WEREWOLF: A Game of Secret Identities & Eating People

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Eunomiac

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At the turn of the 19th century, a small, isolated village huddles at the edge of the ominous, untamed frontier: your home, for as long as you can remember. Here, superstitions fester beneath the relentless blanket of fog rolling down from the surrounding hills. Your nights are ruled by silence, fear, and timid pools of lantern-light; by day, secrets and suspicion cast a pall even sunlight can't dispel. Really, it's a wonder the werewolves waited this long to pluck such low-hanging fruit.

But last night, as the full moon rose, they rolled in with the fog, and they made some of you their own.

You are now under attack from within. Some of the people you grew up with---family, friends, foes---have become wolves in sheep's clothing, slaves to the murderous influence of the moon. If your village is to survive, your only hope is to fight back during the day, when the werewolves are vulnerable. But, by the light of the sun, the wolves look like you and talk like you... and will say whatever they must to mislead you into doing their bloody work for them.

WEREWOLF RULES

Game Setup
Before the game starts, you will each be secretly assigned a TEAM and a ROLE.

YOUR TEAM describes who you win with: the Werewolf Team or the Villager Team.
  • The Villager Team wins if ALL of the Werewolves are dead.
  • The Werewolf Team wins if the number of surviving Werewolves equals or exceeds the number of surviving Villagers. (The Werewolves do not need to kill ALL of the Villagers to win.)
You DO share in your team's win even if you have been killed, so sacrificing yourself to help your team is a viable strategy!

YOUR ROLE defines any special abilities you may have to help your team, and are described below. This will be an 8-Player game, and the two teams will contain the following roles:
  • The 2-player Werewolf Team will include two Werewolves, with a 25% chance that one of those Werewolves will be replaced with the Lone Wolf or the Teenage Werewolf.
  • The 6-player Villager Team will include a Seer, a Bodyguard, and four Villagers
The Roles Defined:
  • Werewolf: The basic member of the Werewolf Team. At night, the Werewolves wake together, and choose a member of the Villager team to kill.
  • Villager: The basic member of the Villager Team. Villagers have no special powers. Protect your Seer, watch out for the Hoodlum, and fight to save your town.
  • Seer: The most important single member of the Villager's team, the Seer wakes each night, chooses a player, and learns if they are a Werewolf.
  • Bodyguard: Each night, the Bodyguard chooses a player to protect. Any attempt to kill the chosen player that night fails. The Bodyguard cannot choose the same player two nights in a row, and may not choose him/herself.
Finally, two roles that may or may not be in the game (they will replace a Werewolf if they are included). Both of these roles look and behave like standard Werewolves (even to members of their own team), with the following differences:
  • Lone Wolf: For the Lone Wolf to win, the Werewolf team must win AND the other Werewolf must be dead.
  • Teenage Werewolf: The Teenage Werewolf is so excited to be a werewolf, the word "wolf" or "werewolf" must appear in at least one of his posts each (in-game) day---or the Teenage Werewolf dies the following night.
Gameplay

Days & Nights
The game proceeds through a sequence of day and night cycles, beginning with The First Night.

The First Night: The Werewolves are identified to each other, but they do not kill anyone on the first night. Both the Seer and the Sorcerer wake and do choose a player to examine as per their special abilities. The Bodyguard remains asleep since, without a werewolf attack on the first night, his ability is moot.

The First Day: Everyone introduces themselves. Remember, you've all been living in this tiny frontier village your whole lives, so tell us who you are and what you do! Have fun with it. ("Hi, I'm Bob, the village donut maker. As everyone knows, Werewolves hate donuts.") Then, things get serious, because there is a lynching on the first day (process described below).

Subsequent Days & Nights: From the second night forward, the Werewolves wake to choose a player to kill, and the Bodyguard joins the Seer and Sorcerer in waking to use their special abilities.

