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I was thinking about it more last night. In a game with defined vigilantes, he could steal their kill. But if he checked an evil teammate who did not call in the kill, he wouldn't steal their kill - but he'd get a kill that has only a 1:n chance of effectiveness. If he did check the evil teammate who called in the kill, obvs, he'd take the kill and have a 100% effective kill.
You might make it a little less broken by forcing the user to only be able to check a particular person once every X nights; you get de-facto seer ability through this, after all. It's a dual role of silencer and zombie; it'd be tactical to stay alive just to continue silencing other people's abilities. So, I don't think it has to just be an evil role, it might be interesting to have a good version running around.
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It's an interesting idea, but one that still seems very unrefined. I like the "zombie" feel, but I also think that it's a bit too telling for the zombie, since he'll not only gain powers, but also know what the Roles are of the people from whom he stole powers. If he gains the Vigilante skill, then he'll know that Player X is a Vigilante, see?
I've got enough new stuff to use in my Wild West idea, and I came up with another minor idea for it this morning, on the way to work. So I'll leave the "zombie" mod for someone else to play with. But I firmly approve of Roles that lessen the finality of death for some players. It sucks to get ousted the first night, then wait 3-4 weeks for the next game to begin.
Last edited by Crash Landon : Nov 23, 2006 at 03:22 PM.
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Perhaps you could pick a target for the player at random? It would remove them getting any sort of seer info, but then it'd also sort of make them feel like they're having less of an impact on the game.
I do agree though, it would suck if the zombie could just hit up a vigilante for his kill, get lynched, and then immediately kill the vigilante. ![]() aaaaaAAAAAH!!! Ka-boom!! The Runaway Five!!! Yeah!! 3--2--1--GO! |
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I would love to run a Werewolf game at some point in the future. I will start drafting my proposed roles and such and post them here. I have some interesting ideas for roles. I'm thinking of doing a Schoolyard setting (geeks, goths, jocks, teachers, etc).
The teams: Each group will be able to communicate amongst themselves. Communication between groups outside of school (i.e. at night) is strictly prohibited -- you wouldn't want to look uncool to your krew, right? GOOD: Class Reps (Hall Monitor - Seer) Geeks (Programmer - Seer) Dorks (Snitch - Hunter) Wapanese (Blackbelt - Vigilante) Goths (Unpretender - Shaman) EVIL: Teachers (Dean of Students - Seer) Bullys (Greaser - Seer) New Kids - Mysterious Strangers There won't be any villagers. Did you know anyone in your HS who was "normal"? The size of the teams will be adjusted to give equal distribution across all cliques, good and evil. Assuming we get about 30 players, we'll have 4 per team includig those with special abilities, and the rest as New Kids. The main "gimmick" is a passive ability: The Crossover. The Crossover, will, once a game, be able to switch teams. He'll be able to bring with him all his knowledge about players, actions, theories, but not his ability (if he has one). A very, very deadly weapon. additionally, Crossovers can't be spotted by seers. I haven't decided how many of Crossovers there will be yet. Originally I was thinking one per team, but that might get a little bit hectic. One per side seems a bit unfair to evil. Suggestions are welcome.
Last edited by ramoth : Nov 26, 2006 at 04:14 PM.
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Well here's my new take on a werewolf mod scheme.
