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Old 03-16-2010, 05:48 PM   #1
wilwarin538
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Hmm. Well perhaps not necessarily getting rid of all the gifted wolves all together. Like 1 wolf pack has a seer!wolf, a hunter!wolf and a normal wolf. Then the other pack has the unicorn!wolf, ranger!wolf and a normal wolf? Too many seers/hunters/rangers can get rather out of hand. Then making the cobbler just a regular cobbler (not enough players though and he may have to go), no cursed at all, and no revenge kill from the lovers (just regular lovers that want to survive, and die together). Then I think that would be far more balanced. I love your Unicorn role, I think that's rather brilliant. What I suggested before about allignments would be the only thing I think you may want to change for that role.

Having 6 wolves certainly will not make it impossible for the village. Sally had a game with 6 wolves (I was one) and we still managed to lose, haha. So that's certainly not the problem. Just too many powers, too many oppurtunities for them to have more allies, and far too much death (yes, that is possible in a WW game, haha).

It's such a brilliant game Lottie, I can tell you guys thought this out a lot. It would be lovely to have everything the way it is, but it could very well result in your game ending far too soon.
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Old 03-16-2010, 07:15 PM   #2
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Quote:
Originally Posted by wilwarin538 View Post
So when one of the Unicorns dies they could potentially come back to life as well?


And what if a wolf is chosen to come back, and comes back as an innocent. Couldn't they reveal all their packmates to the whole village? If so perhaps anyone who dies should come back with the same alignment, but the role could change. Like Bob is the seer!wolf, he dies and comes back when the unicorn dies, Bob goes back to the same wolf pack but is maybe now another role (like perhaps a hunter and an ord are the other ones dead, so Bob could be another hunter!wolf or just a regular wolf (ord!wolf?haha), but for the same pack he was in before he died). That would just make it so a wolf couldn't change alignments and then be able to reveal all their mates, and conversely it would decrease the chance of more wolves being created. But the revived still get a new role no matter what.

Did any of that make sense?

Sorry if I sound nit-picky. I just know a lot of unexpected situations can arise in games with a lot of new and never-before-seen rules, and trying to predict potential problems before hand could save a lot of trouble!
Actually, that does make sense, and it's something I'd never considered before. But...then the village would know, if an evil person comes back, they're still evil. So might have to think more about that.

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Originally Posted by Thinlómien View Post
I have to agree with those who say it's unbalanced to the evil side. The innocent have practically no chance of winning, unless we have 5-10 more players. It will be a horrible bloodbath with all the hunters, two packs of wolves and possible lover revenge kills. And if we have 13 players like now, more than half of the village is evil in the beginning and we have no ordos and not even all the special roles can be included!

I suggest at least three out of the four following, preferably all four:
a) removing the cobbler
b) removing the lovers and the anti-lover
c) removing the gifts from the wolves
d) removing the cursed
otherwise it's not going to work, at least by my logic. Sorry to say because it changes the game quite a lot... Or then you really need far far more players. This far there are already 16 special roles, so you would need more than twenty players to make this work, I would even say 25 with all this massacre...

I suggest reconsidering a bit. As a handy hint, make yourselves a demonstration to test the game mechanics: simulate the game and keep a tally. Just roll the dice to see who is lynched each Day and who is chosen by whom each Night. Try out with different starting roles until you find one that looks fair to all parties.
Personally, I wouldn't mind removing the Cursed and Cobbler, and switching the one Hunter!wolf for WereUnicorn, but I'll have to talk to Hakon before I can do anything drastic.

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Originally Posted by wilwarin538 View Post
Hmm. Well perhaps not necessarily getting rid of all the gifted wolves all together. Like 1 wolf pack has a seer!wolf, a hunter!wolf and a normal wolf. Then the other pack has the unicorn!wolf, ranger!wolf and a normal wolf? Too many seers/hunters/rangers can get rather out of hand. Then making the cobbler just a regular cobbler (not enough players though and he may have to go), no cursed at all, and no revenge kill from the lovers (just regular lovers that want to survive, and die together). Then I think that would be far more balanced. I love your Unicorn role, I think that's rather brilliant. What I suggested before about allignments would be the only thing I think you may want to change for that role.

Having 6 wolves certainly will not make it impossible for the village. Sally had a game with 6 wolves (I was one) and we still managed to lose, haha. So that's certainly not the problem. Just too many powers, too many oppurtunities for them to have more allies, and far too much death (yes, that is possible in a WW game, haha).

It's such a brilliant game Lottie, I can tell you guys thought this out a lot. It would be lovely to have everything the way it is, but it could very well result in your game ending far too soon.
Like I said, I'm seriously considering getting rid of the hunters altogether. The Unicorns supposedly keep the game from ending too soon, plus with three Rangers running around, the Nightkills won't be so much of a problem.
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Old 03-16-2010, 07:41 PM   #3
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Quote:
Actually, that does make sense, and it's something I'd never considered before. But...then the village would know, if an evil person comes back, they're still evil. So might have to think more about that.
hmm, hadn't thought of that either....that makes it difficult.

Perhaps keep the hunter!wolf, but no innocent hunter. Then get rid of the unicorn!wolf and keep the innocent unicorn, and make it so that only an innocent can come back. That balances it, the hunter!wolf dies and takes someone down, the innocent unicorn dies and brings someone back, and if it only applies for innocents then we won't have to worry about allignment.
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Old 03-16-2010, 07:48 PM   #4
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hmm, hadn't thought of that either....that makes it difficult.

