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Werewolf XIII: The H Team
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Michi
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  • Level 167 Caticorn God of Destruction
  • So I think this round is pretty cut and dry.  Aside from himself, Gerrick has a clear majority against him.

    But wouldn't you know it? Gerrick had an extra life, so he's still alive.  Whether he's a villain or a Survivor is still a mystery...

    I guess that means it's down to the Killing Phase...how appropriate.

    So choose 1 of the following:

    1. Do nothing
    2. Go on a Killing Spree
    3. Use an ability (in PM)
    4.Survivors: Choose a villain to kill.

    Happy killing!

    This phase will end either on 10/27 at 3pm, or when everyone has made their decision.
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    taulover
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  • Killing Spree

    We need some serious RNG to even have a chance at winning at this point, so why not.
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    taulover
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    Sapphiron
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    Michi
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  • My...this was an interesting game to say the least.

    Firstly, here's the results of the Killing Spree:

    Sapphiron has gained a life
    taulover has lost a life.

    The most interesting thing is the fact that one lost a life, while one gained one.

    What's more interesting is that Sapphiron was the target for the Survivors, but that convenient extra life saved him.  Whereas someone still died because of Taulover's luck.

    Nonetheless, Taulover's death marks the end of the game, because now the remaining villains equal the remaining Survivors.

    And as you correctly guessed, those Survivors were Gerrick and Crushita!

    A well played game, both of you.  But kudos to everyone who made it to the end, and stayed tuned...both night and Killing Spree results in their entirety will be posted shortly after.  But until then, feel free to talk about the game here.  What were your favorite moments?  What were some improvements you'd like to see for future games? What was it like playing a game where everyone had an ability? Is this something you'd like to see done again?
    1 person likes this post: taulover
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    Michi
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    taulover
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  • The conclusion is clear: Sapphiron underwent Killing Sprees every night, and so RNGesus spared him. But I did not place my trust in Him until the very end, so this is my punishment.

    I shall be more devout in my observance of Lord RNG in the future.
    2 people like this post: Gerrick, Elbbsas
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    taulover
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    taulover
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  • Serious response (my instinct is to avoid editing on Werewolf threads, even though the game is already over, so here's a double-post):

    I was the sole member of Hydra's seer army, having been scanned the turn before he died. Sole credit to figuring the Killing Sprees puzzle thing goes to him. I wasn't really focusing on the game of the first few rounds; otherwise, we probably could've broken the game earlier and pinned our suspicions on Gerrick/Crushita.

    We decided to wait until the next round before revealing our discovery, as the day phase was already almost over, but by the time we revealed it was essentially too late. Though if we had known that Pengu would wait an extra day before ending the phase, we could've certainly been able to take advantage of that time and possibly turn the tide.

    I do think that RNG (as well as the high number of lives people were getting) seems to have played too much of a role in this game, especially in making it difficult to figure out who the Survivors were (though seriously, we should've figured it out earlier from the Killing Sprees patterns) and then the Survivors incredibly difficult to lynch even when we knew who they were.

    To paraphrase what Wintermoot said at the start of the game, this is probably the most complex game of Werewolf I've played, and while that does bring some drawbacks, it was quite interesting and a nice change of scenery from earlier games.
    2 people like this post: Hydra, Michi
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    taulover
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    Michi
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  • Gerrick (The Necromancer): Had the ability to resurrect themselves should they be the chosen accused or attacked by a survivor.  Costs 1 blood point, and if they choose to use the ability, the point will still be spent regardless of whether or not they are indeed attacked and resurrected.

    Crushita (The Instigator): Had the ability to double the votes on someone in the voting phase.

    Sapphiron (The Martyr): Had an extra life with one use, rather than having blood points.

    Mathyland (The Witch): Could curse someone from saying a specific word within reason.  The cursed player would suffer death if said word was spoken.

    The most common roles (Seer, Defender) had 3 Maximum Blood Points, the more complicated roles (Negator, Rigger, etc...) had 2 blood points.  The more OP roles (Necromancer, etc...) had only 1 blood point.  And Sapphiron's role (The Martyr) had a single use, though that could be retconned via picking up an Auto-Ability...or of course just by getting an extra-life.

