Ideas for future TWGs (possibly the next one)

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  • iggymatrixcounter
    FFR Veteran
    • Nov 2003
    • 1924

    #16
    Re: Ideas for future TWGs (possibly the next one)

    Originally posted by StoicRoivaS
    Maybe Iggy and I will get the reverse voting game set-up in time and see if people want to play that one.

    I doubt it. I found the setup for it and it requires more than 16 players to account for quick deaths early on. In it's current form it's not ready to be played. Not by a long shot.

    And next game is 44.

    Also for the tl;dr in all of us:

    Disco's game:


    17 players (?)

    WOLF TEAM

    2 WOLVES
    1 BRUTAL WOLF (ARCH-TRAITOR)

    - The night after he is lynched, he may PM the name of one living player to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The BODYGUARD *cannot* block this kill. The BRUTAL WOLF can *only* choose a player that voted to lynch him the day he was killed.

    HUMAN TEAM

    1 SEER
    1 HUNTER (CAPTAIN OF THE GUARD)
    - If only two players still live (one wolf and the hunter), the game will end with a victory for Team Good instead of Team Evil.

    1 BODYGUARD (LIEUTENANT OF THE GUARD)
    - Sends in a PM that stops all night actions on that player. (wolf kills, seers, thieves etc.) Exception is the BRUTAL WOLF kill. The BODYGUARD will be told if he stopped a night action, but will not be told what action was attempted or who attempted it. The BODYGUARD *CANNOT* GUARD the same person two nights in a row. If he protects So-and-So N1, he cannot protect So-and-So again until N3.

    9 ORDINARY GUARDS


    NEUTRAL TEAM


    2 THIEVES
    - Do NOT know each other's identity.
    - Can choose ONE of the following actions during any given day/night cycle.
    STEAL: Targets a living player. Will steal one ITEM from that player, if they have one. (If they have multiple ITEMs, the item will be random.) Usable only at night.
    ROB THE DEAD: Targets any dead player. Will steal one ITEM from that player. Usable only at night.
    ROB THE LYNCHED: Targets the player to be lynched the next day. Will steal ALL ITEMS from that player. Must be used at night; will take place the following day.
    *NOTE - if both thieves attempt the same action against the same target, both actions will fail.*
    - FLEE TOWN: the thief using this action flees town and is out of the game. Thieves using this ability are treated as "dead" for all attempts and purposes. They will be announced as "dead" at the start of the next day. *NOTE - in order to win, a thief *must* FLEE TOWN before the game ends.

    - Will start the game knowing a little more about ITEMs than the rest of the players.
    - Will start the game with one LUCKY CHARM.

    An individual thief wins if he accomplishes BOTH of the following:
    a) Successfully flees town before being killed AND before the game ends;
    b) Has more ITEMs (not counting LUCKY CHARMS) than the other thief. If tied: the tiebreaker will be total votes cast against them over the course of the game (the fewer the better).
    *NOTE - if only one thief flees town and the other is killed or fails to flee by game's end, the fleeing thief will win by default. If neither thief flees town, both lose.



    First rule: Participation is mandatory.

    People who sign up and do not participate will be given exactly one warning. If they do it again, they are gone. Period. No replacements, no nothin'. The rest of the guards will find their headless body swimming in the moat.

    Players who are no longer able to meet the game's commitment can contact me for a replacement; if I can come up with someone willing to take your spot, I will be happy to do so. But the burden is on the player to actively request a replacement.

    Second rule: Communication.

    No night talking in this game.

    Third rule: Voting.

    Instalynch is OFF for this game. Days will end at the set deadline, even if a player reaches a majority prior to that deadline. Only the final voting tally will count.


    Fourth rule: The game will start in D1, not N1.

    Fifth rule: Items!

    At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.

    Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.

    Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!

    Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)

    Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)

    LUCKY CHARM (?).


    Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.


    NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!

