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Old 07-07-2010, 10:00 PM   #1
Nerwen
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Glossary (to be made a separate thread)

Bandwagon:
A large number of votes for the same person.

Gifted: A player with special abilities. The term is usually only applied to good-aligned players. The standard gifted roles are Ranger, Seer and Hunter (q.v.) but others are possible.

Meta-reasoning: The practice of trying to deduce roles from factors outside the current game. This is frowned upon.

Reveal: To openly claim a special role, such as the Seer.

Throwaway: A vote which is highly unlikely to affect the outcome of the lynch.

Turning: The transformation of a Cursed Villager (q.v.) into a wolf.

Wolf-on-wolf: A tactic in which members of the wolf-pack accuse and even vote for one another, in order to make the survivor(s) look good.


Roles

Ordinary Villager ("ordo")
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: none.
Note: By default, all players are "supposed" to be ordinary villagers, though in reality some have other roles.

Werewolf
Alignment: Evil. Counts for the wolf-pack in the tally. Wins if the number of wolves becomes equal to that of innocent villagers. Special abilities: may pm other wolves at Night. May choose one player to kill each Night.

Seer
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to "Dream" each Night– this player's role is revealed to the Seer (with some exceptions).

Ranger
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to protect each Night– this player cannot be killed by the wolves. Note: typically, the Ranger may not protect the same person two Nights in a row.

Hunter
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to hunt each Night. If the Hunter is killed or lynched, this player will die also. Note: there are many versions of this role, however, the two standard ones are the Logical Hunter (kills target only if a wolf) and the Non-Logical Hunter (kills target regardless of role).

Cobbler
Alignment: Evil. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers. Special abilities: appears as ordo to the Seer. Note: typically, cobblers do not know the identity of the wolves.

Werebear
Alignment: Evil. Counts for neither team in the tally. Wins when everyone else is dead. Special abilities: May choose one player to kill each Night. Often has one or more extra special abilities.
Note: typically, though not always, gifted abilities work on the werebear just as on the wolves. The presence of a werebear changes the victory conditions for the other players, as they now have also to kill the bear in order to win.

Lovers
Alignment: Neutral/Good (usually). Count for the village in the tally (usually– see note). Win if both survive the game. Special abilities: may pm each other. Often the death of one will kill the other, or the survivor may be allowed a "revenge-kill". Note: there are many possible variants of Lovers; sometimes one or both has another role, which may be evil. Otherwise Lovers are generally assumed to play for the village, but this is not always the case.

Cursed Villager
Alignment: Variable. The Cursed is an ordinary villager who becomes a wolf if "turned" (attacked by Night).

Suggestions?
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Last edited by Nerwen; 07-07-2010 at 10:09 PM.
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Old 07-07-2010, 11:44 PM   #2
Macalaure
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Just what came to mind, feel free to disagree and discard.


Glossary:

Analysis: The systematic investigation of a player, kill, or voting. Differs from a summary by being rich in observations, opinions, and conclusions.

Bolding of names: The practice of bolding all player names occurring in your post. Not a rule, but very common, since it improves a post's readability (and "skimability").

Day One: First Day of the game. Lacking the information provided by previous kills and lynches, Day One is regarded by many as random and not very useful. This is debated, however.

Known innocent/wolf/etc.: A player whose role has been revealed, usually by a known seer. Players with known roles frequently have quite a limited life expectancy.

Modfire: Ejection of a player from a game, usually due to prolonged absence.

Multiple Lynching: Happens when the mod rules that a voting tie is not broken. All players (sometimes limited to two) that received the maximum number of votes die.

Submarine: Quiet player who is overlooked by the majority.

Summary: Synopsis of information available about a certain player, kill, or voting. Differs from an analysis by missing the poster's individual opinions.

Under the radar: Player(s) that has/have largely escaped another player's attention.

Vote Count: A list of votes cast on a Day up to the point of posting.