The Leader System The leader system would work like this. Their are two leaders, good and evil. The good leader's job is to coordinate the actions of the good people and villagers. From the start of the game the leaders know who everyone is and can act as the main pm'er for good members. When the seers what to see they send it to the good leader, same goes for vigilantes, silencers, and etc. Though the evil leader coordinates evil actions. He also knows everyones' role and act as main pm'er for evil. Pretty much the same as above. A leader cannot be killed at night, they can only be rid of by lynchings. For example, even if an evil seer sees the Good leader they can tell there teammates that he knows who it is but they can only coordinate their lynching tactics. But when a leader is lynched an event will take place. If the good leader is killed they will effectively cause a person to come back to life as a mysterious stranger or when the evil leader dies he will effectively cause some random person to die. These can effectively cause many different outcomes The Coin System The coin system works as so: Each side has a chance to gain a coin which will be usefull when the character visits the Wishing Well There are two wishing wells: Good wishing well: Is hidden within the town church's basement(used by Masons) Evil wishing well: Is hidden in a small clearing within the vast forest(used by evil members) Town wishing well: Is in broad daylight in the middle of town(used only by villagers) The good wishing well is used by the masons to gain the powers that aren't accessable to them. Like so: Toss a coin in: 60% chance of power gain or 40% chance of bad effect. Evil Well: Toss a coin in: 50% chance of good effect or 50% chance of bad effect. Village Well: Toss a coin in: 70% chance of good effect or 30% chance of bad effect. How coins can be gained? The leaders will have coins to distribute every night. Good leader will distribute 2 coins to the villagers and masons randomly(using whatever random method they choose). Evil leader only has one coin to distribute between any random evil person(wether it be a wolf, mafia, spy, or devil using any random method). When a person has recieved a coin they would pm me the mod not the leader that they wish to use their coin. You may use your coin whenever you wish but you will not be able to recieve anymore until you use your first one. You could obtain a coin at the very beginning and not us it until the end. Now to list the effects: Good effects and Bad effects for Masons: Gain an extra vote(secret), gain a silence(secret), and bad effects are lose a vote(secret will be explained by a note of absence), or your name is given out. Good effects and Bad effects for Evil: Gain an extra secret vote, an extra see for your team, and bad effects are lose a vote(same as above) and your name will be given out. Good effects and Bad effects for Villagers: Gain an extran secret vote, gain a see, gain protection for the next night, gain a valuable item(rare), and bad effects are lose a vote, and have role given out. The villagers have a rare thing going on like items. Items: Just like artifacts but a little different. They cost sacrifices Only two possible items- Staff of Hermes and the Crystal Ball(from Helloween's game) Staff of Hermes- Allows you to create a coin for yourself but you have to give up(still thinking about this one) Crystal Ball- The dead will speak to you once and only once and give you info about an evil character, then you have the power to pm this info to any one you choose wether they are good or evil but afterwards you will be instantly killed and have hope that you were helpful. I won't make any new characters just different names: Good or Evil Leader- God Villager- Villager Mason- Members of the Clergy Seer- Angel Sentry Vigilante- Angels of Death Shaman- Angel of Life Silencer- Court Official Fool- False Missionary(yes i'm bringing it back) Thief- Thief(he will steal coins this time round and use the villager well and is also neutral) Mafia- Witchdoctors Spy- Voodoo Artist Werewolf- Werewolf Devil- Devil If you think it needs twiks says so please because I would like to mod after Butcher's game if at all possible. |
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An additional suggestion: It might be fun to run "quickgames". Limit the number of players to 9 or so, and make the days and nights 24 hours each. Might be a good way to test out new roles, etc. They could be run in the den. If there's any interest in this, I'll run "normal werewolf" soon.
There's also always werewolf IRC style, which I would be more than happy to run, any day of the week. There is an already established werewolf IRC channel on efnet, but they don't usually get new players. I will ask if it's okay to recruit people.
Last edited by ramoth : Nov 26, 2006 at 04:27 PM.
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Someone has dibbs on game 12? Feel free to PM me if you're interested so I can sort through all the posts here.
As far as extra games, ramoth, "Classic Werewolf" with smaller groups work out well. For 9 players I'd go 3 wolves, 1 vigilante, 1 seer, 4 villagers. Links (Updated 6/21) ...start puttin' 'em in a bowl... ![]() |
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All the way behind Crash. Also, i like the sound of ramoth's mini games ran on the side of larger games. Although, that is hoping that it doesn't put an end to the big games.
I'd be into running one of those little games if they ever happen. ![]() |
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Requesting a graphic for Crash Landon's Rockin' Werewolf Eve.
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I'm game for letting Crash mod Werewolf 12. His new card game showdown idea sounds interesting.
![]() Backloggery -=- Because no one demanded it!
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Crash, you're pre-approved to do games. You just gotta make the thread and everyone will jump on to play. |