Toph Wolf Lost
Myst1278 Wolf Lost
popsicle pirate Wolf Lost
th3ddrkid Innocent Win 50%
travman301 Assamite Win 100%
Heavylee Tremere Win 50%
mattc16 Caitiff Win 100%
DarkManticoreX2 Assamite Win 100%
vashthestampede0987 Tremere Win 50%
Aito Tremere Win 50%
Kentbball Caitiff Win 100%
Lightknight924 Assamite Win 100%
Ok so this game I think could have gone a ton better, and I think everyone agrees. I thought the game was fair for a jTWG because all of the methods of seering and advantages for humans wouldn’t be realized, but those that were would help the humans win. For all the ways, I overlooked a direct mason to mason alliance actually happening
MVP goes to manti for stepping up and taking the initiative to actually sit down and figure out how to win the game.
After this actually went up and the first night when all the masons agreed to come out to each other, it hit me how hard it would be for the wolves to even win! The reason I hadn’t noticed it before, was because I didn’t redo the night for night cross off thing you do to balance a game with the new numbers. Whats weird about this structure is that even 1 more human stacks it less in the human favor by a lot, and up to 3 or 5 more, makes it VERY wolf friendly.
Ideally the humans would be warring too much and the clans killing off the normal greens because they wouldn’t just up and tell each other who’s who . Which heavy experienced why, the assamites, due to the short numbers could betray the tremere AND get the votes and counts necessary to catch the wolves. The key for the larger game would have been the blues resisting killing each other until the wolf population was in check at 1 or so.
For those who are curious here is was the mystery role’s description:
Human innocent - Human. You have blended into the mission using your gifts that you believe have been given to you by the gods. You appear as a vampire to vampires, but you're certain the wolves could smell you, if it wasn't for all the vampire scent going around... You may take actions during the day and night because you are also immune to the sun. You may pull stakes (except for the black stake), daytime spy, or steal with a 60% success rate (otherwise you are caught by the person you are stealing from, all of these actions 1 time per 12 hour period). You win by surviving. You will succeed in stealing 100% from those who leave their caves for any action. Be aware that all of your actions run a strong risk of attracting unwanted attention from either side. Good luck.
This role was a somewhat balance, but dangerous role. Once everyone figures out that only werewolves can be active during the day, if he fails a steal during the day and gets caught, he’d be staked in the heart, and die from that. His balance was for the vigi kills, he could go an pull the normal wooden stakes out of the vampires before the sun struck them. However to the blues, this could have proven they were a wolf because well they survived the day. Also if his paranoia got too strong (being seen during the day pulling the stake by the wolves), he could steal the crossbow and make his choice the final one on who to shoot with it, corrupting the effectiveness of the groups thinking.
The seering circle was supposed to be easier to taint, which again with more people would have worked. Ideally because there were 5 people in it, and 3 factions of 3, you could shape where people’s loyalties lie based on who is getting in and who is voting them into it. Also people who don’t ever go in are wolfy to a degree.
Definitely needed tweaking, and would have been at least somewhat successful if it simply had more people, so I apologize to the wolves, I know how exciting it can be to get the old RED pm, but suck to have it end up against you like this.
Here is a list of the items, most of which didn’t get used lol.
Phase Shift Device – Stolen from a technocrat in your last encounter, this device is allows you to go partially into the umbra to escape any means of physical entrapment. It is activated with a thought (PM)
This item was useful for allowing the wolf to escape or any vampire to escape, however its just like a free life. Whoever uses it can be assumed a wolf the next day. It would be fun for it to end up in a vampire’s hands, and have him be staked but survive and have to plead his case, small part of the game, but at least it coulda been a hint of flavor….
Technocratic Magnifying Glass – Taken from a mage library, this item can be peered through 1 time per night any items on a person will be revealed and identified.
