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unmerged(76495)

Resident Iranien Fanatic
May 18, 2007
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Hello and welcome!​

The following is a series of small essays regarding GM'ing WW. Now I can hardly claim to be a perfect GM, but I've been around for a while. I've seen many GM mistakes. Both of my own doing, and of others. From these things, I have learned and my games are now better GM'ed then before. So hopefully, by writing this I will spread some of my experience and prevent others from making the same mistakes.

The first post is about basic errors that are committed in the game and the basic way in which I believe a GM should act. In the later essays I will confront more complex issues such as themes, setups, role/trait changes, the art of paranoia, why getting RP'ing is a good sign etc.

Remember, all that I say is meant as guiding lines and not as firm rules. That said, the first post should be followed quite closely since it covers basic GMship and how to avoid commen GM screwups.
 
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Basic GMśhip

A good GM is clear, consistent and concise. And by being so, he will avoid many errors.

Clear:
Update: Immediately after the posting of an update, all the players should be fully aware of what happened. This doesn't mean that updates should be boring, but a good idea is to include at the bottom left of your update a short summary of the events listing the names (real names, not any RP-name) and roles (in generic terms) of who has died or otherwise done something noteworthy. I personally write this in white & size = 1, but thats not really importment. It can be like this.

White Daimon was the lynch target.
Johho the leader changed the lynch to von Loch Ness the Blessed Villager.
During the night White Daimon the Seer was hunted.


It should be noted that Johhos role wasn't announced, only his trait. Because at this time, nothing save his trait is know. But the trait should still be listed, both in the regular update and the summary, so that everybody is totally certain on what happened. If information is withheld, then it should be perfectly clear that it is being withheld.

Deadline Time: In countless WW games there has been confusion over when precisely the deadline is. This rarely matters in WW big, where there is rarely loads of vote sniping in the early days. But its still a bad thing, and should be avoided. If you list the deadline in the first post in multiple time zones, make sure the time difference between them is correct. Don't assume they are just because the last GM had the same differences. Also remember to write the time until the deadline in every one of your official vote counts.

Other stuff: If people say they are confused regarding a rule, a trait or something else. Be sure to respond quickly, even if that response isn't filled with a lot of information. A PM saying “I can't tell you”, “Wait a moment while I check with a more experienced GM” etc is a perfectly good option. Just remember not to give away information to a player that he shouldn't have. For instance telling a player that you don't know what would happen in a hypothetical situation, that the player fears has already happened, will tell him that it haven't happened already.

Role Names: If you are using non-generic names for some or more of your roles, be sure to include the generic name for that role i your first post. Even if you have changed it slightly. This ensures everybody knows what is going on and reduces confusion.

Dual GMśhip: Make sure the workload and responsibilities is perfectly clear. Both to the GMs and to the players. It is really bad if a player ask a question and gets conflicting responses.

Consistency: A good parent is a consistent parent. Same goes with WW GMs, a good GM is a consistent GM. Try to make sure that the rules that applied yesterday, also applies today. If you are uncertain in any way regarding something. Say so. A clear “I don't know”, is far better than “I think it will be like this....” and a lot better than a definitive response that you later change. Don't avoid giving definitive responses, they are great. Just avoid giving definitive responses on something you are not certain on.

Keeping a consistent appearance to the players is also a good idea. Make the updates, vote counts and other player-GM interactions look the same. Pick one GM color, and stick with it. Ideally one the ghost don't use.

Deadlines/Updates at the same time every night is also very good. Problems sometimes occur IRL, that can prevent a GM from doing so. In this case I prefer to move the update forward, but keeping the deadline at the same time. This makes everything less confusing, the deadline is still at the usual time. Finding out what happened will just be postponed. If you have an deadline thats very early CET, then you can consider moving it backwards since the game is usually pretty silent at this time. Make it absolutely clear that there has been a change of deadline and precisely when it is. Use terms like this update, the next update or the update after the next update. The players come from around the world, using a term like “tomorrow” can be more confusing than clarifying. Give an estimation of how long the update/deadline will be moved. If its a long time, like ~8-12 hours, consider having a ghost sub you for a single day. If you are going this way, then make sure the GM sub has time to figure out your setup and potential rule changes.

Concise: When you post in the thread regarding some rule thingy. Be short, precise and to the point. Try not to ramble, but make sure everything is understood. A quick response is also a very good idea. Obviously being concise doesn't apply to the updates, although it does apply to the summary.

