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WW27 Game Thread: Once there were 12

Btw is that tally wrong?
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(August 30th, 2013, 15:51)Jowy Wrote: Btw is that tally wrong?

Answer to my own question, the official tally is missing Mattimeo's vote.
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(August 30th, 2013, 15:53)Jowy Wrote:
(August 30th, 2013, 15:51)Jowy Wrote: Btw is that tally wrong?

Answer to my own question, the official tally is missing Mattimeo's vote.

He's not voting for himself or me.


How would the pieces fit by the way, Jowy? I cannot see how...
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Novice, looks like you get the lesser of two evils choice to make
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(August 30th, 2013, 15:54)Gazglum Wrote: Novice, looks like you get the lesser of two evils choice to make

?? How is it the lesser of two evils?
If you know what I mean.
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What we said to Jowy about picking one of the leading candidates, even if they're not your favourite.
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(August 30th, 2013, 15:57)Gazglum Wrote: What we said to Jowy about picking one of the leading candidates, even if they're not your favourite.

Wouldn't it be the opposite for Novice, since it's between two he was pushing for? :P
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(August 30th, 2013, 15:57)Gazglum Wrote: What we said to Jowy about picking one of the leading candidates, even if they're not your favourite.

Oh, no I misread. I mean Jowy should...and he won't. Shit.
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Sorry. he's voted mJW too. I'm just skim reading from the last tally
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By the start of the second day, the 12 had become 10 - two valiant villagers murdered, one by the village and one in the night. Still, the village knew no other way to purge the scum than the daily lynches that the Admin necessitated. Many candidates were debated during the day, but finally, at nightfall, the village hanged MJW, the much-talker. Apprehension twisted and spun across the village, followed quickly by revulsion, then relief, as MJW's now-dead body violently and quickly contorted into a grotesque, furry mockery of the human form.

MJW went and babbled for a time
The village lost its patience, and then there were nine


MJW was lynched. He was a 1-shot break protection werewolf.

End Day Two. Begin Night Two.

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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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