    (I could shorten this more but I need your approval on some stuff as to how good you think my changes will be. But this should be easier to read for now)


    Fiction's game:

    EDIT: He changed it since I last looked at it so my version is different. I'll try to look at it again.
    Last edited by iggymatrixcounter; 03-18-2007, 11:12 PM.
    lastfm
    PANDORA

    Comment

    • FoJaR
      The Worst
      • Nov 2005
      • 2816

      #17
      Re: Ideas for future TWGs (possibly the next one)

      kinda wanna play DBP's mystery game of mystery.

      have to create new AIM accounts, FFR accounts and distribute them with signups, but it would be really cool.

      Comment

      • DiscoBobbyPARANOiA
        FFR Player
        • Sep 2005
        • 1206

        #18
        Re: Ideas for future TWGs (possibly the next one)

        Originally posted by FoJaR
        kinda wanna play DBP's mystery game of mystery.

        have to create new AIM accounts, FFR accounts and distribute them with signups, but it would be really cool.
        I'd be willing to create and distribute corresponding AIM/FFR names for an anonymous game.

        EDIT:

        Originally posted by iggymatrixcounter
        Disco's game:

        17 players (?)

        WOLF TEAM

        2 WOLVES
        1 BRUTAL WOLF (ARCH-TRAITOR)

        - The night after he is lynched, he may PM the name of one living player to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The BODYGUARD *cannot* block this kill. The BRUTAL WOLF can *only* choose a player that voted to lynch him the day he was killed.

        HUMAN TEAM

        1 SEER
        1 HUNTER (CAPTAIN OF THE GUARD)
        - If only two players still live (one wolf and the hunter), the game will end with a victory for Team Good instead of Team Evil.

        1 BODYGUARD (LIEUTENANT OF THE GUARD)
        - Sends in a PM that stops all night actions on that player. (wolf kills, seers, thieves etc.) Exception is the BRUTAL WOLF kill. The BODYGUARD will be told if he stopped a night action, but will not be told what action was attempted or who attempted it. The BODYGUARD *CANNOT* GUARD the same person two nights in a row. If he protects So-and-So N1, he cannot protect So-and-So again until N3.

        9 ORDINARY GUARDS


        NEUTRAL TEAM


        2 THIEVES
        - Do NOT know each other's identity.
        - Can choose ONE of the following actions during any given day/night cycle.
        STEAL: Targets a living player. Will steal one ITEM from that player, if they have one. (If they have multiple ITEMs, the item will be random.) Usable only at night.
        ROB THE DEAD: Targets any dead player. Will steal one ITEM from that player. Usable only at night.
        ROB THE LYNCHED: Targets the player to be lynched the next day. Will steal ALL ITEMS from that player. Must be used at night; will take place the following day.
        *NOTE - if both thieves attempt the same action against the same target, both actions will fail.*
        - FLEE TOWN: the thief using this action flees town and is out of the game. Thieves using this ability are treated as "dead" for all attempts and purposes. They will be announced as "dead" at the start of the next day. *NOTE - in order to win, a thief *must* FLEE TOWN before the game ends.

        - Will start the game knowing a little more about ITEMs than the rest of the players.
        - Will start the game with one LUCKY CHARM.

        An individual thief wins if he accomplishes BOTH of the following:
        a) Successfully flees town before being killed AND before the game ends;
        b) Has more ITEMs (not counting LUCKY CHARMS) than the other thief. If tied: the tiebreaker will be total votes cast against them over the course of the game (the fewer the better).
        *NOTE - if only one thief flees town and the other is killed or fails to flee by game's end, the fleeing thief will win by default. If neither thief flees town, both lose.



        First rule: Participation is mandatory.

        People who sign up and do not participate will be given exactly one warning. If they do it again, they are gone. Period. No replacements, no nothin'. The rest of the guards will find their headless body swimming in the moat.

        Players who are no longer able to meet the game's commitment can contact me for a replacement; if I can come up with someone willing to take your spot, I will be happy to do so. But the burden is on the player to actively request a replacement.