Finally: If you read this, then that means you have read my ramblings above. Congratulations to you. Remember though that this should be considered only guiding rules. Sometimes they need to be ignored or even outright broken. Listen to the players and experienced GMs, if they suggest you change something. Consider it. Don't change on a whim, but listen to them. If for instance they say that the colour you have chosen as your GM color is unreadable, then change it even though this breaks the rule of consistency.
 
The Theme

This is one of the most important, yet most overlooked, aspects of being a GM.

A good Theme will add greatly to the immersion and paranoia of the players, which again will serve to make the game a great experience and not just another incarnation of a forum based text game. A good theme will also serve to attract more players, which also have a positive effect on the game. Therefore your purpose should be to maximize paranoia and minimize anything that might break the immersion of the game. In my experience, the themes that work the best are those based on an enemy within. A group of people that have known each other from time immortal, but now some of them wish to kill the others for one reason or another. Obviously this theme has its problems with Big games, if the players are longtime friends then its hard to accept that all those who have special roles have been able to hide it from the others. So alternatively you can go with a large group of strangers, this removes a bit of the paranoia whereas the first removes a bit of the immersion in Big games. Both choices are viable, but you need to remember the down sides of both.

The theme is especially important in Big games to keep the paranoia going through dry patches. Lite games are more impervious to bad themes as the frantic paranoia of the game itself can serve the purpose of a theme. This is no excuse to use bad themes in Lite, just a reminder that you need to be a lot more careful with it in Big games.

Before going to go more into the details, Iĺl give you an example of A Good Theme and A Bad Theme. Iĺl leave it up to find out why each are what they are.

Accept your limitations
Lets face facts, theres only so much information a player can remember. We as GMs must insure that people are not overwelmed by the setup information, if they are they tend to ignore some parts of it. For instance if we rename every role in the game, introduce a few new ones and at the same time add an intricate theme then people will give up. This will very quickly lead to people ignoring the theme, use generic role names and all sorts of other stuff that break the immersion. An intricate theme is often be less immersive and paranoia filled than a simple one. We also have to consider that some players don't have that much time for playing, sub in late or even start forgetting what the theme was about! The theme must be so simple that these people won't give up them-wise, but will still feel some paranoia and immersion. You will notice that the good themes really need no more than the title and at most a few lines to establish the theme, sure theres usually a bit more but thats just unneeded but nice details.

Generic Names aren't really that bad
Don't discredit the generic name just because they are generic. We have plenty of stories of vicious werewolfes, backstabbing cultist and sneaky sorcerors. We know these names and they instinctively give us a bit of paranoia and actually immersion as well. This sounds contradictory, but it is true. We don't need people to explain what the role is, we instinctively know it and have no need to re-read the first page.

Secondary generic names
Some roles have names that are commonly used instead of the generic name. For instance, the cultist is often called the Sympathizer. If you really can't use the generic name, then consider using the secondary name.

The power of a good Title
A good title conveys as much of the title as possible, introduces loads of paranoia yet is also reasonable short. Don't forget that people will remember your game based on your title, so go ahead and make it memorable.

Role Playing
A good theme allows players to RP. It should ideally be free enough that people don't feel forced into a specific type of role, but also constrained enough to establish some generic RP for those who may not feel like doing a lot of RP. Eg, you need to make it so that the comments of players, who have not chosen any RP role, could come from a paranoid villager.

Stay with your Theme!
If you pick a theme, then at the very least you must stick to it yourself. You can't expect players to, if you can't do it yourself. Don't refer to generic names in your responses, even if the questioner does. You can be nice and include the generic name in bracketed small text for claritys sake.

They really are out to kill you
You want the motives of the baddies to be understandable and clear. Ideally you need to say no more than their names for people to understand that a) they are ev0l b) they mean to kill you and c) nothing but their own deaths will stop them.

Stuff to avoid
Ideally you want the players to believe that this could actually happen, you want the players to imagine themselves in their charachters shoes. So obviously there is a lot of things you want to avoid that could ruin this illusion. Many of these things are not something players will mention if you do it wrong, so it ...

No Escape
If a player could simply walk away from the monsters and the lynchings, why wouldn't he do that? If possible, you should make it clear that the only way out of this situation is to win. Escape is either impossible or certain death.

