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|  04-25-2006, 12:33 PM | #2 | 
| Regal Dwarven Shade Join Date: Jan 2002 Location: A Remote Dwarven Hold 
					Posts: 3,593
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			Missed.  Your aim is terrible.   And anyway, getting me senseless is a short trip. Ahem, to give this post some semblance of utility...I also just had one more idea regarding the switching of sides that I'd like to air... Some obstinate individuals might actually attempt to sabotage their conversions. Say for example we have a Seer. That Seer is cursed by the Evil Wizard. The next day the Seer announces that they are no longer the Seer and if they last too much longer the village might want to lynch them to be on the safe side. I've known such silly altruism of this nature to happen before *coughBoromir88cough*. This would present all kinds of quandaries all over the place. Now, admittedly, this might just be part of the game, but I wanted this possibility to be out in the open since this is going to be something if a different format for this game. 
				__________________ ...finding a path that cannot be found, walking a road that cannot be seen, climbing a ladder that was never placed, or reading a paragraph that has no... | 
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|  04-25-2006, 02:09 PM | #3 | 
| Itinerant Songster Join Date: Jan 2002 Location: The Edge of Faerie 
					Posts: 7,066
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				Update
			 
			
			 Dueling Wizards Werewolf Rules There are two wizards, and no other gifted at the beginning of the game, which must have a minimum of 20 players, and an arbitrary maximum (first time) of 30. The two wizard roles are assigned from a list of volunteers who are willing to play the roles. The two wizards don't know who each other are. One is evil, one is good. Neither wizard can be killed, except by each other. Evil Wizard: each Night the evil wizard picks a villager to curse as a werewolf. The new werewolf is immediately informed and the mod requests a kill choice, which the werewolf provides by the end of the 24 hours. On the first Night of the game, the Evil Wizard chooses three werewolves; thereafter s/he chooses one per Night. The werewolves do not know each other's identity because while they are werewolves at Night, they cannot detect the identities underlying the curses. When there are multiple werewolves, and they make differing kill choices, the person with the most werewolf "votes" is killed. If there is a tie, the sub-mod for the evil wizard PMs back to each werewolf about the others' choices, and serves as a go-between until the werewolves have come to a majority choice. Note: Werewolves do not PM each other and therefore cannot debate with each other; thus, they are not going to find out each others' identities. If in some odd circumstance, a werewolf gets the most votes for the werewolf kill, the evil wizard has the right to overrule the choice, and the werewolves are told to make a different pick. If in some even odder circumstance, the werewolves choose the evil wizard as their kill, the evil wizard of course has the right to overrule their choice. In a 20 or more player game, if there are 4 to 6 werewolves, there are 2 kills per Night; if there are 7 or more werewolves, there are 3 kills per Night. If the evil wizard chooses a gifted villager to curse, the gifted villager loses the gift but does not turn into a werewolf ... this time. The good wizard is informed of the loss of the gifting. If the evil wizard picks the good wizard at Night, he is informed that he has discovered the good wizard, and has the option from then on to call out the good wizard to battle during any Day. The evil wizard may choose to inform one or more werewolves who one or more other werewolves are; but this is a risky option and should be used with great care, considering the possible consequences. The evil wizard is allowed to lie to his were-creatures. Good Wizard: each Night the good wizard picks a villager to scry. 1. If the good wizard scries the evil wizard, the good wizard is informed of that, and can call out the evil wizard to battle during any Day, which results in the death of both wizards. 2. If the good wizard scries a werewolf, the werewolf is turned back into an innocent by the good wizard's power. 3. If the good wizard finds an innocent, the good wizard has the option of turning that innocent into a gifted, the choices being seer, ranger, and hunter. If a gifted is de-gifted by the evil wizard's curse, the good wizard may assign that gift to another. If a gifted is killed, the gift may be assigned to another innocent. The new assignment is made via the nightly scry. NOTE: There may only be one seer at a time, one ranger at a time, and one hunter at a time. The good wizard may choose to inform one or more gifteds who one or more of the gifteds are. The gifteds know who the good wizard is; the good wizard may PM the gifteds during the Day, and the gifteds may PM the good wizard during the Day. They do not know who each other is unless the good wizard tells them. (why wouldn't the good wizard tell the gifteds who each other is?) The good wizard is allowed to mis-inform and/or withhold information