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Idea: If this apprentice hunter is going to stay, I think that it might be cool if they could scan for each other like the goth and vamp used to do. If they find each other, then they can PM each other, and maybe have more immunity?
 
- [not sure if this is a final change] vampire will read as a simple villager if he is scanned pre-activation by the seer [also by the undertaker?]

What a cool idea! Since a vampire is technically dead, albeit the undead, then I think the undertaker should be able to scan for the vampire and be given the results if he is correct. If it's not a vampire then the undertaker's scan would fail. This would add some additional strategy to the undertaker role. "Should I risk wasting a scan on a non dead player to determine if they are the vampire or is it not worth losing what I know will be a for sure scan on a player that has been lynched/killed?" Hmm...


3. Don't Panic didn't mention it, but all Specials can forfeit their action for the night optionally. Just send me a PM stating you take no action.

Just for clarification, this includes wolves and vamps being able to choose not to kill, correct?

4. Wolves and vampires will be told when they are attacked and their immunity is lost. After all, in real life, a wolf or a vampire has to defend himself against the threat and will know that they were attacked by their enemies. Same goes for the infection on a vampire.

Does this also apply to the "Master" Hunter. Is he/she notified if they are attacked and lose their one time immunity?
 
Just for clarification, this includes wolves and vamps being able to choose not to kill, correct?

Yes, it also includes wolves and vampires actions of killing. Everything a special does is optional now, but you have to send a PM stating so. Otherwise, when the time is up, it will be as always, a forced no-action.


Does this also apply to the "Master" Hunter. Is he/she notified if they are attacked and lose their one time immunity?

That one I am still trying to think about it. Since I am making it as close to "real life" as possible, the answer would be yes. However, this was discussed before and people liked the Hunter not finding out. So that's a small dilemma.

To change or not to change? That is the question.... thoughts?



Also, sorry to hear, Intell backed out. Updating player list now...
 
That one I am still trying to think about it. Since I am making it as close to "real life" as possible, the answer would be yes. However, this was discussed before and people liked the Hunter not finding out. So that's a small dilemma.

To change or not to change? That is the question.... thoughts?

I like the more realistic approach. I know it's more work for the storyteller, but I think every character should know what happens to their own player. For example, if the wolves attack a villager and a hunter successfully protects them I think the villager should know they were attacked and the hunter should know they successfully protected. These are all strategy clues that I believe would make the game more interesting and encourage more public interaction. It puts players in the position of weighing whether they should reveal things they know about or not, regardless of whether they are a special or not. It also makes the baddies consider their strategy more as well.

As I stated in a post before, (see excerpt below) I would extend this to all actions, players knowing if they were scanned etc. etc. This is sort of like the narration discussion, I would like to see narration have clues in it, nothing too overt, but real clues that would really be present to your character or the village as a whole.


I think it would also be interesting and fun to play a more revealing game where players know what is happening to their character and it's up to them if they choose to reveal it or not. Basically, if something happens to you during the night time then you should know what it is that happened.

For example, Ravenii would send each player a PM during the night that would say one of the following:

This night you:
- were scanned
- were fed upon for blood (if we keep the vampire rules as they were this past game)
- were attacked and the attack failed
- have been infected by the WW's (if we use the night infection change I'm suggesting)
- were killed, come morning the village will discover your death
- slept restlessly, but awoke to a new day

I think I've covered most if not all of what could happen during a night, but I could've left out a few. The only exception I can see would be not revealing that the wolves tried to infect someone and it failed. That would probably be too much power for the village. A failed infection could simply be not reported to the target or reported generically as a failed attack.

I believe this kind of change would encourage more interaction in the game. I've always thought the balance of power favored the Wolfpack because they alone know what is going on during the night. Additionally, I've always thought it odd that players were kept in the dark about what was happening to their own character.

I don't think this tips the balance of power too much because everyone gets the same information, whether on the baddie side or the good side. If I'm a villager or a special and i find out that last night I was scanned. Well, I've now got to wonder who scanned me? Was it the vampire, the seer, or a goth? If I'm a baddie and I know I've been scanned then I still have to wonder who did it and how should I react now. If I know that I've been attacked and it failed you better believe it's going to impact my posts. Will they come after me again? Did the hunter protect me? Was it a failed infection? I think this is a pretty cool option, what are you guys thoughts?

I'd just like to see things happen that encourage more participation and interaction and I hope the suggestions I make do that.

Well, that's all I've got for now. Again, good game everyone.
 
I disagree on giving the villager any information that she/he was attacked. Although I like the idea of letting the Hunter know, they did their job. Now people might ask, well wouldn't that be a dead give away the protected player was a villager? Yes and No. Why? The player could well be a villager or a vampire. The only thing for the Hunter to do is guess. For this game, I won't make it so, but I'll leave it to the next Host to experiment on that one if he wishes. However, if the players like the idea, I can implement it here.

Also, in a realistic point of view, the Hunter could stand guard outside his protegee's house and watch for any wolf or vampire come near. Hence the villager in question would know nothing. Now wouldn't the wolves see the identity of the Hunter and vice-versa? No, the Hunter could be protecting with a mask on and it would be too dark (little moonlight) for the Hunter to distinguish who the wolves are.