The Daily Lynch
Lynching is a four-step process, though I may shorten it depending on pacing & group dynamics: A player is NOMINATED; another player SECONDS the nomination; the Accused offers a DEFENSE; then the other players VOTE on whether to lynch the Accused:
  • Nomination: At any time during the day, any player can NOMINATE any other player to be lynched.
  • Seconding: If another player SECONDS the nomination, the nominated player is locked in as the ACCUSED.
    • You can substitute a simple "I vote to lynch [Player A]" for either of the above. (i.e. If you start things off with "I vote to lynch", you're considered to be nominating a player AND voting to lynch. If a player has been nominated, and you "vote to lynch", you're considered to be seconding that player AND voting to lynch.
    • Why bother with Nominating and Seconding at all, then? Because it can be strategically beneficial to nominate/second a player you have no intention of lynching, to see how other players react.
  • Defense: The ACCUSED will get one opportunity to defend themselves. (You may wish to wait for this defense before locking in your vote.) The reason I make this a separate step is to avoid a situation where a player goes to bed on a silent thread, then wakes up to find out they've been lynched with no opportunity to argue their case!
  • Result: After the Accused offers a defense, if MORE THAN HALF of the voting players vote to lynch, the Accused is killed and the game progresses to the next night. (Otherwise, the lynch fails, and discussions resume until there is another nomination.)
Miscellany
  • If the day takes too long, I will inform you that "night is approaching", and give a deadline. If no successful lynch vote occurs by the deadline, the village immediately falls asleep without lynching anyone, and the next night begins.
  • You may claim to have any role, at any time, for any reason. Be careful, though, as it's easy to backfire!
  • When a player is killed for any reason, their role is revealed to all players.
  • Dead players may NOT post to the thread for any reason. They will receive a private message telling them the roles of all surviving players, so they can watch the fun with full knowledge of the game.
Adapting to Forum Play
A few rules and formatting conventions are necessary to keep things clear and running smoothly in the thread:
  • Any "action" that you want to take must be in bold. This includes anything that isn't discussion: voting, nominating, seconding, choosing someone to kill, using a special ability, etc.
  • You may NOT edit your posts for ANY reason.
  • You may NOT begin private conversations with other players. I will bring you into private conversations myself as necessary (e.g. for the Werewolves' nightly discussion on who to kill)
  • If you aren't going to be around and know what you plan to do, you can privately message me with your intended action, and I will post it at the appropriate time. You may even attach conditionals to it, as long as they are clear AND follow the bolding rule above. (e.g. "If [Player A] is nominated, I will second the nomination, and then I will vote to lynch.")
  • I will be starting a new thread at the beginning of each game-day, and locking the previous day's thread when I do. The last post of each day's thread will contain a link to the new thread, so you won't get lost. This will help keep things organized, and ensure the transition from day-to-day isn't lost in the shuffle of an ever-growing thread.
Easily-Overlooked Rules

Finally, a recap of some of those easy-to-miss rules that tend to trip people up:
  • The Werewolves do not need to kill every Villager to win. They only need to kill enough Villagers so that the number of surviving Werewolves equals or exceeds the number of surviving Villagers.
  • The Sorcerer does NOT count as a "Werewolf" when determining if a team has won: The Villagers do not have to kill the Sorcerer to win, and the Sorcerer is not counted when determining whether the Werewolves have killed enough Villagers to win.
  • You win with your team even if you are dead.
  • When a player dies, their role is revealed to all players.
  • Dead players will be informed of every surviving player's role and may continue to watch the game, but they may not post to the thread.
  • You can claim to have any role, at any time, for any reason. Lie to your heart's content.
  • Once a player has been ACCUSED, any votes cast to lynch that player DO NOT COUNT until that player has posted their DEFENSE.
And that should, I hope, cover it! Please post any questions or requests for clarification you might have.
 
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Eunomiac

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I played the version of Mafia on StarCraft 2, so this feels a bit basic, but I'd love to play.

I don't know anything at all about Mafia on StarCraft 2, though that sounds awesome. Werewolf Ultimate (which this is) is a pretty deep game, though; I can't imagine it being much deeper without inflicting bewildering confusion on everyone with all the possible roles and things to consider.

And yeah, we have to start with a pretty simple set of roles to introduce new players, or risk inflicting analysis-paralysis on the daytime debates. In my experience, the best games of Werewolf happen when everyone is comfortable with what's going on, so they can pay more attention to what's being said without fearing they've forgotten how one role or another might influence things. The Seer, plus perhaps the Bodyguard (chooses a player each night; if werewolves target that player, their kill fails) should add enough dynamics to keep the discussions lively, I think!

Oh - and I'll re-emphasize the "invite your friends" part; we do need a decently-sized group (six, at least), and might struggle to get enough.
 
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PeggleFrank

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I don't know anything at all about Mafia on StarCraft 2, though that sounds awesome. Werewolf Ultimate (which this is) is a pretty deep game, though; I can't imagine it being much deeper without inflicting bewildering confusion on everyone with all the possible roles and things to consider.

