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Werewolf Game Discussion Thread Pt 2

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I’ll give you extra tags and pm adds for the game. Looks fun, like the type of game that generates melts!
Make sure all your tags are fresh not just copy pasted off the list, and do 20 at a time. If you prefer ask Gra to do them for you. Good luck with your first host, you get a special hosts badge too.

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Bovo!
 

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When are we starting, Bovo ?
I will put feelers out tomorrow. If we have a lot of people, this game could go a long time, because number of deaths per room are likely to be a lot less than a day/night in a traditional WW.
 
I will put feelers out tomorrow. If we have a lot of people, this game could go a long time, because number of deaths per room are likely to be a lot less than a day/night in a traditional WW.
so normally games start on a Sunday night or occasionally a monday night

you can run a capped game if you have a maximum number of players that work as well

you just need to put that in up front

generally you want to give people time to sign up either way so having the thread up tomorrow for a Sunday start would be pretty normal
 
so normally games start on a Sunday night or occasionally a monday night

you can run a capped game if you have a maximum number of players that work as well

you just need to put that in up front

generally you want to give people time to sign up either way so having the thread up tomorrow for a Sunday start would be pretty normal
It will have to be the Sunday after then, but that will be better for me, because when I know numbers I can determine the number of rooms that I will need so there’s a bit of work that needs to be done in readiness for the start of the game. The game requires a lot of pre work, but there’s probably the “standard” amount of modding once the game starts.
 
It will have to be the Sunday after then, but that will be better for me, because when I know numbers I can determine the number of rooms that I will need so there’s a bit of work that needs to be done in readiness for the start of the game. The game requires a lot of pre work, but there’s probably the “standard” amount of modding once the game starts.
I'd suggest putting a cap at 20 (or 25) players. Usually we get around that many committing most games. If someone misses out they can help host!
By capping you can control some of the variables you've created. If you feel that deaths are going to take too long (it's nice to have the game wrapped up before the following weekend) then you can add a trapdoor that kills the first person to walk into the room (for example).
 
I'd suggest putting a cap at 20 (or 25) players. Usually we get around that many committing most games. If someone misses out they can help host!
By capping you can control some of the variables you've created. If you feel that deaths are going to take too long (it's nice to have the game wrapped up before the following weekend) then you can add a trapdoor that kills the first person to walk into the room (for example).
Yeah, I agree with that. Work out the most balanced game and then cap the numbers. It has the added benefit of attracting people that actually want to play, rather than those that are interested but might not be able to commit much time/energy/effort.
 

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I'd suggest putting a cap at 20 (or 25) players. Usually we get around that many committing most games. If someone misses out they can help host!
By capping you can control some of the variables you've created. If you feel that deaths are going to take too long (it's nice to have the game wrapped up before the following weekend) then you can add a trapdoor that kills the first person to walk into the room (for example).
How about I create a proof of concept game first and limit numbers to 14 to test the actual game. We use an invite only approach so we only include people who we think would provide constructive criticism and help the game evolve. Played in DM’s only for the PoC
 
I’m probably going to give every faction two seers; a door seer and a player seer. I think that’s the only way this will work effectively.
You should randomise the seer between fake and real just for the lols and confusion it would cause
 
How about I create a proof of concept game first and limit numbers to 14 to test the actual game. We use an invite only approach so we only include people who we think would provide constructive criticism and help the game evolve. Played in DM’s only for the PoC
Beta bovo werewolf
 
How about I create a proof of concept game first and limit numbers to 14 to test the actual game. We use an invite only approach so we only include people who we think would provide constructive criticism and help the game evolve. Played in DM’s only for the PoC
I'd play it out in a thread. That way others can read the concept so when you run it again they can get a feel for it. Put the thread up with the above caveats and you should fill 14 easily.
 
Also, keep in mind, it's a right of passage to **** up when modding and being mercilessly reminded of it forever.
Like that time Gralin posted in the wrong dead PM when trying to introduce the game to a bunch of newbs on GD board. Resulting in restarting the game half way through.
 

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I’ll run it past you lot first, because you all probably can give insight to whether it’s worth running

Werewolf Maze Escape

Overview

Werewolf MazeEscape is a social deduction game with Villagers, Wolves, and Shadows (evil faction) navigating a maze of rooms filled with traps, faction hazards, and social challenges. Players aim to survive, escape, and deduce others’ factions while factions secretly try to prevent them from escaping.

Factions
  1. Villagers – aim to survive and escape.
  2. Wolves – hidden adversaries, aim to mislead, injure, or eliminate Villagers and Shadows.
  3. Shadows – secret manipulative faction, aiming to influence decisions and room outcomes for their own benefit.
Roles
  • Seers (one per faction)
    • Can Seer a door (detect danger / faction influence) or a player (detect faction only).
    • Villager Seers detect general danger, not type or faction.
    • Wolf Seers detect threats to Wolves and faction alignment of doors.
    • Shadow Seers detect Shadow influence and benefit.

  • Other Roles:
    • Doctor can protect one person per room. Can’t protect the same person consecutively. Can’t protect against a lynch room.
Room Types
Rooms always have 2–3 doors to choose from to get to the next room.
  1. Wolf Room – wolves will get a kill
  2. Shadow Room – The Shadow will get a kill.
  3. Safe Room – minimal danger; no faction advantage.
  4. All-Evil Room – danger for everyone; no faction advantage(both factions can strike).
  5. Trap Room – will randomly kill anyone
  6. Lynch Room – can’t leave the room until a majority lynch.
Game Phases
  1. Action Phase(dependent on room)
    • Factions secretly act: Seers check doors or players, Wolves attack, Shadows manipulate.
    • Doctor protects
    • Players lynch
  2. Decision Phase
    • Players discuss findings, vote on doors, or strategize on faction moves.
    • Social deduction and bluffing drive decisions.
Win Conditions
  • Villagers: survive and escape.
  • Wolves: prevent Villagers from escaping and eliminate The Shadow
  • Shadows: prevent Villagers from escaping and Eliminate the wolves.
If all villagers die the faction with the most numbers win.

The maze is designed so any faction should be able to win.
If any room left I will paly please, good to see my SFA bombers team mate hosting
 
 
You might want to reserve a couple of posts
 
I didn’t reserve anyone from this thread, because I was expecting people to respond to the tag. I have a cognitive condition that makes juggling multiple threads extremely challenging
Unless you said in of course in the other thread
 
I didn’t reserve anyone from this thread, because I was expecting people to respond to the tag. I have a cognitive condition that makes juggling multiple threads extremely challenging
Is that an excuse I can use when I post in the main game instead of my pm?
 

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Werewolf Game Discussion Thread Pt 2

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