01-31-2014, 08:46 PM | #1 |
TWG Chaos
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TWG CVII: Host Signups
Begin.
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01-31-2014, 08:50 PM | #2 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CVII: Host Signups
TWG
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01-31-2014, 09:10 PM | #3 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: TWG CVII: Host Signups
You know what? I haven't hosted one yet, maybe it's time I do that.
Since the last 2 host signup threads have said this, how about a C9++ game? So if I'm reading this game setup right, C9++ has only 13 players, 7 possible powers that determined by RNG, and no flips whatsoever? (Or is the flip thing a host decision or something?) I'm willing to host one if I can grasp the setup right, dohoho. |
01-31-2014, 09:13 PM | #4 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CVII: Host Signups
charu
All flips are transparent. All rolls are rolled at the start of the game. |
01-31-2014, 09:17 PM | #5 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: TWG CVII: Host Signups
Alright, so flips are on then, okay.
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01-31-2014, 09:18 PM | #6 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CVII: Host Signups
Charu we will help you host a C9++. The mechanics are pretty simple. The possibilities are numerous.
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01-31-2014, 10:46 PM | #7 |
Celestial Harbor
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Re: TWG CVII: Host Signups
C9++
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02-1-2014, 12:06 AM | #8 |
nobody fiffers anymore.
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Re: TWG CVII: Host Signups
Hey, dude, I'm aware that I took forever to do anything in the CI thread, but I don't think everything I said should be ignored because of it. I'm trying, really!
Least you could do is set a deadline for voting, and count EVERYONE who votes within the deadline. In fact that could roughly approximate what I'm trying to do. In any case, C9++ is getting a little overplayed. How about something with the same principles driving it, but a whole new cast of characters to keep things fresh? -------------------------- Return to Flarev: The TWG of the Game of the Movie of the Musical a JK9++ in an indeterminate number of parts by Brilliant Dynamite Neon 13 players. Start: DAY Cardflipping: FULL Outside Communication: OFF Night Posting: OFF Instant Lynch: ON Lynch Abstention: ON Minimum threshold of 25% of living players required to lynch. DEADLINES: Nights will be 2 days (48 hours) long. Days will be Player-Pool-Dependent. – The minimum deadline shall be 2 days, the same as Nights. – Days can last up to N/3 days, where N is the number of players alive, rounded to the nearest whole number. – This gives you 4 days to lynch on Day 0 (13 / 3 = 4.333... --> 4) No extensions shall be given. If an action is not taken before a deadline, it is forfeit. HOW JK9++ WORKS JK9++ is generated in almost the exact same way as C9++, however, it features a completely different roster of roles, which requires players to think in novel ways to win. Using random.org, I will generate 7 numbers from 1-100, repeating permitted. Then, I will turn each number into a letter as follows: 1-50 = T (Townie. This actually controls wolves + SK.) 51-65 = I (Investigation) 66-75 = P (Protection) 76-85 = H (Hiding) 86-95 = K (Killing) 96-100 = R (Role-Seers) I will then note how many of each letter is generated, and add roles to the setup based on a lookup table for the amount of each letter. For example, when looking at the "P" category, I will look at how many Ps I got, and add the corresponding roles listed for that amount. If I get no Ps, I will not add any roles from the P category. This applies to everything except the T category, which has roles to add if no Ts are generated. If I draw more of a letter than is listed in a category, I will reroll the numbers (not just use the maximum power as the MafiaWiki says, because that's dumb.) THE LISTS T ROLES Tx7 = One-Shot Swapper Wolf, Normal Wolf + Serial Killer Tx6 = One-Shot Swapper Wolf, Normal Wolf Tx5 = One-Shot Swapper Wolf, Wolf + Serial Killer Tx4 = Wolf JOAT (Roleblock, Stealth Kill, Juggernaut Kill), 2 Normal Wolves Tx3 = Wolf JOAT, 2 Normal Wolves + Serial Killer Tx2 = Wolf JOAT, One-Shot Swapper Wolf, Normal Wolf Tx1 = Wolf JOAT, One-Shot Swapper Wolf, Normal Wolf + Serial Killer Tx0 = Wolf JOAT, One-Shot Swapper Wolf, Normal Wolf I ROLES x1 = Tracker x2 = Tracker, One-Shot Tracker x3 = 2 Trackers x4 = 2 Trackers, One-Shot Tracker x5 = 3 Trackers, One-Shot Tracker P ROLES x1 = Wizard OR