that's entirely up to the wording of the question
e.g. "Is any of chrmjenkins, don't panic, jav6454 or abijnk one of the bad guys"?
Precisely.
that's entirely up to the wording of the question
e.g. "Is any of chrmjenkins, don't panic, jav6454 or abijnk one of the bad guys"?
As I've stated, it can be any yes/no question. The priest can ask, "Is chrmjenkins a wolf?" or "Does the name of the wolf start with a C?" or as you said, "Are there any evil players in the top 1/3 of the roster list?"
It can be any question at all. It is only if the question cannot be answered in a yes/no manner ("Who among the ritual participants likes to kill at night?") the priest dies.
So if the priest says "DUDES, I've got a better question! I abort the ritual!" there's nothing too suspicious about that. He can't change the question in the middle of a ritual, he has to re-start.
that's entirely up to the wording of the question
e.g. "Is any of chrmjenkins, don't panic, jav6454 or abijnk one of the bad guys"?
You said if the priest asks a non yes or no question that he/she dies. Does that mean he/she can sacrifice himself/herself on purpose to get any question answered or will only yes or no questions be answered and all others ignored?
Sorry if this has already been covered and I missed it.
Good point. It's not clear why the penalty exists if the question will be ignored anyway. It's like a punishment for not understanding the rules![]()
I don't like that question because I don't know how much identifying a goth is worth the priest's question (at least early on). You guys got me on day 2 and a lot of good it did you![]()
it was just an example on how you limit the pool of people you are enquiring about. you can word it to include the vamp and not the goth if you prefer.
but getting a goth early greatly reduces the chances of the vamp to be activated early, with the additional deaths that follow.
your early demise in the other game prevented the vamps to be active until the very end and they actually didn't add any extra body to the dead list. (not that this prevented me and all the other villagers to end up dead anyways)
It halves it. But that hasn't been the villagers' problem. They were unsuccessful in getting any werewolves last game because they are getting better at subtly redirecting votes. Doesn't make much sense to celebrate banishing a potential threat whilst one's leg is being salted and seasoned by very active wolves.
i agree, but as soon as the vamps get activated, they are equally dangerous as the wolves, and possibly more considering the vamp lord will know who some of the special are. plus the likelyhood of them to get activated early is higher this game due to the increased psychic ability of the vamp lord.
kind of beside the point, but i actually think the most useful answer to my example question would be actually 'no'
Do remember that you can send in the PMs before a lynching actually takes place.
Feel it's too short still? Let me know, I'll be happy to change it to 24 hours.
iBookG4user, quit it - I know you're the sorcerer but there's no need to play with appleguy123 like that!
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On a serious note, -aggie- please clarify if you want in or not, thanks!
You know what, count me out. I'm fed up with all the rule changes. Especially now that I understand that the seer role has even changed. Quit screwing with a good thing. If it ain't broke, don't fix it.
You know what, count me out. I'm fed up with all the rule changes. Especially now that I understand that the seer role has even changed. Quit screwing with a good thing. If it ain't broke, don't fix it.
I'm starting to think same wise. The Seer was never broken.
My goal is to give a higher percentage of players roles, since one of the negatives of the previous games is that a majority of the players don't have roles, and it can get a bit boring.
Instead of killing the secret society if they infect a werewolf, maybe they should become werewolves, or just villagers who try to confuse the others into killing themselves off.
Nah, the reason I made it so harsh was because I agree with the discussion previously that the secret society is too large at 5 potential players. So instead of simply making it 2, with the potential to recruit one more, I decided to make it interesting. Basically, it begins with 3, and they *could* recruit two more, but there is a strong incentive not to.
Let's see how that works out.
Up to 4 innocent villagers dying in a single night is quite a game changing event. Even after only a few days, that tilts the game rather significantly.
Actually more than 4. The werewolf still gets to kill so 5, and the the vampire may be activated, so 6. That's almost half the village during one night.
iBookG4user, quit it - I know you're the sorcerer but there's no need to play with appleguy123 like that!
![]()
On a serious note, -aggie- please clarify if you want in or not, thanks!
I'll stick to this game, however, can we please change the "jav6454 rule (by the way of -aggie-)" to "jav6454 rule (which -aggie- can't seem to follow"??
What saves the game to me is the fact that the Brotherhood can be slaughtered in one night.
Harsh.
And actually, 5. The society slaughter takes place of the wolves' night kill.