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Start of game
[x] Day
[] Night
[] Day with immunity instead of lynching

Hunters
[x] 2 equal non-specific hunters It has been this way and is hard enough as. It is to protect the right person.
[] completely specific vamp hunter and wolf hunter
[] non specific guarding power and specific personal powers (vamp and WW)
[] split guards and 2 specific hunters in 4 different characters

extension of hunters’ guarding protection:
[] extends to day
[x] only night

hunter’s tracking ability
[] hunter can scan for their prey at night
[] hunter does not scan for their prey at night
What?

what guarding protects from:
[] only night attacks
[] night attacks and kamikaze wolfe
[x] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)

what hunter immunity covers:
[] only one attack to kill
[x] one attack to kill OR infection attempt
[] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt

Sorcerer
[x] Resurrection revives to exact status of death
[] Resurrection revives but makes a simple villager

WW infection
[] One attempt at infection (if it fails it is lost)
[x] One successful infection (if it fails it can be used again)

after WW infection
[x] infected maintains his/her specials
[] infected is a normal WW with no specials

WW immunity
[x] Cannot be killed by vampires
[] Can be killed by vampires

Vampires
[] One vamp + one goth (with accellerated activation)
[x] One vamp + two goths (only first gets activated)
[] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)

Vampire immunity
[x] Cannot be killed by WW
[] Can be killed by WW

secret society (neighborhood watch)
[] 3 villagers can PM each other (and thus know they are not monsters)
[x] No villagers can PM each other


i think i put everything, but we can add options
Here's what I think.
 
Start of game
[] Day
[] Night
[x] Day with immunity instead of lynching - yes, the crapshoot vote at the start of the games is frustrating.

Hunters
[x] 2 equal non-specific hunter - more straightforward. They should both have their one insta-kill opportunity as well
[] completely specific vamp hunter and wolf hunter
[] non specific guarding power and specific personal powers (vamp and WW)
[] split guards and 2 specific hunters in 4 different characters

extension of hunters’ guarding protection:
[] extends to day
[x] only night - well since our baddies are night time baddies this makes more sense to me.

hunter’s tracking ability
[] hunter can scan for their prey at night
[?] hunter does not scan for their prey at night
Scan? Does this mean hunters scanning like Seers? I don't know that I agree with that. I would rather see two (or three) Seers rather than a hunter with both Seer and Hunter skills. Being a villager is boring and if we can add one or two more good roles I would rather it go to another player or two instead of the hunters having both those abilities.

what guarding protects from:
[x]only night attacks - I don't think a hunter should have anything to do with protecting against infection.
[] night attacks and kamikaze wolfe
[] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)

what hunter immunity covers:
[x] only one attack to kill - As above, I don't think being a hunter should have anything to do with protecting against infection but they should be immune AT LEAST once to a wolf or vamp attack. I think it should be made clear in the narration that a wolf or vamp attack on a hunter failed too.
[] one attack to kill OR infection attempt
[] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt

Sorcerer
[x] Resurrection revives to exact status of death - more interesting
[] Resurrection revives but makes a simple villager

WW infection
One attempt at infection (if it fails it is lost)
[x] One successful infection (if it fails it can be used again) - though I don't really understand what precipitates a failed attempt other than the wolf dying.

after WW infection
[x] infected maintains his/her specials - more interesting
[] infected is a normal WW with no specials

WW immunity
[x] Cannot be killed by vampires - I'd like them to have a good fight, which could be put into the story as it has previously, but both should survive.
[] Can be killed by vampires

Vampires
[x] One vamp + one goth (with accellerated activation)
[] One vamp + two goths (only first gets activated)
[] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)
- - - what is "accelerated activation"? Is that where both the vamp and goth scans are revealed to the goth and vamp so they can find each other faster? I suppose I'd rather have that then more goths or more vamps from the start.

