Ideas for future TWGs (possibly the next one)

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • DiscoBobbyPARANOiA
    FFR Player
    • Sep 2005
    • 1206

    #1

    Ideas for future TWGs (possibly the next one)

    This is an idea made by a friend of mine:

    Disco's game:

    16 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 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.

    Night talking will be allowed.

    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: 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!



    Alternatively.

    I would still like to see an anonymous TWG played. The exact setup hasn't been determined, but I think it would inclue:

    1 seer
    1 identity seer
    possibly one wolf identity seer.

    The identity seers would check one/two people a night.

    If anyone thinks this is at all a good idea, PM/AIM me. I want to balance this thing but haven't put much thought into it/don't have much input.
    Last edited by DiscoBobbyPARANOiA; 03-19-2007, 09:50 AM.


    Iggy911Mc (12:55:49 AM): Mudkip is a Koala Bear.
  • FictionJunction
    FFR Player
    • Nov 2006
    • 3843

    #2
    Re: Ideas for future TWGs (possibly the next one)

    Heres mine. Flawofhumanity helped with it, too.

    Runes, etc.

    Listing:
    ---
    16 Players
    ---
    12 Humans:
    - 8 Regular Humans
    - 1 Human Sage
    - 2 Stone Seekers
    - 1 Tracer
    4 Wolves:
    - 1 Wolf Sage
    - 1 Thief
    - 1 MasterWolf
    - 1 Regular Wolf
    ---
    2 Items:
    ---
    Pure Rune (Destruction ability/Protection ability)
    Tainted Rune (Destruction ability/Protection ability)
    ---
    Night Phase:
    ---
    Human/Wolf Sage, Thief, Wolf kill PMs are sent to host.
    Thief attempt # 1
    Sages distribute runes.
    Thief attempt # 2
    Item PMs are sent to host.
    Runes are used.
    Wolves kill
    Beams (if any)
    ---
    Day Phase:
    ---
    Sages receive seering information.
    Lynch.
    ---

    Item Descriptions:

    Rules that apply to both the Pure Rune and the Tainted Rune:
    Both runes have the exact same effects and abilities.
    ~ Destruction Ability: Kill a player of your choosing. [You can target yourself]
    ~ Protection Ability: Protect a player of your choosing. [You can target yourself]

    Pure Rune: Always spawns every night at the hands of the Human Sage.

    Tainted Rune: Always spawns every night at the hands of the Wolf Sage. If a wolf who is NOT the Wolf Sage is in possession of the Tainted Rune the wolf will die (explained in story).

    General rules for any player with an item that has been given to him/her:
    The player may choose to use the Destruction or Protection ability of the item. The item will always disappear after its use.
    If the item is not used or distributed the item will disappear shedding a bright beam of light above the player’s house informing all others that this player had an item. The beam of light will be of the color of the player (green, blue, red), thus informing all players of the player’s possible roles (if more than one).
    No player is able to physically see the difference between the Pure and Tainted Runes.

    Role Descriptions:

    Humans:

    Human Sage: This player’s role is that of a Rune distributor and seer. The Human Sage will distribute the rune to a player in exchange for the player’s role. The Human Sage cannot use the rune that s/he has every night. If the Human Sage receives the Tainted Rune from the Wolf Sage he will appear as BLUE to the Wolf Sage. The Human Sage cannot give himself/herself the Pure Rune (explained in story).

    Tracer: This player’s role revolves around both the Pure and Tainted Runes. If the Tracer receives a rune s/he will immediately know the name of the person who gave it to him or her. If the Tracer receives a rune from a Sage he will appear as BLUE to the sage. If a thief steals a rune from the Tracer the Tracer will be aware of who did it. He is the only one with the ability to detect this (explained in story).

    Stone Seekers: They have the ability to sense where the runes are after they have been distributed. One Stone Seeker will know where the Tainted Rune, while the other will know where the Pure Rune is (explained in story). If given a rune by a sage, the sagewill see the Stone Seeker as BLUE.