Identical Appearances
The baddies must be indistinguishable from the goodies, otherwise finding out who was the baddies ought to be very easy. This is why we have Werewolfs, since everybody knows they look just like regular humans during the day. This doesn't just mean that if you decide to use 50-foot tall demonic dragons as your baddies then you have some explaining to do, its also a principle you should remember if everybody is human. Say the goodies are US marines and the baddies are Taliban. It should be fairly easy to identify the baddies based on overall fitness, skin color and beards. Also applies to speciel roles.

Why don't the baddies simply kill them?
Try to avoid situations where the baddies do something instead of simply killing the goodies. Imagine for instance that the baddies poison the village water supply making everybody forgetting that they know the others, thus allowing the baddies to infiltrate them. But, why wouldn't the baddies use a killer poison or just start killing people while they walk around in daze??

Don't make it unbelievable.
This is a bit of a catch all. If you can't make a theme without an unbelievable event, then don't. Offcourse, this being what it is there are different standards for what is believable. Freak tsunami killing everybody on an Island save the players. Not believable. Pissed of God teleporting the players to a deserted island. Believable.

How do you know if something went wrong?
Sometimes its easier to notice when the theme went wrong, then when its going well.

Players refers to roles by their Generic Name

Players ask to have the theme explained / got confused by theme

Players ignore theme

Keep the readings of the First post to a minimum
This obviously is very hard to monitor, and its more something you should have in the back of your head. Every time a player reads the first post, it is because he is uncertain about something. You want your players to understand everything perfectly the first time. This is impossible, but that doesn't mean you shouldn't strive for this ideal.

Lots of zombies / inactivity
If you are hosting a Big game, then don't assume that because the thread is dead that people are inactive. The game can be surprisingly active behind the scenes while appering to be dead and buried in the thread.

A few types of themes
Generic
Don't underestimate this. It can be a surprisingly good theme, its not overused, the generic names fit perfectly and so does the general chatter. Theres nothing wrong with this theme :)

META
This is about having a WW game about WW games, the forum or similar. This is generally a very bad idea and surprisingly commen. It can work, like in The Lemeards, but thats the exception rather than the rule. Also, it can easily violate the recently imposed no-impersonations rule.

Flipping the standard sides of Good and Evil
A game where werewolves are the goodies and villagers are the goodies. A surprisingly common theme and a very bad idea. People get confused and the result is that very soon people just start to ignore the theme, except for a few player who remember it just to write "LOLZ you just admitted to being a villager. THey are da Ev0ls". Note that there is nothing wrong with themes like THIS where the goodies are corrupt cops, and the baddies are IA.

Just like a previous game...
Beware that players have long memories, if you host a game with a theme identical to a previous game then players will expect clear similarities. Theres nothing wrong with knowing this and building a game on the same basis as the old, especially oldies who played the old game will approve. But if you are not aware and have to denounce any similarities at the beginning, then a lot of immersion will be lost. So try to avoid that.

Fun Themes
In General any theme you invent because you thought "LOLZ wouldn't be hilarious if... " is a bad idea. Its usually somewhat entertaining for a day or two, but it quickly leads to people utterly ignoring the theme, the role names and everything else. It can work in Lite games where the paranoia of the game should kick in at this time, but I don't recommend it.

Tribute Games
Once I considered making a game called Wolfestein 3D, which would be a tribute game to this old but marvelous game. Special roles would be named after characters and objects in the game. This is a bad idea. The Doctor being called "+50 HP Health Pack" would utterly ruin any sort of paranoia in the game. Tribute games that are deep into the mythology can also be hard to get into for people who don't know anything about it. It can make it hard to RP since a lot of roles are already "taken". A railroading theme can also be very stiffling, if the GM insist that all people are a very specific thing. With all that said, tribute games that just take the setting and make it somewhat generic can be great. The Warthogs game is a great example of this. In fact, many excellent themes can be found from books, mythology and history. Using either of these as a springboard for your theme is a good idea, just avoid the pitfalls mentioned above.
 
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Balancing the game

It takes a lot of knowledge to balance a game, and sadly it is not the type of knowledge that can be written down. Thé knowledge is more intuitive, where you just feel that something is balanced, but might not be able to articulate precisely why. This makes it hard to spread this knowledge. Still, there are some general rules for balancing the game.