    Phase 1:
    Doc and Laurentus were the chosen accused.  Doc was chosen by Randomizer as the Accused.

    Killing Spree 1:
    Aragonn: Auto-use of ability for a phase
    Sapphiron: Lost a Life (so "lost" the ability)
    Mathyland: Gained an extra vote for the next phase.
    *Justinian: Became the automatic target of an activated ability (which was the Survivor's attack).
    Hydra: Lost the use of their ability in the next phase.
    Wintermoot: Gained an extra life.

    Abilities 1:
    *The Survivors chose to attack Mathyland.
    North chose to protect Justinian
    -----------------------------------------------------------
    Phase 2:
    North lost his ability of defense due to a rule violation
    Crushita gained a Maximum Blood Point as well as complete protection for spotting the hidden message on Friday the 13th.
    Laurentus used his ability, making Wintermoot the chosen Accused.  Due to his extra life, however, Wintermoot survived.

    Killing Spree 2:
    Aragonn: Gained North's "Defender" Ability
    taulover: Gained an Auto-Ability usage which would come into effect if his name popped up in the suspect list in the Accusatory Phase.
    Sapphiron: Gained an Auto-Ability usage which would come into effect automatically if attacked.
    Wintermoot: Lost a life
    North: Became an automatic target for an ability in the next Killing Phase.
    Hydra: Replenished a blood point (meaning nothing happened since he hadn't used any yet).

    Abilities 2:
    *The Survivors went after North.
    Aragonn's auto-ability was used, his chosen target was Laurentus.  Since the only ability in use was a Survivor attack, Laurentus replaced North as the Survivor target.
    -----------------------------------------------
    Phase 3:
    *Justinian was chosen by the majority as the main Accused.

    Killing Spree 3:
    North: Lost his Life
    Sapphiron: Lost his ability (but the Auto-Ability still remained)

    Abilities 3:
    Hydra scanned Taulover (a fellow villain)
    *The Survivors attacked North (double kill!)
    --------------------------------------------------------
    Phase 4:
    Aragonn was chosen as the main Accused.

    Killing Spree 4:
    Sapphiron: Lost a Maximum Blood Point.  But since the ability was built as a one-time-use (unless lucky enough to get an auto-ability usage), nothing happened.

    Ability 4:
    *The Survivors targeted Hydra
    ----------------------------------------------------------
    Phase 5:
    Gerrick was the chosen Accused, but survived due to him using his ability to resurrect himself.

    Killing Spree 5:
    Sapphiron: Gained a life
    taulover: Lost a Life

    Ability 5:
    *The Survivors targeted Sapphiron (who had both an extra life and an auto-ability, so he lost 1 of his 3 lives).
    1 person likes this post: taulover
    « Last Edit: October 29, 2017, 01:42:08 AM by Pengu »
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    Michi
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    Mathyland
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  • I still think that game could have gone on, because I used my ability the last night. (Or at least, I tried to, but Pengu didn't respond to my questions about my ability) If my targeted person had died from saying the word I specified and died, that could have possibly led to a villain win.
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    [/i]
    Mathyland
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    taulover
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  • Oh, and for clarity (since you didn't reveal my ability when I died), I was a Rigger (negates votes against me).
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    taulover
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    Michi
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  • And my own thoughts on this game:

    It definitely was a bit more complex than normal games, but you can ask Wintermoot...I was getting really into this one.  Like with CYOA, I really wanted to make it a bit different and a bit more complex.  I almost thought of just tying the two in, but I figured that would make it even more complex and confusing, so they're separate.

    I think my favorite part was changing up some of the popular rules spinning them around a bit.  The whole "You can't reveal your role" bit has been done so much, that the idea of actually just letting everyone choose their role seemed like the most logical step to take.  The everyone-having abilities thing came more from a past game I played on XKI.  It was a Ghostbusters game where EVERYONE had the ability to scan (or I believe defend) 1 time, but there was a multitude of factors that would screw up those scans.

