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Old 04-28-2006, 04:13 PM   #1
Nogrod
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I promised to make a few comments, but many of them have been voiced here alredy... Let's see, if there is something in my list that would call for further attention, besides the ones that have been voiced already by others.

- Roa's point about EW denying the nightly kill - so no-one dead? I guess so - if the EW is the target, but in other cases? As the wolfs can't PM - so they can't discuss eg. give arguments about the kill, it might come to an undecided (due to the timezones etc.). Would that also mean a "no kill" -night, or has the sub-mod a right to decide in that kind of event?

- I see you have done lots of work with this (and that's just one reason, why I love to join this), but as you have been making these "dry rounds", have you taken note of the different "statuses" between the players joining in (the line-up seems great, but there are differences, even among the great -as goes with how they are thought of by others)? So some people might be both "more wanted" and "more suspicious" - and some might go through quite a personality-change-distress with this one (referring to Spm's troubles here too)? I duly see, that a "good" evil wizard would not go appointing only the "top-three", but anyhow, this might be a problem - comparing to the dry-runs?

- Can the EW summon a new Werebear or cobbler, if the one summoned earlier, dies?

- Has the Wizard a right to discuss anything s/he wants with her/his chosen ones in PM?

But overall, the game seems unbalanced (sorry my bad English: I want to say, not level, but then giving different possibilities to both sides), with a good twist and that seems to me fine! There seems to be different weapons on both sides: the baddies will be given both a head start and a possibility to increase their number - the goodies can trust each other, not the least via PM'ing (some of them might turn to the evil side, though...). But clearly, concerning the assets in cases of good turning evil vs. evil turning good seem to favour the goodies - because of the trust-factor...? I don't know, but am more than ready & willing to give this a try...

Great game you are planning Lmp!
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Old 04-28-2006, 04:41 PM   #2
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Nogrod, I'm not sure about others but I agree with Phantom that the prospect of switching sides is extremely exciting to me personally. I would love to see if I could do it. Now, of course, there is no guarantee that it will happen so please don't refer to this during game time but think of how exciting it would be. Treachery can be very exciting as SpM might understand why I know but the phantom wouldn't

Sorry if that's too cryptic.
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Old 04-28-2006, 05:23 PM   #3
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Good points, TP and morm. Very persuasive.

Hmmm ...

Quote:
Originally Posted by the phantom
Play, Sauce, come on... you know you want to.
Quote:
Originally Posted by Celuien
Yes! Please do play, Sauce!
Doh! How can I resist now.

OK. Much against my better (RL) judgment, I'm in. But I expect my style to be quite different in this game. Clueless as ever, but less verbosely so probably (to general relief, no doubt).

I'll have to look back over the rules in more detail and see if I have any questions.

Can I run the local tavern? A jolly barman.

Anyone need a husband?

Although, maybe I'd better check with Mrs Saucepan first ...
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Old 04-28-2006, 05:23 PM   #4
Azaelia of Willowbottom
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Silmaril

C'mon Sauce, you know you want to... Ok, whine over.

Changing sides is part of what I'm looking forward to, as well...Though I know it's by no means definite. I don't come up on the radar much, just judging by past experience, so I don't expect to be switched around a lot, but it is still exciting, and I hope I get picked for something in the midst of the madness.

The fact has just now hit me: This game is going to be absoloutely insane. Which is part of why I'm so excited.

When do we start?

Edit: Cross-posted with Sauce--Yay, he's in!!
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Old 04-28-2006, 05:34 PM   #5
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1420!

Quote:
Originally Posted by Zali
C'mon Sauce, you know you want to...
Alright, I'm in already.

OK. I do have a question. If a Gifted or Werewolf loses their Gift during the Night as a result of a Wizard's choice, does their Nightly vhoice still count. For example, if the Evil Wizard picks the Seer, does the ex-Seer still get the result of their dream. Does an ex-Werewolf's kill choice still count? etc etc
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Old 04-28-2006, 05:49 PM   #6
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Quote:
Originally Posted by mormegil
Nogrod, I'm not sure about others but I agree with Phantom that the prospect of switching sides is extremely exciting to me personally. I would love to see if I could do it. Now, of course, there is no guarantee that it will happen so please don't refer to this during game time but think of how exciting it would be. Treachery can be very exciting as SpM might understand why I know but the phantom wouldn't

Sorry if that's too cryptic.
Please Morm, some credit to good thinking also... we can adjust to the situation, now can't we? Sometimes it's reasonable to play with way 1, sometimes the way 2. Mentioning these tactics might be reasonable in a role / in a situation etc, and not so in another... So I can't promise you that!

And truly, I see this possibility of changing identities as a great adventure and so much more fun...

Anyhow, really looking towards this one...

EDIT: Morm. That was not at all cryptic. Plain sense... (notwithstanding the last Phantom-part, but that's the bussiness of you gammers... )
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Last edited by Nogrod; 04-28-2006 at 05:53 PM.
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Old 04-28-2006, 05:59 PM   #7
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*cheers loudly over Saucie's entrance*

Ooh, this shall be woooonderful.
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Old 04-28-2006, 07:40 PM   #8
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1420!

Hurray for Sauce the Jolly Barman!

Morm makes a good point about allowing both the Good and Evil Wizards to scry more than one player on night 1. Seems like the evil side gets a head start if only the EW can multiply scry at the beginning.

What were you thinking, Elempi?
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Old 04-28-2006, 07:48 PM   #9
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Quote:
Originally Posted by Celuien
Hurray for Sauce the Jolly Barman!

Morm makes a good point about allowing both the Good and Evil Wizards to scry more than one player on night 1. Seems like the evil side gets a head start if only the EW can multiply scry at the beginning.

What were you thinking, Elempi?
That I didn't want this game to be over after only one Day. Just imagine if there was only one evil wizard and one werewolf on Day 1, and the good wizard had successfully scried the evil wizard on Night 1, and the villagers lynched the only werewolf on Day 1? Not a fun game. So I increased the number of werewolves to 3 right away, and decided that I liked the early advantage given to the evil team. That's what I was thinking.
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Old 04-28-2006, 07:52 PM   #10
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Quote:
Originally Posted by littlemanpoet
That I didn't want this game to be over after only one Day. Just imagine if there was only one evil wizard and one werewolf on Day 1, and the good wizard had successfully scried the evil wizard on Night 1, and the villagers lynched the only werewolf on Day 1? Not a fun game. So I increased the number of werewolves to 3 right away, and decided that I liked the early advantage given to the evil team. That's what I was thinking.
I see.

(BTW, that wasn't intended as a 'whatever could you have been thinking' comment. I was just wondering what your thoughts were. Knowing about all those dry runs, far be it from me to suggest that there was anything that missed your attention. )
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