Soul-bound Aura Generating Amulet – Created by a powerful vampire this artifact creates a large aura shroud around its owner. During the night vampires can use their heightened senses to see an aura above the possessor’s cave. Werewolves might also possess heightened senses!! This item is transferred only (and always) when the life force of the owner is extinguished; it then becomes bound to the person who extinguished that life.
This one was another seering method, due to the unexplained nature of auras, if anyone had seen the auras over the cave, it originally was in a vampires hands, but he would have probably been seered at least. This would have stalled a wolf being seered on the night his aura was spotted. I suppose the problem was no one knew they could or why they would view auras. Once the person who had it was killed, the wolves would end up with it, and they did. However, they picked off the first person who had it, thus completely ruining it as a semi-seering method.
Technocratic artifact Ring - Allows the viewed to appear as the opposite clan vampire (Tremere views you, you appear assamite, and so on)
The “master wolf” of the game, only better because he appears blue. Again I didn’t foresee this item being negated by the warring clans coming out to each other. In a world where the 2 clans don’t know each other, but the seering goes on the wolf who has it, it can confuse the circle.
Crossbow – Shoots silver bolts, kills wolves.
If a wolf had attacked the player holding this item, they would have had it for 1 night, then had to give it away or else they die. This was represented to them by them starting with a silver bolt, but I told them they had to pass it. Once the xbow has been held for a night, the wolf can’t hold it again, and when he loses it he can’t choose to whom it is lost.
Silver bolts – 5x these are used to kill wolves, only shot from the crossbow.
Wooden stakes – 3x these were to increase the death rate of greens, to aid the wolves. Their apparent purpose was to help warring blues kill each other off, outside of their 3 person rituals (say 1 of their side had died, it would be up to them to vote people to death if they didn’t have stakes). After posting I figured out this could serve as another convoluted seering method because wolves would be staked and could choose to play incapacitated or not, and simply just survive the day.
Overall given the unbalance, I think everyone played pretty decently if they tried and didn’t just give up right away out of confusion. I’ve definitely learned a lot about balance and player motivation from this game so my next should be more balanced.
Myst1278 Wolf Lost
popsicle pirate Wolf Lost
th3ddrkid Innocent Win 50%
travman301 Assamite Win 100%
Heavylee Tremere Win 50%
mattc16 Caitiff Win 100%
DarkManticoreX2 Assamite Win 100%
vashthestampede0987 Tremere Win 50%
Aito Tremere Win 50%
Kentbball Caitiff Win 100%
Lightknight924 Assamite Win 100%
Ok so this game I think could have gone a ton better, and I think everyone agrees. I thought the game was fair for a jTWG because all of the methods of seering and advantages for humans wouldn’t be realized, but those that were would help the humans win. For all the ways, I overlooked a direct mason to mason alliance actually happening
MVP goes to manti for stepping up and taking the initiative to actually sit down and figure out how to win the game.
After this actually went up and the first night when all the masons agreed to come out to each other, it hit me how hard it would be for the wolves to even win! The reason I hadn’t noticed it before, was because I didn’t redo the night for night cross off thing you do to balance a game with the new numbers. Whats weird about this structure is that even 1 more human stacks it less in the human favor by a lot, and up to 3 or 5 more, makes it VERY wolf friendly.
Ideally the humans would be warring too much and the clans killing off the normal greens because they wouldn’t just up and tell each other who’s who . Which heavy experienced why, the assamites, due to the short numbers could betray the tremere AND get the votes and counts necessary to catch the wolves. The key for the larger game would have been the blues resisting killing each other until the wolf population was in check at 1 or so.
For those who are curious here is was the mystery role’s description:
Human innocent - Human. You have blended into the mission using your gifts that you believe have been given to you by the gods. You appear as a vampire to vampires, but you're certain the wolves could smell you, if it wasn't for all the vampire scent going around... You may take actions during the day and night because you are also immune to the sun. You may pull stakes (except for the black stake), daytime spy, or steal with a 60% success rate (otherwise you are caught by the person you are stealing from, all of these actions 1 time per 12 hour period). You win by surviving. You will succeed in stealing 100% from those who leave their caves for any action. Be aware that all of your actions run a strong risk of attracting unwanted attention from either side. Good luck.
