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chrmjenkins,
are you thinking of running your superhero game anytime soon?
otherwise, as an alternative if people are interested, i could run an interim bare-bones one, with basically the same structure of the last one plus minor tweaks, but no narrations at all (i really don't have time for that right now).

one aspect i wanted to gather some feedback on, was on how people liked the two-options system (public/covert) for the one-shot powers.
or should they just be one of the two? if they were public only, it would greatly simplify the GG's work and make the game faster/more reactive, but it would subtract a layer of complexity/strategy.

thoughts?

I used mine undercover (double the action). I said to myself, do I want to use it before any other actions, or just before the next narration and just me knew what my action cause.
 
one aspect i wanted to gather some feedback on, was on how people liked the two-options system (public/covert) for the one-shot powers.

I understand how "public only" makes things easier on the GG, but the idea that it could be either/or makes the game more intriguing, especially with wondering whether a special power had even been used in the game.
 
thanks for the feed-back. looks like the dual mode is preferred. I also think it makes the most interesting games

the tweaks i was thinking about for the next game would be:

INFECTION: this is not anymore a 'power' of the alpha wolf specifically, but the common power of the 'pack'.
you need any 2 living wolves to infect a villager. the "Alpha" is simply the leader of the WWs, with a separate special power.
the infection can only occur at NIGHT.
it is completely independent of any other killing.
it fails when it targets someone protected by the guard or immune.

ROLE/POWERS DISTRIBUTION

EVERYONE gets a unique, special power, but the pool of special power is LARGER than the number of players, so WW cannot be identified by exclusion.

There are 3 CORE VILLAGER ROLES (SEER, GUARD, UNDERTAKER) these are exclusively villager and are ALWAYS present at start

there are a few VILLAGE-SPECIFIC ROLES (GNAT, THUG, HUNTER, EXECUTIONER). these can be in play or not, but if they are, they start as villagers

there are a few WW-SPECIFIC ROLES (MANIAC, KAMIKAZE, SMOKER, MEDDLER). These can be in play or not, but if they are, they start as wolves

there is a larger pool of GENERIC ROLES. These can be both villagers or wolves.

when assigning the roles, the 3 core villager roles are assigned first, then wolves are assigned a role from the complete "wolfie pool" (= generic + WW-only). finally the rest of the villagers are selected among the residual village pools (= generic remaining + village only)



some of the specific roles would also operate slightly different (since they are not tied to the Mistborn universe anymore)

below is a proposed roster of roles:
 

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Not a fan of the "pack" infection. The whole idea of an alpha wolf being the ONLY one to infect adds to the game, IMO. It also gives the villagers an incentive to try to isolate the alpha over another werewolf, if the infection hasn't been used.

Even more intriguing, suppose there were originally three wolves, and the mob picks one off. Was it the alpha? In this case, the villagers don't know whether the infection is still in play. With the "pack" infection, it will ALWAYS still be in play. Takes away from the mystery, I think.
 
Not a fan of the "pack" infection. The whole idea of an alpha wolf being the ONLY one to infect adds to the game, IMO. It also gives the villagers an incentive to try to isolate the alpha over another werewolf, if the infection hasn't been used.

Even more intriguing, suppose there were originally three wolves, and the mob picks one off. Was it the alpha? In this case, the villagers don't know whether the infection is still in play. With the "pack" infection, it will ALWAYS still be in play. Takes away from the mystery, I think.

i see your point. My concern is that, as we saw in the last game, if the alpha is caught on day1, before there was any chance the infection was used, than the chances of the WW are really greatly reduced.
the 'pack' option would be a way to ensure the option is always available, at least once.

besides, the village (except the seer) has really no ways to distinguish between the alpha or any other wolf until after they are dead, since their behavior is the same.

