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Werewolf Choose Your Own Werewolf

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As I suspected before it even started, having all people who didn't get their role of choice be villagers was an incredibly poor decision and led to the first few days being utter bores. Having an evil faction with just two thugs meant there was zero chance of victory and just wastes two people's game time.

Having instead either of:
1. People give a list of three roles in descending preference and assign roles that way
or
2. Have all people who don't get the role of choice go into a randomizer

Still leaves the element of uncertainty about who is what, but still gives every faction a fair chance at winning.
It was still fun, and no one else was going to host at the time and no game is perfect, your additions would certainly be an improvement
 
It was still fun, and no one else was going to host at the time and no game is perfect, your additions would certainly be an improvement

It wasn't really fun for people who signed up and then from N1 knew they had no chance of winning.

I suggested that change to MC days before the game started but he stubbornly ignored them as he tends to do any suggestions for improving gameplay with his games. It's frustrating because it's a blindingly obvious alteration to improve enjoyment for all players, but because he didn't think of it he didn't want to implement it.
 
Arguably only Mafia was behind the 8 ball with just two players. Otherwise Wolves had 4 and Village had weight of numbers.

It was an experiment, partly in the choices that people make. A future version could reserve the right to WC one Village player into a thin faction or a good role.
 
Arguably only Mafia was behind the 8 ball with just two players. Otherwise Wolves had 4 and Village had weight of numbers.

It was an experiment, partly in the choices that people make. A future version could reserve the right to WC one Village player into a thin faction or a good role.

Or just have a minimum quota for each faction so that if everyone picks right like Wolves they're rewarded, but you still give each faction a genuine chance of winning.

E.g.

Mafia min.
Godfather
Thugs x2

Wolves min.
Alpha
Wolf x2

SK x1

Head Vampire x1

Vigilante x1

Flogs x2

Doctor x1

Seer x1

And if any of those roles aren't picked then people who missed out on a role go in a randomiser for them. But there are more roles available (e.g. could have up to four potential flogs, up to 4 for each evil faction, etc.) if people pick correctly.
 

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DEADLINE

The Village all awoke in the deep dark of pre-dawn to what at first seemed like an unearthly din, but instead proved to be the exact opposite. It was an unnerving and unnatural silence that was oddly deafening and rose the collective hairs on the back of all their necks. Quickly, they gathered together in the Town Square as a thickening fog descended and provided a blanket of visual insecurity to match their internal confusion.

Suddenly, a loud clatter rang across the square and everyone tensed up, turning towards the alleyway where the sound had originated. The next sound was a reassuringly drunk voice slurring "Who puts their bloody bin out in the middle of the road?" The Town Drunk staggered across to the group huddled together, blissfully unaware of the tension surrounding him like the fog.

As the relief of seeing their friend wandering slowly towards them broke the spell of the silent gloom, another voice rang out from behind them. As one, they spun around to see four shadows emerging from the still heavy fog. The first, resplendent in a suit and cape, flashed his bright white fangs and calmly pronounced "We have come to take over your village. Resistance is, of course, futile." The three other shadows then revealed themselves as a snarling werewolf and two other humans, one of which holding a large torch. All of them had two obvious bitemarks in the left sides of their neck.

Without any further warning the Werewolf attacked, scattering the panicked crowd, except of course the Town Drunk, who struggled to make sense of what was happening around him. As his eyes narrowed in an attempt to focus them, he suddenly recognised one of the assailants. "You bastard! You're a fooking vampire recruit? I spend all night with you, bought you far more drinks than you bought me and this is how you repay me?"

With that, he pulled out a gun out from under his cloak and in a rare moment of sobriety, aimed true and pulled the trigger, before the recoil knocked him off his unsteady feet. The return fire from the Head Vampire whistled passed his falling head and instead struck another Villager hiding behind him.

The Head Vampire whistled, beckoning his Werewolf convert back to him, before turning to the man with the torch and simply saying "Finish it." Eagerly he stepped forward and held the torch to the ground where it lit up a trail of petrol that followed to a number of Villagers' hiding places. The chaos of screams and the raging infernos left no doubt that the Vampires' work here was done.

