|
|
|
|
|||||||
| Register | FAQ | GFWiki | Members List | Donate | Arcade | ChocoJournal | Mark Forums Read |
| Welcome to the Gamingforce Interactive Forums. |
|
GFF is a community of gaming and music enthusiasts. We have a team of dedicated moderators, constant member-organized activities, and plenty of custom features, including our unique journal system. If this is your first visit, be sure to check out the FAQ or our GFWiki. You will have to register before you can post. Membership is completely free (and gets rid of the pesky advertisement unit underneath this message).
|
![]() |
|
|
LinkBack | Thread Tools |
|
Werewolf Game 6 - Traitors In the Midst - Signups/Discussion
Since StarmanDX has bowed out, I'm gonna go ahead and do the next Werewolf game. I've moved his thread out of Community so as not to confuse any potential newcomers.
This game will run similarly to the previous games, with the emphasis upon bringing some much needed balance to the efforts of the Good players. I'm strongly considering having a couple more good townsfolk than in the past, depending upon participation numbers. I'm also seeking to find ways to make it harder for evil to gain the upper hand so easily. This game will bring with it the addition of a new role: Infiltrator. The Infiltrator is a Good player and loses if Evil triumphs while he is still alive. However, when tallying the amounts of each side, the Infiltrator will always be counted as an Evil player. So what's the catch? At the beginning of the game, the Infiltrator will randomly be chosen from a collective pool of both the Mafia members and the Werewolves. The Traitor will know who he is, but his/her other Mafia/Werewolf teammates will not. The forces of Evil will only know that somewhere amongst one of the factions - not both - someone is selling them out to the Good guys. So who does the Infiltrator go to? He's actually an undercover Mason, although he doesn't count as one. (Similar to how the Devil doesn't count as a Werewolf although he's aligned.) The Infiltrator will be able to tell the Masons exactly who is a Mafia member/Werewolf. But how the Masons use that information without revealing themselves or their liasion is up to them. This gives the Masons a purpose to their collective unity and provides them an advantage without resorting to the knee-jerk Devil/Spy solution. Of course, with all good things come drawbacks. If the Infiltrator is killed by the team that he compromised, then the Wolves/Mafia will find upon the Infiltrator's corpse a letter addressed to one of the remaining Masons (chosen at random). They'll then know the identity of a Good guy and will probably kill that player off soon. However, the Infiltrator's true work will have already been done by that point, so it's not like this is an unfair turnabout. Note that the Infiltrator also wants to keep himself looking pretty darned evil to his partners. But if the other Wolves or Mafia people decide to go after a Mason, how does the Infiltrator prevent them from killing his true allies? The Infiltrator's a strong role but also extremely risky. The role of the Infiltrator may be viewed by any of the Seers, Devil or Spies and that person will learn the true nature of the player. However, Seers will not be told which team the Infiltrator has compromised. They'll simply know the player is Good. Similarly, the Devil and Spy won't be told which team, although this point is somewhat moot since it's obvious that if the Infiltrator isn't amongst their own, then he's on the other Evil team by default. I find it a fascinating wrinkle that the Mafia and the Wolves may find themselves forced to waste a night checking their own instead of viewing others. This could certainly give Good the time they need to mount a victory. In addition to this role, I'd like to create a composite role: Shaman. The role of Shaman is like that of the Baner and Archangel, however that player's gift provides protection from both forces of evil for the remainder of one night. To counter this potentially strong ability, the Shaman is immune to his/her own actions; he may not protect himself. (It also really cheeses me when the Baner/Archangel continually protects himself and nobody else. The role was designed to protect others; not doing so is a little selfish and kind of defeats the surprise element of "protection". Hence why I'd forbid self-preservation. Good players should survive through strategy, not cowardice.) Those are the modifications I propose. Feel free to sign up or comment. And by all means, encourage past players to rejoin, and get new ones as well if you can. Players Signed Up Capo knkwzrd Visavi YeOldeButchere Luxo Hydelloon Dullenplain Darkcomet72 (Who is, for now, alive and feeling pretty darned good.) LZ 645 RockgamerXIII nuttyturnip Tritoch Jochie Plarom Chaotic Qube ZeroSlash elwe wvlfpvp el jacko Lukage Ryuu Miravana Brent
Last edited by Crash Landon : Jul 18, 2006 at 08:02 PM.
|
|
Sign me up. I hope more people will sign up than last time as I'd really like to see how the game goes when other roles are added. Not to mention when good isn't nearly crushed on the first two nights.
|
|
Sign me up. Plarom told me it was a blast.
I do have one concern. This is my first time playing so I was worried about my level of experience. |
|
Glad to see new faces signing up for this iteration. ![]() |
|
|
I'll try my lot at this. Sounds like a good way to be productive on Gamingforce.
|
|
Capo + Crash = Thanks you guys. I appreciate the prompt response.
![]() |
|
I'm in, of course. If we can get some new people to join to swell our ranks, this should be an interesting game.
|
|
As usual, you can count me in.
I am a bit concerned about the Infiltrator though, since I don't care for the idea of the Masons knowing everyone on that evil team right away. Yeah, they'd have to be careful and subtle about how they use the information, but at the same time it would eliminate the fun of trying to figure out roles. Maybe you could forbid the Infiltrator from actually talking to the Masons, but instead he has to send you one name per night to give to them. He would still know who each of the Masons are and they would know him, but it would leave the Masons having to guess at roles and add the strategy of deciding which name to send them. |
|
Yo! I'm definitely in.
I got largely disconnected during the end of last game because I didn't expect it to progress so quickly. However, at the sametime the consistent pace was very refreshing! To all the newcomers, many folks have said how easy it is to pick up on how to play and I agree. The first game I played I entered having no what anything was about, by the end of it I felt I basically understood everything I needed! ![]() This game should be particularly interesting. These new roles have excellent potential and means everybody won't know what to expect. The infiltrator will make the Mason team something other than fodder, while forcing the bad guys to keep their own peers in check! Also, the shaman has a chance to bolster the lifespans of good characters which is a huge bonus.
![]() Observant Provisions | [adult swim] "Dude, this is gonna.. Man, this is gonna wicked, like, really hurt." |
Right now, we're at about 15 players and have yet to hear from some of the usuals. I did some math today and I feel that for this to work and for Good to have a fair chance, we need a minimum of 20 players. This thread's not a day old, so we're in good shape right now. But if you happen to talk to any of the former players, suggest that they try this experiment out. I think some may have become dejected over how easily Evil won in the past. Evil may win this game still, but I won't make it wholly easy for them. (Good will have to work too, just so you know.) |