1. You can't balance the game.
This is the hardest rule of them all. A WW game simply cannot be perfectly balanced. The game simply contains too much random chance and complexity for that to happen. A game setup might be perfectly balanced, but then there is random distribution of roles. And even if that too was perfectly balanced, the game can quickly end up favoring one side due to fairly random events. The seer, priest or sorceror might be killed on day 1 for instance.

2. Make the game fun.
Very importment rule. A game which is fun but unbalanced is a superior to a balanced but unfun game. Obviously there is some corrolation between balanced and fun, but your primary job as a GM is to make sure the players enjoy themselves, not ensure that the game is ûber balanced. My suggestions on how to make the game fun will be covered in another segment.

3. Have a setup that is self balancing.
A good setup is solid enough that even if one side becomes utterly unlucky early on they still have a chance of winning. The purpose of the witness, although usually used by JL to get a bonus kill, is actually to give the goodies a chance of getting back in the game if a baddie pack is in control of the village and is dominating the lynch. The brutal trait can also be used by the baddies to get ´back in the game, The amount of self balance in a game should also be balanced. The weakened side should have a chance to come back, but it should not be the most likely outcome.

3. The superior number of packs is 2
There's been several good tight games with 1 or 3 packs and devatatingly one-sided 2 pack games. But generally the 2 pack setup has resulted in better games. With a single pack the game balance is very volatile, there is so few baddies relative to the goodies that a few lucky lynches and its nearly impossible for them to come back. On the other hand, if the baddie pack gets going and kills the seer, then there is usually little the village can do to stop the pack. The concentration of so many people working together, total control of the hunts and no other pack to fear gives them an massive advantage. Having all baddies concentrated means that a baddie can't get another baddie lynched without harming his own side. With 3 packs the situation is very stable, too stable. In one game a brilliant villager managed to infiltrate all 3 packs and get the names of all baddies save the sorceror on day 1. This game ought to have turned into a devastatingly onesided village victory, yet the game ended with a baddie victory. The reason was that nearly half the players were evil, so it took a very long time to kill them all and by that time the baddies had hit a cursed player who ended up winning the game.

By splitting the baddies into 3 packs, the baddie sides power of coordination, trust and power concentration is diminished greatly. To compensate the baddie side they are usually given more members in order to acheive a balanced game. But this cause the weird situation that unless the baddies actually accidetally hunt themselves, they might win through default simply by being so many. 3 pack games with a JL ripping through the baddies, where the game still end up close or even with a baddie victory are not uncommen.

The alternative to this is to have the same number of baddies in a 2 pack game and grant a lot more traits to each individual wolf. The problem with this is that even at the beginning the packs will be very small, and with semi-inactive wolfs and untrusted cultist the amount of coordination within the pack can be quite small. And the coordination, discussion and planning within a pack is what makes baddie play fun. With small packs you also increase the chance of missing orders.

The heightened stability of the 3 pack setup also gives trouble for the baddies themselves. A super skilled baddie pack will be far less able to affect the game, since they don't have control over the majority of the baddie votes or hunts. Also if a pack in a 3 pack setup gets unlucky early on and suffer several deaths, then its chances of winning are very low. But its hunts still greatly affect the winning chances of the two strong pack. Its also a lot less fun to play in a 3 pack setup. The funniest part about being a wolf in the big games are the scheme, plannin g and deciding who is to die. With 3 packs scheming and planning becomes near impossible, since there are so many variables out of your control or knowledge. You still get to kill some people, but its notibly rarer and feels more like a break from the norm. In a 2 pack setup you are pretty much constantly either talking about who you are going to hunt tonight, or discussing the consequences of last nights hunt and deciding what it means for tomorrows hunt. Eg a 3 pack game break the dynamism and flow of the baddie packs.

The 2 equally strong pack system is the best system. It allow baddies to gain credibility by lynching baddies, without harming their own pack. It allows for a dynamic balance that can shift if either side gets a good idea or lucky, without being impossible to reverse. It is self balancing in that if the goodies get crippled, then the baddie packs will try to kill each other off earlier. Thus tilting the balance more in favour of the goodies, making a come back easier. Also this setup rewards skill more than the 3 pack setup where 2/3 of orders are sent in by other packs and the unequally strong 2 pack system, where a pack will start with an advantage over the other. Balancing is impossible, so having 2 unequal pack setup means one of the packs will have a starting advantage based on luck. That being said, the unequal 2 pack is the second best system and far superior to the 1 & 3 pack setup.