Itsmyshow (Villager) killed by Werewolves
dogs105 (Saint) killed by Werewolves and Vampires
por_please_ya (Mama Wolf) killed by Town Drunk
Smeg Head (Town Drunk) killed by the Arsonist
croweater 41 (Villager) killed by the Arsonist
eth-dog (Villager) killed by the Arsonist


The Vampires (Mister M - Head Vampire, Dingster - Arsonist, Grand Uncle Horace - Flog) win. There are literally no more Villagers left.
monophy.gif


Dead PM please
 
As I suspected before it even started, having all people who didn't get their role of choice be villagers was an incredibly poor decision and led to the first few days being utter bores. Having an evil faction with just two thugs meant there was zero chance of victory and just wastes two people's game time.

Having instead either of:
1. People give a list of three roles in descending preference and assign roles that way
or
2. Have all people who don't get the role of choice go into a randomizer

Still leaves the element of uncertainty about who is what, but still gives every faction a fair chance at winning.
My word, you even manage to suck the fun out of moderating.
 
As I suspected before it even started, having all people who didn't get their role of choice be villagers was an incredibly poor decision and led to the first few days being utter bores. Having an evil faction with just two thugs meant there was zero chance of victory and just wastes two people's game time.

Having instead either of:
1. People give a list of three roles in descending preference and assign roles that way
or
2. Have all people who don't get the role of choice go into a randomizer

Still leaves the element of uncertainty about who is what, but still gives every faction a fair chance at winning.

Well, you certainly enjoyed wasting my time, didn't you? ;)
 
Well, you certainly enjoyed wasting my time, didn't you? ;)

Well yes. If you want to get people to volunteer for a modkill you aren't going to get it.
 

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Congrats Mister M. While I never even got to join your PM as I died the night you recruited me I'm still penciling this in as a win.

You’re definitely a Vampire recruit alongside Grand Uncle Horace, Dingster & por_please_ya

If it wasn’t for your selfless sacrifice of dying, I never would’ve found the intel on the wolves and it may have been a very different game
 

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While I'm totally happy with people critiquing the games, I don't really care for the personal insults. Things like calling me stubborn and implying the reasons for my "stubbornness" are idiocy and/or ego are pretty disappointing. For starters, they're demonstrably untrue:
  1. I actively seek feedback on games from the Dead PM and individual players,
  2. I discuss potential game mechanics in the WW chat thread, and
  3. I've got a planning spreadsheet that shows I did consider the change SM suggested, but decided to go against it
I can point to a number of different changes I've made to the games I've modded based on that feedback too, so it's not just that I listen and don't take heed of any of the advice. The thing I am happy to accept stubbornness on though is the no-vote modkill. Sign up for a game and play the damn thing!

In terms of this specific game, yes the Mafia were underpowered, but the Wolves only had 3 players plus a Lone Wolf, the Head Vampire wasn't night immune and the Village had no power roles outside of the Doctor. By not having minimum limits on faction numbers I was hoping to see some more innovative plays - neccesity breeds invention, so the say. But alas, the only tactic that came was much too late in the game to make a difference.

The mere fact I'm writing this might suggest otherwise, but I don't actually care about being insulted. I just don't think the air of condescension and petty insults is appropriate to direct at anyone that has given up their time to plan and mod a game for the entertainment of 30-odd strangers.

Anyways, onto more important things ...
 
My votes for the BOG this game (is anyone still even keeping track of this? I assume Chipmunk probably is) are:
  • 3 points - Mister M as Head Vampire hardly put a foot wrong. Managed to bring 3 perfect recruits into his Coven from different factions and then controlling each move with incredible foresight.
  • 2 points - por_please_ya as Mama Wolf had the fun but sometimes nervy role of playing the double agent, which is harder when you're also trying to trick the Village that you're one of them as well. There were a couple of times where I thought she might trip up with conversations happening in both PMs, but she was instrumental in getting the Vampires home.
  • 1 point - Grand Uncle Horace as the recruited Flog ran a great smokescreen for Mister M and the rest of the vamps, feeding the Village with information and misinformation aplenty. And I'll applaud any game where he doesn't mistake the game thread for his PM until the rest of time.
Honourable Mentions to Dingster as Arsonist who managed to pick out some big evil to douse (which almost screwed his new friends over when he was recruited) and Smeg Head as Town Drunk, who was infinitely entertaining in our PM.