    Regular Humans: Normal meat. Nothing Special. If a human receives a rune they will appear as GREEN to the sage who distributed the rune.


    Wolves:

    Wolf Sage: This player’s role is that of a Rune distributor and shaman. The Wolf Sage will distribute the rune to a player in exchange for the player’s role. The Wolf Sage cannot use the rune that s/he has every night. If the Wolf Sage receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage. The Wolf Sage cannot give himself the Tainted Rune (explained in story).

    Thief: This role revolves around taking the runes from others. It is the thief’s main objective to take the Pure Rune from a player s/he suspects to have it. The thief will have two attempts (ON THE SAME HOUSE [JUST ONE PM]) to steal the rune: early at night and late at night. The thiefwill always forget on which attempt s/he stole the rune, if he does steal one (explained in story).

    For reference:

    Thief attempt # 1
    Sages distribute runes.
    Thief attempt # 2

    The only person who is capable of tracing the thief is the Tracer.
    If the Thief receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.

    MasterWolf: A regular wolf with a twist. When given a Pure Rune, he will appear as GREEN to the Human Sage. The MasterWolf’s beam of light is also GREEN.

    Regular Wolf: Normal Wolf. Nothing special. If given a Pure Rune, s/he will appear as RED to the Human Sage.

    *Special Notes

    This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.


    NO CARDFLIPPING
    NIGHT POSTING IS ALLOWED.

    Comments, suggestions appreciated.
    Last edited by FictionJunction; 03-18-2007, 11:21 PM. Reason: Noticed that one 'Human Sage' was not colored blue. I'm anal. whatever.
    Originally posted by j-rodd123
    wow

    Comment

    • pntballa18
      FFR Player
      • Mar 2005
      • 3357

      #3
      Re: Ideas for future TWGs (possibly the next one)

      DBP, I really like this idea, but I do have a question. When it said things about communication, it didn't say anything about AIM. Is AIM talking allowed in this game?

      EDIT: Fiction, I also like your idea. Was this the setup for the jTWG or the TWG you had planned?

      Comment

      • FictionJunction
        FFR Player
        • Nov 2006
        • 3843

        #4
        Re: Ideas for future TWGs (possibly the next one)

        This is the TWG set-up. The jTWG set up is a 12 player game without a MW or the Stone Seekers. All other rules are the same.
        Originally posted by j-rodd123
        wow

        Comment

        • heavylee
          FFR Player
          • Mar 2007
          • 961

          #5
          Re: Ideas for future TWGs (possibly the next one)

          Me being a beginner in jtwg, I found Fiction's idea easier to follow, but I like both of them. Depends on who you are aiming the game at really, but for me I would rather try the sage game. (or it could have been the colors he used in his explanation :P )


          edit: Sorry I didn't realize the title said TWG... I thought it said jTWG.

          Comment

          • Kilgamayan
            Super Scooter Happy
            FFR Simfile Author
            • Feb 2003
            • 6583

            #6
            Re: Ideas for future TWGs (possibly the next one)

            Just a quick reminder that I'll be running for 45 with a mystery role game.
            I watched clouds awobbly from the floor o' that kayak. Souls cross ages like clouds cross skies, an' tho' a cloud's shape nor hue nor size don't stay the same, it's still a cloud an' so is a soul. Who can say where the cloud's blowed from or who the soul'll be 'morrow? Only Sonmi the east an' the west an' the compass an' the atlas, yay, only the atlas o' clouds.

            Comment

            • Tps222
              FFR Player
              • Nov 2004
              • 6168

              #7
              Re: Ideas for future TWGs (possibly the next one)

              Kilga has to get 45, it's a factor of "5".

