player in the chat.

Important: The Magus Wolf can only use one absorbed ability per night. The Magus Wolf does not get a N0 power use. The Magus Wolf's viewing powers are fooled by the Evil Wizard's scramble.

1 Cursed Witch: Each night, the Cursed Witch may curse a player. If that player is the Magus Wolf, Seer, Aux Seer, Bodyguard, Mimic, Gunsmith, or Evil Wizard, their action will be canceled for that night. The block does not prevent item use or the standard nightkill. If the Cursed Witch is ever targeted for the standard nightkill, they lose their curse ability and become a normal werewolf with no powers. The Cursed Witch reveals as "Cursed Witch" if killed prior to promotion and as "Werewolf" the night of promotion and thereafter. The Cursed Witch dies like anyone else if shot with a gun.
The Cursed Witch starts the game with a gun.

1 Mimic: Each night views a player for their full role (including hidden villager attributes). This view is not fooled by the Evil Wizard's scrambling power. When killed, may choose to reveal as any role that she has previously viewed. The mimic is Tough to one kill (lynch, NK, gun, brutal). This Tough is optional. If the mimic views a wolf, the mimic will count for parity as long as there is at least one wolf alive AND will lose their tough. If the mimic views the Tinker, the mimic will gain the Tinker attribute if the mimic’s current order is to reveal as the Tinker WHEN the views are processed (Tinker will reveal as Villager at death). This would cause views of the Mimic to be distorted according to the rules for the tinker. The mimic receives a random Villager N0 (the villager may have attributes). If the Mimic chooses to reveal as the Day Priest, no roles will be revealed at that dusk (or the following dusk, if she was killed at night). If the Mimic chooses to reveal as the Night Priest, no roles will be revealed that dawn (or the next dawn, if she was killed in the day). If the Mimic views the White Hat Villager, she could reveal as such after the priests have died. If the Mimic views the Black Hat Villager, she could choose no reveal. The Mimic's power overrides the ability of the Evil Wizard to generate a false reveal, but does not override the black hat effect of the Amulet of Deceit. If the Mimic views the Gunsmith, she gains the ability to, once per game, hand out a backfiring gun, which pass cannot be intercepted by the disguise. If they view the Stubborn Soul, they can open a daily Ghost chat from then on, subject to the same rules as the Magus Wolf and the Stubborn Soul.

1 Evil Wizard: Each night, the Evil Wizard may view a player. As long as the Iris of Fate is in the game, the Evil Wizard will see the exact role of the target, as it would be revealed on death (meaning that they are fooled by the Mimic and black hats return no result, for example), with two exceptions: A view of either the tinker or the Cursed Witch on the night of promotion and prior will return a view of a randomly selected good special role. The Cursed Witch does not fool the Evil Wizard on nights after promotion. In addition, the target player's role will be scrambled for all views that night and all role reveals the next day. This scramble will not make anyone a black hat, nor will it change the death reveal of anyone who is a black hat, but will be drawn at random from the set of living roles excluding the target's role at the time of the view(including other copies of that role). Black hat roles are not excluded from the set of living roles that can be selected. Once the Iris of Fate is destroyed, the Evil Wizard's views return a result of seer, priest, or other, with the tinker and Cursed Witch (night of promotion and before only) being viewed as evil seer or priest at random. Random villager N0 view- this player's role reveal is scrambled for D1. While the Iris is active, the Evil Wizard cannot distinguish between viewing a black hat and being blocked by the Cursed Witch.

Example 1: A villager is voted off on D1. On N1, the Evil Wizard views LJ, a villager. At the time of the view, there are 24 players alive, nine of which are villagers and four of which are wolves. LJ is voted out the next day, and the moderator randomly selects which role she reveals as. She cannot reveal as a villager, so the pool of roles to reveal from is the 15 non-villager roles that were alive on N1. LJ has a 4/15 chance of being revealed as a werewolf, and a 1/15 chance of being revealed as each of the other non-villager roles.

Example 2: A villager is voted off D1. On N1, both the Evil Wizard and Seer view Nolemonplease, a the tough werewolf. The Evil Wizard correctly views lemon as "werewolf". To find the result of the Seer's view, the mod removes the four werewolf roles from consideration and randomly selects another result with a 9/20 possibility that the Seer will see Lemon as a Villager and a 1/20 possibility that the Seer will see Lemon as each other role.

1 Cultist: The Cultist is informed of the identities of all evil players, but is not informed which are auxes and which are maxes.

Team Good

1 Seer: Each night, the Seer may view another player. As long as the Iris of Fate is in the game, the view will show the target's correct role, exactly as it would be revealed on death. This means that black hats all return no result (indistinguishable from being blocked by the Cursed Witch), that the tinker will not fool the seer, etc. If the Night Priest is dead, the Seer's view returns a result of wolf/not wolf, is no longer affected by the Amulet of Deceit or villager black hat, but is fooled by the tinker and sees the black hat wolf as good. Random villager N0. While the Iris is active, the Seer cannot distinguish between viewing a black hat and being blocked by the Cursed Witch.

