And I don't understand why you're so certain that scum have two kills if you were responsible for one of them.
Where did I say I was responsible for a kill? I didn't use my ability last night... That was the first thing I said when Ryan posted. Bob convinced me not to use my ability. I knew it was unlikely that I would hit on protecting anyone so it would basically be a vig shot.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Current top suspects novice, OldHarry, Jowy. Serdoa is less suspicious than all of them. Gonna revote for novice because I don't think Jowy has a chance of getting lynched today.
What are the vote totals?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Quote:Qgqqqqq: Killing him will give a lot of information. So if I did'nt have a wolf read on anyone he would be number 1. He's playing a bit defensively and keeping his options open to; which is a bit wolfish.
DO you actually think I'm a wolf or is it just for the information?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
And I don't understand why you're so certain that scum have two kills if you were responsible for one of them.
I don't see where he said that he was responsible for one of them.
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.
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.
Okay lewwyn your roleclaim seems very reasonable. And your very townish otherwise. Ryan, I assume that your ability just tells you weather or not someone can kill.
I don't treat your attack against jowy seriously though as I know you hate him with a burning passion for some reason...
I knew you were hiding something That's a good step forward, but I'm still wondering why you couldn't answer my questions earlier! To remind you, they were:
Quote:Since you're around, can you explain these actions as town:
1) Leaving hints of your role
2) Fake-revealing just vigi at first
And I'd like to know if you think Ryan is lying. Ryan is saying that his only result was that you can kill, while you are claiming that you can both kill and protect. One of you seems to be lying about something.
Pretty sure you could answer all of em without giving away any more information about your role. In fact they still go unanswered. Well, we can assume that the answer to 2) was to confuse the scum, but since you had already skipped that claim and went to the next, you might as well have told us that you were trying to confuse the scum with the first reveal. It probably would have had a stronger effect that way, actually.