Perhaps keep the hunter!wolf, but no innocent hunter. Then get rid of the unicorn!wolf and keep the innocent unicorn, and make it so that only an innocent can come back. That balances it, the hunter!wolf dies and takes someone down, the innocent unicorn dies and brings someone back, and if it only applies for innocents then we won't have to worry about allignment.
Hmm. This is a possibility. *ponders*
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Old 03-17-2010, 08:21 AM   #5
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I like the way it's shaping. (But I still think it'd be better if we had more players. So join, all you ninnies who are just stalking this thread! )
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Old 03-17-2010, 02:08 PM   #6
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Okay, I am not so keen on too extraordinary games, but if this is made balanced somehow, I could play

That said, I have played in SpM's game with a ton of wolves in different packs and it was fun, however it didn't have any special rules apart from that... Here, for instance the Lovers are somewhat troubling. If you asked me about one thing which I'd suggest to be removed, it would be that and also the Cursed, as that's an immense advantage for the WWs. Really, Cursed out. The Cobbler gives and advantage too, but I think it can be fun enough with this first-dreamt of determination of taking sides in the pack war. For that matter, what if we changed the Wolf-Seers altogether and just changed them to Cobbler-seekers, i.e. they will just send one name each Night and they would be only told "negative" (the target was not the Cobbler) or "positive" (the target was the Cobbler and now they can PM with him and he is their ally - possibly, if he isn't claimed already by the other team). That would power down the Gifted Wolves, but still retain one aspect of it.

I definitely agree with the idea of making only innocent people return from the dead, as wilwa suggested.

As for the Lovers - it's not such a bad idea in itself, but I think it will be hard for them to survive. Unless they would be an exception to the rule of Unicorning, i.e. that they'd be possible to resurrect, but they would keep their Loverism after that (i.e. they could return even as Wolves or whatnot, but on top of that they would still be Lovers). And the other Lover would, of course, in that case not die, at least not immediately, he/she could either live for let's say one more Day (and hope that an Unicorn gets lynched/killed to resurrect his/her mate), or even live further on without any problem, and just hope that one day the other lover would be revived - until the game ends. Lovers would, of course, have to be shown as innocents in the list of dead in such a case, at least until the time when they'd both be gone. I would remove their revenge kills. There are too many kills already. Honestly. Unless you want the game to end in two days (not necessarily even Days), in which case you could just as well add more Hunters.

But in general, really, Mods, I suggest you to just sit down and simulate it. Try to make different situations. Think about it. That's the best way to do it.
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Old 03-17-2010, 02:13 PM   #7
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Quote:
Originally Posted by Legate of Amon Lanc View Post
The Cobbler gives and advantage too, but I think it can be fun enough with this first-dreamt of determination of taking sides in the pack war. For that matter, what if we changed the Wolf-Seers altogether and just changed them to Cobbler-seekers, i.e. they will just send one name each Night and they would be only told "negative" (the target was not the Cobbler) or "positive" (the target was the Cobbler and now they can PM with him and he is their ally - possibly, if he isn't claimed already by the other team). That would power down the Gifted Wolves, but still retain one aspect of it.
I think this is rather brilliant.
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Old 03-17-2010, 07:17 PM   #8
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Simulation has been run. A solution has been found. However, I have not been able to contact Hakon to tell him, so please hang on until I can get confirmation.

The Seer!wolves can't see gifteds. As we are probably cutting the Cobbler (again, awaiting confirmation) they are mostly for sniffing out the other pack. The Cursed is one of the topics currently under modly debate, and it is possible it may be cut. The Lovers will be kept but they will not have a revenge kill. The Unicorns will revive ordos who used to be Innocents. This is hopefully what will happen, but no final decision as of yet.
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Old 03-18-2010, 11:50 PM   #9
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Rules have been updated. Cursed and Cobbler have been cut, as has the revenge kill and the anti-lover/Seer!wolf pms. Because of the cuts, the game works with fourteen players...so we'll start pretty soon, if Nog and Boro can still play.
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Old 03-21-2010, 07:20 AM   #10
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I know I'm usually annoyingly active but I might to quiet this game... a lot of stuff going on. Then again probably I'll forget about that.
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Old 03-21-2010, 10:26 AM   #11
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After looking at my work schedule I'm warning everyone in advance the first few days will see limited activity from me. The way the DL falls fits horribly into when I work so for Day 1 & 2 especially I'll probably only have a few hours to really sit down and play. Sorry work gets in the way of what's really important.
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Old 03-22-2010, 08:16 PM   #12
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Apologies for the non-vote. I just couldn't get to a computer at all during the latter half of the Day.
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Old 03-23-2010, 12:23 AM   #13
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Crap, sorry. I failed to watch the clock. My apologies.
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Old 03-27-2010, 03:58 PM   #14
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Important announcement

As Little Lottie said, I'll be calling the Day toDay. However, I have to leave an hour or so beforehand to go see one of my youth girls in the school play, so I'll need all picks before then. That means I'll need everything in in the next two hours or less. Sorry I forgot to mention it last night; I was the teensiest bit distracted. Thanks very much everyone! ^_^


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