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Author Topic: Forum Game Rules(IB, TWG, TMM, and Lifeboat)  (Read 539 times)
IW
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« on: October 24, 2006, 12:00:34 AM »

My contrabution toward transfering everything over.

Yay to Velkrin and Garbage Gnome for doing these.

Forenote:
If you're not going to play, don't sign up.

New players should ask the other players or the host if they have a question about the game or the rules.

Please do not edit your posts for any game. Double post if you want to add something. Editing is considered bad form since you can easily change what you said. This goes for deleting posts (outside of pointless arguments) as well.


Reasons as pointed out by Iconoclast:

 
Quote
1. If you edit your posts, then people cannot see who you originally voted for.
2. If people cannot see who you originally voted for, then there cannot be evidence used against you. Heck, you could theoretically edit your posts so that all of your votes are blank. Therefore, you will have voted, but no one can remember exactly WHO you voted for at later times.



Use of items to reward role playing in TWG or TMM is ill advised due to balance issues.

Forum crash/backup restore: In the event that the forums need to be restored to a earlier copy, the host has not kept track of who is living/dead, and the game have progressed past the first day/night cycle then the game should be declared null and void. A new game should be created, with or without the same name, in which all players gain new roles. Said game can be the same number if the host wants, it really doesn't matter. If the host has a backup then he/she can either continue the game from where it left off, or start a new one. It is suggested that he/she ask the players before doing either.

IMPORTANT: Common BBC code usage is as follows; Bold a player's name when you're voting for them. Use Italics when role playing. Varying Size is not a good thing. Normal size font is fine, so leave the size alone.

Note: The TWG have notes there for a reason. Generally people thought that the gameplay was better if you don't follow the exact rules for TWG. The notes are basicly gameplay changes that people use. These changes apply to TMM and IB as well.

Warning: Do not post what the host PMed you during the game. I don't care of Chalchihuitlcue herself pops in to tell you to do it, don't post what the host said in during the game. You can claim all you want, but you may not post anything that backs up your claims. That includes an image of the PM. Don't be surprised if you are banned from a number of future games if you do so, you wouldn't be the first.

The Werewolf Game ~ TWG[/color]

[Edited from http://www.loogslair.com/twg.html]

TWG is played with at least 8 players, typically between 12 and 16. At the start of the game, each player is privately informed of their role for the game. Most of the players are humans, but a few of them are werewolves (usually 3 or 4). There is also one Seer chosen to help out the human side.

Note: TWG rules state that the game begins on a night. On Squidi.net we like to start with a day.

DAY
As the game starts the host should provide an opening story, normally with the death of an NPC. When the villagers awake, they are informed of who bit the dust the night before (usually in the form of another villager coming across the victim's dead body or the victim suspiciously missing a head count). At this point, get the noose ready - it's time for a lynching.

During the day, all of the villagers - including the werewolves, who have now assumed human form and are trying to blend into the crowd - discuss their suspicions. Eventually it'll reach a point where one or more people are accused of being a werewolf, and the villagers will start to vote for the player they want to lynch on that day. At least half the village must agree on a particular person in order for a lynching to take place. Players can change their vote to someone else if they choose, but once a pseudo majority is reached, that's it - that player is gone.

[Note:TWG rules say that you need at least half the villagers to vote for a player. Players/Hosts thought this was stupid and now go with the majority, half the villagers voting or not.]

If no majority is reached as a result of more than two players accumulating votes, then a runoff is held and the two highest vote-getters are on the block. Anyone who didn't vote for them originally must now choose between the two of them to determine which person will be lynched. If there still isn't a majority by then, a tiebreaker is used. One of the players at risk places a dagger in one of two boxes, and the other player chooses one of those boxes to open. If the box with the dagger is opened, that player is killed.

[Note:Hosts can also just flip a coin, this saves time as the two players in question tend not to be online.]

When the lynching is done, everyone goes back into their homes, and the night begins.