1 Wizard Slayer: Each night, the Wizard Slayer may view for aux evil/not aux evil, getting a hit on the Evil Wizard, Mimic, Cultist, and Cursed Witch (including the night of promotion, but not thereafter). Random negative N0 view. The Wizard Slayer has their own gun, which cannot be passed or stolen, but if the Wizard Slayer views the Evil Wizard, Mimic, Cultist, or Cursed Witch (on the night of promotion or before), the Wizard Slayer will use the gun to kill them and lose both powers. The Wizard Slayer's view is not fooled by the Evil Wizard's scrambling power or the tinker. The Wizard Slayer's kill bypasses any toughness that the Mimic may have. The Amulet of Protection is of no avail. Only the Bodyguard power can save someone from the Wizard Slayer, and in that case the kill power will not be lost and the Wizard Slayer will not be informed what happened. Upon the death of the Seer, the Wizard Slayer inherits the Seer's power and is given the Seer's previous views (excluding the night the Seer was killed, if the Seer died at night) and thereafter may choose to submit a view at night equivalent to the Seer's. However, the Wizard Slayer can only submit one view per night in that case and must choose which view power they are using. When the Wizard Slayer's kill takes effect, the mod will announce that dawn that a gun went off in the night.

1 Bodyguard: Each night, the Bodyguard may name a player to protect. That player is protected from 1 KP that night and the next day. They are not protected from brutal or the standard vote. The Bodyguard may protect themselves, but may not protect the same player on consecutive nights. The Bodyguard is not informed if their protection is successful.

1 Night Priest: As long as the Night Priest is alive, the exact roles of anyone who dies at night will be revealed, subject to Mimic and Evil Wizard shenanigans. The Night Priest is informed of the correct role of any reveals scrambled by the Evil Wizard, but not the correct role of the Mimic. No reveals occur the dawn the Night Priest dies if the Night Priest dies during the night.

1 Day Priest: As long as the Day Priest is alive, the exact roles of anyone who is killed during the day are revealed, subject to Evil Wizard and Mimic shenanigans. The Day Priest is also informed of the correct role of any reveals scrambled by the Evil Wizard, but will not be informed of the correct role of the Mimic. The Day Priest is tough and will survive 1 death of any sort. No reveals occur the dusk the Day Priest days if the Day Priest dies during the day.

1 Gunsmith: The Gunsmith begins the game with 6 guns. Each night, starting N1, the Gunsmith may give a gun to a player of their choice (On N1 they may give up to two guns; after that they can give one per night until the guns are gone). They cannot choose themselves or the same player twice. This gun cannot be intercepted by the holder of the Disguise. If the Gunsmith is killed on D1 or N1, they reveal as "villager" the villager with the backup gunsmith attribute will promote to Gunsmith. If the Gunsmith fires a backfiring gun, it works normally. The Gunsmith is not harmed by guns.

1 Hunter: The Hunter wins for good at 1v1 or 2v2 wolf parity. On death, the Hunter may kill any other player (brutal).

10 Villagers: Just regular folks making their way in the world. There will be several villager attributes in this game. A given villager can have more than one, except that a villager cannot be both a black hat and a white hat, nor both a black hat and a tinker, nor the backup gunsmith and anything else. Villagers will not be aware of what attributes they have.
- 1 Black Hat Villager: Nothing will be revealed when this villager dies.
- 1 White Hat Villager: The role of this villager is always revealed even when the priests are dead.
- 1 Tough: This villager will survive 1 death.
- 1 Brutal: This villager may kill another player on death. All villagers will have a brutal, but only this villager's brutal will work. If this player dies without a valid brutal order, they brutal the highest living good special listed in the rules or another villager.
- 1 Tinker: This villager messes up views, as described above.
- 1 Gunshy: This villager cannot be given guns. If someone attempts to pass them a gun, it goes to another player at random.
- 1 Bulletproof: This villager is immune to guns.
- 1 Backup Gunsmith: This villager becomes the new Gunsmith if the Gunsmith dies on D1 or N1. Incompatible with any other attributes.
- 1 Stubborn Soul: This villager isn't quite ready to move on. The Stubborn Soul has access to unspoiled deadchat. Each night, the Stubborn Soul can open a Ghost chat with a living player. The Stubborn Soul is anonymous in the chat (alias "ghost") and both players are limited to 3 posts in the chat during the day. The chat has a total post limit of 4 posts as well. The chat lasts 1 cycle. The Stubborn Soul is banished if their chat target is ever killed. Cannot repeat targets on consecutive nights. If two Ghosts open a chat with the same player on the same day, there is only one chat, but the number of posts permitted increases by 2 for each additional player in the chat.

Items

Hah! And you thought this was going to be a standard werewolf game.

The game begins with the following items. These will be distributed at random, and it's possible for a player to start with more than one. Since there are more starting items then players, it's probable that almost everyone will start with an item!

(There are 42 items, to be exact. This is a good number because it is the answer to life, the universe, and everything.)

Items can either be used or passed at night. We'll use the Cassy physics system for items. There is no limit to the number of items a person can have at once. Guns are considered items, but they enter the game through the Gunsmith rules above.

If a person dies while holding items, their items will be redistributed as follows: to their voters, if they were voted out, to their killer if they were killed, or completely at random if neither of the other two things applies.

List of Items:

Amulet of Protection* - If the holder of the item would be hit by a KP, the amulet is destroyed instead. This takes effect before any toughness the holder has. A player cannot hold more than one of the Amulets at the same time; any attempt to do so results in one or both Amulets bouncing at random, under similar rules to gun bounces (see below). This item is inactive in the hands of either the Seer or the Wizard Slayer. If the protection offered by the Amulet is bypassed (can happen through the Wizard Slayer's power or if the holder has the Holy Cross when they die), the amulet is not destroyed and is redistributed according to normal rules.