Guardian (50/50 chance of either) x2 = Wizard, Guardian x3 = Wizard, 2 Guardians x4 = Wizard, 3 Guardians H ROLES x1 = Hider x2 = Hider, One-Shot Traveler x3 = Hider, 2 One-Shot Travelers x4 = Hider, 3 One-Shot Travelers K ROLES x1 = Vengeful Human OR Vigilante x2 = Vengeful Human, Vigilante x3 = Vengeful Human, Vigilante, <Toss-Up of Either> x4 = 2 Vengeful Humans, 2 Vigilantes R ROLES x1 = Power Seer x2 = Necromancer x3 = Power Seer, Necromancer x4 = Power Seer, 2 Necromancers Once this all is done, I will add a number of Normal Humans to fill the game out to 13 players. MECHANICS ONE WOLF and ONE WOLF ONLY must commit the wolfing each night. If the wolves to not specify a player to perform the kill, the last player to send the PM shall be considered the killer. Guardians and Wizards protect from ONE night kill each. The Serial Killer chooses pregame between a 1-Shot Omnibane, which will automatically protect against one kill over the course of the game, or Stealth/Juggernaut kills. A Stealth kill will not be detected by Trackers; A Juggernaut kill will bypass Guard/Wizard protections. Finally, nightkills will be indistinguishable; I will not use varying flavor for Wolf, Vigilante, and SK kills. ROLE INFO sample PMs
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~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~
Thanks for the memories, folks. u da bes Last edited by Brilliant Dynamite Neon; 02-1-2014 at 12:14 AM.. |
02-1-2014, 03:39 AM | #9 |
FFR Player
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Re: TWG CVII: Host Signups
16 players
2 standard wolf 1 masterwolf 1 vigi 1 seer 1 psychic no cardflips. all communication allowed. D1/D2-72 hrs D3/4-48 hrs 5+-24hrs |
02-1-2014, 04:21 AM | #10 |
Admiral in the Red Army
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Re: TWG CVII: Host Signups
I was thinking of drawing up a game featuring various factions or time travel or wolf conversions or ALL OF THE ABOVE, but Tps just nailed what I want to play in without me even realizing that that's exactly what I wanted. I mean, I could take or leave the out-of-thread communication, but whatevs. Perfect.
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02-1-2014, 06:05 AM | #11 |
Sectional Moderator
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Re: TWG CVII: Host Signups
This has 2 too many humans unless one of those wolves becomes a roleblocker or a seerwolf
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02-1-2014, 06:08 AM | #12 |
Sectional Moderator
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Re: TWG CVII: Host Signups
Make role blocker wolf a wizard wolf for interesting interactions with vigi and I will play that game
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02-1-2014, 08:05 AM | #13 |
End of the road
Join Date: Oct 2006
Location: Canada
Age: 31
Posts: 3,692
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Re: TWG CVII: Host Signups
Psychics suck
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02-1-2014, 11:13 AM | #14 |
The Worst
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Re: TWG CVII: Host Signups
i vote for c9++ or/and JK9++
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02-1-2014, 12:33 PM | #15 |
End of the road
Join Date: Oct 2006
Location: Canada
Age: 31
Posts: 3,692
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Re: TWG CVII: Host Signups
I vote same as fojar
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02-1-2014, 01:01 PM | #16 |
Role Tide
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Re: TWG CVII: Host Signups
so long as Charu's confident that he can host the C9++ (Maybe give him a tip or two, FoJar?) I'll vote for C9++.
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02-1-2014, 01:42 PM | #17 |
new hand moves = dab
Join Date: Dec 2002
Location: he/they
Age: 33
Posts: 10,094
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Re: TWG CVII: Host Signups
unvote would like to give this more time and get more input
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02-1-2014, 04:31 PM | #18 |
Sectional Moderator
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Re: TWG CVII: Host Signups
i kinda want to see how charu hosts
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02-1-2014, 04:49 PM | #19 |
The Worst
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Re: TWG CVII: Host Signups
you just love c9++
not that there's anything wrong with that
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02-1-2014, 04:52 PM | #20 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: TWG CVII: Host Signups
Like I said, if I can grasp the setup, I'm willing to just go and do it, lol.
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