NIGHT
During the night, the humans are all fast asleep. This is when the werewolves get their kill. When they decide which villager to knock off, they privately inform the host of their choice. The rest of the village won't know until daytime.

[The wolves should talk with one another and agree on a kill. All wolves should send in their votes individually, instead of one wolf saying they are voting for the group.]

Meanwhile, this is the opportunity for the Seer to develop some intelligence on the field. Each night, the Seer has a "vision" about one of his colleagues, and learns for a fact whether or not that person is a human or a werewolf. Again, they privately tell the host who they wish to see that night, and are then told the species of the chosen player.

Once the night is over the next day begins.

The object of either side is to survive long enough to avoid getting killed. For the humans, that means lynching every werewolf in the village. For the wolves, it means getting the humans down to a point where they're outnumbered. At that point, the wolves can openly slaughter the remaining humans without fear of reprisal.

Special Roles

The Guardian Angel PMs the host during the night and tells him who he wants to protect (besides himself). If the wolves attack that person during the night, he survives but is unaware who the wolves are.

Cupid PMs the host at the start of the game [before the start is much better however] and gives the name of two players. These two players become lovers and are considered to be on their own team. If one of the lovers dies then the other one dies as well. [Once the game starts the lovers should not be changed unless one of those players leaves the game. Before the start of the game the host should allow them to be changed.] [Note by Gnome- Cupid has since fallen out of use.]

Lovers are out to make sure they're the last two to survive. If one dies, then the other one dies as well. In the event that the lovers are the last two players then they both win. The lovers are considered to be their own team. Other roles don't matter (ie: lovers could be a werewolf and a human).[Note by Gnome- The lovers have since fallen out of use.]

The Witness (optional) will do what he does best, he can witness an night killing. The witness is chosen by the host (randomly) from all the players that want to be a witness. Naturally this is done during the day. When the night killing occurs, the witness sees one of the werewolves and thus knows who he is. The werewolf that is seen knows who the witness is. When day comes it's a battle to see who can convince the others that they are telling the truth (or that the other person is telling a lie). There can only be one witness per game.

[Leaving out the Masons because they're never used in TWG. If you actually want to use them they're the same as in TMM, only without the ability to kill at night.]

If a player does not vote then he/she gets a phantom vote. Phantom votes act like another vote for that player. So if one person had 3 phantom votes and 1 normal vote, while another player had 3 normal votes, the player with the phantom votes would die.

The Midnight Massacre ~ TMM [/u]
The rules are the same as in TWG, changes listed below:

Game starts on a Day.
Majority of votes wins.

New classes

Vampires act the same as the werewolves, they try to make sure they're the last time alive and they know who the other vampires are.

Shaman To be honest, I can't properly recall how the shaman works. I think the short of it was that he has a 50/50 chance to being able to tell what a player is (like the seer), if he fails then he is unable to check the next night.


 
Quote
If the [shaman] wants (PM's host) then they can try to see a member from one of the groups (you specify the group). There's a 50% chance that you succeed. If you fail then you're knocked out and can't vote to lynch someone (I'm not so sure about the last part...)





If I recall correctly the shaman can still vote, he just can't do a vision that night.

Masons act like the other night groups, only they are trying to kill the wolves/vampires. They are working for the humans instead of against them. They PM the host with their choice and then go out and kill that player. Naturally they know who the other masons are.

Guardian Angel (Someone forgot to remind me about this). The GA works the same as in TWG, only he can protect against vampires as well as werewolves. The normal protection works against both groups, he does not have to choose between them.

Wolves VS Vampires VS Masons In the event that two groups go after the same person, that person is killed as well as a member of the smaller group. In the event that all three groups go after the same person, well I have no idea (for this game anyway). A comment from the creator would be nice.

Innocent Bullet ~ IB

[Note: Name comes from the tendency to use bullets to kill players in TWG and TMM games. The players are statistically innocent.]
[Note 2: Velkrin is the one who created this variation]
[Note 3: Rules are still being updated for balance reasons]

Rules: Same as TWG and TMM except where listed below.