Vampire immunity
[x] Cannot be killed by WW - for the same reasons I don't think wolves should be killed by vampires. A good fight story via our game host but both baddies should survive.
[] Can be killed by WW

secret society (neighborhood watch)
[?] 3 villagers can PM each other (and thus know they are not monsters)
[] No villagers can PM each other
I'm not sure about this. I would kind of like to see the neighbourhood watch go through, partially because being a plain old villager is pretty dull and some of us only ever seem to get stuck with this role. (really starting to hate random.org :p) It would be nice to have a way to make it more interesting for those with only voting power, which everyone else has anyway. Plus there's a chance one could be infected and betray the others. Really, there's no trusting anyone in this game. :eek:

seer
[] One seer
[x] Two seers - for reasons I've already explained.





To reiterate what I've said a few times now, I really think we could use more than one Seer. Even if they don't know who the other one is, decreasing their efficiency (because they could be unwittingly scanning the same players). If they DO know who their fellow Seer is that's fine too but slightly more advantageous to their respective roles. I hasten to add though that it's not a particularly powerful role because revealing yourself makes you a huge target and half the time no one believes it anyway. I don't see any big harm by having more than one, whether they are scanning blind or not.
 
i added the one seer/two seers option to the original ballot

just as a clarification, all the options above come from suggestion in this thread, and all include the way we were playing before and/or the tweak suggested in ravenvii original post. i didn't put any detailed explanation of the various option because they are already in the thread and would have made the ballot too complex.

in any case, to clarify some of the 'variants',
- the way the hunters have been played so far was the "non-specific guarding power and specific personal powers (vamp and WW)", the tweak proposed by ravenvii was to make them completely specific (e.g. the vamp hunter does not protect from WW attack). in every case they'd both retain their insta-kill power
- splitting the hunter means that you have two guards that protect others against attack (but not immune themselves), one ww hunter who can insta-kill and is immune to Ww attacks and one vamp hunter who can insta-kill and is immune to vamp attacks, for a total of 4 specials instead of 2
- hunter tracking would only affect their ability to find their prey, like the current goth scanning, so for example the wwhunter would only find out, once a night, if a character is a ww or not, not a vamp or any special
- accelerated scanning by goth and vamp is described in the initial post
- some of the other options only make sense in combination with some of the variants (for example multiple immunity of the ww hunter to infection only makes sense if the ww has additional chances to infect if the first attempt fails)
 
Start of game
[] Day
[] Night
[x] Day with immunity instead of lynching
The vote at the beginning of the game is really quite unfair to the person who's eliminated, and they don't really get much of an opportunity to play in the game. This immunity vote is much fairer.

Hunters
[] 2 equal non-specific hunters
[] completely specific vamp hunter and wolf hunter
[] non specific guarding power and specific personal powers (vamp and WW)
[x] split guards and 2 specific hunters in 4 different characters
Giving people more interesting and different roles: Sounds good to me!

extension of hunters’ guarding protection:
[] extends to day
[x] only night
Don't think that this is terribly important however....

hunter’s tracking ability
[] hunter can scan for their prey at night
[x] hunter does not scan for their prey at night
I agree with iBlue.... Hunters shouldn't be able to scan in my opinion. Being a villager is quite boring, and having two or possibly three Seers would be better then having a really powerful hunter with Seer and Hunting skills.

what guarding protects from:
[x] only night attacks
[] night attacks and kamikaze wolfe
[] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)
Hunters shouldn't be able to protect against infection, too much power IMO.

what hunter immunity covers:
[x] only one attack to kill
[] one attack to kill OR infection attempt
[] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt
Again, nothing against infection IMO.

Sorcerer
[x] Resurrection revives to exact status of death
[] Resurrection revives but makes a simple villager
Not much of a point if they're just a simple villager.

WW infection
[x] One attempt at infection (if it fails it is lost)
[] One successful infection (if it fails it can be used again)
Makes the WW think more about the decision and not do it frivolously. (However, what scenario could infection fail?)

after WW infection
[x] infected maintains his/her specials
[] infected is a normal WW with no specials
Again, makes the game much more interesting.

