Quote:
Originally Posted by Roa_Aoife
Thanks LMP, though I'd like to hear from the wolves I had around the longest- Eomer and Morm.
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I would like to add a voice of a little more short-lived wolf...
First of all, being a wolf in the wizard game was not at all fun... or well, it was, but not so much as it is in a normal game (as I experienced it in my next game - there was a difference in quality, not only in quantity there).
But why is that?
Some points...
- I'm of the opinion that we were strictly informed not to make any cases or arguments about our wannabe-kills but just to give the name of our choice to the sub-mod. That I think was made pretty clear from the beginning (and I protested against it before knowing myself to be a wolf). The arguments would have been futile anyhow, because it was said that no arguments would be posted to other wolves to ponder about. So a question of a simple majority rule, with the EW having the possibility of overriding it at her wish. (If Morm actually produced wealthy arguments, I think he broke the initial rule - or at least the rule I frustrated myself on)
- Without knowing your "partners" it makes you feel quite cornered from the beginning (I realised it after I woke up to see the end of Day1). One might say it's just more suspense and excitement, but actually it's also quite frustrating as you can't help your situation or really "play" a game. It becomes just a run for your life and hide your head -game with no point whatsoever (you don't decide the kills, you don't argue them, you can't make any tactical decisions etc.) with the added ingredient of "don't let down your EW" (I really started to believe in Roa being the EW on Day2 in the middle of her relentless attack on me, but of course I couldn't jump with a full counterattack on her, as that could have weakened our overall chances as the evil side - in a normal game I really would have enjoyed a fight there...).
- There is very little point in being a wolf if you don't have any means to make a difference. I see the fun in being an ordo (and I love it) when you try to find who to trust and who not - when you get to see how to best play the game for a mutual victory (even if it demands sacrificing yourself), and being a wolf is just so much fun: how to co-operate, how to deceive, how to see things right from your team... But in DW it was being hunted by everyone without any reason or goal to go for or risk yourself. Not good. More frustrating. A handless basketball-player I felt myself to be - and that's not far from the truth.
So the wolves should have more liberties. What should they be? I don't know, but at least they should have the feeling of actually playing a sensible game themselves where they can make their own mark in, or just feel they are playing in the first instance. The EW should have the final right of decision, that's in the spirit of the game, but at least allowing the wolves to argue for their own cases would be an improvement (even though I think the EW would still not owe an explanation about her decisions in the case of an overrule). I also think that Lommy's ideas should be considered if any argumentation is ruled off.
But how to balance the basic inbalance between the sides (here I side with Gurthang - as I did before the game), when the EW has a 30 yard head start with the GW in the 100 yard hurdles - and demanding more stakes to the individual wolves at the same time? Maybe the EW should have to start by one at night -basis too (maybe two in the beginning to not allow the game to end after Day1), or something - the GW being allowed two gifteds on Night1 - or additional gifteds along the way over the three?
Well, happily I'm not going to be the next DW-mod. But surely will participate if time allows.
Great concept
lmp, but needs some polishing before it actually works in a balanced fashion that would offer the same possibility of gaming satisfaction to all different roles.