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Visit The *EVEN NEWER* Barrow-Downs Photo Page |
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#1 | ||
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The Werewolf's Companion
Join Date: Aug 2009
Location: The Moon
Posts: 3,021
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That's actually not a stupid question. If the WereUnicorn is Fenrised, then I'll wait until after the Nightkills to revive the person. The name will then be drawn from the list of the Nightkilled and the WereUnicorn themselves, as will be the role.
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I have loved the stars too fondly to be fearful of the night. Double Fenris
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#2 | |
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Fluttering Enchantment
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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!
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Comme une étoile amarante Comme un papillon de nuit C'est la lumière qui m'attire La flamme qui m'éblouit Fenris Muffin
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#3 |
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Laconic Loreman
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I must say I'm not sure this game is very balanced. It's not the 2 wolf packs. Sauce had a game he title blood bath because he had 3 wolf packs. However, they were normal wolves (so having 2-gifted wolf packs just looks too much for the innocents).
I don't know...it kind of seems like a role overload too, but my head is full on other things right now so perhaps I just need to digest everything.
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Fenris Penguin
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#4 |
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The Sweetest Spoiler
Join Date: Nov 2007
Location: from beneath you it giggles incessantly
Posts: 5,789
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*is boggled*
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"My heart always cowers behind the defense of my wit." Friendship is two pals munching on a well-cooked face together. Fenris bookworm.
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#5 |
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Shady She-Penguin
Join Date: Dec 2004
Location: In a far land beyond the Sea
Posts: 8,093
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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.
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Like the stars chase the sun, over the glowing hill I will conquer Blood is running deep, some things never sleep Double Fenris
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#6 | |
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Wight of the Old Forest
Join Date: Dec 2008
Location: Unattended on the railway station, in the litter at the dancehall
Posts: 3,329
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![]() I'm afraid Lommy's right - all your ideas are really cool as such, and it's a pity to lose any of them, but they may be just too much to fit into a single game. What about making a choice and keeping the rest up your sleeves for next time around?
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Und aus dem Erebos kamen viele seelen herauf der abgeschiedenen toten.- Homer, Odyssey, Canto XI |
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#7 |
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Fluttering Enchantment
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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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Comme une étoile amarante Comme un papillon de nuit C'est la lumière qui m'attire La flamme qui m'éblouit Fenris Muffin
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#8 | |||
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The Werewolf's Companion
Join Date: Aug 2009
Location: The Moon
Posts: 3,021
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I have loved the stars too fondly to be fearful of the night. Double Fenris
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