from his gifteds. The evil wizard and werewolves win when the werewolves equal or exceed the number of innocents. The villagers and good wizard win when there is no evil wizard left, and no werewolves left. There are no shirriffs, no werebears, and no cobblers. If the good wizard and the evil wizard choose the same previously innocent villager on the same Night, the two wizards discover each other's identity by means of the contest. Since the evil wizard still wants a werewolf, the good wizard must choose whether to let the villager die as a casualty of the wrenching experience of the contest, or let the villager survive and become a werewolf.. Just to be perfectly clear: a wizard battle always results in the death of both wizards, and may only happen during the Day. There is a vote for lynching every Day. If a wizard is voted to be lynched, he will be lynched but cannot die that way, and is thus forced to declare himself, and the opposing wizard can call him/her out for a wizard battle. The wizard cannot be killed by lynching; instead, nobody dies that Day. If the evil wizard dies, the werewolves are informed of each other's identity, and revert from there on to traditional werewolf group dynamics. Each Day and Night will be 24 hours; if such a time frame proves somehow unworkable, it may be changed (with notice of course!) during the game. Order of Night Activities: 1. Evil wizard picks whom to curse. 2. Good wizard pickes whom to scry. 3. Affected players are informed of results of #1 & #2 (if both wizards pick same villager, this phase gets longer but is completed before the next phase begins). 4. Ranger picks whom to save. 5. Seer picks whom to dream. 6. Hunter picks whom to hunt. 7. Werewolves pick whom to kill. Note: Steps 4 - 7 can happen simultaneously, but will be recorded by the moderator in the order as listed so as to keep the game straight. Player sign up # player ~ relationship ~ occupation 1 Diamond ~ gammer married to Nogrod & mother of eligible young maidens Azaelia & Firefoot ~ Battledore Maker with strong forearms from battledore swinging 2 Celuien ~ eligible young maiden [okay with wife/mother or child] ~ Healer and Cupper 3 Caranlondien ~ eligible young maiden, eldest daughter of Sleepy Ranger & Roa Aoife (big sister of Thin & Glir) ~ Sled-Team Driver 4 Roa Aoife ~ wife of Sleepy Ranger, and mother of Thinlomien ~ weaver 5 Nogrod ~ gaffer married to Diamond and father to eligible young maidens ~ retired jester who has many permanent bruises from battledores 6 Dancing Spawn of Ungoliant ~ eligible young maiden (or wife of Nilp if he plays) ~ Baker 7 Kath ~ eligible young maiden ~ minstrel 8 Lommy~ child of Sleepy Ranger and Roa Aoife, younger sister of Glirdan and Caranlondien ~ little girl who steals other children's candy 9 Lhunardawen ~ wife (no children) ~ jeweler 10 Glirdan ~ child of Sleepy Ranger and Roa Aoife, older brother of Thinlomien, younger brother of Caranlondien ~ with giant crush on Kath (occupation aplenty!) 11 Valier ~ not so eligible young maiden ~ gardener 12 Sleepy Ranger ~ married to Roa Aoife, father of Thinlomien ~ Wanderer from the days of old, now settled in the village 13 Kitanna ~ ~ 14 Firefoot ~ tomboyish young maiden (engaged to stuffy, boring, rich jerk) & daughter of Nogrod and Diamond; younger sister of Azaelia ~ artist 15 Alcarillo ~ gaffer married to Cailín ~ old retired sea captain 16 Cailín ~ gammer married to Alcarillo ~ match maker 17 Oddwen ~ orphan child, in the care of Lalaith ~ aviary keeper (filthy, insane street urchin who steals chickens & other fowl and keeps them locked up in boxes) 18 mormegil ~ widower ~ retired mariner and currently mayor overseeing honorary functions 19 Feanor ~ husband lost at sea, widowed and eligible (with eyes for the smith?) ~ suspicious and somewhat creepy shepherdess with a love of alliteration 20 Azaelia of Willowbottom ~ eligible young maiden & daughter to Diamond and Nogrod [open to whims of the mod] ~ (apprentice?) seamstress 21 the phantom ~ single semi-eligible young man ~ loud, unpredictable, adventurer 22 Naria ~ young eligible maiden (willing to change status) ~ servant who empties and cleans chamber pots 23 Jenny Hallu ~ ~ 24 The Saucepan Man ~ husband ~ barkeep 25 Lalaith ~ frivolous aunt and guardian of Oddwen ~ 26 Eonwe ~ ~ Gurthang? ~ ~ stable-hand (if he plays) Nilpaurion Felagund? ~ hubby of Dancing Spawn if he plays Last edited by littlemanpoet; 04-30-2006 at 08:42 PM. | 
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|  04-25-2006, 08:45 PM | #4 | ||
| Maundering Mage Join Date: Apr 2005 Location: Texas 
					Posts: 4,651
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				__________________ “I wish it need not have happened in my time," said Frodo. "So do I," said Gandalf, "and so do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.” | ||
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|  04-26-2006, 07:30 AM | #5 | 
| Scion of The Faithful Join Date: Apr 2003 Location: The brink, where hope and despair are akin. [The Philippines] 
					Posts: 5,312
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			I wonder if dancing spawn would accept my proposal.   I'll be on the reserve list, vzv. I still have time considerations to think of. Although I do want to join. 
