• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

TheArchMede

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No Dice



The people have just passed Proposition 666, which calls on the legislature to outlaw all forms of gambling in the State.

What consitutes gambling, and what should be considered legitimate entreprenurial risk taking is far from clear. The devil is bound to be in the detail of the legislation and all sorts of interest groups are out in force and its boom times for lobbyists.

Players are members of one of these interest groups: casino owners. Only by sticking together can you hope to persuade the legislature to define "gambling" in such a way that your casinos can continue to operate profitably. However, there might be a few niche markets for other types of games available. Most people would play EU3 in the privacy of their own homes, but perhaps some would find playing in a simulated setting of Versailles attractive. Not all casinos could adapt like this, but if a few conspired to put the rest out of business first ...

This is like a normal game of werewolf, except that no dice will be used by the GM in resolving "chance" interactions between players. Once the setup is complete, there will be plenty of opportunities for chaos, but NO DICE.

See "The GM shouldn't roll dice" thread if you want more on the thinking behind what the rules.

Players are encouraged to RP by picking a name for their casino, the legal loopholes they are lobbying for, and inventing scurrilous business plans for those they are accusing being wolves.

List of Players
24. Xarkan the sorcerer was lynched on Day 1
20. Slinky the cultist was hunted on Night 1
9. snoopdogg the guardian angel was lynched on Day 2
3. jonti-h the villager with the leader trait was hunted on Night 2
19. Emperor Walter the villager who was 2nd (originally 3rd) in command was lynched on Day 3
13. Jopi the villager with the hunter trait was stalked and hunted while keeping close on Night 3
15. von Loch Ness the brutal werewolf of the Chessmen Pack was lynched on Day 4
2. Syber_sid the blessed wolf of the Wii Frii Men Pack was lynched on Day 5
18. johho888 owning the Tripple 8 casino the cultist aligned with the Wii Frii Men Pack was lynched on Day 5
5. randaker the Priest was hunted on Night 5
4. Raczynski the brutal werewolf of the Wii Frii Men was lynched on Day 6
11. OrangeYoshi as Yoshi Baath of the Outlander Club the villager with the witness trait was hunted on Night 6 and died on Night 7 after the doctor's first aid failed to save him
12. Cymsdale the werewolf of the Chessmen Pack with the witness trait was lynched on Day 7
17. Rysz the Priest, originally a cursed apprentice, died on Night 8 after the doctor's first aid failed to save him.
14. walrus the werewolf of the Wii Frii Men Pack with the witness trait was lynched on Day 8
22. alexon47 subbed by Slinky v2 the villager was lynched on Day 9
26. Paendrag as Matthew Matthewson owner of the Big Balls Casino the unclaimed apprentice was lynched on Day 9
1. Yakman the brutal villager was lynched on Day 10
10. the_hdk the villager was hunted on Night 10
6. Kriszo as Booster Terrik of the Errant Venture
7. Calamity
8. Tornadoli
16. marty99
21. Snow White
23. jester180
25. muttoneer subbed by snoopdoggv2 as Hildegarde Q. Smancke, owner of the Pink Velvet Casino
27. trespoe as K.D. Callahan. Owner of the Texas Hold'Em High Casino,

Sub
1. jonti-h v2
2. jopi v2
3. EW v2

Update 0
EUROO7 as Mr Euro 7 zeros had his number come up in the Eurobillions lotto draw

Update 1
After prolonged consideration, Xarkan was lynched. Slinky was blown up by three icosahedra of plastic explosive.

Update 2
snoopdogg was lynched and no one stopped jonti-h from being taken for a ride.

Update 3
Emperor Walter did not have a good enough MBA to save himself from the lynch and Jopi had his bodyguard too close when he was stalked that night.

Update 4
von Loch Ness became the first of the chessmen to be taken.

Update 5
Syber_sid found his Wii was no longer in control, johho888 rolled with the 888s for the last time, and the last volume in the story of randaker was published.

Update 6
Raczynski's Lancers were captured in the wrong motions, and OrangeYoshi was saved by the doctor

Update 7
OrangeYoshi failed to survive the doctor. Cymsdale, another of the Chessmen was taken, and the doctor tries again with Rysz.

Update 8
Rysz also failed to survive the doctor. walrus was a victim of a bukkit-covetting lynch mob.

Update 9
Paendrag had his bluff called and Slinky v2 again fell foul of his "friends".

Update 10
Yakman kept the Ace of Spades up his sleeve for the final time and the_hdk had an unpleasantly fatal feeling in the night.
 
Last edited:

TheArchMede

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Here will be rules.

RULE 0. NO POSTS UNTIL THE GM SAYS SO.
Signups are now allowed. See roles post for those that broke rule 0.

The Deadline:

DEADLINE FOR VOTES AND OTHER STUFF IS 23:00 GMT

A vote posted at 22:59 will count. One posted at 23:00 will not.


Other 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 if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.

§2. - Orders and votes submitted after deadline are ignored.

