Quote:
Originally Posted by Roa_Aoife
LMP- I thought you said voting on this was open until 6 pm EST today. 3 poeple have yet to vote.
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Sorry, I must have miscounted. Anyway, the decision is made and final.
Announcement: The two wizards have been chosen and informed of their roles.
Regarding OOC comments; that is, references to previous werewolf games. I am allowing for the village to be a historically informed village. Thus, previous games may be referred to thusly: "My werewolf lorebooks say ....."
Tactics are tactics are tactics. Please learn the lesson in advance that I had to experience in game play:
Instead of getting offended, think (!) about what the 'ungentlemanly' tactic might be telling you about the player.
I've changed the rules on gifteds PMing the good wizard & vice versa.
(1)The GW has the right to keep GW identity secret. (2) ALL PMs passing between gifteds and good wizard must pass through the good team sub-mod, even if the good wizard has (been) revealed.
Whereas Kuruharan exhibits a thorough understanding of the purposes and motives of both wizards, both wizards nevertheless have control over when they reveal (unless lynched or scried, of course).
The GW gets to scry a villager on Night 1.
Gifteds/Werewolves get to carry out their Night-time activities on the same night that they are scried/Werewolfed.
I reiterate Saucepan Man's sage advice:
Everyone bear in mind that it’s just a game.
Quote:
Originally Posted by Loki
Now that's just plain silly. What motive would the GW have to spy on the lives of innocent townfolk?
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Prophecy has strange impacts on such things....
The thread is now up. Here's the link to
Tol-in-Gaurhoth XXI: Dueling Wizards. Please familiarize yourselves with the setting, mood, and general set up, et cetera.
As soon as I have made sure all rule revisions are accounted for (crossing fingers), I will post them on the Game Thread.
I'll reply to posts 3139 and later on another post, as appropriate.