WW immunity
[x] Cannot be killed by vampires
[] Can be killed by vampires
Makes the game much more interesting, the Vampires and Werewolves facing off!

Vampires
[] One vamp + one goth (with accellerated activation)
[] One vamp + two goths (only first gets activated)
[x] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)
Being a villager is really quite boring for some, so having three vampires will make it much more interesting for them. Also, right now, it is neigh impossible for the Vampires to win the game: the game is really weighted towards the werewolves and villagers. Having three vamps will make it easier for them to win (at least in the realm of possibility), and more interesting for them and the villagers.

Vampire immunity
[x] Cannot be killed by WW
[] Can be killed by WW
Again, makes the game much more interesting, the Vampires and Werewolves facing off!

secret society (neighborhood watch)
[x] 3 villagers can PM each other (and thus know they are not monsters)
[] No villagers can PM each other
Makes the game more interesting and adds another dynamic to the game (perhaps we should do this next game, instead of this one?)

seer
[] One seer
[x] Two seers
Only two seers if the Hunters don't get to have Seer capabilities.
 
Start of game
[] Day
[] Night
[x] Day with immunity instead of lynching
The vote at the beginning of the game is really quite unfair to the person who's eliminated, and they don't really get much of an opportunity to play in the game. This immunity vote is much fairer.

Hunters
[] 2 equal non-specific hunters
[x] completely specific vamp hunter and wolf hunter this has worked fine so far, no need to fix what ain't broken
[] non specific guarding power and specific personal powers (vamp and WW)
[] split guards and 2 specific hunters in 4 different characters

extension of hunters’ guarding protection:
[] extends to day
[x] only night it's always been like that and it has worked fine

hunter’s tracking ability
[] hunter can scan for their prey at night
[x] hunter does not scan for their prey at night
Hunters should have no scanning ability, period.

what guarding protects from:
[x] only night attacks
[] night attacks and kamikaze wolfe
[] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)
Hunters shouldn't be able to protect against infection, too much power

what hunter immunity covers:
[x] only one attack to kill
[] one attack to kill OR infection attempt
[] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt
As stated, infection protection is too powerful

Sorcerer
[x] Resurrection revives to exact status of death
[] Resurrection revives but makes a simple villager
Point of this is too be able to recover a key player who has special abilities

WW infection
[x] One attempt at infection (if it fails it is lost)
[] One successful infection (if it fails it can be used again)
Makes the wolves realize how precious the ability is and makes them use it wisely

after WW infection
[x] infected maintains his/her specials
[] infected is a normal WW with no specials
Kind of the point of infecting someone in many scenarios.

WW immunity
[x] Cannot be killed by vampires
[] Can be killed by vampires

Vampires
[] One vamp + one goth (with accellerated activation)
[x] One vamp + two goths (only first gets activated)
[] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)
Add the second goth, whoever activates first gets to be a vamp.

Vampire immunity
[x] Cannot be killed by WW
[] Can be killed by WW

secret society (neighborhood watch)
[] 3 villagers can PM each other (and thus know they are not monsters)
[x] No villagers can PM each other
Big NO!

seer
[x] One seer
[] Two seers
One seer works enough well, having a second or third would just be giving the villagers too much power. Think, in 2 nights 4 players are known for their actual character. In the 3rd night, you pretty much have a high odd (6 known players) of already having at least one bad special. Having a third Seer would make this WAY to unfair. ONE seer is enough as is.
 
seer
[x] One seer
[] Two seers
One seer works enough well, having a second or third would just be giving the villagers too much power. Think, in 2 nights 4 players are known for their actual character. In the 3rd night, you pretty much have a high odd (6 known players) of already having at least one bad special. Having a third Seer would make this WAY to unfair. ONE seer is enough as is.


