Flash Flash Revolution: Community Forums

Flash Flash Revolution: Community Forums (http://www.flashflashrevolution.com/vbz/index.php)
-   The Werewolf Game (http://www.flashflashrevolution.com/vbz/forumdisplay.php?f=47)
-   -   TWG LXXXIX: Host Sign-ups (http://www.flashflashrevolution.com/vbz/showthread.php?t=112859)

A2P 10-5-2009 08:49 PM

TWG LXXXIX: Host Sign-ups
 
edit: reserved until grace period is over

DarkManticoreX2 10-5-2009 08:57 PM

Re: TWG LXXXIX: Host Sign-ups
 
I was intentionally waiting two days so that people said everything they wanted to in postgame.

I would have put this up in another hour.

iggymatrixcounter 10-5-2009 09:15 PM

Re: TWG LXXXIX: Host Sign-ups
 
A2P, please follow procedure; the host from the last game starts the thread for the host signups for the next game. He then updates his first post with all the hosting ideas presented in the thread or via PM. (preferably PM so the thread does not get clogged with stuff.)

FictionJunction 10-5-2009 11:17 PM

Re: TWG LXXXIX: Host Sign-ups
 
TWG: Location, Location, Location!

As the title suggests, this game is centered around player movement. Special roles have been designed to control said movement and analyze player activity. Movement does not have an immediate effect on what you, as a player, are able to do; however, it does allow special roles and gutsy humans to protect or hurt either team's endeavors.

The rooms do not have an immediate effect on the players. i.e. you will not receive the ability to vigi upon entering a particular room. Your location simply changes. That is all.

----------------------

16 players
4/12

Wolves:
Wolfing will be more engaging than it has been in previous games. All wolves have the ability to wolf a player of choice; however, in accordance to each wolf's abilities and current location the wolves will have different wolfing pools to choose humans from.

Masterwolf: A wolf with a taste for the color green. Can only wolf players who are in the same room as he is.
Crowd Controller: Can choose to either thwart a player's movement or transfer a player from one location to another every night. Can only wolf players who are in the same room as he is.
Cross Wolf: Can only wolf players that are not in the same room as he is.
Wolf: Can wolf players who are in the same room as he is.

I will only count the last wolf request I have received before the night phase ends. You have only yourselves to blame for poor communication.

HINT: USE PMs

Humans:
Seer: Seers a player of choice every night. He can only seer players who are in the same room as he is.
Cross Guard: Guards a player of choice every night. He can only guard players who are in rooms different from his own.
Guard (Useless): Thinks he can guard a player of his choice every night. The guard is bound to fail, unbeknownst to the player. He can only target players who are in the same room as he is.
Guard: Guards a player of choice every night. He can only guard players who are in the same room as he is.
Crowd Controller: Can choose to either thwart a player's movement or transfer a player from one location to another every night.
Humans x7: As useful as they choose to be.

-----

Movement

Players will be randomly placed in one of four rooms at the beginning of the game.



The number of squares available are reduced along with the number of players left in the game.
16 - 13 = 4
12 - 9 = 3
8 - 5 = 2
4 = 1

Movement is restricted to both vertical and horizontal movement. So, if you're in the TOP LEFT square you will only be allowed to move to the TOP RIGHT or the BOTTOM LEFT squares. Diagonal movement is impossible unless the player has been moved by a Crowd Controller.

As players die out, so will the squares. The rule above does not matter when 3, 2, and single square maps are considered.

Players will be informed of everyone's locations at the beginning of each day phase.
Players will receive a PM with a list of players who are in the same room every night. These PMs, much like role PMs, may not be used in game. You cannot post this PM in the thread and you can't copy paste it into AIM or other PMs amongst yourselves.
All players in the room will receive the PM as a group. Just check the 'sent to' list at the top of the PM to learn who the PM was sent to.

Players are allowed to move at the end of both day and night phases.

---

Possible amendments:
1. Add a psychic.
2. Cut the fake guard.
3. Keeping a continuous 4 square map throughout the entirety of the game.
3.1 Adding global penalties (randomizing player locations, etc) if a square is completely deserted.

Comments always appreciated.