Game starts on a Day.
Majority of votes wins.
Rules subject to change for balance.

Combat/Kill vote Special Notice: Each team member that votes for that player, goes off to kill that player.

Ie: Bob, Roy and John are all vampires, Bob and Roy vote to kill Smith, but John decides he's too good to kill Smith, and votes for another player. Bob and Roy would go after Smith while John danced the night away (or some such).

Classes

The Necromancer can attempt to talk to the dead and has a chance to raise that player as a zombie. There is a 20% chance that the player will reveal information on one of the night groups. The host provides the information there. Even if the player was lynched and is human they will still provide the name of one member in a random group. If the necromancer is attacked by vampires then he has a 10% chance to prevent his demise but the vampires will not be revealed. The necromancer is considered to be on his own team. NPCs are not valid targets for talking to or raising. Talking/Raising the dead makes the Necro active at night, so he can be spotted by the watchman.

(NPC)The Zombies have a 75% chance of being raised from the dead when the Necromancer talks to a player. Only two zombies can be around at the same time. If the limit is already reached, then the necromancer has a 0% chance of raising more until the others are destroyed. The necromancer can still gain information from the dead player.

The necromancer can also opt to attempt to send the zombie(s) after a player. The chance for the necromancer to succesfully send the zombies after a player is listed below. If the necromancer fails to control the zombies, or if he doesn't use them, then the zombies randomly attack one player during the night, and both go after the same target. The chance of the zombie(s) successfully killing a member of each respective group is listed below. The zombies are allied with the necromancer. The random zombies are controlled by the host. The zombies are not considered to be an active night group, thus the watchman will not find them while on patrol (unless they come after him). In the event that the necromancer is killed the zombies continue to kill randomly until they are destroyed.

Zombie Control & Combat
Single zombie:
75% chance to send after a player.
80% chance to kill a normal player, the seer, and the GA.
20% chance to kill a Mason.
15% chance to kill a Werewolf, Vampire, or The Watchman.
0% chance to kill the priest.

Dual Zombies:
50% chance to send after a player.
90% chance to kill a normal player.
30% chance to kill a Mason.
25% chance to kill a Werewolf, Vampire, or the Watchman.
0% chance to kill the priest.


The Priest: PMs the host during the day and gives a dead player last rites. This prevents the necromancer from talking to/ raising that player. If the priest is attacked by the zombie(s) then he/she invokes divine wrath and destroys the zombie(s) outright. NPCs are not valid targets for last rights. If the priest did not give a player last rights during the day then he can protect a player from vampires during the night. If the protected player is attacked by vampires, then that player survives. Protecting a player will make the priest an active group that night, meaning that the watchman has a chance to spot him. The priest's protection has no effect on werewolves. The priest's protection has no effect on a player that is being protected by the GA. Follow the first in rule.

The Night watchman. During the day he can vote like a normal person, but during the night he can opt to patrol. If the watchman goes on patrol then there is a 20% chance that he'll find one of the groups out at night, follow them and find out who one member is. Even if only one member of a team was out the watchman can still discover others in that group if he successfully patrols. Whether or not the watchman finds someone his night choice should not be revealed, as it is the same as a night vote. [Note by Gnome- The Watchman has since fallen out of use.]

Watchman combat
Patroling:
VS two or more players - 25% chance to kill one random attacker.
VS one player - 50% chance to kill the attacker. If defense is successful then the watchman survives.

At home:
VS two or more players - 35% to kill one random attacker.
VS one player - 50% chance to kill the attacker. If defense is successful then the watchman survives.

If the watchman is attacked by both the werewolves and the vampires the chance to defend himself is separate for each team. If the watchman kills one group member then the total group number stays the same for the purposes of wolf vs vamp combat.