Obviously since the 2 pack system is superioir. Good and devious GMs can change this to keep people paranoid and preventing the game from being stale and predictable, this especially is the strength of the unequal 2 pack setup. That said, there is a reason why the 2 pack is superior and you shouldn't go with anything else unless you know what you are doing.

3. Nothing overpowered. If in doubt. NERF
Its very very easy to misunderstand the power of a change, or not realise how it can be misused by the players. Many a game have been ruined by a horrificly overpowered role, number of roles or a rule change. Don't let this happen to your game. Consider each change carefully to make sure that it is not overpowered, if you are uncertain whether something is overpowered, then it is. Its like with skydiving, if you look up and is in doubt over whether or not the chute folded out correctly, then you are not in doubt. Pull the danm handle!!

4. The power of roles / traits are dependent on the number of other roles / traits
The power of a role is not a constant. It is dependent on the number and type of other roles as well as how the game has turned out. The witness is an initially fairly useless in the beginning, but grow strong in the late game. Obviously the slower the game goes, the higher the chance of the witness getting to use his trait to nap a wolf. Protectors, no-lynch sorcerors increase the strength of the witness trait, where as the hunter trait weakens it. This is true for all roles and not just between roles of the same side, the strength of the seer is increased the more wolfs there are. This sounds weird, but the more wolfs there are the easier it is for him to ping one and thus both prove his identity as well as start a JL.

5. Be conservative
The more you change the less easy it is to grasp the effects of your changes. Thus the more changes you make the easier it is for the game to turn out entirely different from what you expected.Try and be conservative with your changes, do not change too much in a single game.

6. Distribute roles & traits together, not seperately
There is a big balance difference between a seer+cursed villager and a cursed seer+villager. Therefore distributing roles and traits seperately can make the game unbalanced. So when you are creating the setup consider the role&trait a combined role. Eg decide that your game is to have a seer, a blessed priest, a cursed hunter etc.

7. Specific stuff to avoid in a game
Having touched on the underlying principles and theory, I will now step it down a bit and discuss specific things you need to avoid in your game

Unkillable people
If someone cannot be killed, then it can very easily become very unbalancing for the game. Any goodie who is imperious to nightly hunts can speak freely without fearing death. Not good. This is not to say that you shouldn't have Docs and GAs in a game, but that you should consider their numbers wisely. Normally a game will have a single Doc and a single GA, which allows a JL to “fully” protect 2 people. This is fewer than what a normal JL has of people they wish to protect, so the amount of protection offered by protectors in a normal game is insufficient. Even at the beginning. You should also be wary of roles that are killable, but incentivices non-killing. The old Van Helsing role was a very powerful goodie, he was essentially a super hunter. Obviously the smart thing for the baddies was to kill him quickly, but his role had the caveat that if hunted then he would always bring down one of his attackers. This meant that whatever pack pinged and hunted VH, eg the clever pack, was immideadly punished for playing the game right. Considering the size of packs, a single wolf has a great effect on which of the packs end up victorious.

The purpose of the brutal trait is to allow baddies to kill people they consider impossible to kill.

Certain goodies.
In the “good old days” a commen strategy was for a hunter to randomly hunt someone on the very first night. Since the hunter back then was always a good role, it meant that a JL was established extremely early around a certain goodie. There was no uncertainty regarding the spokesmen, and there should be. Many games have had a baddie JL spokesperson and it should always be there as a paranoia inducing possibility. It's also bad for discussion if everybody knows that x is undisputable good, since its impossible to suggest that he is misleading people.

Don't have roles that can't be balanced / Don't destroy your own game!
With this I'm specifically thinking of the cultist role, where the cultist is given the name of a wolf master after the first night, but the wolfs don't know who their cultist are. This role is impossible to balance, because it is impossible to predict what will happen. In some games nothing happens, the cultist contact their masters who accept them as cultist and thats that. But surprisingly often crazy stuff happens. Some sneaky goodies send out PMs to randomly selected players pretending to be cultist [fishing], which can get a lot of baddies killed early on as well as establishing a JL. As a result of this danger, wolf packs sometimes simply refuse to acknowledge their cultist because they fear that at least one is a goodie. This obviously also greatly harms the baddies. And this isn't some weird paranoid strategy, remember they don't know how many cultist they have nor any way of determining which people are telling the truth. If they get contacted by 3 people claiming to be culitst, who and how many are actually speaking the truth?

