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Old 06-15-2006, 09:43 PM   #21
Tps222
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Default Re: jTWG 21 Signups/Host Voting

I don't know, put it to 12 and cut it to two, or ditch the masons.
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Old 06-15-2006, 10:18 PM   #22
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Default Re: jTWG 21 Signups/Host Voting

Well, I'll do that if people still want to play my game and they think that would be better.
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Old 06-15-2006, 10:30 PM   #23
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Default Re: jTWG 21 Signups/Host Voting

Quote:
Originally Posted by Tps222
It's going to be a terribly short game. Balance issues. 3/7 humans know one another, and the wolves are stacked with a non-seerable wolf and one that has a 50% of finding a blue the first day, and assuming neither of the two wolves die, the number will go up.

I'll run to host a game.

Tps- Mason Mayhem

14 players(If possible, can be scaled down)
3 wolves-1 Master
5 pairs of masons
1 lone green

This was run in TWG before, but with a couple more people. Although, to add a twist, there will be cardflipping, role specific(exception:Master Wolf). Since there is no seer, that is the power of the MW. When someone dies, their role will be revealed to the public.
IMO, the idea is that the wolves would have to get rid of blues via wolf seerings fast. Plus the masons would have to choose from 7 people to kill as wolves. Even if it was random, in three days there's still a good chance that no wolf would die, and that one or two masons would.

TPS, your MW isn't as powerful because his role only comes into effect after he's already dead. Card flipping may be good but I don't think it's very powerful to have a MW in that game.

Also, even though I'm not playing in this game, I like Disco's idea of the shaman a lot more than an idea that's already been used before. (Maybe you have used a shaman role before idk, but I think it's an interesting role to try.)

But, like I said, I'm not playing so take it how you please.
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Old 06-15-2006, 11:40 PM   #24
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Default Re: jTWG 21 Signups/Host Voting

DBP and I, have been trying to make this game as balanced as we possibly can without actually playing it. The masons were included to somewhat counter the power of the wolf shaman. As far as I know the shaman has never been played because I came up with it on my own when my brother asked me for ideas for a TWG he wanted to host. I've been thinking about it to see how to best balance it and I've noticed one main point that should be addressed. Assuming both wolves are not lynched within the first two days, the wolf(s) then know the identity of one if not all of the blues. Assuming the wolf shaman receives a vision the first night, he chooses someone randomly, and this person comes up green in the worst case scenario. The wolves also wolf someone night one, a green. Day one the town lynches a wolf worst case scenario. The shaman gets another green back night two. Then day two the town lynches a green, again worst case. With the last green lynched day two, that leaves all blues from there on out. Obviously things probably wouldn't happen in this exact order which means the game is even further weighted towards wolfing blues. This was my main concern when I came up with the shaman role, finding and thusly wolfing blues quite early in the game. The obvious counter to this is to include more blues as well as "less" important ones. This is where the dark confidants came in. I wanted to use something like a mason but slightly less powerful, to give the wolves a fighting chance. The confidants were to balance out the blue finding power of the shaman, but eventually masons were suggested to give the humans more of a chance, as people saw it that the humans were the underdog with the confidants. The masons are generally the same thing, but they are aligned entirely together where as the confidants would be more like pairs of masons, only with more strategy. The confidants would have to carefully choose who to trust while the masons are nothing but the chance involved in becoming one. That's neither here nor there really though. The game is basically designed around the quick rise and fall of an alliance, as originally designed. The masons are an obvious jump start to any alliance, while the seer is the easy way to add people. So instead of leaving the game as nearly any other game with masons and a seer (easy alliance based human win) we chose to put in a couple counter measures on the wolf's end. With the master wolf always being a threat via sneaking into the alliance, and the wolf shaman being able to systematically discern who best to wolf each night, the ease that the humans would normally have in this setup is countered as best as I could engineer it to be. I'd like to know in which direction people think the game is weighted, if any. At the moment it feels wolf heavy to me, but as iggy said, it almost has to be wolf heavy in the first place to give the wolfs a chance. If the shaman hits a mason the first two nights, a little less is lost, because the living mason would still know the identity, and thusly alignment, of the other two, but when the shaman hits the seer, things obviously turn heavily downhill for the humans. It's a bit hard to fathom the balance issues that will no doubt arise during play, but from where DBP and I sit, it's as balanced as we could make it. The main inspiration for the game was the lack of conversation at the start of any jTWG. Just because there is little raw information to go on does not mean you should vote any less seriously or talk any less. As the jTWG'ers of the previous game will tell you, I tried talking to many people before roles were even assigned and many of them blew me off. Then I get my role (wolf) and keep the same amount of intense conversation going as best as I can, and I (apparently) looked wolfy for it. Obviously I was a wolf, but that's the way I prefer to play and that's the way I'd like to see others play as well. This game will give more reasons to partake in earlier/more frequent conversation and discussion, the main motivation behind it. That's about all I have to add. Let me(us) know what you all think and we can adjust accordingly, but as far as I can see, all things have been considered and it should be mostly balanced and all fun. Take care.
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Old 06-15-2006, 11:44 PM   #25
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Default Re: jTWG 21 Signups/Host Voting