Who's up next? It's definitely not me after going back-to-back!
 
While I'm totally happy with people critiquing the games, I don't really care for the personal insults. Things like calling me stubborn and implying the reasons for my "stubbornness" are idiocy and/or ego are pretty disappointing. For starters, they're demonstrably untrue:
  1. I actively seek feedback on games from the Dead PM and individual players,
  2. I discuss potential game mechanics in the WW chat thread, and
  3. I've got a planning spreadsheet that shows I did consider the change SM suggested, but decided to go against it
I can point to a number of different changes I've made to the games I've modded based on that feedback too, so it's not just that I listen and don't take heed of any of the advice. The thing I am happy to accept stubbornness on though is the no-vote modkill. Sign up for a game and play the damn thing!

In terms of this specific game, yes the Mafia were underpowered, but the Wolves only had 3 players plus a Lone Wolf, the Head Vampire wasn't night immune and the Village had no power roles outside of the Doctor. By not having minimum limits on faction numbers I was hoping to see some more innovative plays - neccesity breeds invention, so the say. But alas, the only tactic that came was much too late in the game to make a difference.

The mere fact I'm writing this might suggest otherwise, but I don't actually care about being insulted. I just don't think the air of condescension and petty insults is appropriate to direct at anyone that has given up their time to plan and mod a game for the entertainment of 30-odd strangers.

Anyways, onto more important things ...
It's a shame there was no communication with me regarding my suggestions, just a blanket "I'll consider it" and then learning it hasn't been implemented, and unsurprisingly leading to a dull game for me in a faction of two.

What can it be described as other than stubbornness? No different to your insistence to modkill people day one for not voting but not tagging them with a warning an hour or two before deadline which was an issue in your last game.

Having two players is impossible to win with, regardless of your hope of innovative tactics. At the end of the day it's a numbers game. It is exceedingly rare for evil to win with less than three players, let alone one left. With no night immunity the predictable happened.
 
While I'm totally happy with people critiquing the games, I don't really care for the personal insults. Things like calling me stubborn and implying the reasons for my "stubbornness" are idiocy and/or ego are pretty disappointing. For starters, they're demonstrably untrue:
  1. I actively seek feedback on games from the Dead PM and individual players,
  2. I discuss potential game mechanics in the WW chat thread, and
  3. I've got a planning spreadsheet that shows I did consider the change SM suggested, but decided to go against it
I can point to a number of different changes I've made to the games I've modded based on that feedback too, so it's not just that I listen and don't take heed of any of the advice. The thing I am happy to accept stubbornness on though is the no-vote modkill. Sign up for a game and play the damn thing!

In terms of this specific game, yes the Mafia were underpowered, but the Wolves only had 3 players plus a Lone Wolf, the Head Vampire wasn't night immune and the Village had no power roles outside of the Doctor. By not having minimum limits on faction numbers I was hoping to see some more innovative plays - neccesity breeds invention, so the say. But alas, the only tactic that came was much too late in the game to make a difference.

The mere fact I'm writing this might suggest otherwise, but I don't actually care about being insulted. I just don't think the air of condescension and petty insults is appropriate to direct at anyone that has given up their time to plan and mod a game for the entertainment of 30-odd strangers.

Anyways, onto more important things ...

I for one enjoyed the concept
 
It's a shame there was no communication with me regarding my suggestions, just a blanket "I'll consider it" and then learning it hasn't been implemented, and unsurprisingly leading to a dull game for me in a faction of two.

What can it be described as other than stubbornness? No different to your insistence to modkill people day one for not voting but not tagging them with a warning an hour or two before deadline which was an issue in your last game.

Having two players is impossible to win with, regardless of your hope of innovative tactics. At the end of the day it's a numbers game. It is exceedingly rare for evil to win with less than three players, let alone one left. With no night immunity the predictable happened.

The world doesn't revolve around you, get over it
 
The world doesn't revolve around you, get over it

Weird response. Don't remember asking for your input but you decided to give it in the most predictable way possible.
 

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