              Comment

              • Kilgamayan
                Super Scooter Happy
                FFR Simfile Author
                • Feb 2003
                • 6583

                #8
                Re: Ideas for future TWGs (possibly the next one)

                *multiple

                And an odd multiple, at that. I don't mind missing the multiples of 10.
                I watched clouds awobbly from the floor o' that kayak. Souls cross ages like clouds cross skies, an' tho' a cloud's shape nor hue nor size don't stay the same, it's still a cloud an' so is a soul. Who can say where the cloud's blowed from or who the soul'll be 'morrow? Only Sonmi the east an' the west an' the compass an' the atlas, yay, only the atlas o' clouds.

                Comment

                • DarkManticoreX2
                  TWG Overlord
                  • Apr 2005
                  • 7355

                  #9
                  Re: Ideas for future TWGs (possibly the next one)

                  I love both ideas, Personally I like Fiction's more, but I want to play in both.
                  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

                  • flawofhumanity
                    MMM WATCHA SAY
                    • Apr 2004
                    • 628

                    #10
                    Re: Ideas for future TWGs (possibly the next one)

                    I like both ideas as well, but I'm obviously biased to Fiction's setup, since I played a small part in creating it.
                    Originally posted by pntballa18
                    flaw cause he's well hung


                    Comment

                    • DiscoBobbyPARANOiA
                      FFR Player
                      • Sep 2005
                      • 1206

                      #11
                      Re: Ideas for future TWGs (possibly the next one)

                      Originally posted by Kilgamayan
                      Just a quick reminder that I'll be running for 45 with a mystery role game.
                      the next one is 44 though, isn't it?

                      And sorry if it was just as 'just so you remember kids...'


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

                      Comment

                      • StoicRoivaS
                        FFR Player
                        • May 2006
                        • 548

                        #12
                        Re: Ideas for future TWGs (possibly the next one)

                        I'm still thinking over the kill-less (in a way) wolf-bite TWG idea I've been thinking about for a while. I somewhat doubt that it'll be ready for the next game so maybe after kilga's. If anyone is interested in helping with it, feel free to IM me sometime at StoicRoivaS (AIM). I get the impression that more people were ready for a "normal", if you will, game, but maybe that's just my interpretation. Maybe Iggy and I will get the reverse voting game set-up in time and see if people want to play that one.
                        Like the moon over
                        the day, my genius and brawn are
                        wasted on these fools. ~Haiku
                        -Bowser

                        Comment

                        • Kilgamayan
                          Super Scooter Happy
                          FFR Simfile Author
                          • Feb 2003
                          • 6583

                          #13
                          Re: Ideas for future TWGs (possibly the next one)

                          Originally posted by DiscoBobbyPARANOiA
                          the next one is 44 though, isn't it?

                          And sorry if it was just as 'just so you remember kids...'
                          Yes on both accounts.
                          I watched clouds awobbly from the floor o' that kayak. Souls cross ages like clouds cross skies, an' tho' a cloud's shape nor hue nor size don't stay the same, it's still a cloud an' so is a soul. Who can say where the cloud's blowed from or who the soul'll be 'morrow? Only Sonmi the east an' the west an' the compass an' the atlas, yay, only the atlas o' clouds.

                          Comment

                          • GuidoHunter
                            is against custom titles
                            • Oct 2003
                            • 7371

                            #14
                            Re: Ideas for future TWGs (possibly the next one)

                            DBP: what's the advantage for regular people to have items? I understand the lucky charm, but what about other items? And, thusly, why would someone pass an item?

                            --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

                            • DiscoBobbyPARANOiA
                              FFR Player
                              • Sep 2005
                              • 1206

                              #15
                              Re: Ideas for future TWGs (possibly the next one)

                              Originally posted by GuidoHunter
                              DBP: what's the advantage for regular people to have items? I understand the lucky charm, but what about other items? And, thusly, why would someone pass an item?

                              --Guido

                              http://andy.mikee385.com
                              Most of the items have uses for each different type of role, be it alignment or auxiliary or not. Passing items could be beneficial, but I can't really say anything more, since what items there are, what they do, and the quantities of said items are not public knowledge.

                              The game in my starting post is 100% ready, and is balanced, in case people show a bit more interest.


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

                              Comment

                              Working...