So if you have cultist like this in your game, then you either to make a game which balances all of these outcomes, which is impossible, or accept the chance of your carefully crafted game getting destroyed on day 1. Such risk are sometimes acceptable if you fulfill some other worthy goal, here there is no such thing. So this way of putting wolfes into contact with their cultist add nothing and should be abolished.
 
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Making a game, a Walkthrough

Part 1

In the previous segment I wrote about balancing the game, but it was quite theoretical and I feel it might not be that easy to understand. Therefore in this segment I will go through the process of making a game, and write down my thoughts during the process. Hopefully it will give a more accurate image of how to create and balance a game. Note that since making a game is a process, I don't want to try and pollute earlier sentences with knowledge I've gained later, therefore this segment might be a bit rambling and hard to read. But that is how the human mind work, so it can't be avoided.

1. Starting
I have signed up for a game, there is one person before me on the list so the time until I get to host is ~1 month. So its time to think more about precisely about the game. My initial thoughts for the game are that I really really don't like how JL has turned out in recent games, its too strong, too trustworth and destroys the whole mob vs powerful few. I've tried in previous games to remove their power by making them very easy to infiltrate, which has worked fairly well. But in this game I want to go another route, I simply want to remove both the seer and the priest. I also intend to give each pack a sorceror, which is something I like since it gives the pack more knowledge. I think the current model where JL has much more knowledge of peoples roles is bad. To compensate the goodie side, I'm thinking of having 2 Docs and 2 Gas as well as a bunch of hunters.

We are going to imagine the game is going to have 30 players. A rought rule of thumb is that 1/3 should be bad. Eg 10 players. Thats 5 per pack. So my initial thoughts of the game are as follows.
Evil -10
Pack A. 3 Wolfs 1 Cultist 1 Sorceror
Pack B. 3 Wolfs 1 Cultist 1 Sorceror

Good -20
2 Doc
2 GA
4 Hunters
12 villagers

At this point I look at it and remember the Guardian council in my previous game, that worked really well. I would like to use it again, but this time I'm thinking of instead using a Doctoral Council. It would work essentially the same as the GC, but with a doctor save instead of a guardian save. Currently I'm thinking 5 members, but with all goodies. Like mentioned in the previous segment, I prefer balanced packs and I think that having 2 members of the council be evil would be too much. But one of them being a goodie hunter seem fine.

Good
4 Doctoral Council Member
Doctoral Council Member + hunter
2 GA
3 Hunters
10 villagers

I don't like someone being both GA and a DC, so there won't be any. The next thing is to introduce some more traits. I've noticed that I have 4 hunters as well as removed the possibility of a JL, chances are the number of deaths will be higher than 2 on average. Normally you want to aim for 2 average deaths a day +- 0.25, more and it becomes too hectic less and it becomes too boring. So I might have to introduce some blessed to reduce the nightly deaths. But I already have an extra GA and the GC in my last game was very effective, their protections often hitting the wolf target or coming danm close. In fact I think there might be too much protection in the goodie side. So I'll actually remove the extra GA.

I think I will have a single cursed in this game and its going to be a DC member for fun, I might actually make that into the role description. All the members of the DC are good, but one is cursed. Could work, but I kinda like that the DC fear that the other members are evil right from the start. Maybe I should just tell the baddies that, and not say anything in the role description. That might be the best solution for maximum paranoia within the group as well as letting the baddies get a chance to infiltrate the DC directly. I don't like having 2 evol DC members and I don't like unbalanced packs that much, so I wouldn't just give a single pack an infiltrator.

I'm also thinking the baddies need 1 brutal each, to take down someone they have a hard time killing. There should also be 2 witnesses, with no JL, chances of a baddie JL are increased. Especially since I will try to encourage it. So the goodies should have a chance of coming back and they need witnesses for that. I'm also thinking of sprinkling a few seerish powers, so that its actually possible to ping the wolfs. But actually, I think I'm going to do something different. I'm going to make each pack 2 wolfs, 2 cultist and 1 sorceror. With the only possible ways to detect a wolf being the opposing sorceror, a witness or someone recovering from their wounds. The cultist will be non pack-specific. The sorceror will be pack specific and be “upgraded” to a wolf once the 2 others are dead. Think I'll accept a hunt order from the sorceror, to protect from missing hunts from the otherwise small packs. But he won't actively participate in the hunts, so he can't be pinged by a witness etc. I will then have a bunch of priestly powers. So that cultist and sorcerors, who constitute 60% of the starting baddies are scanable. Atm, I'm thinking giving a priestly power to a cultist in each pack as well as 5 villagers. Might have to give it to more villagers, 5 goodie priest scans aren't that many.

