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    Real Strategy Requires Cunning

Wagonlitz

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Werewolf CLXXXIII: The Second Slesvig War (part II)




The Setting

The battle of Dybbøl, but there is still one part of Slesvig which is on Danish hands and that is the island of Als; just next to Dybbøl. It is now late June 1864 and the Danish government still rejects defeat, because they have naval supremacy and the Germans aren't able to get to any of the islands.

But there are rumors of German soldiers having infiltrated the ranks of the Danish soldiers defnding Als---this last bit of Danish Slesvig. There are even rumors of pro German Danes having joined the ranks of the soldiers defending Als. But neither of those rumors can be true, since no new soldiers have arrived since long before the battle of Dybbøl; but can you be sure...


Sign ups will close at 2100 GMT on Monday the 6th of July.
The first night deadline will be at 2100 GMT on Tuesday the 7th of July.
 

Wagonlitz

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The Rules
Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small packs of werewolves looking to eat them. The villagers outnumber the werewolves, but they don't know who to trust. 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 move against 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, amongst the ordinary 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 seers and priests, who can determine the true allegiance of the villagers, and of guardian angels, who might be able to protect them. These players must hide their identity just as the Werewolves must, for 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. 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!

There might be other things that go bump in the night. The order these will be resolved in is as follows:
Daily actions are handled in the following order:

  1. Liar
  2. Votes
  3. Plotter
  4. Alderman
  5. Brutal
  6. Oberst
  7. High sorc protection

Nightly orders are handled in the following order:

  1. Council meeting
  2. Jester
  3. Distiller
  4. van Helsing scan
  5. Infiltrator scan
  6. High sorc scan/cursing
  7. Seer scan
  8. Priest scan
  9. Assassin
  10. Robber
  11. Guardian Angel
  12. Doctor
  13. Werewolf
    If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all or if a jester cause an additional "wolf" attack), no matter how many werewolves or werewolf packs there are.
  14. Padre
  15. 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 werewolves and attached cultists of a pack win if they eliminate all rival packs and, along with unattached cultists and sorcerers, manage to reach parity with the rest of the village. The unattached cultists and sorcerers win with them.
The villagers, seer, priest, guardian angel, padre and unclaimed apprentices win if they manage to destroy all the packs.
Claimed apprentices win under the same conditions as their master.

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 three 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 green text until their true role is confirmed.

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

§4A. - Spectators and ghosts may comment, but never suggest a course of action or reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§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 or hunt/scan orders) and if critical information has been revealed, the mistake will be kept.

§7A. - Forging PMs is allowed. Screenshots of PMs are not.
§7B. - Posting or quoting of role PMs is not allowed; all other GM PMs can be quoted. Beware they might be forged!
§7C. - Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.

§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 posts with 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.

§9. - The Game Moderator can and will remove players if they believe that player is adversely affecting the game, for example through failure to fulfil voting obligations or deliberate violation of the rules. This will be done by killing the player, or using substitutes if they are available. All such decisions are made solely at the discretion of the Game Moderator.

The Roles
(Only Danish soldiers, German soldiers and a general are guaranteed to be in the game.)


Danish soldier: And ordinary Danish soldier. Has no special abilities.

German soldier: An ordinary German soldier fighting against Denmark. Will choose a victim to shoot each night. More specific shooting rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

General (seer): A general in the Danish army. He is fiercely loyal to Denmark and can spot German soldiers no matter how well they try to hide. May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

Government representative (priest): This man is a representative of the Danish government. Due to that he can discover pro Germans or deserters based on how they react in their conversations with him. May scan one person each night to see if he is a Sorcerer, an Apprentice, a zealot (100% success) or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

Picturesque lass (van Helsing): A Danish minded lass who uses her stunning beauty to learn everything there is about a player. She also carries a gun and sleeps really lightly. (Has a one-time super-scan ability which reveals all roles and traits, and has OEO and assassin.)

German nationalist thinker (High Sorcerer): This intellectual wants Germany to unite. Besides being able to spot the general, the government representative, the susceptible mind, and pro Germans he can also make people doubtful about the Danish cause (cursed) or warn them (protect).
(Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.
Alternatively he may also either curse somebody or protect somebody from the lynch. If he puts a curse on somebody he cannot perform any action the following night. To protect somebody the protection order must have been handed in before the previous deadline. The protected player will be protected from all daily and nightly actions towards him; he cannot do any himself either. The high sorc cannot protect the same person two days in a row.)

