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Werewolf Blog: Q&A and Discussion
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Smoke. Peat. Delicious.


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Old May 28, 2007, 01:13 PM #226 (permalink) of 307
Ok, sorry to disappoint anyone who wanted to play my game, but something came up and I really can't spare any time in order to mod a game. Sorry. I know it's sudden, especially when I just said I would recently but that's just how it is. I won't even be playing in any of the coming game, and I doubt I'll be posting anything for a long time.

Again, I'm really sorry, but I have to choose between this (and a number of other things) and something much more important.
Hee Hur Hee Hur Hee Hur


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Old May 28, 2007, 05:31 PM #227 (permalink) of 307
Is it at least something good that's come up? I'd hate to think you just got blindsided by a firestorm of shit.

So this leave Yeldarb and myself as potential mods.

Good news is that if I'm given a few days to go over my notes, I can assemble a game. I've found a suitable framework and have been brainstorming everything else here and there.

Or Yeldarb can speak up and take the helm.
Smoke. Peat. Delicious.


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Old May 28, 2007, 05:40 PM #228 (permalink) of 307
No, it's not good, unless being essentially kicked out of college is a good thing.
Oh No You Didn't


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Old May 28, 2007, 07:15 PM Local time: May 28, 2007, 07:15 PM #229 (permalink) of 307
Oh man, that sucks. I hope you're able to work things out.

If there is at least one thing good about this, it's that it happened before the game started. I think most people still would have understood, but it just makes things easier to sort out now.
he he he he


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Old May 28, 2007, 07:24 PM #230 (permalink) of 307
Take the helm Crash!
Hee Hur Hee Hur Hee Hur


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Old May 28, 2007, 10:21 PM #231 (permalink) of 307
Fine. I'll get crackin' on the final draft.

We're gonna go with an old-school approach to the roles, nothing fancy. They'll all fit like an old, familiar glove. Yet the game's gonna be a totally new ride.

I'll create the sign-up thread in a couple days, probably Wednesday or Thursday.

EDIT: Yeah, it's looking good. I honestly can't say how this will turn out, since the entire dynamic has been warped, but it will be a fantastic experiment in new frontiers. On one hand, I'm not even sure it's "Werewolf" anymore, since a couple objectives have changed, but it's still got a ton of strategy and the basic roles haven't changed. At any rate, it'll be a blast to see in action.

1: Zombies = Awesome

2: Everyone is Evil. I'm not even gonna keep this a secret.

3: Everyone is allowed to communicate with everyone else. Say whatever the hell you like. If it bites you in the ass, it's your own damned fault.

4: You will love me and hate me simultaneously for what I'm going to do to you.

Last edited by Crash Landon : May 29, 2007 at 03:03 AM.
I'll knock your blinkin' block off


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Old May 30, 2007, 07:52 PM Local time: May 31, 2007, 08:52 AM #232 (permalink) of 307
Are you sure you're Crash Landon and not YeOldeButchere? Cuz you're channeling his evil mojo!
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he he he he


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Old Jun 2, 2007, 10:02 AM #233 (permalink) of 307
Well now that Crash has his game at hand, this gives me time to finalize some ideas I had.
Holy Chocobo


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Old Jun 20, 2007, 04:38 PM #234 (permalink) of 307
For those of you who missed it, I made a journal entry regarding a possible Werewolf-like game that we could try.

Last edited by Acro-nym : Jun 20, 2007 at 04:46 PM.
Holy Chocobo


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Old Jun 28, 2007, 02:29 PM #235 (permalink) of 307
I once had an idea for a game and, over the past week or so, been working on it. I call it Quantum Werewolf.

The players, a few of which belong to the Mafia, have become lost in time due to a machine malfunction at a demonstration. A group of beings known as the Time Wolves will notice this glitch and inhabit a few of the players in order to hide amongst the group.

The players will arrive somewhere in time (time periods forthcoming). Everyone, save the Wolves, will experience side-effects, which account for the various roles. Eventually, the Time Wolves kill someone and the game truly begins. At the end of every round (after every time one day and one night have passed) everyone leaps to the next period in time. I may or may not squeeze in some Mysterious Strangers at that point.

The main twist to this is that every time people jump, their side-effects/roles become mixed up, again save the Wolves. The groups would remain intact, but people within the group could gain extra abilities. I may or may not have this lead to some people having no special roles in a round.