If the watchman is attacked by wolves/vamps and is protected (either by the GA or the Priest (respectively)) then the watchman's defence is null and void, as the attack fails. Because the watchman does not get successfully attacked the watchman does not get a chance to kill the attackers, nor are they revealed - unless he spots them while on patrol.

In the event that the watchman doesn't provide the host with his night vote it is assumed that he stays home.

Guardian Angel: He can protect a player against Werewolves. PMs the host during the night with his choice of player to protect (other then himself). Has a 10% chance to survive an attack by the werewolves. If he defends himself then he does not learn who the wolves were. The Guardian Angel's protection has no effect on someone being protected by the priest. Follow the FIFO rule.

Cupid: Spreading the love, just like in the other games. [Note by Gnome- Cupid has since falled out of use.]

Seer: Same as the other two games.

Masons, Vampires, Werewolves, Humans: Same as in TMM

Group VS Group:

First in first out rule (FIFO): The first group with a message in (timestamp) is the first to get their effect out and (if applicable) is credited with the kill.

Example: The wolves and the vampires go after player X. Someone from the wolves gets their vote in first, and right after that all the vampires vote for the same player. Since the wolves got a vote in first, they get the kill. However if the first vote player changes their vote, then the next player (time wise) will count as the first vote, even if the original player changes their vote back.

Two groups: The same rules apply, the larger group wins and the smaller one loses a man. If the watchman is being attacked by the wolves/vamps and the larger group loses a man, then the group is still considered to be the same size as it started when fighting the wolves/vamps.

Three groups: The first group with a message in (timestamp) is the first group to attack and will kill the target. The second group will fight with the first group. The third group will fight the winner of the first fight, while the loser is made fun of by it's peers.

Three groups + Zombie(s): Rare as it may be I'm not taking any chances. The same rule applys above, if the zombies are the first group then they shamble off into the darkness while the other three fight. If they are not the first group then they will attack a random player in a random group.

Lover VS Lover: In the event that two opposing groups, both being only a single player team and lovers, go after the same person, the two lovers survive, the target does not. [Note by Gnome- The Lovers have since fallen out of use.]

Phantom votes are replaced with Doom votes. The default allowed is 3, this number subject to change by the host. If a player does not vote during the day and the night then they get 1 doom vote. Once they reach the host set amount they are killed off. Voting for non-existent players does not count towards the day/night vote.

Winning in IB:

Humans: The werewolves, vampires, lovers, and the necromancer are dead.
Wolves: The Vampires, lovers, humans and necromancer are dead.
Vamps: The humans, werewolves, lovers and necromancer are dead.
Lovers: Everyone but the lovers are dead. [Note by Gnome- The Lovers have since fallen out of use.]

Necromancer: Everyone but the necromancer is dead.

Voting on Day/Night 1 for IB is not required, and thus does not count towards doom votes.

(IB) Rewarding a player for Roleplaying with an item that can alter game play in any way, shape, or form is strictly prohibited. Useless items are fine. This rule created in response to the rampant use of items post-IB3. There are enough balance issues without items coming into play.

Example of the classic player list
[This list should be posted within a few posts of the first post in the topic and updated as players are killed.]

Alive
Player 1
Player 2
Player 3
[etc...]

[Note: The 'Alive' list was often alphabetized]

Team Alive
Wolves: #
Vampires: # (If TMM/IB)
Humans: #
Lovers
Vampires: # (If TMM/IB)
Masons: # (If TMM/IB)
Necromancer (If IB)

[Note 2: If you're including the Masons in the humans, then don't include the Mason group in the list.]
[Note 3: If the host doesn't make the numbers of the groups clear at the start, guess]
[Note 4: If a group is without members, remove it from the list.]


Dead
Player 4
Player 5
Player 6

[Note 5: If you want, make a comical comment on how the player died. Ie: Player 4 learned not to pet the big fuzzy werewolf.]

