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I might - now, I'm making no promise - attempt to do one of the coming werewolf games. I'm thinking of a sort of mild "sci-fi" theme, with everyone being on a space ship. I haven't finalized everything yet, but I think it could work. I guess it all depends on how much interest most people would have. And just how much work I'll have since I'm begining university next week.
But yeah, I'd kinda like to have comments on this, especially negative ones so I can either improve or not bother if no one likes likes the idea. |
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or we could have WOLVES ON A PLANE . . . not shooting down your idea, just throwing more out there.
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It does. Actually, I thought about something like that for a while, but I highly doubt I'd have the necessary skills to make something decent out of it, storywise. Anyhow, I doubt the next game will end soon, and beside that, I want to see just how much work I'll have this term. Very much I suspect. There's one course that's especially scary, not only because it's a 300 course where all the others are 200 courses, but mostly because there's only one class for the whole university, and it's actually repeated for the winter term where every other similar course isn't. I suspect they anticipate lots of people failing.
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UPDATE
Because of the larger number of players who've signed up, I've had more room to play around. Regarding Evil: Until now, Evil has consisted of the Mafia and the Werewolves. Certainly, this is the bread and butter of evil, and will remain so, but they've held onto a distinct advantage in all previous games, mostly due to their ability to pick and choose their targets effectively. Evil (usually) gets two kills per night, whereas Good tends to get one, or none, depending upon who's alive. As long as even one Wolf and/or Mafia Member remains, that's another kill for them each night. To stem this tide, and to better reflect the singular evil in Cairo Nights, I'm seriously considering the presence of only one Evil group in this game. However, since there will only be one Evil kill per night, the membership of this group may be larger. Where there were once three or four Wolves, you'd now find five or six. They're organized, but Evil's efficiency at systematically weeding out Good will be cut in half. This is the balance that I feel is needed to truly give Good a fighting chance. However, this does open up other possibilties. Thus far, we've only seen Evil represented by Wolves and Mafiosos. If you think about it, there is absolutely no reason that other roles cannot be aligned with Evil. These players would function identically to their Good counterparts, but would seek a victory for Evil. For example, an Evil Seer could learn who's Good, but without the ability to communicate with the Wolves, he's in the same boat as the Good Seer who cannot tell the Vigilante what he knows. This isn't unbalanced; it simply alters the perceptions of each role and how players might deal with the possibility of their existence. Also, since there's a healthy supply of players, I've also gone ahead and designed two more roles. They're nothing complicated; in fact, one's a no-brainer that is actually quite ingenious in its simplicity. The other is quite a shift in how we might examine role interaction in future games. I had to step outside the box, but it was worth the trip. These additions were necessary so that there would be a variety of roles instead of winding up with, say, four Hunters and six Masons, which would be rather lopsided. One of the new roles is inherently Evil and should provide for some wonderful surprises in-game, as well as providing some balance for both sides. Also, if by Sunday afternoon or so, there are no new players signed up, I'll go ahead and hand out the roles. I have all the role descriptions and rules modifications written up, as well as all the role assignments determined. No need to drag things out longer than common sense dictates would be necessary. |
![]() [ Fritz Forster ] |
Spoiler:
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That's a good point. Plus, most seers end up lynched as evil anyway. ![]() |
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If we have an evil Bystander, it should be an Ogre. The Ogre has no special abilities, but in order to kill it, you must have in your possession the ogre-slaying knife (+9 against ogres).
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Links (Updated 6/21) ...start puttin' 'em in a bowl... ![]() |
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Okay, anyone who reads this:
The game will officially begin on Sunday, September 3rd. The introductory thread will be posted tomorrow afternoon, after which all roles will be handed out. I'm set to go. The opening post is lengthy but contains all the needed information on the changes, as well as a summary of the basic roles. I hope everyone enjoys this one. I've put a lot of work into getting it just right. |