Umm, Jav, I think that's a bit more then a bit wrong! :p The Seers would be acting independently (wouldn't know who was scanning who, etc.), and would be scanning independently as well (it would be quite likely that they would scan the same characters on the same night, or different nights). So, they would only know a couple of people by the third or fourth night, as it's quite likely their suspicions would be similar (like how villagers suspect similar people at the same time). I do agree with you however that we shouldn't have three seers, only two at most! Also, as we would be taking Seer power from the Hunters, it would essentially be the same, except that more people would have roles (there would still be hunters without seer power, and another seer).
 
The Seer role is not that powerful. You only get one scan per night and even if you get lucky and catch a wolf, most of the time you still have to try to subtly convince the rest of the players to listen to you without revealing yourself. I think having more than one (especially if they don't know who the other is, HUGELY reducing efficiency) makes more interesting roles (because being a villager is dull) but without giving the good side that much of an advantage. I really hope we can consider this. Share the special fun! :D
 
The Seer role is not that powerful. You only get one scan per night and even if you get lucky and catch a wolf, most of the time you still have to try to subtly convince the rest of the players to listen to you without revealing yourself. I think having more than one (especially if they don't know who the other is, HUGELY reducing efficiency) makes more interesting roles (because being a villager is dull) but without giving the good side that much of an advantage. I really hope we can consider this. Share the special fun! :D

i see your point, but a i think that the 'Seer' should be a unique characters, just like her/his powers.
to share the 'specialness' i think the splitting the hunter in "hunter and guard" would work better, also because if you 'lose' one, you still have the other.
and you cam beef up the non non-guarding hunter by giving him tracking abilities for his prey (only). now this version of the hunter is a real hunter: can find his pray, kill it and is immune to its attacks, without being bogged down by guarding duties, which don't really fill the 'hunter' concept.
i would use the more powerful hunter-guard if there are few players while i would split the characters with more players.

in fact, i think the ideal would be that everyone is 'special' (how very modern america!) to some extent, however small.
the key is always is to have the game balanced.
 
Well I still think there should be two Seers... which I forgot to mention - another benefit would be that one seer could reveal themselves and another may still be around.

If there is only ever going to be one Seer maybe they should have one attack immunity. It will allow them to perhaps reveal themselves at some point.

A bonus to one immunity is that it could throw the wolves off thinking they have a hunter.

It's such an innocuous role as it is. No one listens to the Seer's subtle hints and they only have one scan per night anyway. I think this role could really be bettered by two or even one having that one immunity from attack.
 
Start of game
[X] Day
[] Night
[] Day with immunity instead of lynching

Hunters
[X] 2 equal non-specific hunters
[] completely specific vamp hunter and wolf hunter
[] non specific guarding power and specific personal powers (vamp and WW)
[] split guards and 2 specific hunters in 4 different characters

extension of hunters’ guarding protection:
[] extends to day
[X] only night

hunter’s tracking ability
[X] hunter can scan for their prey at night
[] hunter does not scan for their prey at night

what guarding protects from:
[X] only night attacks
[] night attacks and kamikaze wolfe
[] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)

what hunter immunity covers:
[] only one attack to kill
[] one attack to kill OR infection attempt
[X] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt

Sorcerer
[X] Resurrection revives to exact status of death
[] Resurrection revives but makes a simple villager

WW infection
[] One attempt at infection (if it fails it is lost)
[X] One successful infection (if it fails it can be used again)

after WW infection
[X] infected maintains his/her specials
[] infected is a normal WW with no specials

WW immunity
[] Cannot be killed by vampires
[X] Can be killed by vampires

Vampires
[] One vamp + one goth (with accellerated activation)
[X] One vamp + two goths (only first gets activated)
[] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)