Modified Role:
Instead of Hunters, I would implement an as-of-yet unnamed role where the person with the role chooses a fellow player and, when evil strikes, that player dies in his or her stead.

Other than that, no new roles would be included.

Comments? Suggestions?
Courtroom Justice


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Old Jun 28, 2007, 03:40 PM #236 (permalink) of 307
It sounds like an interesting idea, but it would also create a lot of work for you. Re-assigning roles every night would probably grow tiresome quickly. You might also want to adjust the seer/devil/spy roles to give them a bit more zazz since all the good roles would be changing constantly.
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Old Jun 30, 2007, 10:59 PM Local time: Jun 30, 2007, 09:59 PM #237 (permalink) of 307
I definitely see tons of possibilities for story ideas in your game, Acro-nym. It might even be probable to revisit timelines from previous Werewolves.

As for the roles, I like the neo-Hunter idea. The neo-Hunter is another useful role to prevent previously pivotal players from getting consistently killed in the early game by Evil. Plus, it makes the game slightly more chaotic (which I am always down with)! =D
Take about five dozen eggs...


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Old Jun 30, 2007, 11:18 PM Local time: Jun 30, 2007, 11:18 PM #238 (permalink) of 307
Obviously I'm on a break from the game and this thread. I assume you guys can manage a "next mod" list yourselves. Just thought I'd make mention of it in case anyone was hoping I'd keep an update on the OP.

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Holy Chocobo


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Old Jul 3, 2007, 09:02 AM #239 (permalink) of 307
It sounds like an interesting idea, but it would also create a lot of work for you. Re-assigning roles every night would probably grow tiresome quickly. You might also want to adjust the seer/devil/spy roles to give them a bit more zazz since all the good roles would be changing constantly.
I think I've figured out an effective system so that the changing of roles can be done swiftly. It will be a lot of work, but I think that work is worth the idea. However, the role switching will force me to make the nights longer, to allow for people to adjust to their new role and provide me their actions.

I definitely see tons of possibilities for story ideas in your game, Acro-nym. It might even be probable to revisit timelines from previous Werewolves.

As for the roles, I like the neo-Hunter idea. The neo-Hunter is another useful role to prevent previously pivotal players from getting consistently killed in the early game by Evil. Plus, it makes the game slightly more chaotic (which I am always down with)! =D
I was actually planning on using past Werewolf games as a starting point. The Wild West, the far-flung future, etc. I'll have to check to see what periods have been done.

And that's one vote for the "neo-Hunter"! Hooray!
Wonderful Chocobo


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Old Jul 3, 2007, 12:35 PM Local time: Jul 3, 2007, 10:35 AM #240 (permalink) of 307
We should have done the obligatory Battle Royale game by now, don't you think?
Hee Hur Hee Hur Hee Hur


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Old Jul 3, 2007, 04:55 PM 1 #241 (permalink) of 307
If it's new and hasn't been done in a game, I'm generally in favor.

That said, I do feel that we're overdue for a "classic" game. Nothing weird or complicated. Just essential strategy.
Wonderful Chocobo


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Old Aug 5, 2007, 12:59 AM Local time: Aug 4, 2007, 10:59 PM #242 (permalink) of 307
How's this setup?

Equal numbers villagers and wolves.
Wolves vote to kill one person each night.
Only villager votes count during daytime lynchings.
Nobody knows anyone else's role.

I would run a game, but I'm too lazy to write the narrative parts.
Just the way she likes it


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Old Aug 5, 2007, 01:11 AM #243 (permalink) of 307
How's this setup?

Equal numbers villagers and wolves.
Wolves vote to kill one person each night.
Only villager votes count during daytime lynchings.
Nobody knows anyone else's role.
It's a concept I've seen work on other forums, so it should work here. The only drawback to no one knowing roles is that daytime votes are meaningless. Everyone spends the entire game taking stabs in the dark, and there's really no way to strategize; you might as well just roll a die and put the game on autopilot.
Every Wednesday at 10pm EDT
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Old Aug 5, 2007, 10:38 AM Local time: Aug 5, 2007, 10:38 AM #244 (permalink) of 307
you might as well just roll a die and put the game on autopilot.
That sounds like a great idea! A Werewolf Sim.

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Old Aug 5, 2007, 04:13 PM Local time: Aug 5, 2007, 04:13 PM #245 (permalink) of 307
I want to play again! Someone start up a signup thing. =D