Count me out of the next game, college and work are keeping me busy and I don't want to spend my free time refreshing a page every couple minutes.
Count me out of the next game, college and work are keeping me busy and I don't want to spend my free time refreshing a page every couple minutes.
As I said before, I'm out for the next game. Work is picking up and my wedding is a month away (literally a month from today).
Clownbaby: How many radios were in the game? I got lucky and found one early on and then Artful, who was on my team, also found one. I noticed that two teams had a requirement to have a radio, so I was curious if we had the only radios in the game.
There were four radios in the game. I forget how many were found, at least 3.
Here are all of the hidden items:
Farm (G4) Sickle
Equipment Shed (I6) Wrench
Residential (K4) Knife
Residential (K4) Bag
Residential (L5) Handgun
Residential (L5) Bullets
Residential (L5) Bread
Clinic (D7) Bandages
Clinic (D7) Sedative
Well House (E2) Water Jug
Well House (E2) Bullets
Lighthouse (L9) Tazer
Lighthouse (L9) Sleeping Bag
Lighthouse (L9) Stale Bread
Hill 1 (J3) Tent
Hill 2 (C4) Can of Beans
Hill 2 (C4) Sleeping Bag
Mountain (A4) Compass
Lighthouse (L9) Radio
Well House (E2) Radio
Farm (G4) Radio
Hill 1 (J3) Flare Gun
Equipment Shed (I6) Rope
Clinic (D7) Sedative
Hill 2 (C4) Rope
Mountain (A4) Radio
Mountain (A4) Rope


















So here are some random, scattered thoughts about this game:
Knowing exactly what team you're on from the beginning basically makes this game not-Werewolf at all. If you look at ClownBaby's recap, you'll see that I was on a team all on my own. If the game weren't already moving incredibly slowly, I'd have just avoided everybody, at least until the walls started closing in. I ended up playing loose on strategy because I sort of just wanted to speed things along.
Another thing that I think made the game unsuitable for forum play is that there was literally no discussion required. I tried to bandy about a bit in the beginning, but this was all movement and action. The Cylon Hunters game was similar in this regard.
Since the teams were known, I think that having some sort of penalty for inaction after 24 hours should have been instituted. In standard Werewolf we normally don't force abstains because then the offender has plausible deniability for the outcome, but for this, since you already know who your friends and enemies are, that's not a factor.
For the upcoming game, I'd be interested to see how Byronic's rule set works with more people. I still think that the Witch is overpowered with only 7-8 players, but it'd likely be more balanced with more players. Also, Cupid would be less annoying with more players, although Cupid himself would gain less information with respect to the size of the group.
I didn't like the witch having BOTH potions in the small games, way overpowered. But in a larger group it could work.
I like the Vigilante change, and cupid would be more balanced as well.
I'd definitely like to see how it works with a closer number to our full group.
If we get 12 players we can add in a third wolf and the Little Girl.
I'm happy to win, and even happier it's finally over.
Anyway, I'm down for a more traditional game.
I probably wouldn't have made it to the end if you hadn't patched me up. I think we coordinated pretty well together for the few turns we were able to communicate, Dexters bloodied corpse is a testament to that. The best part was asking FTR to pitch in and attack him with us, Dexters reaction to the triple team gave me a good chuckle.
Yeah, what the heck, FTR?
Also, I'm in.
Also also, I still don't really see how the Little Girl is going to work in this setting. She gets to see one PM, with names redacted, how is she possibly noticed by the Werewolves?
We were the most successful tag team since Too
Cool.
image-2922060510.jpg
Yeah, what's the deal with this? Are we doing another? Is Byronic moderating? I can moderate if he doesn't want to.
Sorry, was a little busy this weekend. We can give it another night to see if anybody else wants to join up and kick it off tomorrow.
To answer your question about the LG, she gets noticed if she picks a PM in the chain of PMs between the wolves that never happened. So for instance, if the wolves exchange a total of six PMs on that night but the LG asks to see the eight PM, she overplays her hand and the wolves get her. (Kind of like opening your eyes too wide in real life.) Does that make sense?
What are opinions on the Witch? Should she have two potions (one killing, one healing) for the next game or just the one potion (can cure or heal, but one-use either way)?
In for next:
1. Zombie Platypus
2. Usedtabe
3. Artful-dodgeR
4. Muckfoot
5. Mighty Hatman
6. ClownBaby
7. Bizarro
8. Dexter
If there are only eight of us, I think the Witch should only get one potion rather than both. Still having the choice of which is good though.
I'm with Dexter "Loverboy" 345 in that I'd prefer single potion with such low numbers.
I too also agree with the Witch thing, as well. They should get to choose but if there are only 2 wolves they should only get to use one or the other.


















We should have a new player joining the game. I'll txt him.