Afrobean 10-6-2009 06:50 AM

Re: TWG LXXXIX: Host Sign-ups
 
Someone should host a manhunt. Screw roleplaying games. I want to play the werewolf game!

clarinet89 10-6-2009 10:06 AM

Re: TWG LXXXIX: Host Sign-ups
 
TWG LXXXIX: No Bells or Whistles
14 players

3 wolves - 1 MW, 2 Normal Wolves

1 Seer


3 Masons

7 humans

No Items

Final Destination

FictionJunction 10-6-2009 10:39 AM

Re: TWG LXXXIX: Host Sign-ups
 
But manhunts are boring and there are no leads to go by other than your random accusations - someone build a game that's not too complicated or far from the norm

FictionJunction 10-6-2009 10:40 AM

Re: TWG LXXXIX: Host Sign-ups
 
Plus, manhunts only have one wolf clarinet :|

Afrobean 10-6-2009 10:51 AM

Re: TWG LXXXIX: Host Sign-ups
 
Quote:

Originally Posted by FictionJunction (Post 3249652)
But manhunts are boring and there are no leads to go by other than your random accusations - someone build a game that's not too complicated or far from the norm

I can see why you'd think that, even though I disagree and consider those games where everything is logic or deduction based to be most interesting.

So, how about clarinet's joke suggestion plus a seer. No guardian though. Or how about a double manhunt. Two lone wolves of two factions, two kills per night, etc.

I just don't want a ton of items and wacky role playing game bull****.

Viccica 10-6-2009 12:35 PM

Re: TWG LXXXIX: Host Sign-ups
 
Topsy Turvy

One day the TWG gang decides to go to the Carnival. Everything starts to go wrong in the random.org house of fun...




16 players

4 wolves



Master wolf - Is seered green. Sends in the wolf pm for the night.
Suicide Bomber - Can choose to kill himself and one other person at any point in the game.
Seer Wolf - Can choose one target per night to seer at the cost of his day action.
Normal Wolf

Seer - Can choose to seer any player of their choosing. Is seered blue.
Guard - Can guard one person of their choosing at night. Is seered blue.
Psychic - Is seered green. Is given the number of wolves left in the game at the beginning of every day phase.
Wolvesbane - Cannot be killed at night. Seered red.

Masked Avenger - Will randomly be paired with a normal human if that normal human is killed, this person must work to kill the rest of the team that killed the human they were paired with. Is seered blue.

Masked Defender - Must work directly against the Masked Avenger and whichever side they are trying to help. Gets a one time sheild to use on themself or a player of their choosing. Is seered green.

6 normal humans

Afrobean 10-6-2009 01:12 PM

Re: TWG LXXXIX: Host Sign-ups
 
Viccica, blues should be seer'd as green if the human seer looks at them. The wolf seer should be able to see green or blue, while the human seer should only see red or green. I see you were trying to mix things up by having a blue seer as red, but that just ****s everything up AND gives the seer the ability to 100% confirm a human if they catch a non-wolf. I'd also say the masked roles should be seer'd as green, because if the blues are already defined in the seer's mind, there could be a bunch of **** go down if the seer looks at one of the masked characters.

And what do you mean when you say the red seer sacrifices his day action?

For the wolfsbane, is their immunity also to the "suicide bomber" wolf's kill? Can the guardian guard against this kill if the suicide bomber happens to use his power at night?

And the stuff about the "masked" roles seems a little light on necessary description. Do you mean to say that if the avenger's partner is lynched, he wins if the wolves win, while if his partner is wolfed, he wins if humans win? What is the avenger's win condition if his partner lives until the end, human victory? Does the avenger know he is the avenger, does his partner know he is the avenger, does he know who his partner is?

For the defender, does he know who the avenger is? Is he told by the host when his win condition is defined or changed? Does he need to figure out who the avenger is, ANNNNNNND figure out which side the avenger is helping, if he wants to figure out what he needs to do to try to achieve his win condition? And when you say shield, do you mean a wolfsbane/guardian situation? Does his protection protect against the suicide bomber wolf?

devonin 10-6-2009 01:45 PM

Re: TWG LXXXIX: Host Sign-ups
 
Quote:

Guard (Useless): Thinks he can guard a player of his choice every night. The guard will fail. He can only guard players who are in the same room as he is.
So he thinks he can guard anybody, but can only guard people in his room, but his guard fails anyway, so that second clause is irellevant.

