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Re: [werewolf] Options: recruiting and simultaneous nights
My thinking was that if you failed, there was a small % chance that one
of the wolves/mafia would be caught in the act (revealed to the
would-be victim.)
-----Original Message-----
From: Lee Griffin <leegriffin@gmail.com>
To: werewolf-users@gamerz.net
Sent: Tue, 13 Sep 2005 11:02:09 -0400
Subject: Re: [werewolf] Options: recruiting and simultaneous nights
As of this moment, I can't confirm that the baddie is revealed on a
failed "convert" attack, although that was the original intent. I do
think that you loose whatever powers/abilities you had once converted.
Each player can only have one role, so either you're a baddie or not.
No mixing.
I like the idea of granting additional convertion powers to the
villiage. How do we balance allof this? With a 2 to 1 baddie to
protector ratio, the advantage still lies with the baddies.
On 9/13/05, Joe Christensen <jchristensen@mcm.edu> wrote:
I thought somebody said a failed-bite target should live and learn the
identity of one of the wolves/mafia.
I also think that the bite conversion gives the baddies a pretty
strong
trump card. If the village only sees "NOBODY is dead", then nobody
can
trust previous information turn-to-turn. Especially if we allow the
seer to turn. I think the seer should lose their seer powers when
bitten - they can still pretend to have the powers. I think this
because the seer role is to balance the advantage of the wolves
knowing
who the wolves are and converting an active seer would over-tip the
scales.
Are we including the hunter/vigilante role - gets to shoot a
wolf/mafia
each night - might shoot an innocent -- Or is only allowed to kill
people who chat during the night! Alternatively, perhaps there should
be
a role to cure a wolf or rehabilitate a mafia. I wonder if, since the
wolf/mafia have the choice between kill/convert, maybe the angel or
police should also have optional functions - either traditional role
or
cure/rehab a villain....
Joe
tensen
Shultz wrote:
>>So, tell me: what should the result of a failed
>>bite/mafia-offer be?
>>
>>
>
>They should live, for two reasons. If the victim would
>die anyway, werewolves would automatically use bite
>every time. Having villagers escape unharmed will let
>people stay in the game a little longer.
>
>Eric
>swift
>
>
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