Susceptible mind (apprentice): This young susceptible mind can be swayed to fiercely support both the Danish and the German cause.
Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.

Captain (Guardian Angel): This Danish captain is fully loyal to Denmark; he is also really aggressive and strong. He will visit somebody at night and being so strong and aggressive that will mean that person won't be attacked.
(May protect one person against a Werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves.)

Oberst: This Danish oberst is paranoid. He believes that the Danish ranks have been infiltrated and will gladly put soldiers under investigation.
Once during the game can order 6 players confined to their billets, watched over by feldgendarmerie. This renders their lynch vote void, and any nightly orders of theirs cancelled. However, if the removal of these 6 players votes alters the outcome of the lynch, and the new lynchee turns out to be an ordinary Danish soldier, the Oberst is stripped of his rank for incompetence. If hunted, there is a 25% chance that one of the wolves is killed by his headquarter guards.

Doctor: The army doctor is highly skilled; there is a good chance that he rescues an attacked soldier as long as he gets to them quickly.
May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor.

Pro German (cultist): This Dane is pro German and the scum of the Earth. He has betrayed his country of birth to support the invading Germans.
Works with the Werewolves, and wins if the Werewolves win. May learn the identity of a wolf master at game start and that Werewolf in that case knows the cultist's identity in turn. Once attached to a pack they remain with that pack until it is made extinct or they win. Unattached cultists can scan for wolves; once they have pinged a wolf they cannot scan for wolves anymore unless that wolf dies and they haven't attached to a pack. If they become unattached again they can scan again.

Deserter (zealot): The deserter has deserted from the Danish ranks and joined the Germans. Initlally they don't trust him fully, but if they start lacking men they will make him a full German soldier.
This player starts attached to a pack. When all wolves are dead he will be promoted to wolf himself. Can be scanned by the priest while being zealot and by the seer after the promotion.

THE TRAITS​
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).

Female soldier (padre): This woman has joined the Danish ranks to fight for Denmark. Women aren't allowed to be soldiers, but so far she has managed to not be discovered; one of the ways to achieve this is to sleep with the different soldiers when they discover her little secret.
May visit one person each night but can't visit the same person two nights in a row; if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre. He cannot visit himself for obvious reasons.

Watchman (witness): This soldier is always given night watch; he walks around the barracks during the night to make sure no irregular things happen.
Always peering around where they shouldn't be. The Witness may try to see the nightly Werewolf attack. The Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc), but is reset to 10% after each use. If successful the Witness learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.

Nosy (infiltrator): This nosy soldier tries to learn everything he can about the other soldiers.
Can scan a player to discover one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

Sleeps lightly (One Eye Open): This soldier sleeps lightly and will discover it if somebody attacks him.
If the One Eye Open is attacked by wolves, hunter or assassin at night he has a 50% chance (not caught asleep/off guard) of killing one of his attackers before succumbing to the attack.

Unforgiving (assassin): This unforgiving soldier will assassinate another soldier if he finds him suspicious enough.
Can send one nightly order to kill someone. After this his ability is used up.

Veterans: These three soldiers also fought with each other in the First Slesvig War (1848--1851) and they are completely sure they all are pro Danish. If two of them dies the third will become disillusionised and become pro German (cultist).

Robber: This criminal was conscripted just a few months ago. He doesn't support either side, but will try to enrich himself however possible. A true opportunist.
Once through the course of the game the Robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The Robber will be given all the victim's traits, including hidden ones. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was. If the robber dies the traits/roles he stole will return to the original owner if they haven't been exhausted yet

Highly intelligent (jester): This highly intelligent soldier can use his mind to manipulate other soldiers and play tricks on them.
Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). Exactly what a Jester trick will have for effect on each nightly action will be detailed in a seperate post. The target will only be informed if the Jester trick actually affects anything.

Distiller: The local pub owner has been conscripted too; he has been put to make beer though.
Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller will only stop a wolfpack or Council action if the targeted player is the last member of the pack/council.

Brutal: This soldier is a brute.
If lynched or brutalized, has the power to immediately kill one person before being subdued.