And yeah, we have to start with a pretty simple set of roles to introduce new players, or risk inflicting analysis-paralysis on the daytime debates. In my experience, the best games of Werewolf happen when everyone is comfortable with what's going on, so they can pay more attention to what's being said without fearing they've forgotten how one role or another might influence things. The Seer, plus perhaps the Bodyguard (chooses a player each night; if werewolves target that player, their kill fails) should add enough dynamics to keep the discussions lively, I think!

The game had 18 roles or so. It was great until the author decided to give out moderator status to people who donated, generally making the community abusive and full of 8-year olds buying memberships to win games.


Roles being:
Mafia
Godfather, killed anyone and had immunity to basic attacks, killing his attackers in the process.
Framer, if a detective/investigator investigated someone being framed the same night by the framer, it would make the person look guilty
Con person who I forgot the name of, he marked targets and could kill under certain conditions.
Janitor, removed evidence of things.
Hooker. It had another name, but this role kept people "occupied" for one night, disabling their abilities. If this role visited a serial killer, they would be killed, but they would still stop the serial killer from killing anyone else that night.
Neutral
Serial killer, killed anyone he wanted to and had immunity to all attacks, excluding a few special ones.

Witch, made people use their abilities on certain people, including themselves or even the Witch itself.
Bus driver. Swapped people's positions and under certain conditions could kill people, including the serial killer or the godfather. It had a great death message too.
Misc.
Cult leader. Made people join the cult. The cult was very useful for removing the importance of important roles, being able to convert the serial killer or the godfather to the cult.
Cultist. Made people join the cult.
Mason leader. Made people join the masons.
Mason. If the mason leader died, you had the importance of a civilian, without the ability.
Town
Vigilante. Could shoot people, had limited bullets. Couldn't find his gun until the second night.
Mayor. If lynched, he could announce that he was the mayor. Unless the mafia won, he usually wasn't lynched.
Doctor. Could heal someone after death each night. If the targeted person didn't die that night, the ability did nothing. Also prevented the person from becoming a cultist.
Civilian. Does nothing. No, really. This role does nothing. It's basically sticking the middle finger up to whatever unfortunate soul gets this. Without the author's intention, this role was usually treated better due to people feeling bad, leading to it living longer and also having more power during a lynch. If the configs were set, this role could get a bullet-proof vest that protected them from a gunshot for one night.
Coroner. Inspected dead people, and was told how they died. Very useful for seeing if the serial killer was on the loose or not yet, or to see if the grandfather was eliminated. Also a very stable 'lying role', meaning that this role could very easily get away with lying about past events.
Scout/spy, can't remember what the name of this role was, but it could watch somebody for a night and see what they did that night. Unable to see exactly what happened, it's very much possible that it watches someone such as a doctor go into a building, watching the same person go out, and seeing a dead body left in the house, when the person was merely a doctor going to a scene, where a serial killer was killed, and not the person in the house.
Bodyguard. Protected somebody each night from attackers, and killed the attackers in the process. If a serial killer visited someone being protected by a bodyguard, the serial killer killed the bodyguard instead and left the protected person unharmed. If the bodyguard was targeted instead of the person who the bodyguard was protecting, there would be no difference.
Escort. This role kept people occupied for one night, but it was on the town's side. Don't ask why there's two roles that do almost the exact same thing, I'm not sure either. I guess Dark really likes his hookers.

There were more, but I can't remember the names of them. Some roles were too complex so they were split into two. I haven't played the game in years, so some of this information might of changed.


Example of a complex chain of events:

There's a civilian, a coroner, a bodyguard, an escort, a con guy, a godfather, a scout, a doctor, a vigilante, and a cult leader.

Just imagine that their role just happens to be the exact same as their usernames, and that they haven't noticed.

D: Day.
N: Night.