This role was a somewhat balance, but dangerous role. Once everyone figures out that only werewolves can be active during the day, if he fails a steal during the day and gets caught, he’d be staked in the heart, and die from that. His balance was for the vigi kills, he could go an pull the normal wooden stakes out of the vampires before the sun struck them. However to the blues, this could have proven they were a wolf because well they survived the day. Also if his paranoia got too strong (being seen during the day pulling the stake by the wolves), he could steal the crossbow and make his choice the final one on who to shoot with it, corrupting the effectiveness of the groups thinking.
The seering circle was supposed to be easier to taint, which again with more people would have worked. Ideally because there were 5 people in it, and 3 factions of 3, you could shape where people’s loyalties lie based on who is getting in and who is voting them into it. Also people who don’t ever go in are wolfy to a degree.
Definitely needed tweaking, and would have been at least somewhat successful if it simply had more people, so I apologize to the wolves, I know how exciting it can be to get the old RED pm, but suck to have it end up against you like this.
Here is a list of the items, most of which didn’t get used lol.
Phase Shift Device – Stolen from a technocrat in your last encounter, this device is allows you to go partially into the umbra to escape any means of physical entrapment. It is activated with a thought (PM)
This item was useful for allowing the wolf to escape or any vampire to escape, however its just like a free life. Whoever uses it can be assumed a wolf the next day. It would be fun for it to end up in a vampire’s hands, and have him be staked but survive and have to plead his case, small part of the game, but at least it coulda been a hint of flavor….
Technocratic Magnifying Glass – Taken from a mage library, this item can be peered through 1 time per night any items on a person will be revealed and identified.
Soul-bound Aura Generating Amulet – Created by a powerful vampire this artifact creates a large aura shroud around its owner. During the night vampires can use their heightened senses to see an aura above the possessor’s cave. Werewolves might also possess heightened senses!! This item is transferred only (and always) when the life force of the owner is extinguished; it then becomes bound to the person who extinguished that life.
This one was another seering method, due to the unexplained nature of auras, if anyone had seen the auras over the cave, it originally was in a vampires hands, but he would have probably been seered at least. This would have stalled a wolf being seered on the night his aura was spotted. I suppose the problem was no one knew they could or why they would view auras. Once the person who had it was killed, the wolves would end up with it, and they did. However, they picked off the first person who had it, thus completely ruining it as a semi-seering method.
Technocratic artifact Ring - Allows the viewed to appear as the opposite clan vampire (Tremere views you, you appear assamite, and so on)
The “master wolf” of the game, only better because he appears blue. Again I didn’t foresee this item being negated by the warring clans coming out to each other. In a world where the 2 clans don’t know each other, but the seering goes on the wolf who has it, it can confuse the circle.
Crossbow – Shoots silver bolts, kills wolves.
If a wolf had attacked the player holding this item, they would have had it for 1 night, then had to give it away or else they die. This was represented to them by them starting with a silver bolt, but I told them they had to pass it. Once the xbow has been held for a night, the wolf can’t hold it again, and when he loses it he can’t choose to whom it is lost.
Silver bolts – 5x these are used to kill wolves, only shot from the crossbow.
Wooden stakes – 3x these were to increase the death rate of greens, to aid the wolves. Their apparent purpose was to help warring blues kill each other off, outside of their 3 person rituals (say 1 of their side had died, it would be up to them to vote people to death if they didn’t have stakes). After posting I figured out this could serve as another convoluted seering method because wolves would be staked and could choose to play incapacitated or not, and simply just survive the day.
Overall given the unbalance, I think everyone played pretty decently if they tried and didn’t just give up right away out of confusion. I’ve definitely learned a lot about balance and player motivation from this game so my next should be more balanced.

Comment