Baddies -10
2 packs each with
1 Brutal Wolf
Wolf
Priestly powers cultist
cultist
Sorceror

Cultist are non-pack specific, the sorceror are and is upgraded to a wolf once the 2 wolfs are dead.

Goodies - 20
2 Doctoral Council Member
Doctoral Council Member + Cursed
Doctoral Council Member + Priestly powers
Doctoral Council Member + hunter
GA
3 Hunters
2 Witnesses
4 Villagers with priestly powers
5 villagers

There is no free ranging baddies, but I actually kinda like them. If I get less people, but not enouch to cut 2 baddies. Then I might cut a cultist from each pack as well as having a free ranging cultist. Might or might not tell the baddies there is free ranging baddies at the beginning.

I'm not going to have SA, because I don't think they are fun. With exclusively baddie scanners, they will only work as a “haha, you scanned the wrong person and the die said you need to die”.

This is the setup I'm thinking of at the moment, its actually fairly simple. The number of changes from my last game are quite few. I quite like the game as it looks now, theres powerful baddie packs, with lots of info. The sorc will be able to scan for Seer, Priest, DC member, wolfs, cultist and sorc. A pack could be put into a position of disadvanteage by losing its sorc early on, but good play and analysis can bring that pack to victory. I've usually used pack-specific cultist, not totally sure why I went with non-specific in this game.

I think this could be a quite good game. Next step is thinking a bit about the theme. First thoughts were something based about the current arabian revolution, especially in Lybia. A game could take place in Tripoli amongst the few remaining faithful of the Ghaddafi (may his spellings be numerous) regime, with the wolfs being 2 wings of the revolution. Pro-Democracy and Pro-Islamisn being the 2 obvious ones. However, considering that lots of people are dying down there it could be a bit tasteless. Alternatively you could take the old revolution in Iran, with the game taking place inside a room filled with all those who make decisions in Iran. They are trying to make a sensible decision on how the end the conflict without giving power to the wrong people or creating too much blodshed, but they have been infiltrated by 2 cells of the revolution. The marxist and the islamist. Who both try to kill everybody so the revolution, and by that I mean the right type of revolution succeds. However, as I type this down I feel like I have to explain the theme. Which means its not really that good of a theme. Lets try another.

Republican convention 2012
The next US election is coming up. And with President Obama having finally admitted to being a God-hating, Flag-stamping Marxist, victory for the republicans seems guarenteed. But they still have time to screw it up by election someone the nation hates even more than Girl Scount Punching Obama.

This is better, but not quite. I think I will try and find a theme thats more close to the medieval theme.

The Painted Man ( a game based on the fantasy book the painted man )
When night falls the monsters rise from the mist. They hunt humanity, who has no effective weapon against them. We only have defensive runes that are painted on houses to prevent the monsters entering. A pitiful exisitince, staying inside houses at night hopeing desperately that once again the shields will hold. This is made worse in a small village far the north, where 2 doomsday cults have formed. They go out at night to wash away runes to let the monsters enter peoples homes.

I feel like this can work. But I can't get the words to work properly, ther might be too much explaining for this to work. Also the whole reasoning behind the doomsday cultist can work, but their internal rivalry doesn't seem obvious. I don't like this, I like my packs to hate each other almost as much as they hate the goodies.

At this point I'm a bit tired of writing. Which is good, you don't want to finish the game in one sitting. I'm now going to think more about this setup whenever I wait for the bus or else has a bit of spare time. The eventual setup and theme might be very different from what I have outlined here. I also haven't made the final adjustments, which are only possible when you have the precise number of players.
 
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Tips, Tricks and common pitfalls

This segment contains advice that might not fit into one of the other segments, but it contains excellent advice based on the experinces of GMs

If possible, use public information.
A GM needs to have a separate document with information about the game, but he should strive to use publicly accessible information whenever possible. The reasoning for this is 2-fold, mainly it means that if you make a mistake then you will not reveal anything the players do not know. If at any time there comes a mismatch between public information and your own, say you make a type and "kill" someone in your document who is in fact still alive, then you won't risk blurting out their role thinking they were dead ( this has happened ). Secondly it means you keep the public information more updated since you rely on it too.