Amulet of Deceit* - Looks exactly like the Amulet of protection, and that's what you'll think it is. However, it does not protect you, and causes you to be a black hat. That means the Seer and Evil Wizard will receive no result when viewing you while the Iris of Fate is in play. You're also a tinker, which means nothing while the Iris is around, but once the Iris is gone the Seer views you as a wolf, and if the Evil Wizard views you as either Seer or Priest (selected at random). This can also fool the Magus Wolf's views. Destroyed when the holder dies or when the Amulet of Protection is destroyed. A player cannot hold more than one Amulet at the same time; any attempt to do so results in one or both Amulets bouncing at random, under similar rules to gun bounces (see below). If the holder of this has the Holy Cross when they die, the Amulet is not destroyed but is passed on under the normal item rules.

Cursed Amulet* - Looks exactly like the Amulet of Protection, and that's what you'll think it is. The vote of the holder of this item is subject to the control of the Magus Wolf. This item cannot be destroyed by the Hammer or the Crowbar, but is destroyed when the holder dies UNLESS they were killed by the standard nightkill. The Magus Wolf is not told the identity of the person who is holding the Cursed Amulet. Adjusted tallies will not be posted, only the result. A player cannot hold more than one Amulet at the same time; any attempt to do so results in one or both Amulets bouncing at random, under similar rules to gun bounces (see below). The Magus Wolf cannot move this player's vote if the Magus Wolf is dead.

Badge of the Mason (x4) - The holders of these badges will have an anonymous chat room with each other. A random badge is destroyed if a day dawns with 11 or fewer players. A second random badge is destroyed if a day dawns with 9 or fewer players. The last two badges are destroyed if a day dawns with fewer than 7 players.

Bulletproof Vest - The first time the holder of this item would be shot by a gun, they are not harmed and the item is destroyed. This item is automatically destroyed if there are no more guns in the game.

Can of Spray Paint (x2) - Each night, the holder of this item may write a message of up to 10 words that the mod will post in the thread at dawn.

Cap of the Cardinal* - Once per game, the holder of this item may call for a Conclave. Players will be randomly sorted, as evenly as possible, into up to 5 chats (depending on how many people are alive) for that day. On the day of the Conclave, the public vote will not be counted- voting will be done in private, by PM to the mod. The Cardinal will be informed of the total number of votes on the top three vote getters (but not who the voters were) and then the number of evils and tinkers voting for the top candidate, with a margin of error of 1. This item is destroyed when used or if a day dawns with fewer than 11 players alive. The holder of this item may destroy it at any time.

Chaos Scepter* - Once per game, the scepter may be activated as a night action to make the next day's vote a saving vote. The person who dies will be the person with the fewest votes who has at least one vote. Ties are broken in the usual way. It will be announced that the Chaos Scepter has been activated. This item is destroyed when used, when a day dawns with fewer than 11 players alive, or when the holder dies.

Cloak of Whispers - The holder of this item may open a chat room between any two players in the game and may alias them as anything except profane words or a player's name. This chat room lasts for one cycle and the same chat room may not be established in consecutive days. The Cloak may be destroyed by the holder at any time. The first time the holder of the Cloak dies, the Cloak will become tattered; the second time a holder dies, or any dawn in which a tattered cloak exists and there are fewer than 11 players alive, the Cloak will be destroyed, though any chats established will remain open until the usual closing time. There is also a permanent chat room between the holder of the Disguise and the holder of the Cloak of Whispers.

Crowbar - The holder of this item may use it to destroy any item in their possession except for the Hammer or the Crowbar itself. This item is destroyed when used.

Disguise - The holder of this item will intercept a passed item each night at random. Nothing happens if this item is passed that night. If this player is viewed by the Item Detection Wand, the Wand will see nothing, as if the player had no items, and if the wand user asks for the location of an item that the Disguise holder has, they will get a null result, as if the item was destroyed. The first time the holder of the Cloak dies by something other than nightkill, the Disguise will become tattered; the second time a holder dies, or any dawn in which a tattered Disguise exists and there are fewer than 11 players alive, the Disguise will be destroyed. There is also a permanent chat room between the holder of the Disguise and the holder of the Cloak of Whispers.

Eye of Scrying* - Once per game, the holder of this item may consume it to see the Seer's view for that night. If no view is submitted, the viewer is blocked, or the viewer views a white hat, no view is returned. This item can see uses of the Seer's power once it is acquired by the Magus Wolf, but only if no player used the Seer power that night. This item is destroyed when used.

Eye of Falsehood* - Looks exactly like the Eye of Scrying, but actually gives a randomly selected view target and result instead of the Seer's view. The view result will be limited to wolf/not wolf if the Iris has been removed from the game. The probability of a given result is equal to its prevalence among living players; so if there are 7 villagers alive in 15 players there is a 7/15 chance the view will return a result of villager. This item is destroyed when used.

Eye of Sorcery* - Looks exactly like the Eye of Scrying, but returns a view of the Evil Wizard's target that night and a result of seer, priest, or other. If the user is the Evil Wizard, the Evil Wizard gets a random negative view of a player they have not yet viewed. Nothing happens if the Evil Wizard is dead or blocked when this is used. This item is destroyed when used.

Gloves of the Thief* - The holder of this item may target another player to steal all of their items, leaving them with only the gloves.

Goo Gun - Three times per game, may be used at night to target a single player, preventing them from unvoting that day. The Goo Gun is destroyed once all three uses are gone.

Hammer* - The holder of this item may use it to destroy any item in their possession except for the Hammer itself. The Hammer is not destroyed when used. If there are no items remaining in the game besides the Hammer, the Hammer is destroyed.

