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Werewolf 9 Sign-Up Thread
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I've been working like a dog all my life and I can't get a penny ahead.


Member 692

Level 35.52

Mar 2006


Old Sep 25, 2006, 09:13 AM Local time: Sep 25, 2006, 05:13 AM #51 (permalink) of 108
sign up hello
H is for Hutt


Member 601

Level 43.61

Mar 2006


Old Sep 25, 2006, 09:55 AM #52 (permalink) of 108
Originally Posted by ramoth
sign up hello
Hey look, it's former funny name person. We'll try not to kill you so fast this time. :biggrin:
Pyrokinesis


Member 41

Level 38.40

Mar 2006


Old Sep 25, 2006, 09:58 AM #53 (permalink) of 108
Originally Posted by ramoth
sign up hello
Holy crap. ramoth is in game. Werewolf is finished.

sanemonkeylast.fmgfwsotdbacklogytmgc
TEHLINK


Member 1049

Level 32.84

Mar 2006


Old Sep 25, 2006, 10:11 AM Local time: Sep 25, 2006, 10:11 PM #54 (permalink) of 108
Hopefully I wont be banned before the game end this time.

[b]please sign my up[b]!
"Being a negative twat" Not at all "supporting a counter point in the political palace." Cheers for banning me so I couldn't double check Frank's phone number, we had a great time not catching up in North America. Life has been off the hook, thanks for asking!
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 25, 2006, 12:38 PM Local time: Sep 25, 2006, 08:38 AM #55 (permalink) of 108
Alright, an update on the status.

The Two-Timing Whore will be returning this round. However, the bad effects will remain much the same, as well as the good. Crash, would you be so kind as to PM me with the list of possible effects the Black Market had last round?

Also, given the large number of sign-ups, The Mysterious Strangers will also be returning this game. Crash, Shin, and Butchere will be excluded from the roll that decides who will be one, however, as the strangers automatically have Night 1 immunity.

When Wednesday ends, the sign-ups will be closed and the game will start shortly afterwards. At that time, I will decide which roles are included in the game. Possibly returning are the Infiltrator (Good-oriented Mafia member), with a severely nerfed status, as well as a new role, the Lupis, which is a good-oriented member of the Werewolves. While I am still working out details as to the powers of these two roles, I feel that they will add a nice element that isn't too difficult to maintain for me.
H is for Hutt


Member 601

Level 43.61

Mar 2006


Old Sep 25, 2006, 02:48 PM #56 (permalink) of 108
Originally Posted by The_Griffin
Also, given the large number of sign-ups, The Mysterious Strangers will also be returning this game. Crash, Shin, and Butchere will be excluded from the roll that decides who will be one, however, as the strangers automatically have Night 1 immunity.
Why not just make Crash, Shin, and YeOldeButchere Mysterious Strangers, and extend their invulnerability to cover Day 1 as well? We don't want to end up with so many invulnerable people at night, and those 3 haven't been Strangers before. Except for my bandwagoning of LZ645 last game, Strangers have had a long lifespan in the games where they've existed.
I love horses, they're my friends


Member 589

Level 50.47

Mar 2006


Old Sep 25, 2006, 02:48 PM Local time: Sep 25, 2006, 06:48 PM #57 (permalink) of 108
I think the silencers from the last game were a god idea but you should think about having an evil equivalent. Not team affiliated but working towards an evil victory. That'd shake things up a bit I reckon.

Edit: Strangers can't act night one either though.
Pyrokinesis


Member 41

Level 38.40

Mar 2006


Old Sep 25, 2006, 03:01 PM #58 (permalink) of 108
An evil silencer equivalent would be cool. I think their "evil advantage" would be thay they know who the other evil silencers are within their evil faction.

sanemonkeylast.fmgfwsotdbacklogytmgc
Holy Chocobo


Member 635

Level 32.46

Mar 2006


Old Sep 25, 2006, 03:32 PM #59 (permalink) of 108
I do believe I made the evil Silencer suggestion at the end of last game. I named it a Sordine, but I'm sure another name could be given.
nobody knows


