I need 2 to 4 more players before we'll get started. And more volunteers for a wizard role will be accepted. (Please PM me or you won't be considered.)
Quote:
Originally Posted by mormegil
LMP do how many players are we at currently?
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26 for sure with 2 possibles.
Gurthang & Felagund, are you still dithering

or can you commit?
With those two added, I just need 2 more. I do want 30.
Quote:
Originally Posted by SPM
My experience in Diamond's recently-finished game suggests to me that the paranoia and confusion (on both sides) may deliciously be heightened by not knowing the roles of those killed, how many Gifteds there are, how many Wolves there are etc. And it adds greatly to the opportunity (again, on both sides) to cause mischief for one's opponents, which may suit this game well. A point to consider, anyway.
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So I noticed. I think the tallies are needed for the way this game should work. In a more basically structured game I can see doing without them.
Quote:
Originally Posted by SPM
Perhaps we could know the current tally but not the final roles of those who have died ...?
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Hmmmm.... Let's put this one to a vote.
Rules:
Dueling Wizards Werewolf Rules
There are two wizards, and no other gifted at the beginning of the game, which must have a minimum of 20 players, and an arbitrary maximum (first time) of 30. The two wizard roles are assigned from a list of volunteers who are willing to play the roles.
The two wizards don't know who each other are. One is evil, one is good.
Neither wizard can be killed, except by each other.
Evil Wizard: each Night the evil wizard picks a villager to curse as a werewolf. The new werewolf is immediately informed and the mod requests a kill choice, which the werewolf provides by the end of the 24 hours. On the first Night of the game, the Evil Wizard chooses three werewolves; thereafter s/he chooses one per Night.
The werewolves do not know each other's identity because while they are werewolves at Night, they cannot detect the identities underlying the curses. When there are multiple werewolves, and they make differing kill choices, the person with the most werewolf "votes" is killed. If there is a tie, the
sub-mod for the evil wizard PMs back to each werewolf about the others' choices, and serves as a go-between until the werewolves have come to a majority choice.
Note: Werewolves do not PM each other and therefore cannot debate with each other; thus, they are not going to find out each others' identities. If in some odd circumstance, a werewolf gets the most votes for the werewolf kill, the evil wizard has the right to overrule the choice,
and the werewolves are told to make a different pick. If in some even odder circumstance, the werewolves choose the evil wizard as their kill, the evil wizard of course has the right to overrule their choice.
In a 20 or more player game, if there are 4 to 6 werewolves, there are 2 kills per Night; if there are 7 or more werewolves, there are 3 kills per Night.
If the evil wizard chooses a gifted villager to curse, the gifted villager loses the gift but does not turn into a werewolf ... this time. The good wizard is informed of the loss of the gifting.
If the evil wizard picks the good wizard at Night, he is informed that he has discovered the good wizard, and has the option from then on to call out the good wizard to battle
during any Day.
The evil wizard may choose to inform one or more werewolves who one or more other werewolves are; but this is a risky option and should be used with great care, considering the possible consequences.
The evil wizard is allowed to lie to his were-creatures.
Good Wizard: each Night the good wizard picks a villager to scry.
1. If the good wizard scries the evil wizard, the good wizard is informed of that, and can call out the evil wizard to battle
during any Day, which results in the death of both wizards.
2. If the good wizard scries a werewolf, the werewolf is turned back into an innocent by the good wizard's power.
3. If the good wizard finds an innocent, the good wizard has the option of turning that innocent into a gifted, the choices being seer, ranger, and hunter. If a gifted is de-gifted by the evil wizard's curse, the good wizard may assign that gift to another. If a gifted is killed, the gift may
be assigned to another innocent. The new assignment is made via the nightly scry.
NOTE: There may only be one seer at a time, one ranger at a time, and one hunter at a time.
The good wizard may choose to inform one or more gifteds who one or more of the gifteds are.
The gifteds know who the good wizard is; the good wizard may PM the gifteds during the Day, and the gifteds may PM the good wizard during the Day. They do not know who each other is unless the good wizard tells them. (why wouldn't the good wizard tell the gifteds who each other is?)
The good wizard is allowed to mis-inform and/or withhold information from his gifteds.
The evil wizard and werewolves win when the werewolves equal or exceed the number of innocents. The villagers and good wizard win when there is no evil wizard left, and no werewolves left.
There are no shirriffs, no werebears, and no cobblers.
If the good wizard and the evil wizard choose the same previously innocent villager on the same Night,
the two wizards discover each other's identity by means of the contest. Since the evil wizard still wants a werewolf, the good wizard must choose whether to let the villager die as a casualty of the wrenching experience of the contest, or let the villager survive and become a werewolf..
Just to be perfectly clear: a wizard battle always results in the death of both wizards, and may only happen during the Day.