    The idea of branching that out to multiple ideas intrigued me.  Plus, I also had the idea of making a Battle Royale type of type of thing, and after playing around with the idea in my head a bit, I thought "Nah, I'll just make everyone have different abilities, make everyone only get limited uses on them, and then throw in an option in the night so that people can get more ability uses..." and thus Blood Points and Killing Sprees were born.  Of course, I didn't want people to always get rewarded for going on a Killing Spree, so it became the sort of Reward >>>> Consequence thing in the following way:

    ~Replenish a Blood Point >>>> Lose a Blood Point
    ~Earn a Maximum Blood Point >>>> Lose a Maximum Blood Point
    ~Learn a new ability >>>> Lose an ability
    ~Use an ability for free automatically >>>> Lose usage to your ability temporarily
    ~Double votes for you in the next phase >>>> Lose ability to vote in the next phase (counts as an "Inactive" vote and goes towards the penalty)
    ~Gain an Extra Life >>>> Lose a Life

    I didn't consider the consequence of making the Survivors choose between the main 3 things OR killing someone, and I think of I use this again, I'll make it so they can use both an ability or go on a bonus spree AND kill someone...that way someone can't track their identities as easily.  :P

    But I intentionally made both Jason and Michael the Survivors because their abilities are both Day-Phase abilities.  That, and because having a bad guy with a resurrection-ability makes the game a bit more interesting, since you won't know his actual identity until he's dead...so you'll have to hope you're going after the right person.
    1 person likes this post: taulover
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    Michi
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    Michi
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  • I still think that game could have gone on, because I used my ability the last night. (Or at least, I tried to, but Pengu didn't respond to my questions about my ability) If my targeted person had died from saying the word I specified and died, that could have possibly led to a villain win.

    Like all Werewolf games normally go, I do things in the order of how they were done.  Tau and Sapphiron chose to go on their Killing Spree long before you asked about the ability, so their results would have come first.  Likewise, the Survivors already chose their victim beforehand, so even then if they hadn't chosen Sapphiron, their result would have went through first.

    Regardless, the game would have ended because even if your ability was successful, Taulover's result was still the same, so Tau would have died.

    The ability doesn't affect any past things that are said, it affects future things that are said after you've established the taboo word.

    So either way, the game would have ended no matter what.

    And the reason I didn't respond was simply that.  By that point, the game was already decided.

    Normally though, the Witch doesn't get a choice as to the target.  They simply choose the taboo word, and the first person to say it after that point gets killed.

    To answer your question for future games with that role though:

    1. The word has to be exact.  If I say the taboo word is "Lose" and someone says "Lost" then it doesn't count.  The only exception is if the word is something like "Small" and someone says "Smaller" since Small is actually fully in that word.  However, in that case it'd be at the host's discretion as to whether that technicality actually counts.

    2. If you die, the ability dies.  So if you die after you've made a word taboo and no one says it, then that word is no longer taboo.

    Oh, fun fact: If you say the word that you made taboo before anyone else says it, you die.  It's one reason I advise against making it incredibly common words.
    « Last Edit: October 29, 2017, 02:10:01 AM by Pengu »
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    Mathyland
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  • I still think that game could have gone on, because I used my ability the last night. (Or at least, I tried to, but Pengu didn't respond to my questions about my ability) If my targeted person had died from saying the word I specified and died, that could have possibly led to a villain win.

    Like all Werewolf games normally go, I do things in the order of how they were done.  Tau and Sapphiron chose to go on their Killing Spree long before you asked about the ability, so their results would have come first.  Likewise, the Survivors already chose their victim beforehand, so even then if they hadn't chosen Sapphiron, their result would have went through first.

    Regardless, the game would have ended because even if your ability was successful, Taulover's result was still the same, so Tau would have died.

    The ability doesn't affect any past things that are said, it affects future things that are said after you've established the taboo word.

    So either way, the game would have ended no matter what.
    I was just saying that I didn't necessarily think the rule that the game ends if the number of survivors equals the number of villains was a good rule. If that rule wasn't there, the villains would have had a chance at winning.
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    Mathyland
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    Michi
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  • I still think that game could have gone on, because I used my ability the last night. (Or at least, I tried to, but Pengu didn't respond to my questions about my ability) If my targeted person had died from saying the word I specified and died, that could have possibly led to a villain win.