It is balanced, but it's very "intense" if you will. It's balanced by immensely stacked teams on each side, so the game won't last more than 3 or 4 days. It seems like an interesting idea, but there will be less playing and more special role use.

I'll drop out, I want to watch how this game works.
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Old 06-16-2006, 09:05 AM   #26
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Default Re: jTWG 21 Signups/Host Voting

Alright well I'm going to be at work all day and I don't want to miss signups, so can i just sign up for whatever game we play right now?
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Old 06-16-2006, 11:08 AM   #27
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Default Re: jTWG 21 Signups/Host Voting

Tps
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Old 06-16-2006, 11:41 AM   #28
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Default Re: jTWG 21 Signups/Host Voting

I thought you weren't playing?

And
Quote:
Originally Posted by Tps222
I'll drop out, I want to watch how this game works.
tps resigned..

You confuse me, son.
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Old 06-16-2006, 11:57 AM   #29
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Default Re: jTWG 21 Signups/Host Voting

The Wolf seer has been used in... Whorli's game I think >_> (Oh the good old days of twg drama)
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Old 06-16-2006, 04:56 PM   #30
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Default Re: jTWG 21 Signups/Host Voting

dbp
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Old 06-16-2006, 05:24 PM   #31
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Default Re: jTWG 21 Signups/Host Voting

Quote:
Originally Posted by Tps222
It is balanced, but it's very "intense" if you will. It's balanced by immensely stacked teams on each side, so the game won't last more than 3 or 4 days. It seems like an interesting idea, but there will be less playing and more special role use.

I'll drop out, I want to watch how this game works.
With 10 people, I don't expect a game to last much longer than 4 days anyways.

Plus the past couple jtwg's have been about that long and they both have been "balanced games."

I would like to see this game go through also.
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Old 06-17-2006, 04:02 PM   #32
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Default Re: jTWG 21 Signups/Host Voting

three letters that everyone else has voted for

I wishes to play.
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Old 06-17-2006, 05:06 PM   #33
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Default Re: jTWG 21 Signups/Host Voting

Quote:
Originally Posted by Necamus
three letters that everyone else has voted for
u meen tps i m ryt
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Old 06-17-2006, 05:19 PM   #34
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Default Re: jTWG 21 Signups/Host Voting

I want to play

but I don't want to vote

but I want to play
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Old 06-17-2006, 09:19 PM   #35
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Default Re: jTWG 21 Signups/Host Voting

Crap...both are three letters long.

Well, I really don't care, so I'll just stick with my previous vote.
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Old 06-17-2006, 10:53 PM   #36
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Default Re: jTWG 21 Signups/Host Voting

lol ok guys your host voting has gone on long enough, disco is host, get the players and start your game.
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Old 06-18-2006, 12:21 AM   #37
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Default Re: jTWG 21 Signups/Host Voting

Quote:
Originally Posted by MiniNeo
well, is there any other host? >_>

I will probably join this one cause I want a short game before I go on a vacation lol
That means I'm in, just to point that out >_>
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Old 06-18-2006, 01:30 AM   #38
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Default Re: jTWG 21 Signups/Host Voting

Alright, spot signups start now.

TPS dropped out, and I've got enough votes anyways.

!0 spots, and your previous posts don't count, as there were 12 people that showed intrest, and only 10 spots.

Gogogo.
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Old 06-18-2006, 01:47 AM   #39
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*posts again just to make sure*
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Old 06-18-2006, 01:56 AM   #40
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Default Re: jTWG 21 Signups/Host Voting

I'm in. Peace.
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