Holy Cross - The holder of this item is immune to the Witch's curse and the Magus Wolf's curse and the effects of the Cursed Amulet or the Amulet of Deceit. However, they will also not be protected by the Amulet of Protection. Items held by this player will not be destroyed or damaged when the holder dies. They are a White Hat, and views and reveals of them cannot be scrambled by the Evil Wizard, and if someone uses the Wizard's Fork on one of their statements the Fork returns no result. This item is destroyed when the holder dies. The holder of this item may choose to destroy it at any time.

Hot Potato* - If the holder of the Hot Potato has any other items, there is a 33% chance that the Hot Potato will explode at dusk. If the Hot Potato explodes, any items the holder had at the time of the explosion (including the Hot Potato itself) are lost and redistributed at random. If a day dawns when the holder of the Hot Potato has no items, there is a 50% chance Hot Potato will pass to another player at random. The Hot Potato will be destroyed the third time it explodes during the game, or if a day dawns with 11 or fewer players alive.

Housebreaker's Jimmy - The holder of this item may target another player to steal an item from them. If they name an item and the target has that item, that item will be stolen, but if the target does not have that item nothing will be stolen. If they do not name a specific item they steal one at random. The Housebreaker's Jimmy cannot does not by default distinguish between the different Eyes, Amulets, or real and fake guns. You can make a request like that in in the game- "Steal specifically the Amulet of Protection"- but if you do, the Jimmy is destroyed, whether you get the item you were looking for or not. Requesting, "Steal an amulet" (without naming a specific one) does not destroy the Jimmy.

Iris of Fate* - The holder of this item may choose to destroy it at any time. As long as this item is in play, the Seer and the Evil Wizard get role views. This item is destroyed when the holder dies. It is announced when the Iris is destroyed.

Item Detection Wand - Has 2 functions: Can either be used to target a player and learn what items they have, or to name an item and see who currently holds it. The result is returned as of the very end of the night, after all passing has taken place. The Item Detection Wand can distinguish between real and backfiring guns and the different Amulets and Eyes, even though the holders of those items cannot. However, if the Item Detection Wand ever locates one of those items, the magical backlash causes it to be destroyed.

McGuffin* - The holder of the McGuffin can activate an event as a night action. Also, an event will automatically be activated if the holder of the McGuffin is killed. The McGuffin is destroyed when all of the possible events have happened, or at any dawn when there are fewer than 11 players alive.

Mind Erase Fluid - Does nothing on its own. If loaded into the Squirt Gun can be used once per game to cancel another player's vote. The target is not informed. The Mind Erase Fluid is used up after being loaded into the Squirt Gun.

Pad of Paper - Each night, the holder of this item may send up to 3 messages of up to 10 words each to different players. This item is destroyed if the holder dies.

Potion of Invisibility* - The holder of this item may choose to drink the potion. This must be done at least an hour before dusk. The mod will announce that the player has become invisible. They will be invisible for that dusk and that night, immune to further votes and powers. They will also be roleblocked and unable to carry out any active powers or use or pass or receive any items that night (so the seer loses a view, bodyguard loses a protect, etc). However, if they post at all during that period, they cease to be invisible and become vulnerable. This item is destroyed after being used.

Paparazzi Camera - When used, gives the holder a chat with either the Governor or the Mayor (user's choice unless the user is ome of them). The chat lasts the rest of the game. The user of this item is aliased as "Paparazzi". This item is destroyed after being used.

Pearl Necklace (x2) - The holder of this item may name another player. They will get a chat with that player and another randomly selected living player. The chat will last until one player in it dies. This item is destroyed after being used.

Ring of Power - The holder of this item may place a secret extra vote at dusk by PM to the mod. The placement of this vote is announced.

Sands of Time* - Can be used to delay dusk by 1 hour by PM to the mod. The order is due an hour before dusk. This change will be announced. If the holder of this item is killed, the item is destroyed and the dusk time becomes unstable within a 30-minute window (3:00-3:30) for the rest of the game. The dusk time does not become unstable if this item is destroyed by the Hammer or the Crowbar. It will be announced if the Sands of Time are destroyed and whether it destabilized the dusk window or not. Due to the destabilizing effect this item has on time, anyone whose death destroys it will continue to be allowed to post and vote (but not use powers) until the subsequent dusk after their death.

Scrying Stone - A good player who holds the Scrying Stone may use it to view the exact role of any dead player. An evil player who holds it can use it for that OR to ask the mod a yes/no question about the game of ten words or less, which may not mention any player names. This item cannot be used by the same player on consecutive nights. The first time the holder of this item dies, the stone becomes cracked. When a player dies holding a cracked stone, the stone is destroyed.

Scroll of the Dead* - Once per game, the Scroll may be used as night action to summon three shades. Each will be permitted to make a single vote post in the thread that day. Deadchat will be unspoiled while the Scroll remains in the game. This item is destroyed when used.

Squirt Gun - Does nothing on its own. If loaded with Mind Erase fluid can be used once per game to cancel someone's vote. The Squirt Gun is destroyed after being used in this way. The target is not informed. The vote cancellation order is due an hour before dusk.

Telepathic Ballgag - The holder of this item may lock the ballgag on a player of their choice. A chat room will open between them and the ballgag victim. The ballgag victim is limited to posting emoticons and votes in the thread and all other chats except for the ballgag chat that cycle. When the cycle is over, the ballgag unlocks and the previous ballgag victim takes possession of it. If the victim violates the ballgag limitation, they self-vote, lose any action they might have had that night, and the ballgag is returned to the previous owner. The telepathic ballgag is destroyed if the person wearing it dies or if a day dawns with 11 or fewer players alive.