Roles:

Assassin
Alignment: Good. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers. Special abilities: can kill another player, typically either once a Night/Day or once during the game at a time of the assassin's choosing.
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Old 07-07-2010, 11:52 PM   #3
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Quote:
Originally Posted by Macalaure View Post
Assassin
Alignment: Good. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers.
???
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Old 07-07-2010, 11:58 PM   #4
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Oops.. copypasted without thinking.

Assassin
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: can kill another player, typically either once a Night/Day or once during the game at a time of the assassin's choosing.
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Old 07-08-2010, 05:15 AM   #5
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Quote:
Originally Posted by Mac
Under the radar: Player(s) that has/have largely escaped another player's attention.
Should we define "under the reindeer" as well, do you think?
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Last edited by mormegil; 07-08-2010 at 09:06 AM. Reason: Off topic
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Old 07-08-2010, 09:11 AM   #6
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Quote:
Originally Posted by Nerwen View Post

Meta-reasoning: The practice of trying to deduce roles from factors outside the current game. This is frowned upon.

[
Ranger
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to protect each Night– this player cannot be killed by the wolves. Note: typically, the Ranger may not protect the same person two Nights in a row.
I'm not sure we want to be so definitive on 'Meta-reasoning' and say it's universally frowned upon...I'm not sure it is.

We may want to clarify on the Ranger role that it is the 'protected player cannot die' not this player. When I first read it, it sounded like the Ranger cannot die. Just a clarification would help on that.
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Old 07-08-2010, 10:42 AM   #7
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I think the definition on meta-reasoning might be a bit too general, at least when it comes to the type that's frowned upon. Most of the time comparisons to a player's usual style in previous games is acceptable (at least, I was under the impression it was). I think it's more things that come from outside the world of werewolf game-play in general - references to real life, or to the supposed preferences of the mod, for instance - that are frowned upon. I'm not sure how to word this concisely enough for the glossary, though.
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Old 07-08-2010, 08:07 PM   #8
Nerwen
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Quote:
Originally Posted by Rikae View Post
I think the definition on meta-reasoning might be a bit too general, at least when it comes to the type that's frowned upon. Most of the time comparisons to a player's usual style in previous games is acceptable (at least, I was under the impression it was). I think it's more things that come from outside the world of werewolf game-play in general - references to real life, or to the supposed preferences of the mod, for instance - that are frowned upon. I'm not sure how to word this concisely enough for the glossary, though.
I was worried about that. Maybe I should give examples, and also say that it's ok to refer to a player's usual style?
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Old 07-08-2010, 08:44 PM   #9
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Really Sally "A Dozen" (If not more) minimum?

come on now. 3 or 4 would be fine.

It's absolutely insulting to think someone can't handle modding a game withou double digit games.
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Old 07-08-2010, 08:59 PM   #10
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Originally Posted by Morsul the Dark View Post
Really Sally "A Dozen" (If not more) minimum?

come on now. 3 or 4 would be fine.

It's absolutely insulting to think someone can't handle modding a game withou double digit games.
I stand by what I say. Game styles vary, so a player may not know how a "standard" game works, or they may misunderstand certain rules.

Possibly not a dozen, but certainly more than three or four. You can apply for modship whenever you like, but in order to mod a game you need to have experience. Experience to me is not the time at which people stop giving you a newbie pass. It's the point at which you properly understand the game. I don't think new people are incapable, just new. We were all new at one point, and I wouldn't have been able to mod after just a few games either.
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Old 07-08-2010, 10:57 PM   #11
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I stand by what I say. Game styles vary, so a player may not know how a "standard" game works, or they may misunderstand certain rules.

Possibly not a dozen, but certainly more than three or four. You can apply for modship whenever you like, but in order to mod a game you need to have experience. Experience to me is not the time at which people stop giving you a newbie pass. It's the point at which you properly understand the game. I don't think new people are incapable, just new. We were all new at one point, and I wouldn't have been able to mod after just a few games either.
To add to this, twelve games isn't really all that bad. Returning mods have to wait six months minimum between modding, so a first time mod need only wait the same amount of time as a veteran (assuming about two games a month).
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