As per clues into the narration, I will not drop much clues in their with regards to night happenings. However, if I feel the actions for that night are juicy enough (as in the vampires, wolves and hunter went at it for that night), I will drop in a clue or two at most.
 
i see mscriv points, but IMO, it would be better to leave most of those actions surrounded in mistery, so people have to evaluate multiple possible scenarios.
the baddies already have an advantage in terms of information, so to notify them of the nocturnal actions only increases that, and the same -to some extent- is also true for the hunter.
that's why i wouldn't notify at all when attacks occurred.

in terms of 'realism' (in a fictional world) any of the different choices can be rationalized as 'realistic'.
for example, the protection by the hunter could simply be that he mounts guard
in front of the protegee's door and thus prevents the attack. In this case he wouldn't realistically 'know' who the attacker is or if any attack happened at all, nor the villager would know he was protected at all.
as far as a direct failed attack, again, you can devise narration to make 'real' for the hunter to be attacked without realizing it (like he is wearing a magic amulet).


but mostly, although i like that the drive towards a believeable universe with a consistent mythos, the foremost worry should be to make the game playable and balanced.
that said, i am fine with whatever is decided

it would be interesting to play once in the mold that mscriv suggested (get in line and host the game, mscriv) and see how it goes.
 
it would be interesting to play once in the mold that mscriv suggested (get in line and host the game, mscriv) and see how it goes.

I said I wanted to play in a game like that and if I host, I can't play. ;)

I'll give it some consideration. It might be fun to take a turn at hosting. :)
 
I said I wanted to play in a game like that and if I host, I can't play. ;)

I'll give it some consideration. It might be fun to take a turn at hosting. :)

Yeah man, I've always thought you'd make an awesome game host.

doit.gif
 
That one I am still trying to think about it. Since I am making it as close to "real life" as possible, the answer would be yes. However, this was discussed before and people liked the Hunter not finding out. So that's a small dilemma.

To change or not to change? That is the question.... thoughts?
The master hunter should know if he/she was attacked and immunity removed or if the protected villager was attacked. Also who did the attacking WW or vamps, no names of course. Eg. "You protected arn last night and he was attacked by WWs", "you were attacked by vamps and have lost your immunity".
On the flip side the vamps/WW should know if they attacked a protected player or someone with immunity. Eg. they receive a PM from jav, "you attacked a player (could be vamp/WW/villager that's why I chose player) protected by a hunter" or "you attacked a immune player". The WW/vamps then have to work if the immune player was a WW, vamp, hunter or priest.

This would add to the tactics/strategy/paranoia I think.

Thoughts?
 
Sorry double post.

jav6454 said:
Vampire: There will be one vampire. At first, the only ability the vampire has is to turn a villager into a vampire. Until the vampire infects a villager, the vampire is seen as a Villager to the Seer.
Just for clarification will the vamp being shown as a villager to a seer scan before infection also effect the priest's prayer?
I don't think it should myself, I prefer if it was confirmed before the start of the game to avoid confusion.
 
Sorry double post.


Just for clarification will the vamp being shown as a villager to a seer scan before infection also effect the priest's prayer?
I don't think it should myself, I prefer if it was confirmed before the start of the game to avoid confusion.

Agreed; it definitely should not affect the Priest' prayer. The answer to the prayer should be the final, 100% factual answer. It's from the Gods, for hell's sake.
 
Just to let people know, besides targeting with my votes the people who aren't actively posting, I plan on adding some RP (not Rodimus Prime :) ) to my post. I may not live long, but I plan to have fun while I'm in the game.
 
YAY! Monday!

I like the more realistic approach. I know it's more work for the storyteller, but I think every character should know what happens to their own player. For example, if the wolves attack a villager and a hunter successfully protects them I think the villager should know they were attacked and the hunter should know they successfully protected. These are all strategy clues that I believe would make the game more interesting and encourage more public interaction. It puts players in the position of weighing whether they should reveal things they know about or not, regardless of whether they are a special or not. It also makes the baddies consider their strategy more as well.

As I stated in a post before, (see excerpt below) I would extend this to all actions, players knowing if they were scanned etc. etc. This is sort of like the narration discussion, I would like to see narration have clues in it, nothing too overt, but real clues that would really be present to your character or the village as a whole.

I'd love to see that as well, and for the same reasons.
 
I'd love to see that as well, and for the same reasons.

Agreed. I hate knowing when I'm scanned and when I'm not. I'd add, though, that I'd like to know who's scanning me. That way, if it's a werewolf, vampire or Rodimus Prime, and I can vote for him because I know he's a bad guy. :p
 
Priest's prayer will not be affected, anythin yes/no goes. Only Seer and Undertaker, if and only if the vampire is not yet activated.

Agreed. I hate knowing when I'm scanned and when I'm not. I'd add, though, that I'd like to know who's scanning me. That way, if it's a werewolf, vampire or Rodimus Prime, and I can vote for him because I know he's a bad guy. :p

And this saga never ends. :D
 
I'll be closing sign-ups early, 3PM Central, 4PM Eastern. I know I know I said 9PM, but finals are this week, and at 7:30PM my study group scheduled a session (will last till 11PM). Hence I have to move everything early. Still, game starts Monday; roles will be given out earlier, so you have more time to plan.
 
Look at my signature and tell me that it wouldn't be ironic if I were the priest 2x in a row. :)

From your signature, it would appear then that you haven't learned that much from your thread in PRSI.

Swapping one crutch for another is not enlightenment.

*Mods, feel free to move my post to that thread if need be.
 
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