Member 838

Level 17.98

Mar 2006


Old Sep 25, 2006, 03:32 PM #60 (permalink) of 108
Originally Posted by The_Griffin
When Wednesday ends, the sign-ups will be closed and the game will start shortly afterwards. At that time, I will decide which roles are included in the game. Possibly returning are the Infiltrator (Good-oriented Mafia member), with a severely nerfed status, as well as a new role, the Lupis, which is a good-oriented member of the Werewolves. While I am still working out details as to the powers of these two roles, I feel that they will add a nice element that isn't too difficult to maintain for me.
I liked the infiltrator role, but there definitely should not be two infiltrators. Part of what I liked about them when I was mafia was not knowing whether or not the infiltrator was one of us or with the werewolves. Having the infiltrator in your group should be left up to chance, not guaranteed.
H is for Hutt


Member 601

Level 43.61

Mar 2006


Old Sep 25, 2006, 05:17 PM #61 (permalink) of 108
Originally Posted by Shin
Strangers can't act night one either though.
Sure they can. If you're part of a team (mafia, masons, etc.) you can talk to your team the first night. If you're something else, like a seer, I suppose it would be mod discretion, but I don't see why you couldn't act. Maybe the story has you showing up in town on Day 1, but that doesn't mean you can't have a vision on the road to town the night before.
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 25, 2006, 07:06 PM Local time: Sep 25, 2006, 03:06 PM #62 (permalink) of 108
While you have a point, nutty, I dunno. Just making them all Mysterious Strangers seems a bit like a cop-out to me.

Also, jacko, I was under the impression that the Infiltrator was a mafia-only role. However, if it was not, then I suppose that only one Infiltrator will be in the game. I'll check up on it later today.

Speaking of which, I've been working out the details on the new Infiltrator, and I've finally worked out the kinks:

The new infiltrator will be a member of the Mafia, whose goal is to simply out-last the other mafias. He will not have any contact with the Masons, Seers, or any member of Good. He will show up not as an infiltrator but as a Mafia (or a Werewolf) to a Seer check, but if he is lynched or killed, then his status as the Infiltrator is revealed on the following day.

In the event that all Mafia but the Infiltrator are eliminated, he becomes another Vigilante, essentially.

Also, to prevent the last Mafia from simply killing the Infiltrator or Lupis like in Game 6, it takes a vote of two or more Mafia or Werewolf members to kill the traitor.

This is, however, open to change based upon the reaction I receive.
LZ
I'm out for a good time. All the rest is propaganda.


Member 71

Level 17.32

Mar 2006


Old Sep 25, 2006, 07:21 PM #63 (permalink) of 108
Originally Posted by The_Griffin
Also, to prevent the last Mafia from simply killing the Infiltrator or Lupis like in Game 6, it takes a vote of two or more Mafia or Werewolf members to kill the traitor.
That didn't happen in Game 6. When I found out that Jochie, the only other mafia member, was an infiltrator, Crash had us choose a number 1-100, and whoever got closest to his (Jochie) won the right to decide who to kill for that night. It was through coincidence that Jochie was also killed by a Vigilante that same night.
Single Female Lawyer


Member 125

Level 39.84

Mar 2006


Old Sep 25, 2006, 07:41 PM #64 (permalink) of 108
Originally Posted by The_Griffin
The new infiltrator will be a member of the Mafia, whose goal is to simply out-last the other mafias. He will not have any contact with the Masons, Seers, or any member of Good. He will show up not as an infiltrator but as a Mafia (or a Werewolf) to a Seer check, but if he is lynched or killed, then his status as the Infiltrator is revealed on the following day.
That sounds like a really boring Infiltrator role though... I mean, there's not even any urgency involved for the other Mafia/Wolves. Who cares if they have the Infiltrator among them if they aren't even leaking information. The required two votes to kill the Infiltrator seems silly as well. You make it sound like it's a simple thing to kill off one of your own teammates in hopes that they're the leak.
nothing yet


Member 1216

Level 36.55

Mar 2006


Old Sep 25, 2006, 07:45 PM #65 (permalink) of 108
Okay, I was wondering how Jochie got priority over that kill. Thanks for mentioning that.