§3A. – Players will vote daily. Should they not vote, they will be liable to be subbed/autokilled, normally after one warning.
§3B. – In the event of a TIE, ALL players in the TIE will be executed.
§3C. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.
§3D. - A player may avoid the penalties for not voting during a declared absence by making a postal vote. Absence must be declared in advance in the thread, and the postal vote PMed to the GM, who will reveal it in his first official votecount.

§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§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, hunt 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.

§8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4 bolded text in its own paragraph. For example:

VOTE Aok

If you wish to un-vote someone, write "UNVOTE":


UNVOTE Aok ,
VOTE Euro


Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote.

§8A DO NOT EDIT VOTES AFTER POSTING THEM. The entire post containing a vote must not be editted. If you have made a mistake, even if it is a typo in your analysis, you must create a new post in order to correct it.

§9. - The GM can and will remove players if the GM believes the player is not participating in accordance with 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. Players removed for non-voting are liable to be banned from future games. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.

§10. - Subbing will be permitted so long as subs are available and we encourage subs to sign up and pray for other players to be busy or forgetful.

§11. - Spamming the GMs inbox is prohibited. Players will be given guidelines on how often their roles may revise its orders each day. Players attempting to manipulate the witnessing rules by exceeding these guidelines will have their roles autokilled if the GMs PMbox overflows as a result. Players contacting the GM on other matters should normally wait for a reply before sending further PMs.
 
Last edited:

TheArchMede

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Note that while the rules, roles and traits are mine, this is a joint effort with EUR007, and he has the final say in the setup. We agree a setup and then he will decide which player goes in which role. If you don't like the rules and roles in general, or they way they play out in the game, blame me. If you don't like the particular role you get, blame the dice that EURO rolls.

Dead body. This role is reserved for anyone that posts in this thread before the GM has removed posting restrictions.



* indicates special NO DICE rules apply to these roles/traits. More detail on these can be seen at the bottom of the post.

Villager. Owns a casino. Wants to keep on the legal side of anti-gambling legislation by fixing the legislation. Wins if still in business when all the wolves are gone.
Werewolf*. Owns a casino. Wants to use anti-gambling legislation to put the competition out of business and is prepared to take drastic measures against those lobbying for large loopholes. There may be multiple werewolf cartels. Wins when they are the only cartel left and they and their allies have parity.
Seer. Owns a casino, and is co-operating with the anti-trust authorities. Can obtain furtive access to the accounts of one player each night and determine whether or not that player is in a cartel (i.e scans for werewolves).
Priest. Owns a casino, which is used as a front by a secret state orgainstion. Can obtain furtive access to the business plan of one player each night and determine whether or not that player is secretly preparing for strict legislation. (i.e. scans for sorcerers and cultists)
Cultist.* Owns a casino. Would prefer wolfs to win but hesitates to expose themself by getting their hands too dirty. Wins by being allied to a winning wolf pack. Starts unaligned, but has witness type powers for spotting wolfish activity.
Sorcerer* Owns a casino which is used as a front by a criminal organisation. Can case one casino each night to see if it is cooperating with a state organisation or being used as a base for nefarious activity. (scans for Seer and Priest, witness powers for wolf spotting) Wins if any wolfpack wins.
Apprentice Owns a casino. Will cooperate with the first secret organisation that makes them an offer they cant refuse, which may or may not have happened before the game starts. (unaligned apprentices become aligned with the first scanner to scan them. Aligned apprentices replace their master when the master is killed. Wins with village if unaligned, and their master if aligned)
GA Owns a casino. Has friends in the police who can be persuaded to secretly guard one other owner each night. Can never guard himself, nor the same person on consecutive nights. (It will normally not be clear to anyone why a hunt has failed, but the right witness in the right place at the right time might get the information)
Doc* Owns a casino. Has training in first aid and can attempt to save one fellow owner each night.

Other roles may be added to the list before the game starts, but every role that is in the game will be in this list at the start of the game. The only roles guaranteed to be in the game are villager, wolf and seer.

Blessed Will escape the first assination attempt on them.
Cursed Will convince their assassins to recruit rather than kill them.
Witness* Has a one-off chance of spotting what is going on at night. This depends on putting in the witness order PM close enough in time to the nightly activity order. The longer the game goes on, the greater the time window in which the witness may see something. The closer the timing on the orders, the more information the wtness will get.
Brutal Has secret information which can be divulged under police questioning to implicate another owner. (i.e. can take someone with them when lynched)
Hunter* Has a devoted personal bodyguard who may or may not manage to take one of the assassins with him, or who may be sacrificed in a pre-emptive strike. (i.e. has a chance of taking a wolf with them when hunted, or can use up the trait with a one-off hunt order)
Leader First class MBA who is capable of redirecting the lynch. Can only redirect the lynch to someone who is voting for them, or who they are voting for. Loses credibility if a good owner is leader lynched.
2nd in command Upper second class MBA who inherits leader abilities when leader loses them by death or dishonour.
3rd in command Lower second class MBA who inherits leader abilities when leader and 2nd in command are no longer available to use them.

