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In.
 
Would you like one of my tomatoes?

My tomatoes would put those to shame. Anyhow:

Fine, you have it.


OUT as the Blue Hatted Paunchy Bearded Wizard

BACK IN as a Magician from Dragon Warrior I:

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I'm as big as the mountains.
 
I'll be Gargamel by the way.

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- Lover: agree (I wanted it in the rules but not in the game for the viking game and then forgot both to remove it and to not use it for the Old Gods game which seems to be the game this rule set is based on. If you let the lover be hunted as normal then you have a distiller, don't you?)

The distiller is simpler, but changing the lover like this would leave all the other effects on the target in place. Scanning the target would give two results, etc.
So it'd be like comparing two types of beer: The same, but subtly different.
edit: And as for the RP explanation: The lover still has to go to where-ever he's spending the night .. doesn't he?

- Hunter: disagree (It adds a choice between defensive and offensive use. Can be split into hunter and one-eye-open but I like it this way)

It gives people a way to say "You can't hunt me, neener neener", and then start becoming an unkillable JL spokesperson. That alone should be enough to remove the self-defense part of that trait.

- Doctor: mixed feelings (It depends on how the GM plans to use it together with seer, padre, witness and Guardian Angels. The important thing is to not make a fail safe Justice League and not have too many ways for the village to find wolves)

It doesn't happen often, but if that effect goes off you basically hit the wolf pack with a double whammy, and hurt the game with a guaranteed outing. The wolves will not only not have their hunt go through, but they are almost guaranteed to get one of their members outed later on. And that guaranteed outing means a guaranteed day where everyone will just pile on whatever person gets outed and nothing of interest really happens.
Remove the 'getting a wolf name' bit from that trait. Please.

- Leader: mixed feelings (Removing save-yourself means baddies have no use for it exept on the last day to reach parity, OTOH it is more fun if a goodie leader actually use it nail someone he thinks is a baddie rather than sitting on it to safe himself or let it slip over to the baddies)

"no use" is a big word. If you lynch someone from the opposing pack with it .. :)
If a baddie uses it to save himself however, odds are that the village will just turn around and pile themselves on top of that player the next day. Meaning yet another day where everyone votes a single person, deserved or not. That can't be good for the game. Really.

- Cultist: please specify how they can join a pack.

Also, please make sure the wolves get a complete list of attached baddies at the start of the game..

- Doctor: not sure that it is broken. However, I dislike both GA and Doc on the principle that they're quite useless until they manage to get into a JL.

That's actually not that bad a thing. It's better to have something be weak than have it be really OP ..
And see above. :)

- If the Hunter can only shoot someone, once, doesn't he become underpowered compared to the Thief?

There's no rule against different traits having different levels of power. I don't see that as a bad thing. By that way of reasoning, "Plain villagers" are really underpowered and shouldn't exist. When they clearly should, and aren't :p

Also, the Thief is used far less than the hunter is. Getting that one right is less of a priority imho.
 
A few comments on the rules:

- Lover: This thing is broken beyond measure. Either don't use that trait, or fix it to make sure that hunts on the lover work as normal.
- Hunter: The entire self-protecting thing should just go. The once-a-game hunt is fine, but the shooting attackers thing is not, as it will work against the basic principle of maximizing carnage.
If that trait would read: "Carries a loaded gun with a single bullet. Can once per game shoot someone during the night, as if using a wolf hunt." it would be pretty much perfect.
- Doctor: Also a tad on the broken side. Either remove the 'getting a wolf name' part (padre already does that, so why have it in the game twice?) or just don't use it all.
- Leader: Should never be able to save himself, or that becomes the complete nobrainer option that prevents it from being used.

@k-59, nice to see you back! :)


- Lover: agree (I wanted it in the rules but not in the game for the viking game and then forgot both to remove it and to not use it for the Old Gods game which seems to be the game this rule set is based on. If you let the lover be hunted as normal then you have a distiller, don't you?)
- Hunter: disagree (It adds a choice between defensive and offensive use. Can be split into hunter and one-eye-open but I like it this way)
- Doctor: mixed feelings (It depends on how the GM plans to use it together with seer, padre, witness and Guardian Angels. The important thing is to not make a fail safe Justice League and not have too many ways for the village to find wolves)
- Leader: mixed feelings (Removing save-yourself means baddies have no use for it exept on the last day to reach parity, OTOH it is more fun if a goodie leader actually use it nail someone he thinks is a baddie rather than sitting on it to safe himself or let it slip over to the baddies)

You might also want to add that padres can't stay with the same player two nights in a row.

And wow that's a lot of different traits and roles! I hope the GM(s) are careful and don't use all of them least we get 50+ players or so.

Perhaps I should read the rules for once, then.

First remark, lots of references to your previous game, Euroo7...

- Cultist: please specify how they can join a pack.

- Doctor: not sure that it is broken. However, I dislike both GA and Doc on the principle that they're quite useless until they manage to get into a JL.

- Leaders: Should indeed not be a 'Get out of Lynch free' card.

- If the Hunter can only shoot someone, once, doesn't he become underpowered compared to the Thief?

- Lover: Way too complicated, IMO. We already have a Distiller which is much the same while simpler.

Shouldn't this whole discussion be in the WW planning thread? Discussing the specifics of some of these questions here could end up giving away information that might directly impact the game. IMO, a more generalized discussion on these topics would be better pursued in the other thread.

The two I will address here are below.

First, I want to answer the question on the number of traits:
Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).
Consider that to apply to traits as well as roles. No one, except Eur0 and I will know how many and/or which roles and traits are included. We hope that this will add to the uncertainty/paranoia/fun.

Second, RE the cultists. The relevant information will be disseminated when/if the role is assigned. It will be disseminated to those who need the information when/if it becomes relevant. See my reasoning above.

IMO, too much meta information that your characters would have no way of knowing would have a negative effect on the game.

I hope you find this reasoning acceptable. Thanks, SoL
 
All good things to discuss before the game begins. Will make necessary changes once I get home.
 
Ah, hell, count me in.

I got nothin' for the RP, however.
 
All good things to discuss before the game begins. Will make necessary changes once I get home.
I am on skype. Hit me up when you get home.
 
Why discuss the rules now when you can moan about them after they've been finalised? You guys...


I'd offer my opinion on the rules, but I don't think 'remove the GA, doctor and seer, make four villagers hunters and the packs slightly smaller to compensate' would be popular.
 
Why discuss the rules now when you can moan about them after they've been finalised? You guys...


I'd offer my opinion on the rules, but I don't think 'remove the GA, doctor and seer, make four villagers hunters and the packs slightly smaller to compensate' would be popular.

Well, now I have to re-do the setup. Thanks for blowing my super sekrit role distribution. :(

Also, you are in.
 
Here you are.

CHANGES TO ROLES AND TRAITS:

  • Doc's patient no longer learns identity of attacking wolf.
  • Leader and leader-related traits replaced with ones from last game (johho's)
  • Lover remains the same because suck it.
  • ​Padre can't target same person twice in a row.
  • Hunter: See Lover.
  • If a cultist is unaffiliated, he can join a pack by adopting a wolf master, to whom he will remain loyal for the remainder of his or his master's life, whichever ends first.
  • Thief is meant to be overpowered. And it goes 33-66-99%
  • Pack setup will be done following the White Daimon School of Thought, Randy.
 
I'm a bit confused as to what I should suck...