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Old 10-5-2009, 10:17 PM   #4
FictionJunction
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Location: Scarlet Devil Mansion
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Default Re: TWG LXXXIX: Host Sign-ups

TWG: Location, Location, Location!

As the title suggests, this game is centered around player movement. Special roles have been designed to control said movement and analyze player activity. Movement does not have an immediate effect on what you, as a player, are able to do; however, it does allow special roles and gutsy humans to protect or hurt either team's endeavors.

The rooms do not have an immediate effect on the players. i.e. you will not receive the ability to vigi upon entering a particular room. Your location simply changes. That is all.

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16 players
4/12

Wolves:
Wolfing will be more engaging than it has been in previous games. All wolves have the ability to wolf a player of choice; however, in accordance to each wolf's abilities and current location the wolves will have different wolfing pools to choose humans from.

Masterwolf: A wolf with a taste for the color green. Can only wolf players who are in the same room as he is.
Crowd Controller: Can choose to either thwart a player's movement or transfer a player from one location to another every night. Can only wolf players who are in the same room as he is.
Cross Wolf: Can only wolf players that are not in the same room as he is.
Wolf: Can wolf players who are in the same room as he is.

I will only count the last wolf request I have received before the night phase ends. You have only yourselves to blame for poor communication.

HINT: USE PMs

Humans:
Seer: Seers a player of choice every night. He can only seer players who are in the same room as he is.
Cross Guard: Guards a player of choice every night. He can only guard players who are in rooms different from his own.
Guard (Useless): Thinks he can guard a player of his choice every night. The guard is bound to fail, unbeknownst to the player. He can only target players who are in the same room as he is.
Guard: Guards a player of choice every night. He can only guard players who are in the same room as he is.
Crowd Controller: Can choose to either thwart a player's movement or transfer a player from one location to another every night.
Humans x7: As useful as they choose to be.

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Movement

Players will be randomly placed in one of four rooms at the beginning of the game.



The number of squares available are reduced along with the number of players left in the game.
16 - 13 = 4
12 - 9 = 3
8 - 5 = 2
4 = 1

Movement is restricted to both vertical and horizontal movement. So, if you're in the TOP LEFT square you will only be allowed to move to the TOP RIGHT or the BOTTOM LEFT squares. Diagonal movement is impossible unless the player has been moved by a Crowd Controller.

As players die out, so will the squares. The rule above does not matter when 3, 2, and single square maps are considered.

Players will be informed of everyone's locations at the beginning of each day phase.
Players will receive a PM with a list of players who are in the same room every night. These PMs, much like role PMs, may not be used in game. You cannot post this PM in the thread and you can't copy paste it into AIM or other PMs amongst yourselves.
All players in the room will receive the PM as a group. Just check the 'sent to' list at the top of the PM to learn who the PM was sent to.

Players are allowed to move at the end of both day and night phases.

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Possible amendments:
1. Add a psychic.
2. Cut the fake guard.
3. Keeping a continuous 4 square map throughout the entirety of the game.
3.1 Adding global penalties (randomizing player locations, etc) if a square is completely deserted.

Comments always appreciated.
__________________
Quote:
Originally Posted by j-rodd123 View Post
wow

Last edited by FictionJunction; 10-6-2009 at 01:09 PM..
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