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Werewolf 17: Grim Prophecies - THE KING IS DEAD
This game is a return to the origins of Werewolf. That means that there are only basic roles and voting. Beotannia cannot afford frills. However, instead of relying upon external mechanics for advantage, you will be forced to implement keen powers of observation and deductive reasoning to discern who is Good and who is Evil. Strategists rejoice! There will be two simple phases: Day and Night. During the Night, any player or group with an active ability may use that ability via PM with the GM (game moderator). It is not the responsibility of the GM to assure that these abilities are used; if the deadline passes and you did nothing, the opportunity is lost. During the Night, living players may not speak. Everyone is sleeping, or at least pretending to be asleep. Players who were recently killed may express their disappointment/joy but may not reveal secrets to the remaining players. Anyone found doing this will be banned from the thread. During the Day, each player casts one vote for living player. At the conclusion of each Day, the player who received the most votes against them is seized by King Atrox's guards and hauled away to their gruesome death. Failure to vote means that one vote is automatically cast against YOU. One vote can - and has - decided matters in the past, so it is highly advisable that you not procrastinate or forget. Each player is assigned a simple role. Each role has several characteristics: you are either Good or Evil; you are either an individual or you are a member of a group; and your ability is either active or passive. This terminology is fairly important in understanding how each role works in relation to all the other roles, and also the phases. Here is a rundown of the roles that will be featured in this game: Mason: - GOOD/GROUP/PASSIVE - The Masons are a tight-knit society of businessmen and skilled laborers who work together for the benefit of everyone around them. Advantage: Because of their mutual trust, each Mason knows the identity of every other Mason in the game and may speak to each of them through any means they prefer. Additionally, due to their clout, whenever a Mason casts a vote, that vote counts twice. This "bonus" vote is a phantom vote and only appears when the final tally is given. Disadvantage: Because the Masons are only effective when acting in unison, their actions may be rather transparent, making them easier for Evil to identify. Seer: - GOOD/INDIVIDUAL/ACTIVE - Seers are moderately gifted psychics who can see through outward illusions and gaze into the heart of a person in order to ascertain the truth of their being. Advantage: Once per Night, a Seer may select any other player. The Seer is then told that player's role. How the Seer uses this information, however, is up to the player. Disavantage: There is a chance that the Seer isn't so gifted after all, and is, in fact, a Fool. All information learned by a Fool will be false; the player must deduce the accuracy of the information for himself. Vigilante: GOOD/INDIVIDUAL/ACTIVE - Taking a more aggressive path to justice, the Vigilante isn't afraid to break a few bad eggs in order to ensure a better omelette for everyone else. Advantage: Once per Night, the Vigilante may choose any other living player. That player is "attacked". If the attack is not prevented by any other mechanic, the targeted player is killed. Disadvantage: Vigilantes, by nature, are creatures of response; they will not attack until provoked by danger. During Night One, Vigilantes may not use their abilities and must survive by luck alone. Shaman: GOOD/INDIVIDUAL/ACTIVE - Spiritual sorts, they are, possessing a keen kinship with their surroundings and a wisdom beyond normal humans. Shamans may call upon the forces of nature to provide protection so that others are not harmed. Advantage: Once per Night, a Shaman may select any other player. That player is "protected", and any "attacks" made against the "protected" player fail. This protection will endure through multiple attacks in one Night, but is only effective during the Night in which it is granted. Disadvantage: Because the spirits shun selfishness, Shamans are forbidden to use their protective abilities upon themselves. However, it is possible for one Shaman to protect another. Additionally, the Shaman's protection cannot prevent the revenge of a Hunter, since the Hunter's wrath is pure. Hunter: GOOD/INDIVIDUAL/PASSIVE Though you wouldn't know to examine their gruff, grumpy exteriors, Hunters are highly conscientious and noble folk, and make very willing martyrs. Through their selflessness, many unwitting evildoers have been thwarted. Advantage: