I don't mean people missing hints or other points, I just mean people flat out not reading posts, thread titles, etc. Perhaps it's a bit more obvious from the GG perspective, but it's something you can tell when you play, too.
For example, there was actually discussion about what killed Melrose despite the fact that the title of the thread at the time contained the word "wolf", the players list says "eaten" and the day's narrative talked about the person who discovered the body seeing furry things and not wanting to draw the wolves back. I was likebut then I LOL'd.
Just wanted to update you guys and say I don't think I'll be hosting next game after all. I think I'm being over-ambitious with the amount of free time I'll have to dedicate to make it quality (as I'm finding myself short even on the time I should dedicate to playing the games). I'm sure someone competent will step up. Interest still seems high for playing.
Future things to discuss in this thread:
- How do you play the game without taking things personally?
- Is there any "playing style" that is out of bounds?
- The No Vote debate.
- New roles, old roles, roles in general. What do you like or dislike, what would you change?
Feel free to add other topics you want to talk about.![]()
Abbie is telling me to just do it so I'll host if appleguy doesn't.
People take things personally?![]()
I'm looking forward to it.
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I do so watch out next game (you know who I'm talking about).
It was ONE time and I APOLOGIZED!! Stop making me feel guilty!!
Sincerely,
Your favorite Yankees fan.
For what its worth, people being able to talk after they are dead is a huge turnoff for me. I've only got limited time and I don't like having to filter out a decent percentage of posts from people who aren't actually playing, and which artificially make games seem like the they are more active towards the end.
and if the Red Sox are going down in flames, I might as well support the Yankees (American league east) and my favorite Yankees fan.
I have to say I really like the role of the carrier. It gives the wolves a reason to kill the non specials. It could even help them come out earlier.
I have to say I really like the role of the carrier. It gives the wolves a reason to kill the non specials. It could even help them come out earlier.
It adds an interesting dynamic to the game. Kudos to abijnk, she came up with it on her own and we refined it together. I am anxious to hear feedback about it after the game.
I am not dead set on it being in the next game. Will depend on number of players and whether people want it or not.
My only gripe is that I wasn't around half long enough to fully enjoy it.
I've got other things I want to bring up as well, but think I should wait until the current game is over.
Okay, so, let me put this out there.
I'm wondering if it is a disruption to the spirit of the game for the baddies (wolves or vamps) to be able to elect not to make a kill during the night. I know this move has been used strategically in the past and the mere possibility of the move left us paralyzed in the last game. But, with all of the advantages that the bad guys already have, should this be allowed? In order for the village to have a chance they need to be able to count on at least a few consistent things in the game. It is based on these known rules and consistencies that those on the side of good are able to search for clues. By design and nature the baddies are killers and they kill one player a night. Is it fair to allow them to choose not to do what is in their character design and nature?
Okay, so, let me put this out there.
I'm wondering if it is a disruption to the spirit of the game for the baddies (wolves or vamps) to be able to elect not to make a kill during the night. I know this move has been used strategically in the past and the mere possibility of the move left us paralyzed in the last game. But, with all of the advantages that the bad guys already have, should this be allowed? In order for the village to have a chance they need to be able to count on at least a few consistent things in the game. It is based on these known rules and consistencies that those on the side of good are able to search for clues. By design and nature the baddies are killers and they kill one player a night. Is it fair to allow them to choose not to do what is in their character design and nature?
Hmmm.
I'm not so sure about it. I kind of like the strategic option - and to be fair, it's a huge risk. Every night kill is one day closer to a victory - and if you make the wrong move, it could lead to a loss just as easily as it could lead to victory.
It's no different, IMO, than strategically choosing to keep a Kamikaze wolf alive - AKA Don't Panic's favorite idea (ok, second favorite after using the instakill).
The point of the game is to throw the villagers off balance, whether you're doing by posting, by your kills, or by your lack of kill. I can't imagine it's going to come up very often - and in our game, we actually put a kill in and just blocked it - how would you be able to say that can't be done?
I am definetly in favor of infection being a night time activity and ran my game that way when I was a storyteller. Simply put, my point is that in order for the game to work there has to be the chance for clues to exist. If we make it where what are normally potential clues are now points of confusion then we completely destory the good guys chance at ever catching the bad guys. If the bad guys can't make mistakes then we can't pick up on those mistakes.
For example as we play it now if there is no kill on a night then it could be:
- WW's elected not to kill (strategic)
- WW's failed to get in a kill order (acting like bums)
- Successful protection by guard/hunter
- WW's attacked a player with a one time immunity
- WW's infected someone if you use the night time infection rule
It's hard enough to figure out what is going on amongst these possibilities. Adding the Carrier only mucks it up more. That's why I'm suggesting the if we want to continue using the Carrier role that we at least balance things out with maybe restricting the wolves ability to forego a kill. This at least still allows for the possibility of clues.
A "no kill" will always favor the wolves when the Carrier role is in the game. The last game is a perfect example I was zeroing in on the wolves and have no doubt that I would have swayed others, but the no kill allowed players I had already eliminated from the suspect pool to be randomly put back into it and negated all of the voting and playing style clues that previously existed. Essentially, the no kill on night 8 "reset" the game entirely and everyone became a new suspect. At that point the village is out of time because they aren't enough days left to gather new clues. In my opinion that's an extreme amount of power in the hands of the wolves and if I'm a baddie I'm going to use that strategy every time.