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Gun92 04-1-2013 02:22 PM

jTWG LXV Host sign ups
 
K.

James May 04-1-2013 03:54 PM

Re: jTWG LXV Host sign ups
 
Ao Oni game variant
Players: 12
Teams: 3
Reds: 3
Greens: 6
Onis: 3

Blues being used: Psychic, Seer, Guardian

Onis role: Normal Oni, blockman Oni, shadow Oni.

Win conditions:
Reds: keep the game until Day 5
Greens: eliminate all Onis
Onis: have the ratio between greens and onis to a 1:1 ratio.

Special items: shed key, rope ladder, flashlight
Shed key for reds win
Rope ladder for greens victory
Flashlight for randomized night phase (acts like a drunk seer, reds would read green, greens would read red, onis will be random)

Cardflipping: off
TWG or jTWG: TWG

Sorry for short post, posting from tablet >_>

more details on the win conditions: There is a possibility that two teams can win this game, but that is if by a stroke of luck if either the greens/onis find the reds and form up an alliance to win. But, if the reds die off, the game goes on past day 5 (if needed) as none of the conditions for the greens or onis indicate that they needs to kill the reds in order to win, that means that the reds are in risk of being killed in the night phases along eith the greens, but the onis are in risk of being kidnapped by the reds.

James May 04-1-2013 05:14 PM

Re: jTWG LXV Host sign ups
 
Forgot to mention, the reds are in no way in relation to the onis. The onis do the killings during the night phases. The reds kidnaps the greens/onis. So if someone is kidnapped, the psychic does not get said result for kidnapped parson and how they will know is when it says: "______ has been kidnapped" and won't be active until the end of the following night phase, thus not counting as a kill.

Gun92 04-2-2013 05:22 AM

Re: jTWG LXV Host sign ups
 
And no rzr post after all that bitching.

rzr 04-2-2013 07:01 AM

Re: jTWG LXV Host sign ups
 
I'm sleeping u fuck lmao it was 530 am!! But thx gun!

Syhto 04-3-2013 12:06 AM

Re: jTWG LXV Host sign ups
 
Location: YourAnus

InternetFamous 04-3-2013 03:43 PM

Re: jTWG LXV Host sign ups
 
13 players, 9 humans, 3 wolves, 1 seer. some vanilla humans and some hidden powers.

twist is i will create 13 gimmick accounts based off well known ffr people and you can only post in the thread on those accounts. there is no out of thread communication, except for wolves. i will create a skype group chat for wolves so they know each others regular and gimmick accounts.

there is no outing your normal ffr account period. nighttalking and cardflipping/roleflipping are ON, roleplaying like ur gimmick is encouraged.

FictionJunction 04-3-2013 03:50 PM

Re: jTWG LXV Host sign ups
 
12 players:

three wolves.
9 humans.

dynamic roles.

Everyone has two things: an inactive role and a partner. Roles rotate and are randomized every phase. So, Player X has Player Y as a partner. Player X knows what his role is but cannot use it unless Player Y tells the host he allows the role to be activated. All partners are randomized so humans can have wolf partners. Wolves can have human partners. Partners are not dynamic. They do not change upon death.

Players have the option of guessing who each players' partners are. Players who guess correctly by sending a PM to the host are rewarded with permanent powers in exchange for the death of the player they sent a PM about. So if Player Z guessed that Player X's partner is Player Y, Player Z is rewarded with Player X's role for that phase regardless if it was activated by Player Y or not. Player X dies. If Player Z guesses incorrectly, though, he forfeits his ability to receive or activate roles for the rest of the game.

Players whose roles have been activated seer BLUE. So reds can seer blue. Greens can seer blue.

InternetFamous 04-3-2013 03:53 PM

Re: jTWG LXV Host sign ups
 
interesting game for sure, cardflipping on? anyway fic

Bynary Fission 04-3-2013 07:53 PM

Re: jTWG LXV Host sign ups
 
I've been helping James formulate and refine his game for a while, and I've really been interested to try it.

Gun92 04-3-2013 08:43 PM

Re: jTWG LXV Host sign ups
 
You know what would be fun? A mystery game...

InternetFamous 04-3-2013 08:44 PM

Re: jTWG LXV Host sign ups
 
thats what i wanted to make with manti but hes being an emo bitch about it!!

mine has mystery aspects to it, i could tweak it to a fullout mystery game but would need to increase signups to like 16-20 but would be a stretch to get that. i dont really feel like playing a faction game right now tho

FictionJunction 04-3-2013 09:53 PM

Re: jTWG LXV Host sign ups
 
how about a game that forces you to think and make sacrifices and not one that forces you to react to unexpected things you have no control over?

Gun92 04-4-2013 07:56 AM

Re: jTWG LXV Host sign ups
 
Assuming I have control over anything :p

Krauthammer 04-4-2013 07:58 AM

Re: jTWG LXV Host sign ups
 
Okay, I was thinking of proposing a game later, but seeing the level of difficulty of the other candidates...

But first I'll have to ask for something important:

Could a 16 player game be viable in this moment?

James May 04-4-2013 08:31 AM

Re: jTWG LXV Host sign ups
 
Not sure Kraut :/ hoping that it isn't marred by inactivity, maybe. just maybe it is possible.

FictionJunction 04-4-2013 09:37 AM

Re: jTWG LXV Host sign ups
 
my game is designed to organically incentivize activity. Without speaking to other players humans lose.

I'm rotating 16 roles that any player, including wolves, could use if activated by their partners. Wolves do not have a MW but they can seer blue if their powers are activated. The question is, if you don't trust your partner or the player that whose role you activate, will you be able to rely on them?

for instance, you're green and got a psychic role. Imagine the discussion right now is centered around the number of wolves left alive. You know that with the psychic role you can know for sure how many wolves are left alive, but your partner is the only player who can allow you to get that role. Your partner is also a wolf. Will the wolf allow you to have that role? will he deny you that opportunity? if he doesn't, will he kill you? If you suspect that, will you risk telling other people who your partner is knowing that someone could kill you if they tell the host they know who your partner is?

The same works in the reverse. Imagine you're red and you just got a vigi role. You want it for two reasons: you might be able to use it to kill two people and you'll seer blue, not red. Your partner, a human, might ask you who you're going to kill? He could refuse to give you the role because if you're green what's the problem?

FictionJunction 04-4-2013 09:39 AM

Re: jTWG LXV Host sign ups
 
strictly speaking, humans are at a disadvantage for several reasons: if they do not get roles, they will have to rely on figuring out the game on their own. Wolves can always perform night kills and don't really need roles other than to seer blue. And by the time n1 is over, humans will already have lost a player capable of enabling and receiving a role.

Half of the relationships in the game have wolves in them, either as partners or as players requesting role activation.

FictionJunction 04-4-2013 11:43 AM

Re: jTWG LXV Host sign ups
 
Quote:

Originally Posted by InternetFamous (Post 3888203)
interesting game for sure, cardflipping on? anyway fic

ah yeah, no cardflipping

DarkManticoreX2 04-4-2013 12:48 PM

Re: jTWG LXV Host sign ups
 
Quote:

Originally Posted by Krauthammer (Post 3888459)
Okay, I was thinking of proposing a game later, but seeing the level of difficulty of the other candidates...

But first I'll have to ask for something important:

Could a 16 player game be viable in this moment?

Highly doubt it. We'd need every moderatly active player to join, and there's no guarentee they would.


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