Author Topic: [Forum Game] Werewolf III: A Perilous Voyage  (Read 80537 times)

Barek (jerm)

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[Forum Game] Werewolf III: A Perilous Voyage
« Topic Start: August 24, 2012, 10:06:04 PM »
Werewolf III:   A Perilous Voyage



The harbor of Calis is busy year round, with merchants and traders coming or going, or vessels with passengers leaving for continents across the oceans. 

A large trunk is lowered by ropes into the hold of the “Swift Gull”, a sleek ocean-going vessel.  The sailors busy themselves in preparation for sailing, but each wonders what might be in the trunk that has been shrouded in secrecy - the captain refuses to speak of it, but got paid quite well for its transport.  The rest of the cargo is loaded, and the vessel is soon off, navigating the harbor and out to the ocean.  The sails snap as a strong wind fills them, driving the ship toward its destination, ahead of the squall that threatens on the horizon. 

A few of the sailors consider mutiny and taking the mysterious trunk and the payment for themselves.  Below decks, a red candle flickers in the darkness, casting eerie shadows over a small wooden idol of a daimon.
You should take everything I say with a grain of salt.  But I'm not a werewolf.  Really.

Barek (jerm)

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #1: August 24, 2012, 10:06:16 PM »
The Rules


Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers (sailors) are small Packs of Werewolves (Bad Guys) looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.



Standard Big Rules

All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Sorcerer
2. Seer
3. Priest
4. Guardian Angel
5. Hunter
6. Werewolf
7. Witness


Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.

The Bad Guys as well as Sorcerers and Sleepers  win if they  manage to reach parity with the rest of the village, AND eliminate any rival packs.
The Sailors, Seer, Guardian Angel, Priest and Mortian win if they manage to destroy all the werewolves.




Standard Werewolf Rules


§1A. - You sign up to the game by requesting so in a post in this thread.
§1B - No new players will be admitted after the game has started, except to substitute for another player.
§1C - You may at any time be substituted out by requesting so in the thread.
§1D - Failure to vote on two occasions will lead to immediate substitution.

§2A – Players will vote daily. See Rule 1D.
§2B – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C – In the event of a tie all tied players will be executed.
§2D - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in purple text until their true role is confirmed.

§3A - Orders and votes submitted after deadline are ignored.
§3B - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C - Players are responsible for any Private Messages missed due to inbox being full.

§4A - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts, or discuss any details of their former character, in the case of ghosts. Preferably spectators will comment only in a manner tangential to the actual game. 
§4B - When doing ghost/spectator commentary, please use a non-default colour.
§4C - Please don't use the same color of text as the GM is using.


§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A – The Game Moderator has the last word on all matters.
§6B – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A – Forging PMs is allowed. Screenshots of PMs is not.
§7B – Posting or quoting of PMs from the GM is not allowed - real or forged.
§7C – Players may use PMs to coordinate their actions.  Players are reminded to use the public thread where possible.

§8A – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C - In case of re-voting without un-voting the original vote will be the counted vote.
§8D - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§8F - We won't be super specific about how you must vote, but be a dear and hit at least two of these:  bold, larger font, white/light colored text.

§9 - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10 - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.

§11 - Most games will start with one player dying on the very first night, without even having gotten to vote and such.  It sucks to get killed off first, but its part of the game.  On the upside, the first player killed automatically gets 1st dibs on Substitution, no matter who else has signed up for Subs.


Deadline

The deadline of this game is 18:00 GMT+2 ( <- Forum Time.  That's 12PM US Eastern Time)
Votes and orders made on 17:59 will count, while those made on 18:00 WILL NOT.



The Roles

Except for Sailor/Villager and Bad Guy/Werewolf, all other Roles MAY, not will, be in the game

Sailor(villager):  The simplest role, a sailor knows nothing for sure, but can use the power of his vote to help lynch others.

Seer: May scan one player per night, and will discover whether that person is a regular sailor or a Bad Guy.  Any other role will appear as a normal sailor.

Guardian Angel:  May choose to protect one person against Bad Guy attack every night, but cannot choose to protect the same person two nights in a row, and can never protect themselves.

Mortician: This person cares for the dead and nearly-dead.  May choose one person each night.  If that person is successfully attacked and is not cursed, the Mortician will hear the victim speak the name of one of their assailants.

Priest: May scan one player per night, and will discover if they are a Sorcerer, an Apprentice, or a Sleeper.  Any other role will appear as a normal sailor.

Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters.  if unclaimed and scanned by a Seer, Priest or Sorcerer, that scanner becomes their Master.  If an Apprentice has a master and that Master dies, they lose any traits and their Apprentice role and then takes on the role of their deceased Master.  An unclaimed Apprentice does not know that he is one until scanned.  There might be claimed Apprentices at game start, in which case these claimed Apprentices will know their role.  Will always know their master if claimed.

Bad Guys (werewolf):  Mutinous sailors, and possibly some nefarious daimon worshippers!  Werewolves will be organized into one or more packs and cannot change their allegiance.  A pack wins if it has eliminated all other packs and achieved parity with the remaining sailors. Each night, one pack will choose a victim to hunt, the order will be relayed in private.

