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Old 07-24-2005, 10:54 AM   #1
Firefoot
Illusionary Holbytla
 
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Join Date: Dec 2003
Posts: 7,547
Firefoot has been trapped in the Barrow!
Tol-in-Gaurhoth VII (The Saga goes ever on and on)

Welcome to Werewolf VII! For clarification and convenience, here are the rules:

Rules:

The players represent a village, and each member of the village has a role, which is kept secret. Most players are Ordinary Villagers, but three are Werewolves, one is a Seer, one a Hunter, one a Ranger, one a Cursed Villager, and two are Shiriffs. The goal of the villagers is to eliminate all of the werewolves. Likewise, the goal of the werewolves is to eliminate the villagers, which they can do if the number of non-werewolves is equal or less than the number of werewolves.

Gameplay

The game consists of two different phases: Night and Day. The game begins with a short Night post before the first Day.

Night

Night lasts 24 hours, or less if all night-time activity is completed before then.

During Night, only Werewolves may PM one another. The Werewolves must PM the Moderator about who they have chosen to kill.
The Seer must PM the Moderator concerning their Dream.
The Hunter must PM the Moderator concerning who they want to kill if they die.
The Ranger must PM the Moderator concerning who they want to protect.

Day

Day lasts 24 hours, or less if all day-time activity is completed before then.

During the daytime the villagers all wake up and find that one of their own has been killed by the werewolves. At this point at least one player is a werewolf and so someone is gonna get lynched.

During this phase all players, including werewolves who have assumed villager form, must publicly discuss their suspicions. Eventually it will reach a point where villagers start to cast votes for who they feel is a werewolf and must be lynched. Votes are non-retractable and are cast by bolding a name with a ++ sign before it, all in capitals, e.g. ++FIREFOOT. Votes should be on a separate line. DO NOT edit your posts to include a vote. At the end of the Day the player with the most votes is lynched (killed) and their secret role is revealed. If votes are tied, all nominees are killed. Double (or more) lynchings are FROWNED UPON and STRONGLY DISCOURAGED. In other words, if you do, you will bring the wrath of the Moddess Goddess down upon you.

When the lynching is finished all the villagers go back to their homes to sleep and the next Night begins.

Winning

The villagers win if they kill all of the werewolves. The werewolves win if they kill enough villagers so that their numbers are equal. At this point the werewolves can openly rise up and slaughter the rest of the villagers.

Roles (in slightly more detail):

Ordinary Villagers: All they have to do is deduce the werewolves by Day.

Werewolves: Choose one person to kill per Night by PMing one another and discussing their ideas, then PM the Moderator with this decision. Werewolves may not PM each other during Day. During Day, they should try to avoid detection as werewolves.

Seer: Chooses one person to Dream about each Night. The role of this person is revealed only to the Seer. During Day, the Seer should use this information to influence the debate as inconspicuously as possible.

Cursed Villager: The Cursed Villager doesn’t know that they are cursed. If the Cursed Villager is killed by Werewolves, the moderator will announce that nobody was killed. The Cursed Villager then becomes a Werewolf and is introduced to his/her new team mates. If the Cursed Villager is lynched, whether before or after transformation, their role will not be revealed.

The Werewolf Hunter: If the Hunter is killed by a Werewolf or hanged by Villagers, he/she names one other player before being killed. That player is then automatically killed. The Hunter should PM the Moderator each Night to say who they want to kill if they die during night. If the Hunter is lynched during Day, there might be a small delay in the beginning of the next Night as they will need to contact the Moderator

The Ranger: Each night, the Ranger names another player. If that player is the Werewolf victim, the victim survives and there is no death that night. The Ranger may not protect the same person twice in a row.

The Shirriffs: These are two otherwise Ordinary Villagers who know each other and thus know that they are both innocent. They may PM one another by Day to discuss ideas, but not by Night. They may not reveal their roles until one of them is dead. Upon the demise of one Shirriff, a final letter will be sent to the mod to be forwarded to the other Shirriff. There are two Shirriffs.

The Cobbler: This player is on the werewolves team, but is not a werewolf! The cobbler doesn’t know who the werewolves are, they don’t know who s/he is. The game does not end in a situation where #(werewolves+ cobbler) >= #villagers. The cobbler looks like a villager to the seer. The cobbler actually doesn’t mind being lynched in many cases, to protect a werewolf from dying.

Discrepancies

Compromising privacy: You can say you're a villager/seer/werewolf, etc. all you want, but under no circumstances should you post anything that would give your claim absolute credibility. You are not allowed to post any PMs or other private conversation between yourself and the game moderator. Infractions of this rule are grounds for immediately disqualification from that game and all future games.

Outside interference: Once you are killed in a werewolf game you should no longer post in the thread, or the Werewolf I thread, or communicate with players that are still alive in the game. You're dead. Dead people tell no tales. Breaching of this rule will result in disqualification from all future games.

Private Messages: Players may not PM one another about the game; all discussion must be open. The exceptions are the Werewolves, who may only PM one another during Night, and Shirriffs, who may only PM one another by DAY. Please remember to keep space for PMs from other players or the Moderator, if relevant.

Role Play: Players should not refer to the game as a game. I will have to insist that you do not mention past villagers whatsoever as this rule was completely ignored last game. It is, of course, okay to theorize concerning werewolf tactics. This hardly requires the words “When I was a Werewolf in Game II…” to be attached to the front of the theory. Breaking this rule will result in a warning, breaking it a second time will result in automatic lynching.

Please remember to stay invisible. You can do this by going to User CP, change options and clicking the Invisible Mode button.

Players:

Dancing Spawn - Landlady
Durelin - Dead-header of flowers (has selective memory)
Elf-warrior - Butcher
Encai - Wandering gypsy
Eomer - Generous dancer
Feanor - Pathological liar
Kath - Undertaker
Kitanna - Town crier
Lhuna - Lhunatic
LMP - Local stuffy old astrologer
Mormegil - Official executioner
Nilp - Suspicious wolf breeder
Oddwen - Tourist
Oromin - Musician
Saurreg - Shepherd
TGWBS - Blacksmith
TORE - Weedgrower
Wilwa - Town Troubadour

There are:

3 wolves
1 seer
1 ranger
1 hunter
1 cobbler
1 cursed villager
2 shirriffs
8 ordinary villagers

~*~*~*~

Here follows the account of a village. Depending on the perspective, the village may or may not be considered a pleasant one, but the account is certainly not pleasant. The name of the village (according to some sources) is Loveland, ironically enough, as the villagers would find to their unpleasant surprise that the village was not so loving as it may have seemed. The new unpleasant phase of the village’s history began to unfold as a chill breeze blew through the village under the pale light of the rising moon as (most of) the villagers went to bed with a (reasoned) chill in their bones and an (unreasoned) chill in their hearts…

It is now Night 1. The wolves may communicate with each other to strategize; the Seer needs to send me a choice of a dream. Night will end in 24 hours.

Last edited by Firefoot; 07-24-2005 at 02:31 PM.
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