If a Hunter is successfully killed by any other player or Group, the Hunter exacts revenge by killing that player or one member of the Group. In the case of a Group attack, the Hunter will be notified that he has been killed and will be given a list of the Group's members; the Hunter selects one and that player is killed. Disadvantage: Until the Hunter is attacked, he has little else to do besides vote. In fact, it may become a viable strategy to attract as many Evil attacks as possible and hope to go out in a blaze of glory. Also, if the Hunter is lynched, his advantage is cancelled and he does not gain an opportunity for revenge against an individual. Samaritan: GOOD/INDIVIDUAL/PASSIVE - Through a lifetime of assisting the poor, infirmed and needy, all Samaritans have built up an impressive amount of good karma. In dire emergencies, it's been said that this kindness is repaid one-hundredfold, as many Samaritans are known for deftly and narrowly avoiding an otherwise grisly and assured demise. Advantage: If successfully attacked, a Samaritan is miraculously spared and does not die. You may consider this ability akin to having a "free life". Disadvantage: Once a Samaritan uses up his karmic fortunes, his role is publicly revealed and he can no longer avoid destruction without aid. All Evil players will know that the Samaritan is Good and if no better targets can be found, a Samaritan is a convenient thing to kill. (This role used to be known as the "Lucky Stiff" but I like this name better, as it feels more "in tune" with the spirit of the role. I came up with Lucky Stiff, so I can change it if I wish.) Werewolf: EVIL/GROUP/ACTIVE - Murderous beasts of the night and namesakes of the game, a Werewolf pack is a thing to fear, for until every last one is extinguished, they will wreak a trail of blood and gore across the land. Advantage: Werewolves are pack creatures and know the identities of every other Werewolf, and may speak with them freely by any preferred method. The Werewolves may also freely converse with the Devil. Once per Night, the Werewolves, as a Group action, may choose any living player. That player is "attacked" and if the attack is successful, the player is killed. Disadvantage: Ostensibly, everyone is trying to kill you. Like the Masons, you can vote in bloc-form, but this may be incriminating. Otherwise, you have no distinct disadvantage. Devil: EVIL/INDIVIDUAL/ACTIVE - The Devil is an inhuman menace, summoned to Earth through unholy pacts and forced to do the bidding of the merciless Wolves. The Devil's paranormal gifts allow him to observe innocent folk undetected. Advantage: Once per Night, you may check any player, operating under the same mechanic as a Seer. However, the Devil is always correct and and the information learned will always be true. The Devil may also speak freely and strategize with each of the Werewolves. Disadvantage: The Devil is merely a pawn and cannot kill anyone himself. If the Werewolves are all destroyed, all the Devil can do is spy and try not to get killed. The Devil cannot win the game unless an Evil Group is victorious. Mafia: EVIL/GROUP/ACTIVE - Nasty, scumsucking, merciless, contemptuous, odoriferous -these are only a handful of the unpleasantries that can be used to describe the murderous gang of thugs and thieves known as the Mafia. Advantage: The Mafia has the same advantages as the Werewolves, with the exception that they may instead converse with the Spy, instead of the Devil. Disadvantage: The Mafia has the same disadvantages as the Werewolves. Spy: - EVIL/INDIVIDUAL/ACTIVE - A cowardly sort, probably teased by larger, stronger kids, the Spy learned to survive by hiding in the shadows and extorting favors with the clandestine secrets he would observe in his cover. Now allying himself with the Mafia, the Spy trades his information for their protection. Advantage: The Spy possesses the same abilities and advantages as the Devil, but instead may converse with the Mafia only. Disadvantage: The Spy possesses the same disabilities as the Devil. Also, he has excruciatingly bad breath. Warlock: - EVIL/INDIVIDUAL/PASSIVE - Wherever there is misery and strife, so shall the free range Warlock travel to bask in the chill pallor of ruin. Warlocks are rumored to be masterful spellweavers, and also extremely spiteful. Advantage: If successfully killed, the Warlock incants a delayed "curse" upon an individual of his choosing, such is the power that Death's embrace grants. The Warlock tells the GM which player is chosen. If that player is still alive at the end of the following Day, the "curse" claims that player's life and the player is killed. This ability can be used even if the Warlock is lynched; it is not dependent upon