    Like all Werewolf games normally go, I do things in the order of how they were done.  Tau and Sapphiron chose to go on their Killing Spree long before you asked about the ability, so their results would have come first.  Likewise, the Survivors already chose their victim beforehand, so even then if they hadn't chosen Sapphiron, their result would have went through first.

    Regardless, the game would have ended because even if your ability was successful, Taulover's result was still the same, so Tau would have died.

    The ability doesn't affect any past things that are said, it affects future things that are said after you've established the taboo word.

    So either way, the game would have ended no matter what.
    I was just saying that I didn't necessarily think the rule that the game ends if the number of survivors equals the number of villains was a good rule. If that rule wasn't there, the villains would have had a chance at winning.

    Actually, that rule is an absolute necessity.

    Think of it this way:

    2 bad guys survive, 2 good guys survive. Everyone knows who the bad guys are at this point, so it becomes:

    The bad guys wait for the good guys to vote (1 vote against each of them)

    The bad guys vote two against one of the good guys.

    A good guy is voted out.

    Night Phase, a good guy is killed.

    Bad guys win.

    OR

    Both bad guys create a tie against the good guys.

    Night phase, a good guy is killed.

    Next phase: 2 bad guys survive, 1 good guy remains.

    Both bad guys vote against the good guy.

    They automatically win.
    -------------------------

    The reason that rule exists is because at that point, there's absolutely no point in continuing the game.  The bad guys basically have it in the bag at that point.  Even if a tie happens in that phase, they have the night phase to kill someone, and then they've got the automatic majority in the later phase.

    Even if it's 3 on 3, it's the same story.  They can create an automatic majority or a tie, kill one person in the next night, and then have an automatic majority in the next day.

    That rule exists to keep it brief instead of dragging it out, and it's been the win condition for the bad guys since the game itself was even created (and I'm talking about long before I introduced it myself here).

    Not to mention, in this game you had a bad guy that could double a vote count against someone.  So no matter what, unless you had gotten lucky and gotten Crushita rather than going after Gerrick in the last Accusatory Phase, the good guys stood no chance...and continuing it when it's 2-2 would have been completely unnecessary since the victors were obvious at that point.
    « Last Edit: October 29, 2017, 02:23:22 AM by Pengu »
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    Michi
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    taulover
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  • Actually, that rule is an absolute necessity.

    Think of it this way:

    2 bad guys survive, 2 good guys survive. Everyone knows who the bad guys are at this point, so it becomes:

    The bad guys wait for the good guys to vote (1 vote against each of them)

    The bad guys vote two against one of the good guys.

    A good guy is voted out.

    Night Phase, a good guy is killed.

    Bad guys win.

    OR

    Both bad guys create a tie against the good guys.

    Night phase, a good guy is killed.

    Next phase: 2 bad guys survive, 1 good guy remains.

    Both bad guys vote against the good guy.

    They automatically win.
    -------------------------

    The reason that rule exists is because at that point, there's absolutely no point in continuing the game.  The bad guys basically have it in the bag at that point.  Even if a tie happens in that phase, they have the night phase to kill someone, and then they've got the automatic majority in the later phase.

    Even if it's 3 on 3, it's the same story.  They can create an automatic majority or a tie, kill one person in the next night, and then have an automatic majority in the next day.


    That rule exists to keep it brief instead of dragging it out, and it's been the win condition for the bad guys since the game itself was even created (and I'm talking about long before I introduced it myself here).
    That's not necessarily true in this game, with all the extra lives and defensive abilities.

    That being said, I think that having so many different defensive abilities, even on the side of the Villains, ironically made things more difficult, since you often couldn't eliminate suspects.
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    taulover
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    Michi
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  • Really, the only way to succeed in this game without having figured the Killing Spree pattern would have been for the Seer to really step up and pull some allies or shine the light on the bad guys.  But I mean, even now it was ironically the Seer that figured out the pattern in the first place. 

    If Hydra had figured it out sooner, or if I hadn't disclosed any results of the Killing Sprees, this game could have gone in a few different directions.
    2 people like this post: taulover, Hydra
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    Michi
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