The Nightmare Realm ~ TNR *Currently in testing*

It's like IB in that it has three badguy teams, but they are all equally divided instead of having 3 wolves, 3 vamps and 2 necro-type guys, both with different abilities.

Here's how it goes:
- 2 or 3 werewolves
- 2 or 3 vampires
- 2 or 3 demons
- 1 or 2 masons
- The Seer
- The Guardian Angel
- Humans (one of which is the champion)

There is a minimum of ten players.
I'm hosting the first one, naturally.
The demons, the newest addition to the game, have the exact same powers as the vampires and werewolves - night kill, and knowing who the other members on the team are.

CONSTANT RULES:
-Werewolves, Vampires and Demons get night kills invariably. If two or more teams night-attack the same person, one person is randomly selected from each team, and killed. The target remains alive.
-Masons may or may not night kill. In a game where there is one mason, (s)he gets a night kill. In a game where there is two (or more), the host may decide whether or not the Masons get to night-kill.
-The Champion's only purpose is to save the humans from losing the game at the last turn when there is an equal ratio of good guys to bad.
-The Seer may, every night, reveal someone's role. If the Seer wishes to do so, the role of the revealed person may be made public at the expense of the Seer's privacy. IE: The Seer's PM would go as follows: "I am going to uncover Garbage Gnome's role tonight. I would like it to be made public." Then, if we assume Garbage Gnome was a Mason, at the end of the night, the host would say: "Garbage Gnome has been proven to be a Mason. Banmenow is the Seer."
-The GA may protect anyone besides him or herself from night kills.

Hosting tips
Hosts should feel free to yell at players when they begin to spam the topic. If things continue to get out of hand the host can threaten to hand out Phantom/Doom votes. A little off topic chatter is fine, but when it takes up half the page (and I do 45 posts/page) then something should be done.

Note: Hosts really shouldn't be the ones creating the spam.

Don't force the players to roleplay, it may cause a revolt (really).

Inform players when the days and nights are as well as the time zone. IE: Day 6AM - 6PM (EST). Try to update the game at those times.

Do not expect every player to vote, if they did there wouldn't be a need for doom/phantom votes.

Avoid using the term "you" when telling the story. Ie: You trip and fall into a vat of acid. Use the players name in place of "you". Ie: John trips and falls into a vat of acid. Naturally the use of "you" is acceptable if you're creating a conversation between two players.

Avoid using gender when writing the story unless it's for a player that died or it is the final story post. Posting a group's (or members there of) gender can narrow down the list of suspects quite a bit.

Make sure you have a good intro story when you're starting. At the very least make the topic and put a placeholder while you write the story.

Different themes can be fun, but they can also be annoying and confusing.

Let players get their night votes in early. Some players can't be on during the same hours as you can due to time zones and what not.

Random Number Gererator
Useful randomly assigning roles. For Number Generated, put 1 more then what you need.

Player tips

Just because the odds are stacked against a player to be X, doesn't mean it doesn't happen. Someone being a Werewolf three times or more in a row does actually happen.

If you're on a team then you should talk with your team mates over PMs, or some sort of instant messenger. Unity is a good thing.

If a player says that they're XYZ it doesn't mean that they are telling the truth, suspicion can be a good, in moderation.

Be sure to vote at least once per day. If you're part of a group that acts at night, then try to vote twice a day (once during the day, once during the night).

If you're going to do a half-hearted job of role playing, then don't role play. No role playing is better then bad role playing. Example of bad role playing' Joe walks up to the bar and yells out "Whoo! I am so drunk! lOL! LOl! Show me the booze! OMG L0L!".

If it violates the forum rules, then don't do it. This includes pointing out what you meant when your words are changed by the filter. An exception is made for double posting in order to avoid editing a post, thus making it look like you changed a vote or some such.

Don't tell people your role, it tends to be bad for your health. The exception to this is if the seer knows you're human, and thus should inform you of who he is and the other humans/wolves that he has found thus far, via PM.