Day or Night. Technically, this effect can trigger a Hunter's revenge, but since the Warlock is already and conveniently dead, the point is comically moot. Disadvantage: Like the Hunter, this ability is kind of useless until you're dead. But it's definitely effective, since it nicely circumvents a Shaman's night time protections. Unfortunately, a Samaritan can still survive the curse; karma is powerful like that. Other Points: 1: Absolutely no private discussions with other players unless your role specifically allows it, i.e. Mason, Mafia, Devil, etc. Anyone found to be communicating with players outside of their role's restriction will be auto-killed and removed from the game. This has been a problem a couple times before and I do not wish to see it again. 2: If you encounter a situation wherein you think you could bend a rule to your advantage, ask me first. If you're surprisingly creative, I'll allow it - provided that it doesn't ruin the game for many or all other players. Players who attempt to bend rules without permission, or who claim ambiguity as a defense, will be given stiff penalties in-game. I'll answer all questions; there is no excuse for not asking. Naturally, there is some lenience given to new players and those who haven't played for a good while. FAQs! Are there any secret roles? No. If the role is not listed, it is not in the game. I'm not trying to be ultra-tricky this time. No Zombies, no dual-roles, nada. The purpose of this game is to focus upon strategy and the value of logic. Also, those tricks require a ton of bookkeeping. Oy. That means there's no Informant, right? That is correct. Werewolves and Mafia Members may breathe easy. This time. Will there be Mysterious Strangers? No. I like the intrigue but felt that it would be good to have a game without them for a change. Were the roles handpicked or randomly assigned? This is always asked of me at some point. All roles were picked randomly this time, and there were absolutely no reshuffles or sendbacks. Why are there only two Mafia Members, versus Six Werewolves? This is a very small experiment. Normally both groups are equalized, but I wanted to see if a numbers adjustment in both directions would affect gameplay. Consider that the Mafia has greater odds of concealment, but the Wolves have greater odds of longevity. It could easily balance out. We'll see. -------------------------------------------------------------------- Players: 30 The_Griffin Bigblah Kilroy YeOldeButchere Smelnick Kaze Rollins Zergrinch (Gets a weird little message because Darkcomet72 didn't sign up for some reason.) Shin Juanzen nuttyturnip Amariyot Akago Identity Crisis Tritoch knkwzrd LZ a lurker Dullenplain Yeldarb Guru Brent Rat RockgamerXIII Chaotic Domino Garr The_Melomane Ryuu Jochie ramoth Good Roles Masons - 5 Seers - 3 Shamans - 3 Vigilantes - 2 Hunters - 3 Samaritans - 2 Evil Roles Werewolves - 6 Devil - 1 Mafia Members - 2 Spy - 1 Warlocks - 2 I think that covers everything. Roles have been dispensed, so now we shall get things rolling. I've given a tally of how many players are in each role so as to encourage logical reasoning. NIGHT ONE BEGINS NOW! Werewolves, Mafia Members, Spy, Devil, Seers and Shamans all act tonight. Vigilantes must wait as normal. The deadline is: Tuesday, August 1th, at 11:59PM EDT. Two days is enough time for opening gambits.
Last edited by Crash Landon : Aug 13, 2007 at 01:50 AM.
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Subscribed.
Good luck to everyone. ![]() "... but I haven't got the time, uh-uh-uh, got to be off with the pizza. Pie, I mean bye!"
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Darkcomet never signed up? I think that's a first.
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![]() I noticed that a number of regulars missed out. I left the sign-ups open for over a week, I don't want to make everyone else wait forever just so people notice it. And sending PMs to regular players asking if they intend to join seems kind of desperate to me. But there's still 30 players, with a good amount of fresh blood, and a couple older players returning. Makes things less predictable, so perhaps it's good that some missed the signups. |
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Is that a threat, Turnip?
Edit: I see, you are accusing me of murder. Interesting.
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![]() Pew-Pew-Pew Diss Balance: 103 + 30 = 133/254 [52.36% complete] We should all lynch Alpha Team's Soldiers!
Last edited by Zergrinch : Aug 13, 2007 at 07:51 AM.
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No, I'm just saying, when you kill someone, you generally end up ruing it.
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