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#1 |
Shady She-Penguin
Join Date: Dec 2004
Location: In a far land beyond the Sea
Posts: 8,093
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Gil-Galad,
Gang war sounds cool.. Though there should be probably more ordos than in a normal game. And wouldn't it be nice to have fg. werewolves against werejackals or something? (Aww, it would be quit scary to be an ordo in such a game...)
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Like the stars chase the sun, over the glowing hill I will conquer Blood is running deep, some things never sleep Double Fenris
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#2 |
Psyche of Prince Immortal
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i'm still thinking of how to work it out, i've been thinking of maybe giving the Ord's some advantage so they don't get brutalized...i might add in more Ords
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Love doesn't blow up and get killed.
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#3 | |
Ghost Prince of Cardolan
Join Date: Aug 2005
Location: In a world grown ever smaller.
Posts: 678
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![]() um, gang wars sound fun, if only becuase "gang war" sounds like fun. just kidding. it sounds good, but i don't really konw how it would work. is it just like six wolves, two groups of three, acting independently. then we would need double teh gifteds, at least, and double the ordos (at least). sounds very convoluted, meaning very fun. ![]() ps. if there are not enough slots in either perky's and/or the big kids game, i prolly need to sit out. actually i really do, but i prolly won't. ![]()
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#4 | |
Odinic Wanderer
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Quote:
WW gang war sounds like a cool idear and I am sure you will find a way to make it work Gil. I allso think that the rotation system sugestet by Glirdan sound good. |
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#5 |
Psyche of Prince Immortal
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actually Eonwe has something there... now you got me thinking of Guilds for the village... 'Hunter Guild' , 'Guardian Guild' all are secret of course, it would be able to bring in more people to play and also make it more interesting...
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Love doesn't blow up and get killed.
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#6 |
Ghost Prince of Cardolan
Join Date: Aug 2005
Location: In a world grown ever smaller.
Posts: 678
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hmmmm....i was wondering. is there any way to incorperate some more independent stratagies into werewolf? i like the sound of guild, gil-galad. it would be nice if you could make different alliances throughout the game, but i don't know how you could keep them private so the wolves wouldn't nip htem in the bud. i've always wished werewolf (or mafia, before i came to BD's) could be a little more than a bunch of ordo's randomly lynching peole. granted that's not what it is, but it seems like that sometimes, especialy when you're playing an oral game. forums make it allot more fun, but still i can't help feeling kind of helpless/random throughout.
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I've got bridge club on Wednesday,
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#7 |
Sword of Spirit
Join Date: Aug 2003
Location: Oh, I'm around.
Posts: 1,401
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Well, these ideas all sound fun, but they aren't really Werewolf in essence. The heart is just wolves versus villagers. Adding so much more just confuses the game, and in the end it is nowhere near the actual game. But, if people like the new things, try them anyway. It's whatever the players want.
Gil, putting so many wolves in the game wouldn't necessarily mean more people. You could just make all the villagers have a special role. For instance: 6 wolves (2 teams of 3) 3 rangers 3 hunters 2 seers And maybe let the rangers PM so they can cordinate their protection. This would give the villagers more chance for staying alive, and the extra hunter(plus the other wolf team) ups the chance that the wolves will die each night. The only problem we had with the multiple kills each night was that the village died so quickly. Granted, in WWIIX, the villagers did win, but it was because they got a wolf Day 1, and had the other two within 4 days. The other game with a Beorning had the bear dead on Day two. My point is that, with so many wolves, the double nightly killings are likely to last the whole game, and that's something the village will probably not survive. Oh, and where is Perky? Have we decided to skip him?
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