        Second rule: Communication.

        No night talking in this game.

        Third rule: Voting.

        Instalynch is OFF for this game. Days will end at the set deadline, even if a player reaches a majority prior to that deadline. Only the final voting tally will count.


        Fourth rule: The game will start in D1, not N1.

        Fifth rule: Items!

        At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.

        Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.

        Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!

        Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)

        Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)

        LUCKY CHARM (?).


        Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.


        NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
        The only things I would add:

        When I posted this I didn't have too much time to read through all of it. I have played through this setup, and I know it's pretty solid, so I just wanted to get it up so people could comment.

        HUNTER: the hunter would most likely be removed. (left in if people feel that it is an advantage that they would need were they on the human side)

        NIGHT TALKING: If I hosted this game, night talking would be ON.
        Last edited by DiscoBobbyPARANOiA; 03-18-2007, 11:38 PM.


        Iggy911Mc (12:55:49 AM): Mudkip is a Koala Bear.

        Comment

        • FictionJunction
          FFR Player
          • Nov 2006
          • 3843

          #19
          Re: Ideas for future TWGs (possibly the next one)

          for the tl;dr'es..

          Runes, etc.

          16 Players (2 runes)

          12 Humans:
          - 8 Regular Humans
          - 1 Human Sage (blue)
          - 2 Stone Seekers (blue)
          - 1 Tracer (blue)
          4 Wolves:
          - 1 Wolf Sage
          - 1 Thief
          - 1 Regular Wolf
          - 1 MW

          Night phase:
          Thief steal (in case of it being the sage's house)
          Runes given out to players
          Thief steal (in case of it being another player's house)
          Rune powers are used
          Wolf kill
          Beams (if any)

          2 Runes: onetime use, disappear after the day ends. you can either vigi someone or guard someone

          Beams: If a rune is not distributed or used, a beam of the player's corresponding color will show above the player's house allowing everyone to know that player's color.

          Sages: get a rune every night that must be given to another player. They receive a seer report on anyone they give a rune to. (if the wolf sage gives his rune to the wolves, they die)

          Tracer: knows who gave him a rune. in case of having a rune stolen from him, he will know both names, but not know who did what.

          Stone seekers: one knows who got a rune from the red sage and the other knows who got a rune from the blue sage

          Thief: sends a PM and steals runes from that player if they ever held them during the night.

          There is a lot of emphasis on being active during the night so don’t ruin it for others.

          NO CARDFLIPPING.
          NIGHT POSTING IS ALLOWED.
          Originally posted by j-rodd123
          wow

          Comment

          • iggymatrixcounter
            FFR Veteran
            • Nov 2003
            • 1924

            #20
            Re: Ideas for future TWGs (possibly the next one)

            Originally posted by disco

            HUNTER: the hunter would most likely be removed. (left in if people feel that it is an advantage that they would need were they on the human side)
            Not an advantage, way too hard for it to work and therefore should be removed imo.
            lastfm
            PANDORA

            Comment

            • DiscoBobbyPARANOiA
              FFR Player
              • Sep 2005
              • 1206

              #21
              Re: Ideas for future TWGs (possibly the next one)

              Originally posted by iggymatrixcounter
              Not an advantage, way too hard for it to work and therefore should be removed imo.
              That was more of a sarcastic "it doesn't help so I'm getting rid of it for the sake of being simple."

              I would also most likely start the game on night one. 16 players, starting on N1, Night talking, No hunter.

              Those are my additions.

              *editing first post*


              Iggy911Mc (12:55:49 AM): Mudkip is a Koala Bear.