A typical game:
D1: People are given their roles (the civilian sighs deeply), and discuss E3 and random games, completely OOC.
N1: The bodyguard protects a random person, who just happens to be the civilian.
N1: The Mafia discuss who to kill, and decide on killing the civilian, without knowing his role (This means the Godfather is attacking the civilian). The hooker "occupies" the civilian, to make sure he doesn't use his bullet-proof vest.
N1: The scout follows the cult leader.
N1: The cult leader converts the hooker to the cult, after the hooker's finished doing her job.
N1: The escort "occupies" the cult leader, stopping him from converting the hooker.
N1: The vigilante does nothing, as he can't find his gun.
N1: The doctor protects the vigilante from death.
N1: The con guy kills the escort.
D2: (This information is told to all) The civilian has gone missing. His role was: Civilian. The escort has gone missing. Her role was: Escort. The bodyguard has gone missing. His role was: Bodyguard.
D2: Scout: CULT IS DOC.
D2: Godfather: im vig, doc on me
D2: Hooker: doc on god
D2: Con guy: doc on god
D2: Doctor: Im the doctor fiddlesticks
D2: Godfather: doc is godfather prob
D2: Cultist leader: Lynch?
D2: *Lynch begins for Doctor*
D2: Doctor: IM THE DOCTOR
D2: Doctor: UNLYNCH
D2: Doctor: ILL HEAL YOU GOD IF YOU DONT LYNCH
D2: *Lynch ends, votes are given*
D2: 5 guilty, 1 unguilty
D2: *Doctor gets ready to be lynched*
D2: Doctor: *********************
N2: Stuff happens, I'm too lazy to write out a storyline off the top of my head.
N2: Coroner investigates Doctor to see how he died.
D3: (This information is told to all) People died, and stuff. You're probably screwed.
D3: *The scout stays silent for his own reasons*
D3: *The coroner gets told what Doctor's role was, and how he died*
D3: Coroner: Doc was actual doc, I'm coroner
D3: Coroner: Cult lead is vig, scout is a dumb scout who said wrong info
D3: *Lynch begins for Scout*
D3: Scout: doc went in there and the guy died so he's obviously vig or god
D3: 1 guilty, 3 unguilty
D3: Scout: now lynch that lying coroner
D3: *Lynch begins for Coroner*
D3: Coroner: I'M THE MAYOR BITCH
D3: Coroner has been revealed as the Mayor.
D3: 3 guilty, 1 unguilty
D3: *Coroner gets ready to be lynched*
D3: Coroner: Lololol gg scout
D3: Scout: so... um... this is awkward
D3: Godfather: yea it is
N3: Lots of death.
D4: (This information is told to all) (insert people dying here) The Mafia win!


I got lazy towards the end, but you get the general idea.
 
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Eunomiac

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LoL, that "typical game" description was great, and a good example of how crazy things can get. (To any prospective players: PeggleFrank is describing GregTech Werewolf/Mafia; we will be keeping things a whole lot simpler for a first game, and if there's interest, introduce other roles gradually.)

Having looked at the roles, I can't help but think the moderator was using Werewolf Ultimate as a reference (I'm unaware of any other sources for specific roles like the Cult Leader, for example). Werewolf Ultimate has over 50 different roles, so I recommend checking it out if you're a fan of the game; it's great at parties, as even the doubters end up being dragged into the fun :) Particular favorites of mine, other than the ones you've mentioned, include:

  • Town Drunk: Doesn't know his role until the third night (when he's handed his actual role card).
  • Hoodlum: Chooses two players at the beginning of the game, and wins only if the villagers win AND those two players are dead.
  • Insomniac: Is told whenever the player to their left or right wakes up at night to do something, but doesn't know what they did (i.e. could be a Seer, a Werewolf, Spellbinder, whatever)
  • Ghost: The first villager killed gets this role. Unlike the rest of the eliminated players, who get to watch during the night but must remain silent, the Ghost gets to write a single letter each night as a clue to their team. Can't spell a name, but anything else is fair game.
  • Doppelganger: Chooses a player on the first night. If that player is killed, secretly assume their role (and team) going forward.
  • Tough Guy: Lives an extra day if killed by the werewolves at night (works well with Bodyguard or healer-type characters, because it looks like the werewolves' attack failed).
  • Little Girl: Gets to "peek" freely at night, while the rest of the villagers must keep their eyes closed. But if the werewolves catch her peeking, she's eliminated immediately. (Obviously doesn't work in a forum, alas!)
  • Minion: On the werewolf team, but doesn't wake at night, doesn't know who the werewolves are, and has no special powers.
  • Masons: Only used in multiples. The Masons know who the other Masons are (and that they aren't werewolves, making false accusations riskier on the werewolf side).
  • Spellbinder: Each night, chooses a player who can't speak at all during the following day's discussions.
  • Cursed: A villager unless targeted by werewolves, at which point they become a werewolf (flipping teams) instead of dying. (Do you help the werewolves, hoping to be turned, or stick with the villagers?)
 
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Jess887cp

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This sounds like fun, especially seeng as the other RP threads are kinda dead. Usually I'd lurk for the first game, but we don't have enough players, so I guess I'll join.
 

Eunomiac

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Awesome! So we have three, after only a few hours of subtly bumping with carefully-timed replie... err, I mean, patient waiting. Invite your friends, and to anyone on the fence, take the leap! It's what all the cool kids are doing.
 
