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WW27 Game Thread: Once there were 12

Rules (mostly taken from WW26):

1. 48 hour days. Nights are 24 hours.
2. Day ends at 2100 UTC/1600 CST.
3. In the event of extended forum downtime or downtime that occurs in close proximity of the deadline the day will be extended 24 hours at the GM's discretion
4. During the day each player may cast one vote for someone to be lynched. Players may not vote for "no lynch".
5. Votes must be posted in red text or they will not count. Votes with spelling errors of names do count so long as it's unambiguous in the GM's opinion whom is being voted for. Votes embedded in quotes do not count.
6. The player with most lynch votes at the end of the day is lynched and eliminated from the game.
7. Night actions have been pre-assigned a priority order that seems sensible to the GM and will be processed in that order.
8. Anyone failing to vote for 2 consecutive game days will be mod killed and removed from the game with a loss.
9. Dead players may make one posthumous post that doesn't contribute to discussion.
10. Forum profile camping is not allowed.
11. To prevent confusion that may arise in the case of cross posting, posts may not be edited.
12. Breaking rules will result in penalties ranging from warnings to loss of abilities to being mod killed depending on the severity of the infraction.
13. Players may not communicate with other players about the game outside the thread via PM, email, chat, quicktopics etc. unless told otherwise.
14. Players must check their PMs each game day before posting.
15. Directly quoting role PMs or Quicktopics or other communication from the GM isn't allowed.

Night Result Policy

If your action doesn't need to return information you won't receive a PM telling you whether it was successful or not.

If your action returns information but fails for any reason (negative result or interference of other rules) you will just receive a "no result".

Tiebreaks

There are no mayor elections. If there is a tie, the lynch will be randomly determined by Random.org, and the timestamp will be posted with the lynch.

Live Players:
1. zakalwe
2. Qgqqqqq
3. Mattimeo
4. MJW
5. novice
6. JKaen
7. Jowy
8. Azza
9. Azarius
10. Gazglum

Dead Players:
1. classical_hero, 2-shot village doctor, lynched Day One.
2. Serdoa, 1-shot village alignment seer, killed Night One.

Sample Village PM:
Quote:You are a vanilla villager. You win when all threats to the village have been eliminated.

All flavor will come later. My apologies.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Twelve Little Villagers
A nursery rhyme by thestick, revealed in parts

One little, two little, three little villagers
Four little, five little, six little villagers
Seven little, eight little, nine little villagers
Ten, 'leven, twelve vill'gers

classical_hero from the CFC sessions
Blew out his voice, and then there were eleven

Serdoa, fortune's child, was seeing again
He foresaw his fate, and then there were ten



The game is now live!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Hm. I was going to suggest no lynch but I see it's actually not allowed.

Let's lynch the last player to post, then. smile
If you know what I mean.
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Why were you going to suggest a no lynch?

I don't understand my role pm. Isn't vanilla a flavor?
I have to run.
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There's probably three wolves and they need three mislynches even if we no lynch on the first day. So the idea would be to avoid handing them an easy mislynch on the first day and instead wait for more information.

It might be a bad idea, but it's never been tried, so it might also be worth a shot.
If you know what I mean.
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(August 25th, 2013, 17:22)zakalwe Wrote: Hm. I was going to suggest no lynch but I see it's actually not allowed.

Let's lynch the last player to post, then. smile

The best play would be to vote lynch every other day to avoid a mod-kill. And lynch someone who vote lynches someone. I know your joking because doing that (not lynching to make the lynches random) is too metagameish.
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(August 25th, 2013, 17:34)zakalwe Wrote: There's probably three wolves and they need three mislynches even if we no lynch on the first day. So the idea would be to avoid handing them an easy mislynch on the first day and instead wait for more information.

It might be a bad idea, but it's never been tried, so it might also be worth a shot.

Oh, I cross-posted. If you are serious I feel that you are not powerful enough to herd the rest of the village on this because this is against the rules. I'd wouldn't have a problem with this.

You could say that lynching randomly doesn't give the town a lot of information. But that would be BS. There would be a lot of talking about using this trick; giving the town information anyway.
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Gazglum is back, and now 100% less wolfy! Pleased to see you all, and welcome Azarius and Classical Hero.

(August 25th, 2013, 17:34)zakalwe Wrote: There's probably three wolves and they need three mislynches even if we no lynch on the first day. So the idea would be to avoid handing them an easy mislynch on the first day and instead wait for more information.

It might be a bad idea, but it's never been tried, so it might also be worth a shot.

You'd need good herding to get everyone on board with that, because just one vote would be enough to lynch someone. So anybody could potentially get a lone kill and if they had a hunch on a suspect it might be hard to resist taking the chance.

But if we do go through with it, wouldn't it also make LiLo harder, if we get one wolf left out of four instead of one out of three?
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Yeah no lynching would be too vulnerable to one person deciding they were certain on someone and lynching them with a single vote - and then we'd probably end up lynching them for it. All rhetoric of course. smile
I'm interested in hearing from classical_hero.
I don't think flavor means roles, but rather theme.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Hello to you as well Gazglum, no observer effect this time eh? Not lynching day 1 sounds interesting if allowed, but it seems we can't try it this game either way. Novice for not being chocolate.
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