Sorcerer: Works with the Bad Guys and wins if they win.  May scan one person each night to see if they are a Seer, Priest, Apprentice or Sleeper.  Any other role will appear as a normal sailor.

Sleeper: Works with the Bad Guys, and wins if the Bad Guys win.  If attached, the Sleeper learns the identity of a Bad Guy master at game start, and that Bad Guy knows the Sleeper’s identity in turn.  Sleepers may attach themselves and become members of a Pack if both they and a member of that pack send a PM to the Game Moderator requesting to do so.  Such a PM cannot be revoked.

Traits:
Many traits may not be revealed until 'activated'

Doublevoter:  This player has two votes.  One done publicly like everyone else, and the other send via a PM to the Game Moderator.  May vote twice for the same player, or for different players, or may elect to not use the second vote.

Cursed:  A sailor with this trait is cursed and will join the Bad Guys if hunted at night.

Brutal: A Bad Guy with this trait will take a player of his choosing down with him, if lynched.

Witness:  This player may try to see the nightly Bad Guy attack.  Beginning with a 0% chance, and increasing by 15% each night after, the player may send a PM to the Moderator saying that they are trying to Witness.  If successful, the player will learn the identity of one of the Bad Guys. Either way, the chance resets to 0% on the subsequent night, and builds up again as normal.

Hunter: Has a single-use hunt that he may use at night to kill one other player.  May only be used once per game.  The hunter’s identity will be revealed.

Fighter:  If this player is attacked by Bad Guys at night, he will kill one of his assailants.  The player with Fighter will still die, unless otherwise saved by a Guardian Angel.

Blessed:  The blessed person will survive a Bad Guy attack, but only once (the next attack will be fatal as usual).  Will be revealed as “no kill during the night” or similar.  The Blessed person will not be aware of a failed attack against them.

Rival: The player has a rival.  The player only wins if said rival is dead at the end of the game, regardless of result.  May be a pair, or just solitary.

Best Friends:  The player has a best friend.  The player only wins if said Best Friend is alive at the end of the game, regardless of result.  May be a pair or just solitary.

Unhuntable:  This player cannot be killed by a hunt at night, but may be lynched as normal.

Lucky:  This player has a chance to avoid being hunted at night, usually a 33 or 50% chance.  If a pack hunts them and the player gets lucky, no hunt happens that night, and the player is not informed that they were missed.

Bureaucrat: This player may substitute another player for lynching, instead of the player that has been voted upon.  They can only do so much though, and their selection must have at least 50% of the original lynch target’s votes.  If the lynched character is not a Bad Guy, or if the Bureaucrat dies, the ability is used up.  The Bureaucrat’s identity is revealed in the update if they successfully lynch someone else.

Spiritually Attuned: A Paranoid person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 33% chance to learn the identity of the actual person.

Recruiter: This Bad Guy may scan one player per Night to see if that player is a Sleeper.  All others will appear as regular Sailors.  Will not reveal whether attached or not.

Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.

FAQ

1. Do I have to roleplay?   Nope.  Its fun and helpful to, but its not required.  Some players don't really roleplay at all, and instead simply post votes and accusations, and that's okay too.
2.  What do I post?/I don't understand!   You can post anything you like, really.  You don't even need to distinguish IC or OOC.  Typically villagers will post accusations.  "I think jerm did it, just because!"  or "I think jerm did it, because last turn he voted against the guy who turned out to be a werewolf!"  Accusations work better when you can back them up with some reason that you think the person is a werewolf.  Trash talking is allowed encouraged. 
3.  I'm a werewolf.  What do I do?  You pretend to be a villager, but you also conspire with your other werewolves to determine which innocent villager to kill.  The werewolves must all agree on a target, but can use whatever means they like for selection.  Meanwhile, be sure to steer suspicion away from yourself, so you don't get lynched!
4.  I'm a seer!  Great.  You can try to figure out who is a werewolf.  Communicate wisely though.  If you post "Hey I'm the seer!!", you might find a pack of werewolves visiting you that very night.
5.  I'm still confused/I don't know who to vote for  Either watch other players in action and see how they're doing it, or jump right in  yourself.  This game is both deadly serious, and quite comical, where people will accuse others for the slightest and most vague of clues, or just in retaliation for voting against them!  The first round of voting is difficult, as the only way to try to tell who's a werewolf and who's not is to listen to what people are saying.  In later turns you can try to identify patterns, or look for groups that vote together, or people who changed their votes to keep a werewolf from being lynched.
6.  Are villager votes private or do they go in the main thread?  Very definitely public! 
7.  Do werewolves vote with the villagers? You bet your sweet ass they do.  Werewolves want to do everything they can to keep the naive villagers from suspecting that they're werewolves.  If the villagers think you're a werewolf, they'll vote to lynch you!  So a werewolf's job is not only to kill villagers, but also to convince the villagers that they're actual innocent villagers as well!
8.  WTF!  I got hunted on the first night!  This game sucks!!  Yeah, sorry about that.  But the villagers won't start the lynchin' till someone gets killed!  It stinks to get picked off first, but its part of the game.  See rule §11 above.  And be sure to hang out and spectate/commentate!
9.  Aw man, I'm just a villager.  We can't all be werewolves.  Have fun being a villager.  Root out the evildoers!  Try not to be confused for a werewolf and lynched by your fellow villagers!
10. How does a substitute work?  If a player cannot continue to play, another player make jump into that role.  Subs may be players who were previously killed in the current game (though there are caveats, a Bad Guy is often not a good sub because he Knows Things) or a late signup.  In either case, when someone subs in, they assume the identity of that slot.  Thus if Baldrick was playing, and was the Seer, if he gets sub'd, the player who comes in is the Seer, and pretends that he's been there the whole time.
11. How long does a game last? Depends on setup and what happens in the game.  Could be as short as 2-3 days, or as long as 10 days!
« Last Edit: August 28, 2012, 05:37:45 PM by Barek (jerm) »
You should take everything I say with a grain of salt.  But I'm not a werewolf.  Really.