Tiebreaker* - The first time the holder of this item would be in a tied vote, the normal rule for tiebreaking is ignored and the other person involved in the tie is that day's victim (or is elected, if it's the day of the Conclave). The Tiebreaker is destroyed after this happens.

Silly Putty - The holder of the Silly Putty may use it to imitate the function of any item except those with an asterisk(*) next to them in the rules. It cannot imitate guns or backfiring guns. This item is destroyed when used. Any chat rooms by the Silly Putty expire the cycle after the Silly Putty is destroyed.

Wizard's Fork* - Can be used to separate truth from lies. Each night, the holder may examine a statement made in a chat room to see if it is true or false. Such a statement must be a distinct claim of role and not alignment- "I am a villager" could be tested, but "I am good" could not. If someone makes a statement like, "I am either seer or hunter", exactly one of the claims can be tested. The statement must have been posted the day the Fork is used to test it. There is a 25% chance that the result the Fork returns is incorrect. Tinkers do not affect the Wizard's Fork. The Wizard's Fork has three prongs, and each time it is used or the holder is killed one of the prongs breaks. When the last prong breaks the Wizard's Fork is destroyed.

Day 2 Change

D2 in this game will be a little different from most games. Instead of a normal vote, it will be an election. The person in first place becomes Governor, and the person in second place becomes Mayor. It will be announced who becomes Governor and Mayor.

Governor - The Governor chooses someone to die on D2. Once per game, the Governor may declare that no lynch will occur that day- this order is due five minutes after dusk. It will be announced when the Governor's power is used.

Mayor - The Mayor's vote counts as two votes for the rest of the game.

The reason the vote happens on D2 and not on D1 is so there will be actual fame content to use for the election, not just meta stuff. Of course, this means that the election is possibly subject to the effects of the Cap or the Scepter. The Cap would make the day's voting secret, while the Scepter would cause the two lowest vote getters to be elected instead of the two highest! Scary, I know. But I think you guys can handle it. I have faith in you!

Tough and Brutal Rules

A werewolf, the Day Priest, and a villager begin the game tough. Tough players are not told when their tough is lost. Tough is not lost if the bodyguard is protecting a tough player or if they are holding the Amulet of Protection.

A werewolf, the Hunter, and a villager begin the game brutal. If any of these players dies without a valid brutal order, their brutal will instead hit the highest listed living role on their team in the public rules post. So if an evil has an invalid brutal order, they would hit first the Magus Wolf, the Tough Wolf, etc. If a good player has an invalid brutal order, they would hit first the seer, then the aux seer, etc.

Gun Rules

Guns are fired by telling the mods you want to fire them in mod chat. Guns may fired at night or during the day. At dusk, the mod will announce the names of everyone who is firing a gun. The mod will then announce deaths; it will not be noted who shot who. If you use a gun at night, the mod will merely announce that at least one gun was fired that night at dawn along with the names of everyone who died. Each gun hits the target with 1 KP.

The Backfiring Gun looks exactly like a normal gun, but hits the person who attempts to fire it instead of their target, unless the Gunsmith is the one trying to fire it. Being Bulletproof will protect you from the backfiring gun.

A player cannot hold more than one gun at once. If a player has a gun and someone tries to pass them one, the gun will bounce elsewhere at random. If a player has a backfiring gun and someone tries to pass them a real gun, the real gun will be destroyed and no one will be the wiser. If two players try to pass the same player a gun in the same night, both guns bounce at random. If a player tries to pass a backfiring gun to someone on the same night they are passed a real gun, the target ends up with the backfiring gun and the real gun is destroyed. If a player who already has a gun is passed the backfiring gun, their original gun is destroyed and they get a backfiring gun, but are not informed that this has happened.

Unlike most items, guns, including the backfiring gun, are destroyed when the holder dies.

Events

An event occurs if the holder of the McGuffin chooses an event to activate, or if they are killed. Events will be minor things that are designed to benefit neither good nor evil. Each event can only occur once. Events are supposed to be fun.

Basically, each event takes the form of a game-wide posting restriction of some sort. Don't worry, they're easy to fulfill. They were inspired by the similar things that Mono and Knight did in Mean Wolves (but there won't be anything like the Halloween event that they had there). I don't think there's anything too major in them. If people really want I can post a preview of the events, but I'd kind of like them to be a surprise. The person with the McGuffin can always tell you once the game starts.

Tiebreak Rules

Because LHLV races suck, a new tiebreaking rule is being implemented. In the event of a tie, all players not involved in the the will be removed from the tally. Then, the number of votes that each remaining player has had in every final tally throughout the game will be added to their vote totals. If it is still tied, the LHLV will be used. Essentially, this rule exists to reward people who avoid being voted during the game.

This rule still applies on the day thr Chaos Scepter is used, except, of course, that on that day you want fewer votes, not more. The tiebreaker item will still protect you, of course.

Essentially, the order of tiebreaker resolution is:

1. Remove players not involved in tie from the tally
2. Remove anyone with the Tiebreaker item
3. Apply the number of votes each player has had in the final tallies for each day of the whole game so far
4. If still necessary, apply LHLV

Order of Night Actions

1. Item use
2. Curses
3. Bodyguard protect
4. Views*
5. Nightkill
6. Item passing (including gun handout)

*The Cursed Witch is viewed as a wolf by the Seer on the night of promotion and is revealed as werewolf if shot by a gun that night, even though this doesn't really make sense with the posted order. You can assume that witchy power is messing around with the proper flow of time, I guess. Also, if the Mimic is viewed, I'll take the Mimic's last valid order for what to reveal as for the view, regardless of when it was entered.