Beware of the Spiritually attuned and other passive traits.
The most common GM mistake is forgetting to inform a spiritually attuned player that he was scanned. Its not surprising to see why, there is no explicit indication to the GM that he needs to do something. Its a passive role activated by the actions of others. So keep this in mind when you have passive traits like Spiritually attuned or Master of Disguise.

Get standing orders from all special roles.
A missing order can be quite unbalancing for the game, therefore its a good idea to make sure that all roles who need to send in a order very night do so. The best way to do this is to get a standing order from all.

Ideally be on-line 1½ hour or more before the deadline
In the final 2 hours before the deadline is when most planning is made. But often a plan will come to the question of what happens if x and then y, and the GM is needed to clear that up. If the GM doesn't come online until 15 min before the deadline, much planning is made impossible and therefore the game is made less fun. Avoid this.

Be honest with yourself whether you actually have the time to host the game
Hosting a WW game is very time consuming, I consider a big game 3 times as time consuming as a Lite game. I won't get anymore specific than this, because I don't think anyone should be allowed to GM a big game if they haven't GMed a small one. If you can't consistently make this time commitment, then don't host a game. I personally no longer have that time, which is why I don't GM games anymore. Which is sad, because I liked it but ce la vie.
 
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Hmmm.... Iḿ beginning to get a feeling of deja vú.
 
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Well, at least youŕe not going crazy and talking to yourself.
 
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True. Although Iḿ afraid thats just a matter of time.
 
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lalalala, you know the drill...
 
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Yeah, you may post now ;)














But only if its positive feedback :p
 
Boo this sux! :mad:

I mean, great job, can't wait to read the rest! :D
 
Is it ok now then? It is supposed to also be a discussion-thread, no?

About the update paragraph: I totally agree about the importance of writing clearly what happened in the update. I think this is more often missed in WWL, though the simplicity of the game may make it excusable.
 
Is it ok now then? It is supposed to also be a discussion-thread, no?

About the clarity paragraph: I totally agree about writing clearly what happened in after the update. I think this is more often missed in WWL, though the simplicity of the game may make it excusable.

Well, there's only two things that can happen in WWL. :p

I think this is more a problem in WW, because you could have a hunter, van Helsing, brutal, wolf hunt, leaderlynch, protections etc in the update, that it should all be clear.
 
Looks good so far, perhaps you should say in the beginning that you will assume the reader knows the basic rules of the game and that it is wise to play a few games (to experience different roles and situations) before GM-ing.
 
Well, there's only two things that can happen in WWL. :p

Smart ass. I said so didn't I? :p

Though I still want to see exactly what happened - even if WWL - since some GMs way of writing the updates may obscure what happened and what roles the killed players had. :)

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I think this is more a problem in WW, because you could have a hunter, van Helsing, brutal, wolf hunt, leaderlynch, protections etc in the update, that it should all be clear.

Yeah, I think so too. What is more often the problem in the big games is when GMs don't update the first post and player list soon after the update.
 
Is it ok now then? It is supposed to also be a discussion-thread, no?

About the update paragraph: I totally agree about the importance of writing clearly what happened in the update. I think this is more often missed in WWL, though the simplicity of the game may make it excusable.
Indeed this is meant as a discussion thread. I mean, what would a thread about WW be without discussions :p

Also, I think we should implement an universal color coding for roles in WWL. Baddie, Goodie and Seer. That would do the job just as easily without the clutter of the summary, which like EURO says, doesn't add much. In WWL it should be clear from the update what happened.

Looks good so far, perhaps you should say in the beginning that you will assume the reader knows the basic rules of the game and that it is wise to play a few games (to experience different roles and situations) before GM-ing.
Looking back it should perhaps be renamed from Basic GM to Basic GM Style. I intend to make something later about things to watch during the game and to consider before the game. It will include such thing as remember the SA (AFAIK one of the most commen GM mistakes), to how much time a game usually takes to GM, rule stuff and things like that.

That said, I might swap around pieces later if it makes more sense that way.
 
Also, I think we should implement an universal color coding for roles in WWL. Baddie, Goodie and Seer. That would do the job just as easily without the clutter of the summary, which like EURO says, doesn't add much. In WWL it should be clear from the update what happened.

I thought yellow was the universal colour for seer? :confused: Atleast that's the colour I use and remember having seen more often than any other.