The night 0-1 thing has influence in the gameplay because the witness has another 10%.
I have never had any problems with day and night not having the same number in an update. And starting with 1 is the natural way unless you are programming.Night 0 is superior notation to night 1. Under the N0 notation, Night 1 and all subsequent nights have the same number as the day which occurs in the same update (Day 1 and Night 1 together, etc.). This is simpler to recall and keep mentally organized, as well as fitting better thematically.
Nope the witness hasn't.The night 0-1 thing has influence in the gameplay because the witness has another 10%.
The night 0-1 thing has influence in the gameplay because the witness has another 10%.
Just because one doesn't have problems that require simplicity, doesn't mean there is no benefit to using the simple method. And starting with 1 is only the natural method when circumstances support it. It is indisputable that we start with day 1. However, by most standards I am familiar with, the night of a calendar day is considered to occur after the day (i.e. the night of March 14 is after the day of March 14). If we transplant WW day/night cycles to a calendar, it quickly becomes clear that starting with night 1 is nonsensical. If a game started on March 13, then the night of March 13 would be Night 1, while the day of March 14 would be day 1, and the night of March 14 would be night 2. Having Day/Night 1 take place over two calendar days is inherently less natural than having it on one calendar day.I have never had any problems with day and night not having the same number in an update. And starting with 1 is the natural way unless you are programming.
My games has this as an explicit ruleI'm used to the following order :
1) GA
2) doctor (old definition , not the one used here)
3) blessed
4) cursed
I hope it's still valid. That not too many principles have changed ...
You're an idiot.Why not? Even if you don't plan on using it you shouldn't state so in the thread. Having that possibility adds more paranoia; and paranoia is good.
I must have missed it among all the other silly roles you had.I have had a blessed cursed apprentice in my last two bigs and nobody has complained. Also next time I might well not have a blessed cursed apprentice in the name of variation.
+1,000,000,000Night 0 is superior notation to night 1. Under the N0 notation, Night 1 and all subsequent nights have the same number as the day which occurs in the same update (Day 1 and Night 1 together, etc.). This is simpler to recall and keep mentally organized, as well as fitting better thematically.
Eh you can witness at 10% every night should you so desire.Else with the repeated witness rules you could just scan every night for 10%.
I am not too sure on that. I am pretty sure that the night belonging to a certain date comes before the day.(i.e. the night of March 14 is after the day of March 14)
Yes you do have waffles in the village, just not me. As I already told you I am a villager.And we have a waffle...
Eh you can witness at 10% every night should you so desire.
I am not too sure on that. I am pretty sure that the night belonging to a certain date comes before the day.
Just because one doesn't have problems that require simplicity, doesn't mean there is no benefit to using the simple method. And starting with 1 is only the natural method when circumstances support it. It is indisputable that we start with day 1. However, by most standards I am familiar with, the night of a calendar day is considered to occur after the day (i.e. the night of March 14 is after the day of March 14). If we transplant WW day/night cycles to a calendar, it quickly becomes clear that starting with night 1 is nonsensical. If a game started on March 13, then the night of March 13 would be Night 1, while the day of March 14 would be day 1, and the night of March 14 would be night 2. Having Day/Night 1 take place over two calendar days is inherently less natural than having it on one calendar day.
That's equally fascist and disgusting. The only way towards to true liberation from temporal norms is randomly assigned days and nights. Such as:I advocate the following order:
Night 1
Day 1
Night 2
Day 2
Night 3
Day 3
etc.
I think the fact that we are so tied to the arbitrary day/night order of things is fascist and disgusting, there's no reason for time to start with days and end with nights over the other way around! End the tyranny of day!
That's equally fascist and disgusting. The only way towards to true liberation from temporal norms is randomly assigned days and nights. Such as:
Day 16
Night 7
Night 2
Day 5
Day 10
Night 5
etc
Best order:
Night 5
Day 5
Night 10
Day10
Night 15
Day 15
Night 20
Day 20
2x Aedan's signup
I doubt this will be topped.
No johho game without a night 0, for the reason aedan gave.ANY GM. I don't care if it's a Johho game, if it's not Night 0, I have a problem.
I propose an experimental Werewolf time travelling game, where other than voting whom to lynch, players must also vote what will be the date of the next night.
Actions in the past may reverse actions taken in the future, so if for example EURO was lynched with 7 votes on day 6 and had a close candidate in Aedan, who had 6, killing one of the EURO voters on day 4 will change the result into them both having been lynched.
Similarly, all wolf hunts must now be "signed" by a wolf, meaning that one wolf and not the whole pack is responsible. First wolf to volunteer is given the signage. If they are killed before they killed someone, the person they killed would be alive again.
This way, there is no set Day/Night cycle, and the order is chosen by the players.
All nights and days are beautiful!
Night 1
Day 1
Night 1
Day 1
Night 1
Day 1
Appropriate for a "Paradox Interactive" WW game.