Other Stuff

Zombie Posts
Deadchat will be unspoiled until the talking-to-the-dead effects of the Magus Wolf, the Stubborn Soul, and the Scroll of the Dead are used up. In addition to that there is a Mimic in the game and the possibility to Evil Wizard scrambles. Therefore, there is no zombie posting in this game at all. There may be consequences if this rule is broken.

Comments on Balance
Balancing Werewolf is hard. Still, this game follows the basic rules: 4 wolves, 4 mislynches, most good special roles can be plausibly false-claimed, and villagers outnumber good specials. Obviously there's some wonkiness from views and reveals here, but the seers are actually fairly powerful to make up for it: some amount of role viewing ability, a latent seer that inherits views, etc. The Gunsmith is pretty strong for good as well. The items are designed to be mostly inoffensive and interesting. On the whole I think it's as balanced as can be expected.

General Game Policies
No out of game promises, threats, blackmail, negotiations, predictions, or other such shenanigans. That includes you, fugue.
No out of game communication.
No personal attacks.
If you deliberately take offence at something innocuous because you have a personal agenda, please reconsider. Guilt-tripping other people is cruel; most people here are playing for fun and are amiable people, please don't darken the thread with needless strife.
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.
Please apologize when you've offended someone, even if you can't see why what you said would cause offense. You can at least be sorry that someone is upset.
Do not swear at other players. If you swear, you will get a warning. If you ignore the warning, something bad will happen to you.
Play to win the game.
No direct quoting from Cassandra.
No hard, artificially assisted encryption.
Balance not guaranteed.
Post or be replaced.
No deleting posts. Small edits only, and please explain them.
Ask mod questions in red or some other easy-to-see color.
All-claims are not against the mod's intention for the game.
I do not believe in deleting game chats. If there are things you don't want someone to read after the game don't post them in chat.
No zombie posts.
No posting during the no posting period, especially the one before night action deadline and dawn (I hate dawn snipes).
Geekmail for orders is okay.
No size 0 or white font.
Keep your nose clean.
Don't do drugs.
Abide by rule 13 and the TwoMil Werewolf Code.
I am a potato.

TwoMil Werewolf Code

1. Don't be a jerk.
2. If someone is a jerk to you, forgive them.
3. If someone points out that you're being a jerk, stop being a jerk.
4. You sound more offensive to other people than you do in your own head.
5. Since #4 is the case, you should stop antagonizing people way before you think you've reached the limit for doing so.
6. Other people makes mistakes, and so do you, so you should help the other person learn to do better in the future instead getting angry with them.
7. This is just a game. There's no need to get worked up over it.
8. Other people on your team have worked hard at trying to win this game. Don't poop on their efforts.
9. It's more important to be friends with someone than it is to win an argument in the game.
10. A game which is not both won and lost by friends is a failed game.
11. Always play to win.

I've scheduled the game for December because as of now the schedule looks open. Are we having a Massacre game this year? I don't want to compete with that. In January I'd be competing with Ready Player One and I don't want to have to wait until February. So, December it is, at least for now.

Comments on the setup welcome, especially balance concerns.

Questions? Let me know. And sign up, of course. Signing up makes for a happy $2mil.
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Re: A game for 25 - Oooh, shiny!
Player List According to Cassandra:
acox89
Amekins
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25 players are signed up.

To sign up for this game go to
http://cassandrawerewolf.com/game/2083842
 
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Re: A game for 25 - Oooh, shiny!
So in.
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Re: A game for 25 - Oooh, shiny!
No wonder I don’t play this, but I found the post edifying.
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Re: A game for 25 - Oooh, shiny!
This looks awesome
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Re: A game for 25 - Oooh, shiny!
SpaceAlien wrote:
No wonder I don’t play this, but I found the post edifying.

I'm not sure what that means, but thanks... I think.
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Re: A game for 25 - Oooh, shiny!
A cool thing to have in a game would be a wolf that absorbs the powers of people it kills, including passive priests. So if the wolves kill a passive priest then that wolf becomes a passive priest too abd has to die to turn off reveals.

I don't think that fits into this game, but I think it'd be cool somewhere.
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Re: A game for 25 - Oooh, shiny!
twomillionbucks wrote:
A cool thing to have in a game would be a wolf that absorbs the powers of people it kills, including passive priests. So if the wolves kill a passive priest then that wolf becomes a passive priest too abd has to die to turn off reveals.

I don't think that fits into this game, but I think it'd be cool somewhere.
I think Space Dracula was kind of similar (an aux who tried to avoid viewing the priest for this reason), and similarly one of the wolves from Massacre last year (copied the power to destroy an entire village, then self-NKed).
 
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Re: A game for 25 - Oooh, shiny!
Oh man I just thought of three great neutral roles I want to add to this. But that would either make this a game for 28 or require removing some villagers, which starts to make all-reveals more of a risk. Hmmm...
 