Anyway, isn't it true that if Jochie was still alive, he would've eventually been a pseudo-Vigilante anyway?
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 25, 2006, 08:27 PM Local time: Sep 25, 2006, 04:27 PM #66 (permalink) of 108
Hmm. I see now... to be honest, Crash's way of handling things was a better option than requiring two votes.

I'm considering other options for the Infiltrator's power. A few things I'm considering:

1) The Mafia and Werewolves cannot win until the Infiltrators have been eliminated. In the event that all Good players except the Infiltrators have been eliminated, a miniature game of Werewolf within the game will start, with the Infiltrators openly killing off members of the Mafia and Werewolves while the others try to kill the Infiltrators first. This "mutiny" should last at most 2 days, in my estimation (maybe 3).

2) The Infiltrator can leak tips a la the Two-Timing Whore. However, there is a chance that he may leak info to the wrong person, who can then rat out the Infiltrator. These are NOT "Jochie is Mafia" tips, but more along the line of vague hints that a smart person must put together.

I may delay the extension to tweak this role more. I definitely want to include the Infiltrator, but I also don't want to see a Game 6 scenario where the Mafia gets killed off one by one with no chance to survive.
Have I got a bombshell for you tonight, kids!


Member 235

Level 36.89

Mar 2006


Old Sep 25, 2006, 08:34 PM Local time: Sep 25, 2006, 04:34 PM #67 (permalink) of 108
That still seems kind of boring. A player who gets a tip can't do shit about it unless they just happen to be a vigilante, and that will likely not be the case.

"Look out guys, the infiltrator might tell a hunter that there aren't any girls in our group!"

"OH SHIT"

Just don't let the masons kill anyone and them getting info won't be as big of a deal.

aaaaaAAAAAH!!! Ka-boom!!
The Runaway Five!!! Yeah!!
3--2--1--GO!
French Toast and Syrup!!


Member 14

Level 51.00

Feb 2006


Old Sep 25, 2006, 08:48 PM #68 (permalink) of 108
The situation with the Infiltrator was one I hadn't expected. On the fly, I decided that a "winner-take-all" resolution would be fairest. For the purposes of Game 6, it was.

However, I've since had time to consider how that all worked out. As such, I'd like to propose a small addendum to the Mafia's rules.

"If a Mafia Member (or Members) wish to kill off one of their own, they may accuse the player of being an Infiltrator. The accused player may choose a kill target amongst the Mafia Members. If the accused player is, in fact, the Infiltrator, the Mafia's kill gains priority and the Infiltrator dies. However, if the accused player is NOT the Infiltrator, then neither player gains priority and both targets are killed."

This would be to reflect that true Mafia Members are more experienced assassins and would gain the upper hand against a poseur. But against their own, it's a draw.

This rule would also pertain to the Werewolves, with corresponding terminology swapped into place.

I would also like to note that one of the key issues of the Infiltrator was that neither Evil faction could be initially certain that they were safe. Even though I chose the Mafia, the Werewolves were equally paranoid. This was the effect the Infiltrator was designed to create and having more than one in a game would completely ruin the effect.


On the subject of Mysterious Strangers and immunity - I think the most elegant solution is to have the three immune players serve as the Strangers. This creates a context for the immunity and avoids a situation where two different sets of players can't be killed the first night.
It's also fair, in the sense that Shin, YeOldeButchere and myself have never been Strangers before, so why not let us have a turn?
Have I got a bombshell for you tonight, kids!


Member 235

Level 36.89

Mar 2006


Old Sep 25, 2006, 08:50 PM Local time: Sep 25, 2006, 04:50 PM #69 (permalink) of 108
The only problem with that is that people may go for the same voting strategy that was used last game, where it was assumed that at least one of the strangers was bad, so the odds of targeting them were better.

aaaaaAAAAAH!!! Ka-boom!!
The Runaway Five!!! Yeah!!
3--2--1--GO!
French Toast and Syrup!!


Member 14

Level 51.00

Feb 2006


Old Sep 25, 2006, 08:52 PM #70 (permalink) of 108
Originally Posted by Brent
The only problem with that is that people may go for the same voting strategy that was used last game, where it was assumed that at least one of the strangers was bad, so the odds of targeting them were better.
Yeah, well, as