[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [werewolf] Options: recruiting and simultaneous nights



Actually I was going to suggest the same thing.

Cheers,

Lyman

--- flig@aol.com wrote:

> 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
> > >
> > >
> >
> >
> >
> > To unsubscribe, send a message to
> esquire@gamerz.net with
> >         unsubscribe werewolf-users@gamerz.net
> > as the BODY of the message.  The SUBJECT is
> ignored.
> >
> >
> 
> 
> To unsubscribe, send a message to esquire@gamerz.net
> with
>     unsubscribe werewolf-users@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
> 
> 
> 
> To unsubscribe, send a message to esquire@gamerz.net
> with
> 	unsubscribe werewolf-users@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
> 
>