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Old 01-24-2008, 07:44 PM   #82
Roa_Aoife
Ghost Prince of Cardolan
 
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Join Date: Feb 2004
Location: Someday, I'll rule all of it.
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You're sort of right. The EW, as well as the GW, can override the decisions of the wolves or gifted at any time. This is actually necessary, because you don't wanter a hunter hunting a seer, etc, or wolves killing another wolf. And sometimes the Wizards just know more.

The wolves can provide any ammount of reasoning they like to the EW, or none at all, with only a name. Depends on the wolf. Likewise the seer can reason who to dream, and the hunter whom to hunt, and the protector whom to protect. It's all ultimately the Wizard's decision how much autonomy they give their team. This allows for varying strategies and creative plays.

As for the unbalance- keep in mind that if the EW picks someone who is gifted to turn, the gifted merely becomes innocent, and the EW gains almost nothing, not even information. If the GW tries to turn a wolf, the wolf becomes innocent and thus switches teams, and if the wolf knows anything, s/he can tell the entire village. There's also the logical hunter- only makes a kill if they target a wolf.

I do agree that the good team should start with three gifted, rather than one, though.

Also, multiple kills for four (perhaps five?) or more wolves just helps keep the game from dragging on too long.
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