What would really like is to stay away from the "anytime" infection, as it becomes (correctly) always a reactive option, only to be used if the alpha is under severe risk of lynching or at the end to close a game.
if the infection has to be used at night, it requires strategy and planning: the more the WW wait, the more effective a weapon the infection will be, but the higher the risk of losing it
 
I like the pack infection. If the Alpha is busy or something at least the WW's can do something.

The major reason we won so quick was because the alpha got caught and the wolves couldn't infect anymore. Plus since there are so many villager specials it's not fair for the WW's
 
chance the infection was used, than the chances of the WW are really greatly reduced.
the 'pack' option would be a way to ensure the option is always available, at least once.

The major reason we won so quick was because the alpha got caught and the wolves couldn't infect anymore.

That's exactly the point. It keeps everyone guessing.

Your posts both seem to suggest that the infection MUST happen for the game to be effective. But why? What's wrong with the added element of not knowing?

True, there's no real way (except for the seer) to distinguish the alpha from the other WW's, but that adds to the "lucky shot" aspect of picking off the alpha first.

As far as anytime vs night for infection, I'm altogether for nighttime only.
 
i am open to either way, another possibilities that was discussed earlier with twietee was to have the 'power' of the infected WW be different depending on whether the alpha is there or not.
for example, if the alpha is not there anymore, the new WW loses their special power (if they still have it), or some of the other variants discussed earlier. however, one thing to avoid is to get overly complex.



time for some TRIVIA ANSWERS!:

1. what was the direct reference to the Hitchhiker's Guide?
• When he got smited by the GG, Chrmjenkins starts reciting Vogon poetry (post #556)​
2. what were the 2 direct reference to Game of Thrones?
• In the Prologue, when stonyC and mscriv find the dead Tineye on the mountain rocky outlook post, and witness the arrival of the Koloss monster orde, StonyC picks up the dead watchman's horn and blasts it 3 times (post #101).
• Chrmjenkins, poet and actor, is identified as a ‘Mummer” (multiple places)​
3. Why was Rick Snagwell such a big fan of Chrmjenkins?
• Because, as we learned from Scepticalscribe (in post #263) who saw him in a smashing performance at the Duck House, he played with the famous theater company, the Last Applause Kings. Rick is notoriously a huge LA Kings fan.​
4. speaking of chrmjenkins, where -in the narration! - was he not completely forthcoming with the truth with abijnk?
• In the Epilogue (post #742), when the companions were seemingly lost in the passages underneath the Ashmount, he recited and then claimed as his own (to abijnk) some surprisingly decent poignant verses, which carried a striking resemblance to words uttered by a somewhat famous angsty Prince of Denmark, in another time and place.
 
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i am open to either way, another possibilities that was discussed earlier with twietee was to have the 'power' of the infected WW be different depending on whether the alpha is there or not.
for example, if the alpha is not there anymore, the new WW loses their special power (if they still have it), or some of the other variants discussed earlier. however, one thing to avoid is to get overly complex.



time for some TRIVIA ANSWERS!:

1. what was the direct reference to the Hitchhiker's Guide?
• When he got smited by the GG, Chrmjenkins starts reciting Vogon poetry (post #556)​
2. what were the 2 direct reference to Game of Thrones?
• In the Prologue, when stonyC and mscriv find the dead Tineye on the mountain rocky outlook post, and witness the arrival of the Koloss monster orde, StonyC picks up the dead watchman's horn and blasts it 3 times (post #101).
• Chrmjenkins, poet and actor, is identified as a ‘Mummer” (multiple places)​
3. Why was Rick Snagwell such a big fan of Chrmjenkins?
• Because, as we learned from Scepticalscribe (in post #263) who saw him in a smashing performance at the Duck House, he played with the famous theater company, the Last Applause Kings. Rick is notoriously a huge LA Kings fan.​
4. speaking of chrmjenkins, where -in the narration! - was he not completely forthcoming with the truth with abijnk?
• In the Epilogue (post #742), when the companions were seemingly lost in the passages underneath the Ashmount, he recited and then claimed as his own (to abijnk) some surprisingly decent poignant verses, which carried a striking resemblance to words uttered by a somewhat famous angsty Prince of Denmark, in another time and place.


