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Old 07-07-2010, 05:44 PM   #1
Blind Guardian
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Originally Posted by Feanor of the Peredhil View Post
I started it!

Because it made it so much vastly easier for me to tally votes in a game where days were double the length because of multiple voting processes that I decided the convenience to me as mod countered the length of time required by the players to do it.

But I believe it should be a mod decision, not a regulation. I require it in my games, but it's not like it's really all that important, is it?


Maybe it should be: if the game uses highlight they have to give a few extra minutes to do so. Instead of no more votes past deadline you get up until the mod says end. Since everyone post after deadline quickly anyways. Of course, unless mentioned by the mod otherwise.
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Old 07-07-2010, 05:55 PM   #2
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Executive Decision

Highlighting is not a requirement in general but may be required by the individual mod. As such it is not needed to be included on our list here...now let's move on shall we?
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Old 07-07-2010, 07:12 PM   #3
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Quote:
Originally Posted by tp
I understand your point, but no. People cannot play any way they wish, and they are not free to choose any side they wish. Deciding to act in a way that is against affiliation throws off the balance of the game that the Mod crafted via role assignments, not to mention it is no more proper to strip away small wins than it is to strip away overall wins. What I mean by that- let's say in a game of dueling wizards the Evil Wizard converts a player that used to be the Good Ranger, and the former Ranger knows the identity of the Seer and Hunter. I'm sorry, but that player despite any lingering feelings of affiliation must act in such a way that is true to his new role as a Wolf, which means he must completely switch sides and spill his guts to the Evil Wizard and rat out his former team mates.
Tp, playing against one's team carries an in-built penalty already: you're liable to lose. It's covered by the general "play-to-win" principle of any competitive game. I mean, if you really want, we can have a rule that says, "Don't try to lose on purpose" or something, but I think that's going into Captain Obvious territory.
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Old 07-07-2010, 10:00 PM   #4
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Glossary (to be made a separate thread)

Bandwagon:
A large number of votes for the same person.

Gifted: A player with special abilities. The term is usually only applied to good-aligned players. The standard gifted roles are Ranger, Seer and Hunter (q.v.) but others are possible.

Meta-reasoning: The practice of trying to deduce roles from factors outside the current game. This is frowned upon.

Reveal: To openly claim a special role, such as the Seer.

Throwaway: A vote which is highly unlikely to affect the outcome of the lynch.

Turning: The transformation of a Cursed Villager (q.v.) into a wolf.

Wolf-on-wolf: A tactic in which members of the wolf-pack accuse and even vote for one another, in order to make the survivor(s) look good.


Roles

Ordinary Villager ("ordo")
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: none.
Note: By default, all players are "supposed" to be ordinary villagers, though in reality some have other roles.

Werewolf
Alignment: Evil. Counts for the wolf-pack in the tally. Wins if the number of wolves becomes equal to that of innocent villagers. Special abilities: may pm other wolves at Night. May choose one player to kill each Night.

Seer
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to "Dream" each Night– this player's role is revealed to the Seer (with some exceptions).

Ranger
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to protect each Night– this player cannot be killed by the wolves. Note: typically, the Ranger may not protect the same person two Nights in a row.

Hunter
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to hunt each Night. If the Hunter is killed or lynched, this player will die also. Note: there are many versions of this role, however, the two standard ones are the Logical Hunter (kills target only if a wolf) and the Non-Logical Hunter (kills target regardless of role).

Cobbler
Alignment: Evil. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers. Special abilities: appears as ordo to the Seer. Note: typically, cobblers do not know the identity of the wolves.

Werebear
Alignment: Evil. Counts for neither team in the tally. Wins when everyone else is dead. Special abilities: May choose one player to kill each Night. Often has one or more extra special abilities.
Note: typically, though not always, gifted abilities work on the werebear just as on the wolves. The presence of a werebear changes the victory conditions for the other players, as they now have also to kill the bear in order to win.