Unless you mean "Thinks he can guard anyone, CAN guard his room, attempts to guard people not in his room fail" in which case he's not actually useless.

And to Viccica: I think you're phrasing the masked role descriptions in a way that isn't really kosher. In that it sounds like you're saying "Avenger gets paired with a human. If the human dies, the avenger has to get killed everyone responsible for the death of the human" which means if the paired human gets wolved, that they become a green human (ie. want to kill wolves and not humans) and if the paired human gets lynched, they become some sort of lonewolf trying to get what, just the people who voted for the human killed? Unless their win condition becomes "Once everyone who killed your paired person dies, game ends, you are the sole winner" you basically force them to start playing a role counter to what they'd want to do, which is to get humans killed.

FictionJunction 10-6-2009 01:54 PM

Re: TWG LXXXIX: Host Sign-ups
 
'guard' as in targeting a player. The guard itself will fail.

edit: edited my original post - I've clarified a few things

Ruritsu 10-6-2009 02:04 PM

Re: TWG LXXXIX: Host Sign-ups
 
TWG LXXXVI: Lone wolf...

13 Players

The Lone Wolf - If he is lynched the humans win.

The Pack's Defender - The lone wolf cannot be lynched until he is killed.

Sly Wolf - May switch roles with the lone wolf durring the night.



Seer/Vigi - Can act as a seer, or vigi somebody durring the night, however, the vigi will cost their power. Send either a "Seer Player X" or "Vigi Player X" to prevent confusion.


Dead Eye - If this player is the first person to vote for somebody during a lynching phase and that person is lynched, their lynching will not be stopped by other effects.


7 Humans


1 Unlucky Human - If this person is the last to vote on a person that would be lynched, the lynch fails. Is unaware of this detriment.

Brilliant Dynamite Neon 10-6-2009 04:32 PM

Re: TWG LXXXIX: Host Sign-ups
 
Hey, I have a pretty good mystery game with only roles and powers driving the game. It's pretty big though (20 players)

Gun92 10-6-2009 04:39 PM

Re: TWG LXXXIX: Host Sign-ups
 
BDN

Brilliant Dynamite Neon 10-6-2009 05:16 PM

Re: TWG LXXXIX: Host Sign-ups
 
Wait until I post the description dork. :)

Battle for Ouka

20 players
COLOR Cardflipping
No Items or Special Mechanics, just your roles and wits.
Multiple factions(?)

What you thank?

Even though I probably need way more experience playing, I think now's a good time to spring this one.

tupacodaman 10-6-2009 05:20 PM

Re: TWG LXXXIX: Host Sign-ups
 
fic, I like your game, but yea, I'd suggest cutting the fake guard. also, I like reducing the number of rooms, but I think that 3 squares is kind of awkward, so maybe have like a bridge connecting them if that makes sense? with 4 squares, you always have the opportunity of moving to two different locations, no matter what square you're in. but then with 3, you'll be limited to 1 if you're in a corner. then you'll have one phase where everyone is in the center square. so adding this connecting "bridge" between the extreme corners would fix that (if this is even an issue, in your book).

also, that brings me to another point: while you're thinking about giving penalties for abandoning squares, is there a maximum number of people that can be in a room? and you don't HAVE to move, right?

FictionJunction 10-6-2009 05:32 PM

Re: TWG LXXXIX: Host Sign-ups
 
actually, if the map only has three square you're free to move everywhere, picture a triangle. It really makes the crowd controller's job harder and easier.. his targets are less detectable the less squares are available but his role's influence is substantially diminished as well. There are plenty of ways the crowd controller could put his role to use, though.. even if the map only had two squares at the time.

There is no maximum number of players allowed in any given room, and you're not forced to move. But, even as a human, you'll probably want to coordinate your movements to help the seer and the guards protect themselves from being discovered.

EDIT:
I've decided that there will be a global relocation penalty if a square is completely abandoned at any given time.
The number of squares will reduce along with the number of players alive.

Gun92 10-6-2009 05:47 PM

Re: TWG LXXXIX: Host Sign-ups
 
I'm still going to vote for BDN. And I usually don't check this thread twice so I just wanted to get my vote in :P


All times are GMT -5. The time now is 11:32 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
Copyright FlashFlashRevolution