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ICountFrom0

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I tried to get one started ages ago, never even got to three, so you can count me in.

Used to play all the time over on KoL... but all the regular players knew each other so well that it was trivial for any of them to figure out what anybody else had.

That ultimate werewolf wiki, makes a lovely starting point, but once you get a really dedicated group of players who have the basics figured out...

well, variations everywhere from single use X, to every other day X, altranting powers, day night cycles, un-aimed powers, purely defensive roles, and independant 3rd party wins... when you start getting win conditions that reveal there where 8 teams, and 3 of them won....
 

GPuzzle

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That was one of my favourite games (I also played a TF2 version some time ago and Trouble in Terrorist Town)! Count me in.
One time I managed to fool everybody into thinking I was a villager when I combined with a werewolf to kill him early on. Holding facades at its best.
 

Eunomiac

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Excellent! By my count, we have five players: PeggleFrank, the_j485, jess887cp, ICountFrom0 and GPuzzle. The bare minimum to get a game off the ground is 6, so we need at least one more. That being said, 7 players is the ideal sweet spot, so it'd be especially shiny if we can grab two more players. (Have I asked you to invite your friends yet? No? Well, that was a silly oversight!)

One of the nifty things about Werewolf Ultimate is that each role is given a point value, to help keep the teams balanced. Positive numbers mean a role helps the villager team, while roles with negative numbers help the werewolves. By keeping the sum of all roles in the game as close to zero as possible, things are most likely to be fair. While I don't want to throw a bunch of fancy roles into our first game, I'm going to have to add at least one (in addition to the Seer, who's always in the game) to prevent a werewolf landslide. If you're interested in some of these details and/or want to weigh in on the roles you'd like to see, there be math in these spoiler tags:

There are a few staple roles we're going to have at least one of: each Werewolf is worth -6 points; each (generic) Villager is worth +1; and the Seer is worth +7. However, I find that a one-person werewolf team isn't that much fun. In a game with two Werewolves, the remaining players on the villager team would need to field 12 points in total (or more; small games tend to favor the wolves). Since the Seer (+7) and three/four Villagers (+1 each) won't be enough, we're going to need to lower the werewolves' score or raise the villagers' score by subbing in another role.

The werewolf side does have some great roles that are worth less (er, more) than -6: There's the "Lone Wolf" (worth -5), who only wins if he's the last wolf standing; and there's my personal favorite, the "Teenage Werewolf" (worth -4), who's so excited about being a werewolf that he has to use the word "werewolf" or "wolf" at least once each day. But both of these roles tend to work best when there's only a chance they'll be in the game, rather than a sure thing (and I usually do exactly that, with a 1-in-4 chance that one of the Werewolves will be replaced with one of these roles). There are a few other "weaker werewolf" roles, but I think the best bet is to exchange a generic Villager for another villager-team role.

A +3 villager role would be ideal, whether we get 6 or 7 players, and there are a bunch of these: If the wolves eat the "Plague-Bearer", they don't get to feed the following night. If the "Hunter" dies, he takes another player with him. The "Martyr" can sacrifice themselves to save a player who is about to be lynched, while the "Prince" can (once per game) reveal his role to survive a lynching attempt against him. There's also the "Bodyguard" and the "Priest", which are similar: The Bodyguard chooses a different player each night, protecting them if they're attacked on that night only. The Priest, on the other hand, gets to protect a player only once per game, but the Priest's protection lasts until that player is next targeted by werewolves, no matter how long that takes.

Anyways. For our game, I'd suggest two Werewolves on the werewolf side, with a villager team comprised of the Seer, a Bodyguard (for those who skipped the spoiler, the Bodyguard chooses a different player each night; if that player is targeted by werewolves, the attack fails), and the rest Villagers. That'll work quite well whether we have six or seven players, though again, seven would be especially shiny. (There might also be a random chance that one of the Werewolves will be substituted for something a little different, but you'll have to dive between those spoiler tags if you want to know more :cool:)

If you have a better lineup in mind, do tell---I'm suggesting a pretty standard first game to get everyone's feet wet, but if you all want something a bit more complex, I'm definitely game. (Just know in that I try to keep the pace moving along at a steady clip, and have been known to force a lynching vote if the daytime debates drag on for too long!)
 

ICountFrom0

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How about one of the one shot kill villager roles, and balance that with a werewolf that can infect once as well as the nightly kill.