There is a vote for lynching every Day. If there is a tie vote, then the first player to have received that many votes, is lynched. If a wizard is voted to be lynched, he will be lynched but cannot die that way, and is thus forced to declare himself, and the opposing wizard can call him/her out for a wizard battle
the following Day. A wizard cannot be killed by lynching; instead, nobody dies that Day.
If the evil wizard dies, the werewolves are informed of each other's identity, and revert from there on to traditional werewolf group dynamics.
Each Day and Night will be 24 hours; if such a time frame proves somehow unworkable, it may be changed (with notice of course!) during the game.
Order of Night Activities:
1. Evil wizard picks whom to curse.
2. Good wizard pickes whom to scry.
3. Affected players are informed of results of #1 & #2 (if both wizards pick same villager, this phase gets longer but is completed before the next phase begins).
4. Ranger picks whom to save.
5. Seer picks whom to dream.
6. Hunter picks whom to hunt.
7. Werewolves pick whom to kill.
Note: Steps 4 - 7 can happen simultaneously, but will be recorded by the moderator in the order as listed so as to keep the game straight.
Miscellaneous Rulings:
*There are no multiple lynchings.
*A killed or lynched persons previous roles will not be revealed until the game is over.
*Regarding player etiquette: Accusations and suspicions are what the game of werewolf is all about, and that's why we play. This sometimes includes insults which must be considered as 'all in fun' (using appropriate 'smilies' helps to show that it's all in fun); however, there are limits that must not be crossed: if your gameplaying insults are beyond the pale (you're going to have to accept the moderator's judgment on this), you will be considered to have gone overboard. Therefore, anyone going overboard will get a PM from the moderator with a warning to use better etiquette. Any player that "goes overboard" a second time, will be summarily removed from the game with no death narrative. As one of the Wise once said: "It's only a game - don't be offended, but it's only a game - don't be offensive."
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#
player ~ relationship ~ occupation
1
Diamond ~ gammer married to Nogrod & mother of eligible young maidens Lhunardawen, Azaelia, & Firefoot ~ Battledore Maker with strong forearms from battledore swinging
2
Celuien ~ wife of The Saucepan Man ~ Healer and Cupper
3
Caranlondien ~ eligible young maiden, eldest daughter of Sleepy Ranger & Roa Aoife (big sister of Thin & Glir) ~ Sled-Team Driver
4
Roa Aoife ~ wife of Sleepy Ranger, and mother of Thinlomien ~ weaver
5
Nogrod ~ gaffer married to Diamond and father to eligible young maidens Lhunardawen, Azaelia, & Firefoot ~ retired jester who has many permanent bruises from battledores
6
Dancing Spawn of Ungoliant ~ eligible young maiden (or wife of Nilp if he plays) ~ Baker
7
Kath ~ eligible young maiden ~ minstrel
8
Lommy~ child of Sleepy Ranger and Roa Aoife, younger sister of Glirdan and Caranlondien ~ little girl who steals other children's candy
9
Lhunardawen ~ wife of Eonwe (no children) & eldest daughter of Nogrod & Diamond ~ jeweler
10
Glirdan ~ child of Sleepy Ranger and Roa Aoife, older brother of Thinlomien, younger brother of Caranlondien ~ with giant crush on Kath (occupation aplenty!)
11
Valier ~ not so eligible young maiden ~ gardener
12
Sleepy Ranger ~ married to Roa Aoife, father of Thinlomien ~ Wanderer from the days of old, now settled in the village
13
Kitanna ~ ~
14
Firefoot ~ tomboyish young maiden (engaged to stuffy, boring, rich jerk) & daughter of Nogrod and Diamond; younger sister of Azaelia ~ artist
15
Alcarillo ~ gaffer married to Cailín ~ old retired sea captain
16
Cailín ~ gammer married to Alcarillo ~ match maker
17
Oddwen ~ orphan child, in the care of Lalaith ~ aviary keeper (filthy, insane street urchin who steals chickens & other fowl and keeps them locked up in boxes)
18
mormegil ~ widower ~ retired mariner and currently mayor overseeing honorary functions
19
Feanor ~ husband lost at sea, widowed and eligible (with eyes for the smith?) ~ suspicious and somewhat creepy shepherdess with a love of alliteration
20
Azaelia of Willowbottom ~ eligible young maiden & daughter to Diamond and Nogrod [open to whims of the mod] ~ (apprentice?) seamstress
21
the phantom ~ single semi-eligible young man ~ loud, unpredictable, adventurer
22
Naria ~ young eligible maiden (willing to change status) ~ servant who empties and cleans chamber pots
23
Jenny Hallu ~ ~
24
The Saucepan Man ~ husband of Celuien ~ barkeep
25
Lalaith ~ frivolous aunt and guardian of Oddwen ~
26
Eonwe ~ husband of Lhunardawen & son in law of Nogrod & Diamond ~
27
Eomer of the Rohirrim ~ ~
Gurthang? ~ ~ stable-hand (if he plays)
Nilpaurion Felagund? ~ hubby of Dancing Spawn if he plays