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Originally Posted by Boromir88
Alright, so just some observations from the first Dueling Wizards game that I remember.
I will first tell Legate, that yes the sub-mods had to be around a lot, but I knew that when I told lmp I'd do it. I assure you I got enough sleep, and I hope to all my evil companions I did an efficient job of sending the information to all the necessary people. As soon as I saw a message I forwarded it right back out. So, yes, the sub-mod needs to be someone who has a lot of available time, and is on often, but I didn't have any issues with getting the information to the right people in a reasonable time. (Well at least I didn't hear Roa complaining about me  )
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I thought you did a great job. You were very helpful.
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As far as the game balance, lmp, had many many dry runs before starting his game and it had turned out pretty even. I think the Good team was disadvantaged with only being able to PM during the day, because on top of trying to do the ordinary day business of analyzing and voting, the GW had to try to communicate with his gifteds as far as what action should be done. And it didn't seem like Gurthang could plan as effectively as Roa, simply because of only being able to PM during the day. So, definitely letting both teams only PM at night should alleviate some of the "work load" the GW has to do, and they could plan more effectively.
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I'd forgotten that LMP did a bunch of dry runs. Perhaps the ability to talk at Night is the only thing we need to change to even things out.
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Also, before we do start, clear rules for everything definitely has to be established for a game as complex as this one. I remember an issue right off the bat, it was a while ago and don't remember the exact details (maybe someone else does?). I just remember lmp, Kuru, and myself awarding Roa an extra kill at one point because of something we all felt was unfair. At that time that was the decision we thought was appropriate, and I believe as Gurthang pointed out before the extra kill hurt the good team.
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Are you refering to the extra kill my wolves got each Night once they reached a certain number? I thought that was to move things along more quickly (30 people is a lot to kill, after all). The only extra thing besides that I got was an extra turn one Night to replace a wolf that was unfairly taken from me. If you recall, TP, the new hunter, refused to pick a person to hunt with out talking to the GW (as you mentioned) so when my wolves killed him, LMP decided to give him an automatic wolf kill. I protested, Gurthang protested, and I was given an extra cursing the next Night.
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However, that wasn't the only reason the evil team was able to win and win pretty decisively. I thought the biggest reason was Roa's play as the evil wizard. She definitely had a great plan, did a great job of executing her plan, and overall just being in control. I think the GW could have done a better job of planning had he been able to communicate at night, because only being able to communicate during the day was, when you also have to worry about posting and finding wolves, was just too much.
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Aww, thank you. I agree, the good team should be allowed to communicate during Nights, rather than Days. That could significantly balance things, if the GW has the opportunity to plan like the EW.
I like the idea of Wizardly protections, but not whole game. That would just get silly. The next Night should be good enough. I don't think it would be easy to keep track of who was protected and who wasn't, and when the protections were up if we did it for multiple Nights. Trust me, by the time each wizard has their roster full, IF they ever get their roster full, there won't be that many people left in the village. People drop like flies in this game.