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Re: A game for 25 - Oooh, shiny!
I'd prefer keeping it as is
I do think evil has an edge though, I'd expect it to be more balanced converting an aux to a villager and making it 7 vs 18

Evil has high numbers even without the toughs and brutal, good toughs are not s relevant as evil toughs
gunsmith is obviously powerful but also very swingy because gunning an evil is super bad from a numbers perspective
 
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Re: A game for 25 - Oooh, shiny!
Vanderscamp wrote:
I'd prefer keeping it as is
I do think evil has an edge though, I'd expect it to be more balanced converting an aux to a villager and making it 7 vs 18

Evil has high numbers even without the toughs and brutal, good toughs are not s relevant as evil toughs
gunsmith is obviously powerful but also very swingy because gunning an evil is super bad from a numbers perspective

Hmm. Maybe wolves starting with gun plus the Wizard's backfiring gun is too much?
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Re: A game for 25 - Oooh, shiny!
I forgot they started with a gun
Way too much imo assuming the items are roughly neutral

I think converting an aux to a villager is probably the easiest solution here
 
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Re: A game for 25 - Oooh, shiny!
Vanderscamp wrote:
I forgot they started with a gun
Way too much imo assuming the items are roughly neutral

I think converting an aux to a villager is probably the easiest solution here

Items are, by design, slightly good tilted. But probably not enough.

The problem with converting an aux to a villager is (a) 4 wolves/4 auxes is naive balance with 25 players and (b) I like the auxes.

Removing the starting wolf gun is an option. My concern would be that that can be really difficult if the gunsmith does a good job. Maybe give the gun to an uninformed aux instead of a wolf?

Various other ideas that came to mind, could be used separately or in combo:
- Remove the backfiring gun as a power of the evil wizard, make it something the mimic can do if they view the gunsmith. This makes it more of a reward for being good then just a free kill.

- Make it so guns are destroyed when the holder dies, so the wolves can't get extra KP by killing those people.

- No N0 gun, Gunsmith hands out two guns on N1.

- More radical idea: I've seen a role like this somewhere- Unlucky: Unaware villager attribute. If a good player would be lynched D1, this player dies in their place. If this player is alive in N1 and a good player would be the target of the standard nightkill, this player dies in their place. Gives good a bit of a tempo on D1. Kind if sucks if you're the unlucky player, though... maybe that person gets a free victory at ens of game? If I include this, maybe add the neutrals so evil has something to claim on D1? Dunno.

Just brainstorming. I'll give it some thought.
 
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Re: A game for 25 - Oooh, shiny!
If you include unlucky villager, evils will not have anything to claim D1 since goods would be heavily disincentivized to claim, and it would be pretty absurd to decline to lynch a neutral claim D1 when not lynching a good becomes so important.

I'm not sure what you mean by naive balance with four wolves and four auxes in 25 players, that's a very large amount of evils.
 
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Re: A game for 25 - Oooh, shiny!
Vanderscamp wrote:
If you include unlucky villager, evils will not have anything to claim D1 since goods would never claim and it would be pretty absurd to decline to lynch a neutral claim D1 when not lynching a good becomes so important.

I'm not sure what you mean by naive balance with four wolves and four auxes in 25 players, that's a very large amount of evils.

Naive balance is number wolves equals number mislynches. Each mislynch means 2 good deaths (lynch plus nightkill). 4 mislynches is 8 good deaths, which with 25 players would put us at 17 players, 8 evils v. 9 goods.
 
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Re: A game for 25 - Oooh, shiny!
twomillionbucks wrote:
Vanderscamp wrote:
If you include unlucky villager, evils will not have anything to claim D1 since goods would never claim and it would be pretty absurd to decline to lynch a neutral claim D1 when not lynching a good becomes so important.

I'm not sure what you mean by naive balance with four wolves and four auxes in 25 players, that's a very large amount of evils.

Naive balance is number wolves equals number mislynches. Each mislynch means 2 good deaths (lynch plus nightkill). 4 mislynches is 8 good deaths, which with 25 players would put us at 17 players, 8 evils v. 9 goods.

Ah, okay.
I think that's a pretty good rule, although it assumes auxes are useless bodies that won't have any effect on the game, which is only true when playing with bad auxes.
I could be wrong, it's very hard to tell, but I think evil has more than enough power to make up for what I consider to be a number advantage.
 
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Re: A game for 25 - Oooh, shiny!
Well, I'll think about it.
 
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Re: A game for 25 - Oooh, shiny!
Changes implemented:
- Guns are destroyed when the holder dies
- Gunsmith gives two guns N1 instead of a N0 gun
- Cursed Witch starts with a gun instead of a random wolf (so the gun starts with an uninformed evil)
- Backfiring gun is acquired by the Mimic after viewing the gunsmith (makes it harder to get and use)

Other changes I'm brainstorming: Replace the Aux Seer with the following role:
Wizard Slayer - Views each night for aux evil/not aux evil. If he successfully views an aux evil, he kills the aux evil and loses this power. Still inherits the Seer power when the Seer dies, but can only use one of the views a night.

If I add neutrals (leaning against it but you never know) I'd probably do something like, "This view also kills neutral players, but isn't lost if that happens".
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Re: A game for 25 - Oooh, shiny!
twomillionbucks wrote:
Changes implemented:
- Guns are destroyed when the holder dies
- Gunsmith gives two guns N1 instead of a N0 gun
- Cursed Witch starts with a gun instead of a random wolf (so the gun starts with an uninformed evil)
- Backfiring gun is acquired by the Mimic after viewing the gunsmith (makes it harder to get and use)

Other changes I'm brainstorming: Replace the Aux Seer with the following role:
Wizard Slayer - Views each night for aux evil/not aux evil. If he successfully views an aux evil, he kills the aux evil and loses this power. Still inherits the Seer power when the Seer dies, but can only use one of the views a night.