Vampire immunity
[] Cannot be killed by WW
[X] Can be killed by WW

secret society (neighborhood watch)
[X] 3 villagers can PM each other (and thus know they are not monsters)
[] No villagers can PM each other

seer
[X] One seer
[] Two seers
 
Start of game
[x] Day
[] Night
[] Day with immunity instead of lynching

Hunters
[] 2 equal non-specific hunters
[x] completely specific vamp hunter and wolf hunter
[] non specific guarding power and specific personal powers (vamp and WW)
[] split guards and 2 specific hunters in 4 different characters

extension of hunters’ guarding protection:
[] extends to day
[x] only night

hunter’s tracking ability
[] hunter can scan for their prey at night
[x] hunter does not scan for their prey at night

what guarding protects from:
[x] only night attacks
[] night attacks and kamikaze wolfe
[] night attacks, kamikaze, infection
[] all sort of attacks (night, kamikaze, infection, instakill)

what hunter immunity covers:
[] only one attack to kill
[x] one attack to kill OR infection attempt
[] one attack to kill AND one infection attempt
[] one attack to kill AND any infection attempt

Sorcerer
[x] Resurrection revives to exact status of death
[] Resurrection revives but makes a simple villager

WW infection
[x] One attempt at infection (if it fails it is lost)
[] One successful infection (if it fails it can be used again)

after WW infection
[x] infected maintains his/her specials
[] infected is a normal WW with no specials

WW immunity
[x] Cannot be killed by vampires
[] Can be killed by vampires

Vampires
[] One vamp + one goth (with accellerated activation)
[] One vamp + two goths (only first gets activated)
[x] One vamp + two goths (both get activated)
[] Three vamps (only two gets activated, third is on side of villagers and maintains scanning for vamp and immunity to WW if present)

Vampire immunity
[x] Cannot be killed by WW
[] Can be killed by WW

secret society (neighborhood watch)
[] 3 villagers can PM each other (and thus know they are not monsters)
[x] No villagers can PM each other

seer
[x] One seer
[] Two seers
 
So can anyone explain what the heck these ballots are? I thought the OP clearly said the rules were set... There is stuff listed in the ballot that isn't up for discussion based on the OP.

Also, ravenvii, are we actually going to play or what? It's been two days now...
 
abijnk said:
So can anyone explain what the heck these ballots are? I thought the OP clearly said the rules were set... There is stuff listed in the ballot that isn't up for discussion based on the OP.
whoa, whoa, easy ma'am:D

there was an ongoing discussion on various aspects of the game, some directly raised by ravenvii in the original post, some raised by himself and others in the thread, others are just designed to clarify some aspects of the rules which were not clear.
they are not binding in any way for ravenvii and they are not compulsory for anyone to fill, so feel free to contribute or not.

it just makes easier to tally what people thinks of the various tweaks, and could serve as a basis for future changes, without to have to re-read all the thread or to repeat all the arguments

it also filled a bit the time between games.

i do agree, however, that it would be nice to start if ravenvii can get it going
 
whoa, whoa, easy ma'am:D

there was an ongoing discussion on various aspects of the game, some directly raised by ravenvii in the original post, some raised by himself and others in the thread, others are just designed to clarify some aspects of the rules which were not clear.
they are not binding in any way for ravenvii and they are not compulsory for anyone to fill, so feel free to contribute or not.

it just makes easier to tally what people thinks of the various tweaks, and could serve as a basis for future changes, without to have to re-read all the thread or to repeat all the arguments

it also filled a bit the time between games.

i do agree, however, that it would be nice to start if ravenvii can get it going

Oh, ok, I thought people were trying to vote on what rules they wanted (very much a tl;dl situation).
 
Oh, ok, I thought people were trying to vote on what rules they wanted (very much a tl;dl situation).

well, in a way they are. whether what players want will be integrateed in this of other games is different story :)

some of the voted tweaks could be used immediately, if there is ample consensus. Of course it would be easier if there were more people voting, (even outside the ones who will play this round)


btw, what is a tl;dl situation?
 
Oh, ok, I thought people were trying to vote on what rules they wanted (very much a tl;dl situation).

Like he later posted, they are, which is somewhat annoying. I have no problem changing the rules, but would hope there are not too many changes going to a new game. That’s just my feelings on it. I’ll do whatever, but I would rather it not get so complicated it takes out some of the fun.
 
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