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Werewolf 2 Lurker Thread: Spoilers!

pling Wrote:
That can't be the reason because according to Scooter he & Serdoa had extensive out-of-thread conversations. I suspect it's much more plausible that Serdoa wasn't ever quite sure enough of anyone to take the risk, or was never sure enough of his ability to convince the wolves that he was telling them the truth.


duh
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uberfish Wrote:I'd suggest a roleblocker or godfather type instead of devil. And vigilante (a villager who can kill at night) is more fun than baner imo smile

yeah I really don't like the idea of a baner or devil. They both seem like roles which can get lucky and strike a massive blow for their side, or get unlucky and do nothing.
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luddite Wrote:yeah I really don't like the idea of a baner or devil. They both seem like roles which can get lucky and strike a massive blow for their side, or get unlucky and do nothing.

The baner's biggest role is to allow publicly accepted villagers to exist and not be killed. Without the baner, those villager will be killed off quickly.

The devil on the other hand I would say reduces the role of random chance. The purpose of the devil is to hunt out the baner and the seer. Without a devil, the wolves get 1 shot/night. With the devil they get 2. The effect is to halve the time it takes to find the seer/baner, as generally the scried targets will be the next in line for killing otherwise.

A killer role on the other hand, is the most random thing you can possibly introduce to the game. If they are accurate, they can win the game almost single handedly. I've been in games where a killer took out fully 2/3ds of the wolf team single handedly. But on the other hand they can be inaccurate, killing off villagers left and right. I find neither case very much fun for anyone but the killer.

EDIT: Oh, and the other way I've seen the killer played is for a second lynch vote to be taken during the day for the killer to take note of. Played this way the killer just doubles the lynch/kill ratio. Or more probably mildly adds to it, since the killer is normally once/3 days or something similar.
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MJW (ya that one) Wrote:Edit: I think 1 or 2 wolves guessed correctly that I was roleblocked from F&I's post and just agrued strongly for targerting me. They did not say that because it might leak to F&I and he might unroleblock me or allow me to only protect myself.

I can say with no doubt that this did not happen. We had no idea and were as shocked as you were. You and Fire&Ice said nothing about role-blocking until after the night phase ended. We thought we were in a bad position, so we figured we would take the 50/50 shot on you or sunrise.
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scooter Wrote:I can say with no doubt that this did not happen. We had no idea and were as shocked as you were. You and Fire&Ice said nothing about role-blocking until after the night phase ended. We thought we were in a bad position, so we figured we would take the 50/50 shot on you or sunrise.

I don't think you can see into the other wolf's mind.
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MJW (ya that one) Wrote:I don't think you can see into the other wolf's mind.

Nope, but no one argued strongly for it. We were all pretty meh about it. Besides, I don't think what you are suggesting is even possible. Can you point me to the post where fire&ice supposedly gave this away?
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Selrahc Wrote:On Sareln's gameplan.

It looks basically fine. Wide open to follow the seer gameplay techniques though. Especially with no fool to muddy the water.
I think Novice's idea of a voider(roleblock) role for the wolves is a good idea, since it neatly shuts down that game technique. If the seer reveals himself, he will never get another scry until the voider is lynched.
If that isn't included, definitely bring in a fool.


I personally absolutely hate villager kill roles. Baner will certainly be duller. But it won't be anywhere near as distorting. Keep secondary kill roles out of basic game types, please.

Mason's aren't vital. I ran masons a little understrength in my game, and F&I copied. A big purpose of masons is to throw up anomalies in the voting record due to people working together who aren't wolves. That kind of thing *should* be more noticeable in a no PM game. But they definitely aren't a necessity.

  1. Non-wolves cannot PM.
  2. Seer
  3. Baner
  4. Fool
  5. Werewolf Role-Blocker (Voider)
  6. Mayor to break ties, voted on the first day and any day on which the position is empty.
  7. There are no secret roles.

If the game gets larger than 20 I think I will add 1 mason for every 10 players. I'll start the signup thread later today. Any last minute "OMG how'd you forget this" comments?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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Sareln Wrote:[*] Seer
[*] Baner
[*] Fool

Arent't there any other slightly less powerful roles that could be used instead?
I have to run.
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Sareln Wrote:Any last minute "OMG how'd you forget this" comments?

Well, there's still the question of what happens when the Mayor's vote is tied.
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I'd still honestly say to have the mayor select his successor to remove all the follow up voting.

That leaves the tiebreak for mayor votes as pretty inconsequential, only potentially coming up on the first vote, where hopefully someone will be willing to shift.
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