Lovers
Alignment: Neutral/Good (usually). Count for the village in the tally (usually– see note). Win if both survive the game. Special abilities: may pm each other. Often the death of one will kill the other, or the survivor may be allowed a "revenge-kill". Note: there are many possible variants of Lovers; sometimes one or both has another role, which may be evil. Otherwise Lovers are generally assumed to play for the village, but this is not always the case.

Cursed Villager
Alignment: Variable. The Cursed is an ordinary villager who becomes a wolf if "turned" (attacked by Night).

Suggestions?
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Last edited by Nerwen; 07-07-2010 at 10:09 PM.
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Old 07-07-2010, 11:44 PM   #5
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Just what came to mind, feel free to disagree and discard.


Glossary:

Analysis: The systematic investigation of a player, kill, or voting. Differs from a summary by being rich in observations, opinions, and conclusions.

Bolding of names: The practice of bolding all player names occurring in your post. Not a rule, but very common, since it improves a post's readability (and "skimability").

Day One: First Day of the game. Lacking the information provided by previous kills and lynches, Day One is regarded by many as random and not very useful. This is debated, however.

Known innocent/wolf/etc.: A player whose role has been revealed, usually by a known seer. Players with known roles frequently have quite a limited life expectancy.

Modfire: Ejection of a player from a game, usually due to prolonged absence.

Multiple Lynching: Happens when the mod rules that a voting tie is not broken. All players (sometimes limited to two) that received the maximum number of votes die.

Submarine: Quiet player who is overlooked by the majority.

Summary: Synopsis of information available about a certain player, kill, or voting. Differs from an analysis by missing the poster's individual opinions.

Under the radar: Player(s) that has/have largely escaped another player's attention.

Vote Count: A list of votes cast on a Day up to the point of posting.


Roles:

Assassin
Alignment: Good. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers. Special abilities: can kill another player, typically either once a Night/Day or once during the game at a time of the assassin's choosing.
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Old 07-07-2010, 11:52 PM   #6
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Quote:
Originally Posted by Macalaure View Post
Assassin
Alignment: Good. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers.
???
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Old 07-07-2010, 11:58 PM   #7
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Oops.. copypasted without thinking.

Assassin
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: can kill another player, typically either once a Night/Day or once during the game at a time of the assassin's choosing.
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Old 07-08-2010, 09:11 AM   #8
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Quote:
Originally Posted by Nerwen View Post

Meta-reasoning: The practice of trying to deduce roles from factors outside the current game. This is frowned upon.

[
Ranger
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to protect each Night– this player cannot be killed by the wolves. Note: typically, the Ranger may not protect the same person two Nights in a row.
I'm not sure we want to be so definitive on 'Meta-reasoning' and say it's universally frowned upon...I'm not sure it is.

We may want to clarify on the Ranger role that it is the 'protected player cannot die' not this player. When I first read it, it sounded like the Ranger cannot die. Just a clarification would help on that.
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Old 07-08-2010, 10:42 AM   #9
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I think the definition on meta-reasoning might be a bit too general, at least when it comes to the type that's frowned upon. Most of the time comparisons to a player's usual style in previous games is acceptable (at least, I was under the impression it was). I think it's more things that come from outside the world of werewolf game-play in general - references to real life, or to the supposed preferences of the mod, for instance - that are frowned upon. I'm not sure how to word this concisely enough for the glossary, though.
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Old 07-08-2010, 08:07 PM   #10
Nerwen
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Quote:
Originally Posted by Rikae View Post
I think the definition on meta-reasoning might be a bit too general, at least when it comes to the type that's frowned upon. Most of the time comparisons to a player's usual style in previous games is acceptable (at least, I was under the impression it was). I think it's more things that come from outside the world of werewolf game-play in general - references to real life, or to the supposed preferences of the mod, for instance - that are frowned upon. I'm not sure how to word this concisely enough for the glossary, though.
I was worried about that. Maybe I should give examples, and also say that it's ok to refer to a player's usual style?
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