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PostPosted: Thu Oct 28, 2004 11:40 am 
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I've been flicking through Werewolf varients on the internet, and found some cool ones. Although the final decision is upto Scott, I thought I'd post these here for discussion - perhaps we could use these in later games.

Duel Roles
Instead of each player getting one role, the MC puts double the amount of roles in a randomizer, and each player gets two roles. This creates amusing varients, such as a Mafia/Archangel, a Shaman/Mystic, or even a Werewolf/Mafia.

Sorceror/Devil
These work for the werewolf/mafia respectively, though do not know their identity. They can seek for the Seer/Shaman.

Farmer/Toymaker
These appear as Werewolf/Mafia respectively when dreamed of.

Zombie
Each vote on the main thread, is accompnied by a vote by the dead people. If a majority is reached, then a player is killed in the game.

Magistrate
The magistrate is similar to the archangel, as the can prevent the majority execution of a person.

Psychic
Can find out the exact role of a person, but only once every 2-3 nights.

Secrecy
Players don't find out a dead person's role when they die.

Hidden Enemies
Players aren't told how many enemies there are.

Recruitment
Mafia can recruit one player instead of shooting someone in a turn.

Sensei
Can only be killed if he is targetted by more than one or only one kill-effect in a turn.


Vigilante
Is a citizen who can kill any one person each night.

Martyr
May choose to save one person from being killed. If that person would killed, then the martyr dies instead.

Double Agent
Can change the target of a mafia hit.

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PostPosted: Thu Oct 28, 2004 12:03 pm 
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Matt wrote:
I've been flicking through Werewolf varients on the internet, and found some cool ones. Although the final decision is upto Scott, I thought I'd post these here for discussion - perhaps we could use these in later games.

Duel Roles
Instead of each player getting one role, the MC puts double the amount of roles in a randomizer, and each player gets two roles. This creates amusing varients, such as a Mafia/Archangel, a Shaman/Mystic, or even a Werewolf/Mafia.

Sorceror/Devil
These work for the werewolf/mafia respectively, though do not know their identity. They can seek for the Seer/Shaman.

Farmer/Toymaker
These appear as Werewolf/Mafia respectively when dreamed of.

Zombie
Each vote on the main thread, is accompnied by a vote by the dead people. If a majority is reached, then a player is killed in the game.

Magistrate
The magistrate is similar to the archangel, as the can prevent the majority execution of a person.

Psychic
Can find out the exact role of a person, but only once every 2-3 nights.

Secrecy
Players don't find out a dead person's role when they die.

Hidden Enemies
Players aren't told how many enemies there are.

Recruitment
Mafia can recruit one player instead of shooting someone in a turn.

Sensei
Can only be killed if he is targetted by more than one or only one kill-effect in a turn.


Vigilante
Is a citizen who can kill any one person each night.

Martyr
May choose to save one person from being killed. If that person would killed, then the martyr dies instead.

Double Agent
Can change the target of a mafia hit.


Of the roles mentioned, I've seen the Magistrate, Psychic, Vigilante, Hidden Enemies and Recruitment in action. In the last game on IDB I had the luck to land a role which is similar to the Double Agent, only more powerful. But the evil Scott killed me before I had my share of fun. :P

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PostPosted: Thu Oct 28, 2004 12:57 pm 
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Great ideas Matt. Yes, I've used a lot of those roles some under different names. I also have had some very creative roles suggested by others.

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PostPosted: Thu Oct 28, 2004 1:43 pm 
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Well, first, this doesn't make sense to me.
Sensei:
Can only be killed if he is targetted by more than one or only one kill-effect in a turn.
Can someone explain how that works? He can't die by execution since that's not a kill effect, just a kill? What kind of kill effects are there?

I think the next game would be fun by adding Secrecy and Hidden Enemies, that way the dead people could talk all they want ;)
Okay, I realized why it wasn't really the best thing to have dead people talking for this game. They were not just dead, they were gone really because there was no way to bring them back in this game so it should've been like solitude, if they people who were still alive weren't smart enough to win the game on their own, they really don't deserve to win since they aren't playing the game for themselves. Alright, that's all I have to say about that, and I'm done :P

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PostPosted: Thu Oct 28, 2004 1:55 pm 
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okamotosan18 wrote:
I think the next game would be fun by adding Secrecy and Hidden Enemies, that way the dead people could talk all they want ;)


Hidden enemies is fine, but secrecy adds to much guesswork to the game and depletes the strategy and logical-thinking aspect, IMO.

okamotosan18 wrote:
Okay, I realized why it wasn't really the best thing to have dead people talking for this game. They were not just dead, they were gone really because there was no way to bring them back in this game so it should've been like solitude, if they people who were still alive weren't smart enough to win the game on their own, they really don't deserve to win since they aren't playing the game for themselves. Alright, that's all I have to say about that, and I'm done :P


Hey, then the baddies will target all the "smart" people first, and we won't have a chance! :( :P

Well, the main aim of eliminating players from the game is so that they cannot harm you with their roles or powers. Since dead people can only speculate based on known information and cannot reveal secret info, you shouldn't be too worried about them. You can choose to ignore their comments or just use your brain and come up with a defence. I for one feel that NPM"s accusation towards you could have been defended aganst, and if the living players are really as stupid as you say you could have made them believe you.

