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Re: [werewolf] Randomized roles



Sayyyyyy....whatever happened to the 'bite' idea?

(for those just tuning in, the bite was a way for werewolves to possibly add to their number.  Each night, they would have an option to kill (100% chance of working), or bite (~50% chance of working).  A successful bite would turn that villager/seer/mason/etc. into a werewolf.

(recruit for mafia games)


Oh, and I don't like the listening idea.  I won't be able to share as many stories about rathkopf.


In a message dated 7/15/2004 10:32:49 AM Eastern Daylight Time, Lyman Hurd <lhurd@yahoo.com> writes:

>Okay, step one is to recode the game in C++ :-)...
>
>I think it would spice up the game to have things that
>can "happen" (other than dying) to "ordinary"
>villagers on a ?random basis. ?Some possibilities
>include:
>
>a) witnessing the previous night's murder,
>
>b) overhearing a conversation (as above)
>
>c) seeing two characters together. ?I suggest this
>could be a weak form of b) (i.e., I see X whispering
>to Y) and I don't know if they're masons meeting or
>wolves preparing to howl.
>
>Cheers,
>
>Lyman
>
>--- Mark Ballinger <mballinger@ballinger.cx> wrote:
>> On Thu, Jul 15, 2004 at 07:10:09AM -0700, Lyman Hurd
>> wrote:
>> > I like it a lot!
>> > 
>> > Lyman
>> > 
>> > PS Did anyone weigh in on my "accidentally
>> overheard
>> > conversation" idea?
>> 
>> <sarcasm>
>> Let's see some code, Mr. "it would be easy"!
>> </sarcasm>
>> 
>> Actually, that's pretty close to the little girl. 
>> We could do one called "listener", but of course
>> nobody knows there's a listener out there . . .
>> 
>> (I realize you suggested this idea as a non-role
>> random event, which would be fine. ?But, I kind of
>> like roles.)
>> 
>
>
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>
>


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