				__________________ フェンリス鴨 (Fenrisu Kamo) The plot, cut, defeated. I intend to copy this sig forever - so far so good... | 
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|  04-28-2006, 09:55 AM | #6 | ||
| Mischievous Candle | Quote: 
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 phantom, I think lmp said that there cannot be multiple Seers at the same time. 
				__________________ Fenris Wolf | ||
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|  04-28-2006, 10:19 AM | #7 | |
| Beloved Shadow |   Quote: 
 
				__________________ the phantom has posted. This thread is now important. | |
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|  04-26-2006, 09:41 AM | #8 | ||
| Itinerant Songster Join Date: Jan 2002 Location: The Edge of Faerie 
					Posts: 7,066
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|  04-26-2006, 10:51 AM | #9 | ||
| Maundering Mage Join Date: Apr 2005 Location: Texas 
					Posts: 4,651
				   | Quote: 
 
				__________________ “I wish it need not have happened in my time," said Frodo. "So do I," said Gandalf, "and so do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.” | ||
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|  04-26-2006, 02:46 PM | #10 | 
| Illusionary Holbytla Join Date: Dec 2003 
					Posts: 7,547
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			Maybe I should revise my stance (being that this is actually going to be some other Downer - provided we have enough menfolk around...)... he doesn't have to be a boring rich jerk (unless he wants to be...). I just don't want to be getting married to him    Last edited by Firefoot; 04-26-2006 at 02:50 PM. | 
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|  04-26-2006, 03:05 PM | #11 | |
| Itinerant Songster Join Date: Jan 2002 Location: The Edge of Faerie 
					Posts: 7,066
				   | Quote: 
 Speaking of dry runs........: #1 - 30 players -Lasted 11 Days and Nights. -Most # of werewolves: 5, Night 4 to Night 6. -Evil wizard tried to curse the good wizard on Night 5 and so ID'd the good wizard, but got no 6th werewolf. -Good wizard scried the evil wizard on Night 7. -Good wizard called the evil wizard out to battle at the beginning of Day 7, both died. -Only on Night 4 did the good team have all gifteds functioning. -There was one kill per Night on N1, N2, N8-N11. 2 kills per Night N3-N7. -On Day 7 after the wizard battle, there were 3 werewolves, one seer, and one ranger -The 1st seer was killed N4, 2nd seer killed N7. -There were 4 players left Day 10 but they lynched an innocent; N11 the werewolf killed an innocent. Ranger versus Werewolf only 2 players left: Werewolves win. #2 - 30 players -Game over as of Night 8. -Night 1 good wizards scries 1 werewolf & turns innocent: evil team has 2 werewolves (not looking good for evil team) Day 1 innocent lynched. Night 2 a 3rd werewolf, good wizard picks seer, seer dreams an innocent, an innocnet killed. Day 2 the villagers try to lynche the good wizard, who is thusly ID'd for all to know. no deaths. Night 3 there's a 4th werewolf, good wizard picks a ranger, ranger protects seer, seer dreams an innocent, werewolves kill 2 innocents whom the seer happened to have dreamed about the previous Night. Day 3 another innocent lynched. Night 4 a 5th werewolf is picked, but the good wizard scries a werewolf, uncurses and makes innocent: 4 werewolves; ranger protects an innocent, seer dreams an innocent, werewolves kill one innocent and the ranger (not because of whom s/he was protecting). Day 4 an innocent is lynched. Night 5 the evil wizard re-curses the werewolf the good wizard had just uncursed: 6 werewolves; good wizard creates another ranger; new ranger protects seer; seer dreams an innocent; a former werewolf who got uncursed is killed by the werewolves & an innocent is also killed. Day 5 an innocent is again lynched. Night 6 the evil wizard turns one of the seer's known innocents into a werewolf: 7 werewolves; but the good wizard turns another werewolf back to innocent: 6 werewolves; the new ranger protects a werewolf; the seer dreams an innocent; the werewolves again kill an uncursed werewolf and an innocent. Day 6 yet another innocent is lynched. Night 7 the evil wizard re-curses yet another former werewolf: 7. .... good wizard uncurses another werewolf: 6. .... ranger protects seer, seer finally dreams a werewolf! ... werewolves kill 2 innocents. Day 7 the seer's dreamed werewolf is lynched, because the seer tells the good wizard whom everybody knows the ID of, and it becomes a matter of course that this werewolf is to be lynched. (no dice rolling this Day) Night 8 the two wizards aim at the same player and the good wizard finally IDs the evil wizard (very late by game standards ... too late); the good wizard decides to let the player die rather than let it become another werewolf. ranger protects an uncursed werewolf (now innocent); ser dreams another innocent; werewolves kill the ranger and an innocent. With 4 werewolves, an evil wizard, 4 innocents, and one good wizard remaining, the werewolves win again. 3 more dry runs to report, but that's enough fodder for now. I'm pretty sure that there were strategy maneuvers that could have gotten made in favor of either team, but being only one dice rolling arbiter, I didn't think of them. | |
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