              Comment

              • x3Mamimi
                FFR Player
                • Oct 2006
                • 513

                #22
                Re: Ideas for future TWGs (possibly the next one)

                DiscoDarlingPARANOiA's item game sounds like the most fun to me. :]

                Just showing my supportttt ya know.
                jwcgator: mah mee mee
                merlonifan28: fight for my love, mamimi

                Comment

                • jwcgator
                  RIP ffrtokens
                  • May 2005
                  • 2221

                  #23
                  Re: Ideas for future TWGs (possibly the next one)

                  Originally posted by x3Mamimi
                  DiscoDarlingPARANOiA's item game sounds like the most fun to me. :]

                  Just showing my supportttt ya know.
                  /agree

                  Comment

                  • pntballa18
                    FFR Player
                    • Mar 2005
                    • 3357

                    #24
                    Re: Ideas for future TWGs (possibly the next one)

                    I believe I already said I liked DBP's better for TWG, but I just want to add that fiction, if you want to run your game right away, the jTWG game set up you showed me looked very good.

                    also ++ mystery idea

                    Comment

                    • jwcgator
                      RIP ffrtokens
                      • May 2005
                      • 2221

                      #25
                      Re: Ideas for future TWGs (possibly the next one)

                      Originally posted by pntballa18
                      I believe I already said I liked DBP's better for TWG, but I just want to add that fiction, if you want to run your game right away, the jTWG game set up you showed me looked very good.

                      also ++ mystery idea
                      Sup pntballa

                      Comment

                      • pntballa18
                        FFR Player
                        • Mar 2005
                        • 3357

                        #26
                        Re: Ideas for future TWGs (possibly the next one)

                        ahahahah

                        Comment

                        • FishFishRevolution
                          GotR Creator
                          • Nov 2003
                          • 7251

                          #27
                          Hype/Feedback

                          This is a game idea I submitted to Iggy for the next hosting. The description isn't 4million pages and it's a simple, but fun concept. CHECK IT:

                          Fish's Extreme Dimensional Analysis Game

                          Okay, very simple game, with a twist, here goes:

                          This game will work very much like a normal game at first.

                          16 players, 3 wolves, 1 seer 1 guardian 1 master wolf. No cardflipping. Night posting is allowed.

                          When roles go out, you will receive a PM with two different roles. The first is your role for Dimension 1, and the second is your role for Dimension 2. Both are random, which means in one dimension, you could be playing for a different team than you play in the second dimension. Day sequence is as follows:

                          Dimension 1, Night 1
                          Dimension 1, Day 1
                          Dimension 2, Night 1
                          Dimension 2, Day 1

                          etc..

                          When you die in one dimension, you die in both dimension, so wolf kills will have to be more thought out and alliances will be trickier to make. Seering results reflect the dimension they are used in, as do all results (guarding)

                          WINNING:

                          If you're a wolf in one dimension, you have to get that dimension's wolf team to win in order to win at all. If you somehow win in the other dimension (unless you're a blue), it's a neutral-victory, so the dimension where you're a wolf takes priority. Other than that, winning is the same it always has been:

                          If all the wolves are eliminated in one dimension, that game is over, and humans win. If one side wins one dimension, that side win both dimensions.

                          As soon as the humans get down to equal numbers of wolves, in either game, wolves win. So with no wolf casualties, wolves win after Day 5 (Dimension 1, Day 3.)
                          Last edited by FishFishRevolution; 03-20-2007, 05:17 PM.

                          Comment

                          • GuidoHunter
                            is against custom titles
                            • Oct 2003
                            • 7371

                            #28
                            Re: Hype/Feedback

                            I'm disappointed. I came to this thread expecting some awesome dimensional analysis and all I got was a game that involved analysis of dimensions.

                            You've let me down, Fish.

                            --Guido


                            Originally posted by Grandiagod
                            Originally posted by Grandiagod
                            She has an asshole, in other pics you can see a diaper taped to her dead twin's back.
                            Sentences I thought I never would have to type.

                            Comment

                            • FishFishRevolution
                              GotR Creator
                              • Nov 2003
                              • 7251

                              #29
                              Re: Hype/Feedback

                              =(

                              Comment

                              • FoJaR
                                The Worst
                                • Nov 2005
                                • 2816

                                #30
                                Re: Hype/Feedback

                                looks awesome

                                Comment

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