If I add neutrals (leaning against it but you never know) I'd probably do something like, "This view also kills neutral players, but isn't lost if that happens".

I like wizard slayer
Good idea
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Re: A game for 25 - Oooh, shiny!
twomillionbucks wrote:
Changes implemented:
- Guns are destroyed when the holder dies
- Gunsmith gives two guns N1 instead of a N0 gun
- Cursed Witch starts with a gun instead of a random wolf (so the gun starts with an uninformed evil)
- Backfiring gun is acquired by the Mimic after viewing the gunsmith (makes it harder to get and use)

Other changes I'm brainstorming: Replace the Aux Seer with the following role:
Wizard Slayer - Views each night for aux evil/not aux evil. If he successfully views an aux evil, he kills the aux evil and loses this power. Still inherits the Seer power when the Seer dies, but can only use one of the views a night.

If I add neutrals (leaning against it but you never know) I'd probably do something like, "This view also kills neutral players, but isn't lost if that happens".

Love everything but the neutral thing.
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Re: A game for 25 - Oooh, shiny!
Updated role is:

1 Wizard Slayer: Each night, the Wizard Slayer may view for aux evil/not aux evil, getting a hit on the Evil Wizard, Mimic, Cultist, and Cursed Witch (including the night of promotion, but not thereafter). Random negative N0 view. If the Wizard Slayer targets the Evil Wizard, Mimic, Cultist, or Cursed Witch (on the night of promotion or before), the Wizard Slayer will kill them and lose this power. The Wizard Slayer is not fooled by the Evil Wizard's scrambling power or the tinker. Upon the death of the Seer, the Wizard Slayer inherits the Seer's power and is given the Seer's previous views (excluding the night the Seer was killed, if the Seer died at night) and thereafter may choose to submit a view at night equivalent to the Seer's. However, the Wizard Slayer can only submit one view per night in that case and must choose which view power they are using.

A consequence of this is that the tinker is now more of a stumbling block to evil then to good, at least at game start. Oh, and I made the Gunsmith immune to guns.
 
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Re: A game for 25 - Oooh, shiny!
twomillionbucks wrote:
Updated role is:

1 Wizard Slayer: Each night, the Wizard Slayer may view for aux evil/not aux evil, getting a hit on the Evil Wizard, Mimic, Cultist, and Cursed Witch (including the night of promotion, but not thereafter). Random negative N0 view. If the Wizard Slayer targets the Evil Wizard, Mimic, Cultist, or Cursed Witch (on the night of promotion or before), the Wizard Slayer will kill them and lose this power. The Wizard Slayer is not fooled by the Evil Wizard's scrambling power or the tinker. Upon the death of the Seer, the Wizard Slayer inherits the Seer's power and is given the Seer's previous views (excluding the night the Seer was killed, if the Seer died at night) and thereafter may choose to submit a view at night equivalent to the Seer's. However, the Wizard Slayer can only submit one view per night in that case and must choose which view power they are using.

A consequence of this is that the tinker is now more of a stumbling block to evil then to good, at least at game start. Oh, and I made the Gunsmith immune to guns.

I play with a similar role (in concept) at another site, and wonder whether the implementation there is a better thing. They have a role that can check if someone is a magic user (or aux evil in this case) and if they get a hit, they can kill the person the following night, foregoing a new view, but not losing the ability to kill again.
 
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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: A game for 25 - Oooh, shiny!
Smugs wrote:
twomillionbucks wrote:
Updated role is:

1 Wizard Slayer: Each night, the Wizard Slayer may view for aux evil/not aux evil, getting a hit on the Evil Wizard, Mimic, Cultist, and Cursed Witch (including the night of promotion, but not thereafter). Random negative N0 view. If the Wizard Slayer targets the Evil Wizard, Mimic, Cultist, or Cursed Witch (on the night of promotion or before), the Wizard Slayer will kill them and lose this power. The Wizard Slayer is not fooled by the Evil Wizard's scrambling power or the tinker. Upon the death of the Seer, the Wizard Slayer inherits the Seer's power and is given the Seer's previous views (excluding the night the Seer was killed, if the Seer died at night) and thereafter may choose to submit a view at night equivalent to the Seer's. However, the Wizard Slayer can only submit one view per night in that case and must choose which view power they are using.

A consequence of this is that the tinker is now more of a stumbling block to evil then to good, at least at game start. Oh, and I made the Gunsmith immune to guns.

I play with a similar role (in concept) at another site, and wonder whether the implementation there is a better thing. They have a role that can check if someone is a magic user (or aux evil in this case) and if they get a hit, they can kill the person the following night, foregoing a new view, but not losing the ability to kill again.

The one-time view/kill in the same night feature here seems cleaner to me. Also, in this set, there's the question if the tinker and the evil wizard's view scrambling power. If the view/kill are separate, and especially if the kill is multiple, there's less justification for the Wizard Slayer to be immune to those. Having multiple kills also seems wonky given the possibility of the Slayer inheriting the seer's power, and I'm not sure good needs the extra KP anyway. I mean, I'm open to arguments, but my initial reaction is that I don't like the multi-kill version as much.
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Walker
United States
Birmingham
Alabama
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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: A game for 25 - Oooh, shiny!
I have a request to move this back a week so we can run the annual Massacre game. Think we can still fill it if I do that?
 
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Bob (he/him)
United States
Lutz
Florida
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Re: A game for 25 - Oooh, shiny!
I just signed up on Cassandra.
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