Other traits may be added before the game starts. No traits are guaranteed to be in the game, but all traits that are in the game will be listed before the game starts.

The witness and hunter traits are liable to be lost if players openly reveal their powers.

NO DICE rules
Werewolfs. Have a pack ordering which is initially given in the setup. Sending in a hunt order promotes that wolf to the alpha position, so the pack eventually becomes ranked according to how recently they have submitted a hunt order. The pack ordering is used in determining which wolf is spotted (by a witness or doc saved character) or killed (by a hunter).
The pack must choose to kill by suffocation or bloodloss. A default method will be chosen for a pack in the setup, and used until changed. The kill method is used to determine whether the Doc saves a victim or not.
The pack must choose whether to stalk or rush. A default method will be chosen in the setup, and used until changed. The hunt method will be used to determine whether a hunter takes one of the wolves with him or not.

Doctor. A doctor must choose to resusitate or staunch wounds (it is up to the doctor to choose a method, the same method is used until changed, but if one is never chosen, the doctor will never save a patient). If the doctor chose the right counter to the wolf kill method, the patient will eventually recover, otherwise the patient will eventually die. A patient spends one day in limbo, during which they must act dead towards other players, but will be required to send an order to the GM. If the patient survives, the result of this order will be used to determine one of the attacking wolves they remember recognising. Further details will only be released to a patient if and when one exists. Wolves should expect that the patient is more likely to be able to recognise and remember the alpha wolf, but any of them might be revealed. A patient in the care of the doctor cannot be killed directly, but will die if the doctor dies before they recover.

Hunter. The hunter must chose to patrol or stay close. If the hunter patrols, they will get a shot off at a stalking wolf, if they stay close, they will get a shot off at a rushing wolf. The number of days since they changed their defense method is used to select the target. If he changed it on the night he is attacked, then the alpha wolf is shot, if the previous night, then the beta wolf, and so on.

Witness. A variety of witness powers may exist in the game. The relative timing of the witness order and the witnessed activity determine what, if anything, is seen. Witnesses may be restricted to spotting certain types of activity. e.g. a spiritually aware type of witness would be restricted to scanning activities, the traditional witness is restricted to spotting hunting activities, the spy type of witness is restricted to spotting the activities of a particular target. Where a witness can spot multiple activities, the one ordered closest in time to the witness order is the one seen. When a witness spots a wolf pack, the lead (alpha) wolf will be seen if the hunt order is earlier than the witness order, progressing through to the last of the pack if the hunt order falls at the end of the witnesses window.

The window in which activities can be seen expands as the game progresses. A traditional witness would start with a small window, perhaps 5 minutes, on day 1, which would expand to something quite large, maybe 12 hours, by day 10.

e.g. on a particular day a witness has a two hour window in which they can see hunts and submits their order at 1700 GMT. If a hunt is ordered between 1600 and 1759, they will see it. If multiple hunts are ordered in that period, they will see the one which is closest to 1700. If there are 4 wolves in the pack, a hunt order between 1600 and 1629 reveals the alpha wolf, between 1630 and 1659 reveals the beta wolf, and so on.

Witnesses with one-off use of their powers, but not cultists or sorcerers, may be allowed to choose a time for their look rather than restricted to the timestamp on the PM. If this is allowed it will be included in their role PM.

Those that get given witness powers will be given the specifics on their particular power. Only generalities on what might be possible will be published.

Cultist A cultist can attempt to witness a hunt every night, rather than the normal witness who is limited to one attempt. If the spotted wolf is seen in the first minute they could be spotted, the wolf will see the cultist watching them. e.g. in the above example a 1630 hunt order would reveal the beta wolf to the cultist and the cultist to the beta wolf. A cultist becomes aligned with a wolfpack by telling the GM that they are working on behalf of a wolf they have witnessed. Cultists may change alignment if all the wolves they have witnessed in their pack are dead. A cultist can only win by being aligned with the winning pack, and only counts towards parity for the pack when aligned with them.

Sorcerer The sorcerer's scan order doubles as a witness order on the scan target. If the target's pack issues a hunt order within the witness window, the target is witnessed as a wolf by the sorcerer. A sufficiently close match between the order times will result in the target being aware that they have been witnessed by a sorcerer, but not who the sorcerer is.
 
Last edited:

Yakman

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jonti-h

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randakar

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the first post said:
More on rules and roles later. See "The GM shouldn't roll dice" thread if you want a preview on the thinking behind what they are going to be. DON'T SIGN UP YET OR POST IN THIS THREAD YET.
Still in effect?

Otherwise: in! :p
 

unmerged(22072)

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Calamity

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Congratulations to: Yakman, Syber_Sid, jonti-h, raczynski and Kriszo who have volunteered for this role. At most one dead body is required for the game, so others may now sign up without risk.
Grats guys! :p

Also: In.
 

Tornadoli

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In.

By the way, would it be possible to post explanations of roles in "normal" werewolf language too? Would make it easier to understand.
 

walrus

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Hmmm, I can't resist werewolf, so In
 

Blade!

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marty99

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