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PostPosted: Thu Oct 28, 2004 2:23 pm 
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okamotosan18 wrote:
Well, first, this doesn't make sense to me.
Sensei:
Can only be killed if he is targetted by more than one or only one kill-effect in a turn.
Can someone explain how that works? He can't die by execution since that's not a kill effect, just a kill? What kind of kill effects are there?


I think executions count as a kill effect, as well as wolves' mauling and mafias' shooting

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PostPosted: Thu Oct 28, 2004 2:31 pm 
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Wind wrote:
okamotosan18 wrote:
Well, first, this doesn't make sense to me.
Sensei:
Can only be killed if he is targetted by more than one or only one kill-effect in a turn.
Can someone explain how that works? He can't die by execution since that's not a kill effect, just a kill? What kind of kill effects are there?


I think executions count as a kill effect, as well as wolves' mauling and mafias' shooting


Yes, and in more complex versions, so do

- Vigilante Shootings
- Mirrored Blows
- Grenades
- Guilt

There are more complex rules here. Scroll down a bit.

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PostPosted: Thu Oct 28, 2004 3:09 pm 
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Lol, I was going through the site Matt posted and guessed what I found? http://www.princeton.edu/~mafia/v18.htm

Quote:
The game was extremely enjoyable, with several memorable moments. At one point, the sole remaining mafia member begged mercy after he had been found out-- if the civilians would spare his life, he would help them kill werewolves. The civilians rejected this argument and lynched him.


Guess that is a pretty frequent occurence... except that our Mafia wasn't found out; he confessed himself. :P

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PostPosted: Thu Oct 28, 2004 5:28 pm 
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I know it's a bit late for WW1 and early for WW2 but...

<img src="http://img.photobucket.com/albums/v47/astrastarr/WW1.bmp">

Enjoy. If I'll be in a good mood I'll make it look nicer

EDIT: blah, saved as bitmap... oh well...

Yoshi edit: HTML'ed it for you. ;D

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PostPosted: Thu Oct 28, 2004 5:39 pm 
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:roflol: That's cute, Wind! I love it. I guess I won't be getting it this round, eh?

And in answer to your question on the IDB Forums, Yes I am.

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PostPosted: Thu Oct 28, 2004 5:48 pm 
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I almost had sensei for my last game on IDB. The idea for example is if you have 2 bad guys teams and both target player A then he dies, otherwise not. I ended up not doing it though.

On not revealing roles after death, I don't like that for the reason Qanda gives. I might however consider giving a player to power so that the roles of 1 or 2 players would not be revealed upon death. That might be interesting.

On Hidden Enemies, I generally do that and usually don't reveal what type of enemies exist except that there will be some Werewolves. It is always fun to have a game with some new type of enemy and then people slowly figure it out.

My favorite one is the 1 player team of a Role Stealer who each night can steal another player's role.

On dead people talking, I have played a number of variations. Some places do prohibit the dead from talking at all. The problem with that is that you end up with the smart players always being killed first so then they quit playing and it makes it hard to sustain the games over time.

Used to, on IDB, dead players could talk in groupies or could talk by PM after death (but could not reveal secrets). That did result in dead wolves still running the show so I changed it to where they can talk but have to do so publicly in groupies. No private communication allowed after death.

I also had one game where the dead could talk and tell secrets. They could choose to either (1) talk in groupies and keep all secrets or (2) talk in the game topic and they could tell secrets but, of course, couldn't vote -- they were required to post in bold gray so people would know they were dead. Very interesting.

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PostPosted: Fri Oct 29, 2004 1:14 am 
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Geez, you guys were right about revenging siblings... they're ruining the chair trying to get me off the computor... along with many other multiple things... :x Don't they know mother will be mad?

Hmm... It looks like Lass will be joining us. I hope shes a Wolf!

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PostPosted: Fri Oct 29, 2004 1:15 am 
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Qanda wrote:
...and if the living players are really as stupid as you say you could have made them believe you.

They people in this game didn't change their minds once about anything they got inside their heads, and as some even said, even if it was obviously a wrong decision. I didn't think they were that stupid before I said anything, or I wouldn't have.

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PostPosted: Fri Oct 29, 2004 1:21 am 
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Very good Ideas Matt. I'd say a good chunk of those are already things i have planned for the next game :)


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PostPosted: Fri Oct 29, 2004 1:23 am 
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I have a feeling this time werewolves will win.....I guess I need to make a fast avatar! Lol. If I feel like it. And all those roles? These sound good: zombie, psychic, hidden enemies, recruitment, vigilante, martyr, and double agent. And you could add a vampire..lol. Just kidding.

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