There has to be. With both MtS and dnooman revealed, the only sane play is to simply concede and move one, of they were the only ones left.
Read dnooman’s big post. He’s clearly trying to communicate with the last wolf, and pass on as much info as possible, with the potential that there’s also some misleading information for the town in there. There’s at least one more wolf left after dnooman. Probably only one, though, an if the town is smart, they won’t simply rush to lynch dnooman. Spend the time they have trying to work out the last person with dnooman still alive, so they can gauge his reactions to the conversation.
But I’m sure they’ll speedlynch him anyway. Heck, they nearly finished off Mad before sturm could check in and post his results. Imagine how bad that would have been, since sturm was assuredly going to die that night. If he hadn’t gotten to the thread in time, sturm would have taken his info to the grave.
Why would dnoonan have to publically communicate with the wolves? Are they only allowed to post privately during the night phase, is that how it goes? I’m confused about how the wolves communicate, I guess.
I figured that dnoonan was trying to protect the last werewolf by putting them in the suspected mason column. And there can’t me more than one after dnoonan, can there? Can there?
Was there a reason why the players weren’t told how many wolves there were? From reading the mafia boards, it seems like that’s one of the requirements…
I realize that this is an old post, but I had a crazy notion regarding this doctrine.
It might be practically feasible in werewolf/mafia to establish a ‘double personality’ for a scum character… one player handles the open townside roleplaying, genuinely believing that his role is townsperson. A second player, who has access to the werewolf boards and the contact email from the game moderator, watches the activity (including the comments of his ‘good side’) in the townside RPing, and votes on the werewolf lunchings, participates in wolfclan strategy discussions etcetera. If the character gets lynched, ‘evil side’ informs good side just in time that he doesn’t blow the deal in surprise at the post-lynching announcement that he is, in fact, a werewolf.
Obviously, this goes very much against the spirit of the game. Also seems to be tangentially covered by the game intro, that each role character is assigned to ‘one player’.
How great would the outrage be from mafia vets if someone actually tried this stunt?
The wolves can only talk strategy in the wolf forum during the Night, just like everyone can’t post strategy in the thread in here during the Day. The wolves are free to talk strategy during the day in the main thread, if they so wish. Obviously that’s not something you’d expect often though.
No comment.
It’s something that’s pretty much just down to the game runner, i.e. me. You’ll probably see some games on there where the number isn’t revealed, or where there’s even whole roles in the game not revealed. I decided not to reveal the amount of werewolves in this game mainly so that there was some added element of mystery; I thought that having an unknown amount of foe would provoke the self-preservation instincts a bit more and prompt the worried band-wagoning that’s so much fun. Totally just based in my opinion, though, and not a standard rule (there’s surprisingly few with this game).
OK, so I have an idea. I want to host a Werewolf party. I’ll make my own cards, and pass 'em out as players walk in the door, except that I’m thinking about NOT doing it in an organized round-table/circle manner. I want people to mingle, talk, and discuss. I want the werewolves to have to literally conspire in dark corners, in secret, without getting busted. I want the GA and the Seer to have to surreptitiously either find the moderator (me) and give me their votes. This would encourage really creative play (like, say, the GA writes a note on one of his/her day votes that “you will find my next target for Protection in the top left kitchen drawer.” Lots of possibilities.
I have a decent-sized house with a big yard. I’ll probably have a bonfire outside, music inside, etc. There should be no problem finding private places to talk.
I’m thinking about using red flood lights to mark the night phase. Should be creepy, and of course, alcohol will abound.
What do you think? Seems like it could be really fun.
How long do days and nights last in the cocktail party version of the game? If things moved too fast, it is difficult to get into any sort of role-playing groove, but you still want to have the whole game fit into a single evening. As much as I love my friends, I think it would be a difficult task to get enough of them in one place with the sort of personalities that would be required for the game to thrive.
Yeah, that’s my only reservation. I’d hate for someone to get hammered and just decide they didn’t give a shit. I guess the only way to deal with that would be to send out invitations detailing exactly what the party would be about, and to ask that the people not RSVP if they’re not interested in the game.
Still, alcohol, bonfires, skullduggery, cloak-and-dagger conspiracies! What’s not to love?
I’d have to work the details out pretty well, but that shouldn’t be a problem. The phases wouldn’t necessarily have to last a long time.
This shouldn’t be too much of a problem. The game was invented to be played IRL, in fact until this thread I had know it primarily as a theater game. But we always paid it sitting in a circle with heads up heads down day and night phases. It shouldn’t be too hard to switch the heads up heads down aspect to a lights up lights down situation. The real trick is how do you make town votes public in a party atmosphere. I am thinking a big white board of some sort where everyone has to vote by their name.
Remember that one townie gets killed very early on. What do they do while everyone else is playing?
I’ve run games of Diplomacy at my house. 7 players 6-8 hour games. Now a player can be eliminated earlyish (say after 1 hour), so I provided TV / books / food for them. But it wasn’t as much fun as playing.
Back home on the dope, day begins anew. sturmhauke lunched, 2 votes to lynch dnoonan already.
I have to say, I don’t think I’d leave dnoonan around in the hopes that that would give away a possible fifth wolf. Lynch him first, to find out if the game keeps on going, and then figure out where to go from there. But it might not be the smartest way to play.
The Seer is dead. Long live the Seer.
Something tells me that after **dnooman ** gets made into a throw rug that it’s game over, folks. Four seems like the right amount of scum for a 21-player game–remember, without that Alpha Wolf takedown this game’s a whole lot closer.
If it’s five, though… well, that makes for an interesting finale, doesn’t it?
Hello, spectators. I am now officially a dead Seer. I’ll be back later to actually read this thread, but for now I’m going to celebrate my combination birth/death day by watching a bunch of crazy Spartans in IMAX.