Do not tell people who your group members are after you're dead. That can get you banned from future games.

Do not hack into other player's accounts and vote for them, that will get you banned from future games.

Check back on who people vote for. If players consistently vote with other players, they might be on the same team. If a player clames to be a witness, and is the first to vote for a player who turns out to be a wolf/vamp, then there is an extremely good chance that the player is human.
« Last Edit: October 24, 2006, 12:35:57 AM by IW » Logged
Star
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« Reply #1 on: May 03, 2007, 03:32:33 AM »

Let me do something that I need to do for the graphic novel I'm working on anyway: simplify this immensely.

The Werewolf Game

There are two teams in the game: Innocents, and Werewolves. The werewolves' objective is to kill off all the innocents. The innocents' objective is to kill off the werewolves before they all get killed off. The werewolves are given their roles in secret, and therefore the innocents do not know who amongst them is a werewolf. Everyone is given their roles by a moderator, who effectively runs the entire game and provides narration.

There are two phases of the game: night and day. During the night time, the werewolves choose one person to kill. During the daytime, the moderator announces who has been killed, and everyone alive votes on one person that they would like to lynch. That person dies, and his or her role is thus revealed. The game goes back and forth between these two phases until one of the teams no longer has any players left alive.

There are special roles other than Innocent and Werewolf, however. These roles are as follows:

Basic Roles-

The Angel: Each night the angel can choose one person, possibly himself or herself, to save. If the angel chooses the same person to save as the werewolves have to kill, then that person does not die.

The Seer: Each night the seer chooses one person to 'see'. They then are told the role of that person.

Advanced Roles-

The Cupid: On the first night the cupid chooses two people to become Lovers. After that, he or she is just like any normal innocent.

The Lovers: Intimately connected, the Lovers play for a separate team: themselves. If one lover dies, the other one dies immediately after from a broken heart. No matter what team they play for (because the Cupid does not know anyone's role, they can either be both innocents, both werewolves, or one of each), if the both of them are the last two living people, then the Lovers win.

The Vigilante: The vigilante can kill one person during the night, but they can only perform this action once throughout the entire game.

The Witness: During the course of the game one person can ask to be the witness; the moderator will, during the next night phase, tell them the identity of one of the werewolves. However, the werewolf in question is also informed that that person has seen them. There can only be one witness per game.

Notes-

There is usually a 1:4 or 1:3 ratio of werewolves to innocents.

The Angel, Seer, Cupid, Vigilante, and Witness are all on the Innocents' team.


((Tell me if I'm unclear on any points or if I missed anything. I'm trying to explain it as basically and easy to understand as possible.))
« Last Edit: May 03, 2007, 03:37:24 AM by Star » Logged

But all the clocks in the city
Began to whirr and chime:
'O let not Time deceive you,
You cannot conquer Time.'
Matt
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« Reply #2 on: May 03, 2007, 03:40:14 AM »

What is this for now?
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"Look up at the sky and pretend you're a star. Pretend you can buy that star. Then you look in your wallet and realize you have no money to buy that star. Every time you go." - The Tragically Hip
Star
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« Reply #3 on: May 04, 2007, 05:05:55 AM »

Well, the rules posted above are a mass of various editors and crazy people throwing a bunch of confusing things together like monkeys with feces. I'm trying to explain it as simply and easily as possible, because I'm going to have to explain it over the course of a narrative, and thus I need to make it as simple and easy to understand as possible.
Logged

But all the clocks in the city
Began to whirr and chime:
'O let not Time deceive you,
You cannot conquer Time.'
Matt
Jr. Member
**
Posts: 364

More Ego than Eggo Waffles


View Profile
« Reply #4 on: May 06, 2007, 04:24:08 AM »

What is this narrative?
Logged

"Look up at the sky and pretend you're a star. Pretend you can buy that star. Then you look in your wallet and realize you have no money to buy that star. Every time you go." - The Tragically Hip
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