Doubtful about the Danish cause (cursed): This soldier will switch alligience if the Germans come for him.
If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.

Strong faith (blessed): This soldier has a strong faith in the Danish cause; this will make the Germans think twice before coming for him.
A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

Observant (Spiritually Attuned): This observant soldier might notice who is ordering the investigation of him and perhaps even their identity.
A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name (if the scanning player is the council then the Spiritually Attuned will get the name of one council member and be told he is a council member.

Schemer (plotter): This scheming soldier will try to work in the dark.
May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Inspiring leader (alderman): This soldier is a natural leader so more people listen to him than to other soldiers.
Upon important village decisions may declare (by PM to the GM) that his vote is worth two votes. May use double votes unlimited times. Once activated it cannot be deactivated.

Lesser officer (Seerish Powers*): Can only demand one investigation.
This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

Minor government representative (Priestly Powers*): Is not as skilled in discovering unwanted elements as the government representative.
This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

Minor nationalist thinker (Sorcerous Powers*): This man is a German nationalist thinker, but not particularly well known.
This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

Nosy coward (Infiltrating Powers*): This nosy coward won't dare watching other soldiers again after having done so once out of fear of the consequences if being discovered.
This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

Medical student (Healing Powers): This medical student isn't fully educated, but he can do some things if needed.
This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

Strong private (Angelic Powers): This strong soldier can scare away the Germans, but only once. Then they learn he isn't really important and disposable rendering him worthless in the protection business.
This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.

Unlucky female soldier (Damsel in Distress): This female soldier has joined the army too. If in trouble she will try to use her femininity to protect herself.
If this player is saved from lynch by an alderman, a plotter or a vote snipe (within five minutes of the deadline) or from hunt by a protector or jester then the saviour will be the Damsel's Knight in Shining Armor. The Damsel and the Knight will get eachother's names and the Knight will get a random extra trait. A Damsel can only have one Knight but if her Knight dies she can again be saved and a new Knight will then emerge. A Damsel will not start the game with a Knight already at her side.

Gentleman (Knight in Shining Armor): This well educated gentleman won't let a woman suffer.
A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.

Lovers: These two players are in love. Should one of them die the other will kill himself in grief. They know each others name from the start, but not their role.

Rival: A rival to one of the lovers; if they get killed he will become a pro German (cultist). He doesn't know the identity of the lovers and they don't know his. If the lovers and the rival all survive to the end they all win.

Soldier Council Member: The Council consist of 7 soldiers at start - each soldier will know the names of the rest. The Council may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target.

Well informed (Ghost Whisperer): The well informed soldier might be able to find out who are put under investigation.
May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

Gone underground (Cloak of Invisibility): This soldier has the ability to just disappear; he will try and use that to his advantage.
A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.

Pathological Liar: Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Doctor/Healing powers, GA/Angelic powers, Assassin/van Helsing/Robber. A Liar claiming wolf will scan as a wolf and will hunt. A Liar can't claim Council member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress.

* Xxxly powered scans can detect but not claim apprentices.
* only one Xxxly powered scan of each type will be effectuated on any given night. Should several scan orders be issued the same night one random scan will go through and the rest of the Xxxly powered scanners will have to wait until another night.


Deadline
The deadline for this game shall be:

2100 GMT

Votes and orders posted at 20:59 GMT will count, those posted at 21:00 GMT will not.

Voting ends at the deadline even if the Game Moderator is not present. All players except the assumed lynch victim are permitted to post analysis of the game between the deadline and the update.



Jester effects

Seer scan: 25% priest scan, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% seer scan, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% priest scan
Sorcerer scan: 33% van Helsing scan scan, 33% infiltrator scan, 33% priest scan
van Helsing scan: 50% seer scan, 50% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 50% Spiritually Attuned
Cursed: 50% Blessed, 50% Spiritually Attuned
Spiritually Attuned: 33% Cursed, 33% Blessed, 33% One Eye Open
Cloak of Invisibility (night part): 25% Cursed, 25% Blessed, 25% One Eye Open, 25% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned

Assassin: 100% OEO
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Assassin, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)

Distiller: 100% Jester
Jester: 10% Distiller, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan scan. All scans on a random player.

Council member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild that got targeted by the jester.

Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.[/B]
 
Last edited:

Wagonlitz

Resident WW Foreigner
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Jul 19, 2010
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Soldiers
  1. RB33
  2. Audren as Mads Mikkelsen
  3. 2kNikk as a Flying Dutchman
  4. aedan777
  5. Mder1 as Generalfeldmarschall von Wrangel
  6. EUROO7 as a licorice-american
  7. tonkatoy as the most famous of danes, Malin Åkerman
  8. Madchemist
  9. Ironhide G1 as Old Dietrich
  10. k-59
  11. Dexander
  12. Kaisersohaib
  13. Sleepyhead as Dr. Bombay
  14. Lord_D
  15. tamius
  16. Gen. Skobelev as Otto von Bismarck
  17. generalolaf
  18. gorganslayer as an innocent sheep
  19. Steed
  20. Eternaly_Lost
  21. Yakman AS CREAM CHEESE DANISH!
  22. Osteles
  23. Lemeard as Lars von Trier
  24. jonti-h
  25. Graf Zeppelin
  26. Rovsea as an Innocent Camel
  27. delta21 as guilty camel
  28. Comm Cody as a German speaking Dane


The reserves
  1. Minnow Beef


Living soldiers
  1. Audren as Mads Mikkelsen
  2. 2kNikk as a Flying Dutchman
  3. aedan777
  4. Mder1 as Generalfeldmarschall von Wrangel
  5. k-59
  6. Kaisersohaib
  7. Lord_D
  8. tamius
  9. Osteles
  10. Rovsea as an Innocent Camel



Events



 
Last edited:

RB33

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In
 

Audren

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IN as Mads Mikkelson
 

2kNikk

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In as a Flying Dutchman.

As in a madman who thinks he can fly
 

Wagonlitz

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IN as Mads Mikkelson
I assumed you meant this guy and took the liberty to correct his sirname, so if it isn't him then say so.

 

EUROO7

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Should we expect any bold rule changes?
 

aedan777

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In
 

Mder1

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Uhh. So many options after I saw that danish 'history' series over the danish-german war. But I guess I'm going with a classic here: In as Generalfeldmarschall von Wrangel.
 

Wagonlitz

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Should we expect any bold rule changes?
No. It will be pretty standard rules.

If you add a role that doesn't require keeping up with the thread and casting one or two votes a week, I'm in as that.
You need to vote every day. Three days with no vote means sub---later in the game that limit might be lowered.
 

EUROO7

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In as a licorice-american.
 

tonkatoy5

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In as the most famous of danes, Malin Akerman
 

Wagonlitz

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If people prefer a 20:00 GMT deadline I can move it, but then there will probably be some days where the update is delayed.

Also I urge people to always include me in PMs. I.e. just because I am in a PM doesn't mean that say a seer claim is true, since I want to be included in forgeries too.
 

Ironhide G1

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In as Old Dietrich
 

k-59

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Also I urge people to always include me in PMs. I.e. just because I am in a PM doesn't mean that say a seer claim is true, since I want to be included in forgeries too.
I don't think you quite understand how the PM system work. GMs should not let players add other players to their role-pm (this is the default) and scan results et al should only be given in role pms.


Oh and IN
 

Audren

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I assumed you meant this guy and took the liberty to correct his sirname, so if it isn't him then say so.
Bah! Curse my ignorance of the Danish language!
 

madchemist

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I don't think you quite understand how the PM system work. GMs should not let players add other players to their role-pm (this is the default) and scan results et al should only be given in role pms.


Oh and IN
I think he just wants to be included on PMs like JL communications, Sorc/wolf talks, fishing PMs, etc. So if you're the seer and contact somebody (for instance), he wants to be a recipient of that PM in addition to whomever you're talking to.
 

Wagonlitz

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  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
Bah! Curse my ignorance of the Danish language!
Nah many Americans morph the Danish sen ending of sirnames into a son ending; I just wanted to make sure that was who you meant.

I think he just wants to be included on PMs like JL communications, Sorc/wolf talks, fishing PMs, etc. So if you're the seer and contact somebody (for instance), he wants to be a recipient of that PM in addition to whomever you're talking to.
Indeed; reading the different schemes can always be fun. It is also to prevent anybody from thinking a seer claim must be true just because I am included in the PM. You aren't allowed to get others included in your role PM and results will be posted there.