TWG CII: Host Signups

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  • FictionJunction
    FFR Player
    • Nov 2006
    • 3843

    #61
    Re: TWG CII: Host Signups

    I need to block this site to prevent myself from signing up or following or something
    Originally posted by j-rodd123
    wow

    Comment

    • DarkManticoreX2
      TWG Overlord
      • Apr 2005
      • 7355

      #62
      Re: TWG CII: Host Signups

      Instead of a gimmicky google translate game that doesn't take advantage of having AIM, lets try something that does:

      Proposing:

      TWG CII: 0rbs of many powers

      This game will be for 13 players. It will contain the following:

      Items: 3 0rbs
      The center of this game will revolve around three items:
      A Vigi 0rb
      A Seer 0rb
      A Wizard 0rb

      Please note that these items are randomly distributed during night 1. When an Orb is used, it dissappears until all the remaining orbs are used. Once all three of the orbs have been used, the orbs will replentish and randomy re-distribute themselves during the following night phase.

      Orbs may not be passed between players.

      Team Human (10 players)
      As the majority, your goal is to organize and overcome the lack of knowledge you start out with to capture the wolves.

      A Tracker: The Tracker will receive a pm at the end of each night telling him who had an orb during the night phase. He will not be told if the orb was used or not.

      9 Humans
      Regular Humans are the heart and soul of a TWG game. They don't have any special powers but their own deductive reasoning skills, however they are the center of the game because they are the most populace group. The Wolves will need to whittle down the human group in an attempt to outnumber them and win dominance over the town.

      Team Werewolf (3 players)
      As the minority, you have the early advantage. All wolves know each other at the start of the game. Your goal is to keep the humans in the dark to your identity.

      3 Wolves
      The Wolves are the basic members of team werewolf. Other then participating in the nightly kill they have no additional abilities. They will return "wolf" to a seer.
      --------------------------------------------------------------

      ADDITIONAL RULES
      Cardflipping will continue to be on.
      Aim conversations are allowed.
      Orbs may only be used during the night phase.






      Any other questions/suggestions/clarifications, please ask!
      Last edited by DarkManticoreX2; 10-15-2013, 09:33 AM.
      AAA's = 800

      Originally posted by V
      Manti, I apologize for insulting you. Let the record show that I am a prickass douche, and not only that, but that I am a terrible player.

      Comment

      • j-rodd123
        End of the road
        • Oct 2006
        • 3692

        #63
        Re: TWG CII: Host Signups

        well since AIM games seem to get kind of dull can you at least put this idea into place:

        all players must post at least 10 times per day phase (that's really such a small number, especially over 48-72 hours), and if not then they are at risk for modkill. So if they post 0 times then the risk of modkill is 50%, and decreases by 5% for each post they make, so if they made 5 posts then the risk is 25% and if they post 9 times the risk is 5% and 10 times there is no risk.

        Originally posted by FictionJunction
        wow

        Comment

        • Vendetta21
          Sectional Moderator
          Sectional Moderator
          • Aug 2006
          • 2745

          #64
          Re: TWG CII: Host Signups

          manti

          Comment

          • FictionJunction
            FFR Player
            • Nov 2006
            • 3843

            #65
            Re: TWG CII: Host Signups

            Originally posted by j-rodd123
            well since AIM games seem to get kind of dull can you at least put this idea into place:

            all players must post at least 10 times per day phase (that's really such a small number, especially over 48-72 hours), and if not then they are at risk for modkill. So if they post 0 times then the risk of modkill is 50%, and decreases by 5% for each post they make, so if they made 5 posts then the risk is 25% and if they post 9 times the risk is 5% and 10 times there is no risk.
            no because you can't control what players do. Imagine a player like svaz being forced to write 10 posts a day. Everyone is different.
            Originally posted by j-rodd123
            wow

            Comment

            • j-rodd123
              End of the road
              • Oct 2006
              • 3692

              #66
              Re: TWG CII: Host Signups

              oh come on that's bs, 10 times in 48 hours i mean really? all the past AIM games are fkn dead i mean you didnt see it since you were hosting anonyTWG but it was awful, i could get a hold of 2 of the players regularly.

              Originally posted by FictionJunction
              wow

              Comment

              • FictionJunction
                FFR Player
                • Nov 2006
                • 3843

                #67
                Re: TWG CII: Host Signups

                do we need cardflipping?
                Originally posted by j-rodd123
                wow

                Comment

                • FictionJunction
                  FFR Player
                  • Nov 2006
                  • 3843

                  #68
                  Re: TWG CII: Host Signups

                  Originally posted by j-rodd123
                  oh come on that's bs, 10 times in 48 hours i mean really? all the past AIM games are fkn dead i mean you didnt see it since you were hosting anonyTWG but it was awful, i could get a hold of 2 of the players regularly.
                  you still can't force players who are purposefully not as vocal as you or me to post 10 times every two days just to give us something to work with.
                  Originally posted by j-rodd123
                  wow

                  Comment

                  • j-rodd123
                    End of the road
                    • Oct 2006
                    • 3692

                    #69
                    Re: TWG CII: Host Signups

                    yes and we need minimum post requirements, the only good experience i've had with outside communication was being able to talk on google hangouts.

                    Originally posted by FictionJunction
                    wow

                    Comment

                    • j-rodd123
                      End of the road
                      • Oct 2006
                      • 3692

                      #70
                      Re: TWG CII: Host Signups

                      it's 10 posts in 48-72 hours, if you dont do that then why sign up i mean i never see anyone doing these stellar investigations on AIM then posting them as one beautiful well thought out post, it just doesnt happen

                      Originally posted by FictionJunction
                      wow

                      Comment

                      • FictionJunction
                        FFR Player
                        • Nov 2006
                        • 3843

                        #71
                        Re: TWG CII: Host Signups

                        I just don't think controlling how people post will increase activity. And it's not fair to those who choose not to post often. There are people who choose not to post often, believe it or not.

                        If people have a hard time posting already why do you think a internet rule for an internet game with internet people will actually make a difference?
                        Originally posted by j-rodd123
                        wow

                        Comment

                        • j-rodd123
                          End of the road
                          • Oct 2006
                          • 3692

                          #72
                          Re: TWG CII: Host Signups

                          yes because I've seen it work.

                          Originally posted by FictionJunction
                          wow

                          Comment

                          • FictionJunction
                            FFR Player
                            • Nov 2006
                            • 3843

                            #73
                            Re: TWG CII: Host Signups

                            I don't think this game demands cardflipping.
                            Originally posted by j-rodd123
                            wow

                            Comment

                            • j-rodd123
                              End of the road
                              • Oct 2006
                              • 3692

                              #74
                              Re: TWG CII: Host Signups

                              are you even gonna be playing it?

                              Originally posted by FictionJunction
                              wow

                              Comment

                              • FictionJunction
                                FFR Player
                                • Nov 2006
                                • 3843

                                #75
                                Re: TWG CII: Host Signups

                                Originally posted by j-rodd123
                                yes because I've seen it work.
                                It forces people to be active how you want them to be, not how they want to be. The point of twg is reading through their decisions, even if they involve not posting for a whole phase.
                                Originally posted by j-rodd123
                                wow

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