wow nice!
 
chrmjenkins,
are you thinking of running your superhero game anytime soon?
otherwise, as an alternative if people are interested, i could run an interim bare-bones one, with basically the same structure of the last one plus minor tweaks, but no narrations at all (i really don't have time for that right now).

one aspect i wanted to gather some feedback on, was on how people liked the two-options system (public/covert) for the one-shot powers.
or should they just be one of the two? if they were public only, it would greatly simplify the GG's work and make the game faster/more reactive, but it would subtract a layer of complexity/strategy.

thoughts?

I think if all the actions are public, it could be an easy victory for the village.
 
I think if all the actions are public, it could be an easy victory for the village.

it was referred only to the one-shot day actions, so all the generic ones could either be done by villagers or WWs. it would not be an effective mean to 'smoke out' the WW, as was the case for you in the last game, as any of the WW could be one of them. it is true that it would reduce the candidates pool, but at the price of revealing the identity of all specials and possibly wasting their abilities.

in any case, duly recorded you also like the actions to have the option of covert activity :D
 
it was referred only to the one-shot day actions, so all the generic ones could either be done by villagers or WWs. it would not be an effective mean to 'smoke out' the WW, as was the case for you in the last game, as any of the WW could be one of them. it is true that it would reduce the candidates pool, but at the price of revealing the identity of all specials and possibly wasting their abilities.

in any case, duly recorded you also like the actions to have the option of covert activity :D

Agreed, I hadn't read post 853 yet when I responded. I do like the option of being covert though. :cool:
 
thanks for the feed-back. looks like the dual mode is preferred. I also think it makes the most interesting games

the tweaks i was thinking about for the next game would be:

INFECTION: this is not anymore a 'power' of the alpha wolf specifically, but the common power of the 'pack'.
you need any 2 living wolves to infect a villager. the "Alpha" is simply the leader of the WWs, with a separate special power.
the infection can only occur at NIGHT.
it is completely independent of any other killing.
it fails when it targets someone protected by the guard or immune.

ROLE/POWERS DISTRIBUTION

EVERYONE gets a unique, special power, but the pool of special power is LARGER than the number of players, so WW cannot be identified by exclusion.

There are 3 CORE VILLAGER ROLES (SEER, GUARD, UNDERTAKER) these are exclusively villager and are ALWAYS present at start

there are a few VILLAGE-SPECIFIC ROLES (GNAT, THUG, HUNTER, EXECUTIONER). these can be in play or not, but if they are, they start as villagers

there are a few WW-SPECIFIC ROLES (MANIAC, KAMIKAZE, SMOKER, MEDDLER). These can be in play or not, but if they are, they start as wolves

there is a larger pool of GENERIC ROLES. These can be both villagers or wolves.

when assigning the roles, the 3 core villager roles are assigned first, then wolves are assigned a role from the complete "wolfie pool" (= generic + WW-only). finally the rest of the villagers are selected among the residual village pools (= generic remaining + village only)



some of the specific roles would also operate slightly different (since they are not tied to the Mistborn universe anymore)

below is a proposed roster of roles:

Great set graph. Aside from dreaming up a few more special powers, I'd put the thug in the general pool.

ravenvii is running the EM game right now, and I don't really have time to run a game right now. Maybe in June.
 
Great set graph. Aside from dreaming up a few more special powers, I'd put the thug in the general pool.

ravenvii is running the EM game right now, and I don't really have time to run a game right now. Maybe in June.

yeah, that works too.
the Mansion game is going to be for a smaller number of people and will likely last a few weeks (based on the last game), so the two are not mutually exclusive in my opinion, but if we don't think we should have two games on at the same time, we can wait on this side.

I am fine both waiting fro you to run the superhero game or to go ahead with the bare tune-up game first, which i can run.
let me know
 
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