What version of the bodyguard? The one that can't guard himself is best for breaking the stalemate of a bodyguard guarding himself and a werewolf trying to kill him as the last 2 players.

So, ground rules.

NO EDITS. Lets get special permission for multi post in this thread vs editing requested.

Lets put votes in the

Vote: KirinDave

Format. Namely has to be on it's own line, has to be bold right down to the name. If voting is kept public and viewed then that opens up the ballot box stuffing and vote manipulation possibilities. If we make the "kill" role a town mayor who can replace the lynch with another name once, for example.

Then debate can't go too long if the vote has to be public, deadline comes, and whomever has the most votes dies, even if only one person voted. We can worry about people forgetting to vote some latter game once the folk here get the hang of it.
 

Flipz

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Two other Mafia rulesets I know of are MafiaScum and EpicMafia, both of which have a lot of interesting roles. ;)

I'm not active enough to play, but I'll happily spectate and silently cheer you all on. :)
 
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Eunomiac

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How about one of the one shot kill villager roles, and balance that with a werewolf that can infect once as well as the nightly kill.
Because of the way the werewolf win condition works, there's already a chance that the werewolves will win after only a single day/night cycle. So I'd recommend roles that prevent deaths over roles that make things more deadly, just to prolong the game a bit. To be honest, in games with less than 9 players, it's best (statistically-speaking) to have only one "actual" Werewolf on the werewolf team, and partner him/her with someone like the Sorcerer (a kind of "anti-Seer", who searches for the Seer by checking one player each night). But I've run 6-player games with 2 Werewolves before, and they're usually quite fun. The worst thing that'll happen is it'll be a really short game, we'll all learn something, we'll call it a dry run, and we'll start over with only one Werewolf :)

What version of the bodyguard? The one that can't guard himself is best for breaking the stalemate of a bodyguard guarding himself and a werewolf trying to kill him as the last 2 players.

The Bodyguard cannot choose him/herself and cannot choose the same player two nights in a row. Remember, though, that the werewolves don't have to eliminate all of the villagers: They win if the number of werewolves equals or exceeds the number of villagers remaining. So, in your stalemate example, the werewolf team would have already won.

So, ground rules.
NO EDITS.
Lets put votes ... on it's own line, has to be bold right down to the name.
Once we're ready to start, I'll post a concise list of rules, but those will definitely be two of them: Absolutely no edits, and actions of any kind will have to be bolded to count, just so I don't accidentally mistake a discussion about doing something as actually doing something (it's happened before, oops). Lastly, all votes will be public, though I will describe a way to set up conditional orders ("CO's") ahead of time by PM'ing them to me, as that helps keep things moving (I'll describe the CO system in more detail when I post the rules of the game; using it will be entirely optional).

I don't plan to write a deadline in stone, because I don't want to force things if everyone's having fun during a lively debate. But you should get your votes in as soon as you can, because I will set a deadline as appropriate, and there will be a fairly short window once I do (as little as 12 hours, depending on time of day). Because forum games tend to move slowly, pacing is a huge, huge part of running one, and it's always something I keep a close eye on.

There's one thing I wasn't clear on:

Lets get special permission for multi post in this thread vs editing requested.

Could you elaborate on that? I'm not familiar with all the nuances of this forum, but this sounds like something I should look into :)
 

ICountFrom0

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The last one shouldn't take more then a post from a mod saying that they'll permit multiposting in mafia/werewolf topics.

And yha, that's an important differnce between mafia and werewolf, the default WW win condition of overwhelming force, vs mafia sometimes being different.

I'm too used to there being games with 30 players and massive complicated win conditions.

So, if you did do 2 wolf, would it be blind wolf of known wolf variations? I've been known to handicap the wolf side by not letting them know who's who... though the lower ranked ones soon realize they are not the mob boss by the people they target not being the one who dies.
 

Eunomiac

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It's been a while, I know, but hopefully you're all still around and following this thread! Sorry for letting it fall by the wayside a bit: I've been camping since Thursday, because I love mosquitoes and hate showers.

I confess, I had low hopes that we'd find enough players, but lo and behold it looks like we do! So let's get a roll-call just to confirm everyone's still here (I'll fire off a round of PM's tomorrow, so expect pokes). Assuming we have 6-7 people, I'll make a quick rules post and list the penalties for violating them (death: the penalty for everything is death), and it's off to the races.

I'll start: I am here.


Edit: And in case my bump attracted new players who are interested in joining, please do---the more, the merrier. There's no application process, no background checks, no screening, nothing; if you can type---even badly---you can play!
 
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