Barek (jerm)

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #2: August 24, 2012, 10:06:30 PM »
Game is started.  All further signups will be Substitutes

The Players

1.  Zakilevo the Doublevoting Sailor, keel hauled on day 2
2.  Perth
3.  Ross the Spiritually Attuned Mutineer, killed by Velax (Hunter trait) on night 4
4.  Penchant (subbed by Ehndras for the weekend)
5.  Telrunya the Brutal Recruiter Mutineer, horribly murdered on night 2
6.  Cren the Brutal Recruiter Daimon Worshipper, murdered in his sleep on night 1
7.  Slapsticks the Spiritually Attuned (Fighter) Sailor, eaten by sharks on day 3
8.  Lefanis the unattached Sleeper, hung from the mast on day 4
9.  Fury
10. Ketchum the Lucky(33%) Seer, thrown overboard on day 1 (again)
11. D'Espana
12. Indirik the unattached Sleeper, eaten by sharks on day 3
13. Sonya the Mortician, garroted on night 3
14. Velax



The Substitutes

1.   

The Events

« Last Edit: September 01, 2012, 07:14:44 PM by Barek (jerm) »
You should take everything I say with a grain of salt.  But I'm not a werewolf.  Really.

Zakilevo

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #3: August 24, 2012, 10:21:10 PM »
sign me up boss.

Perth

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #4: August 24, 2012, 10:31:16 PM »
Sweet. I'm in.
"A tale is but half told when only one person tells it." - The Saga of Grettir the Strong
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Ross

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #5: August 24, 2012, 10:32:24 PM »
Weeeee more lynch.
Atamara:    Dwilight:

Penchant

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #6: August 24, 2012, 10:50:35 PM »
Sign me up! 8)
“The true soldier fights not because he hates what is in front of him, but because he loves what is behind him.”
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Telrunya

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #7: August 24, 2012, 10:57:34 PM »
Sure why not. I'll try one of these games for once.

Ross

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #8: August 25, 2012, 12:03:09 AM »
First time i hear about the apprentice role (or whatever his official role name is), like few traits and others roles. But this one particularly,  I find it very original and opens up to tons of twisted scenario. It would be very nice to have a big game, in real life it's hard to gather more that 12 persons around this game (that's my max), so most of those non-essential roles, i never used them.
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Cren

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #9: August 25, 2012, 05:39:10 AM »
I'm in.
Just stay alive and kicking, raise your voice when its needed. Through reason you can show the mistakes of others, something violence can't do.

I don't break rules, I bend them- a lot.

Norrel

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #10: August 25, 2012, 07:21:01 AM »
in
“it was never wise for a ruler to eschew the trappings of power, for power itself flows in no small measure from such trappings.”
- George R.R. Martin ; Melisandre

Lefanis

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #11: August 25, 2012, 12:26:04 PM »
Signing on.
What is Freedom? - ye can tell; That which slavery is, too well; For its very name has grown; To an echo of your own

T'is to work and have such pay; As just keeps life from day to day; In your limbs, as in a cell; For the tyrants' use to dwell

Cren

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #12: August 25, 2012, 02:47:40 PM »
Please don't start the game too early, this one needs some 15-17 players for a nice, long run.
Just stay alive and kicking, raise your voice when its needed. Through reason you can show the mistakes of others, something violence can't do.

I don't break rules, I bend them- a lot.

Barek (jerm)

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #13: August 25, 2012, 03:55:22 PM »
Please don't start the game too early, this one needs some 15-17 players for a nice, long run.

Oh I don't intend to.
You should take everything I say with a grain of salt.  But I'm not a werewolf.  Really.

Fury

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Re: [Forum Game] Werewolf III: A Perilous Voyage
« Reply #14: August 25, 2012, 06:44:17 PM »
This theme seems more complicated. Different ways of winning and many side roles?? I'd prefer if it was kept simpler but sign me up anyway.