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Other => Off-Topic => The Werewolf Game => Topic started by: davy on November 17, 2016, 08:23:07 AM

Poll
Question: Yes we are Dude, didn't you see?
Option 1: Olimar12345's game
Option 2: olimar12345's game
Option 3: Maelstrom as a wolf
Option 4: time dilation
Title: TWG XCII Player Sign Ups
Post by: davy on November 17, 2016, 08:23:07 AM
There seems to be enough interest in another TWG game, so I'm putting this up.

In for hosting only.

Players:

1. Dudeman
2. Olimar12345
3. Maelstrom
4. Dude
5. NocturneOfShadow
6. TheZeldaPianist275
7. Shadowkirby
8. BlackDragonSlayer
9. dajwxp
10. FireArrow

Potential Hosts:

1. davy
2. Olimar12345
Title: Re: TWG XCII Player Sign Ups
Post by: Dudeman on November 17, 2016, 08:23:44 AM
In.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 17, 2016, 08:43:51 AM
Would not mind playing or hosting.
Title: Re: TWG XCII Player Sign Ups
Post by: Maelstrom on November 17, 2016, 10:33:39 AM
In
Title: Re: TWG XCII Player Sign Ups
Post by: Dude on November 17, 2016, 12:29:49 PM
Sure
Title: Re: TWG XCII Player Sign Ups
Post by: mikey on November 17, 2016, 01:15:13 PM
In
Title: Re: TWG XCII Player Sign Ups
Post by: TheZeldaPianist275 on November 17, 2016, 06:07:18 PM
Why not?
Title: Re: TWG XCII Player Sign Ups
Post by: EFitTrainr on November 17, 2016, 06:18:24 PM
I'll play.
Title: Re: TWG XCII Player Sign Ups
Post by: BlackDragonSlayer on November 17, 2016, 10:09:20 PM
In.
Title: Re: TWG XCII Player Sign Ups
Post by: daj on November 17, 2016, 10:26:38 PM
So dang in for this ^^
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 19, 2016, 08:40:29 AM
Edit: new game is posted here:
http://forum.ninsheetmusic.org/index.php?topic=8957.msg359288#msg359288


old game
The TWG nobody wanted

9 players

The Space Pirates & Goliath Beetle know each other. This team gets to secretly kill off one marine per night phase.

1 Goliath Beetle - is a Goliath Beetle.
2 Space Pirate with Binoculars - can seer once per night phase.
3 Green Space Pirate - knows that they are green.

The Galactic Federation Force can team up on day phases and work together to kill off one player, (lynch) in the hopes that they don't miss and accidentally hit one of their teammates. Cloaking technology hides the Space Pirates (and even the Goliath Beetle) among the group and they cant figure out who's who. The Space Pirate technology is ever evolving, and they even remain cloaked after death (no card-flips). However, hey are aided by two soldiers who specialize in visual and defensive aid.

4 Marine 1
5 Marine 2
6 Marine 3
7 Red Marine 4 - seered red. They are still covered in a monsters blood from a previous mission, but are colorblind or something.
8 Shield Marine - controls a shield generator and can protect one player per night phase. The machine malfunctions when they attempt to use it on themselves though.
9 Intelligence Marine - Is testing a secret new color-revealing technology and can seer one player per night phase. 

[close]
Title: Re: TWG XCII Player Sign Ups
Post by: Dudeman on November 19, 2016, 08:43:24 AM
A vanilla TWG but with Federation Force?


Eh, why not.
Title: Re: TWG XCII Player Sign Ups
Post by: mikey on November 19, 2016, 03:35:15 PM
Lol that subtle burn
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 20, 2016, 02:20:58 AM
Potential host should post their games before november 22nd 12:00PM CET
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 20, 2016, 02:26:52 AM
TWG XCII: How to Kill TWG

There's no seering in this game, so colors are just for convenience.

Wolves
1. Breaking the rules - Can wolf a player during the night phase. If he wolves a player, Inactivity cannot use its power during the same night phase.
2. Inactivity - Cannot wolf. Each night phase can target one player, except himself or Breaking the rules. That player loses his vote. If Inactivity uses its power, Breaking the rules cannot wolf during the same night phase. Inactivity's voting power changes based on the amount of times it succesfully caused a player to lose its vote:
        0 times: vote counts for 1
        1 time: vote counts for 1,01
        2 times: vote counts for 2,01
        3 times or more: Any vote he casts immediately causes an insta.

Humans:
3. TWC Member - Known for his abuse of power frivolousness, he can ban (=vigi) one player each night phase. Additionally, during any phase, but one time only, he can post the name of a player that was vigi'd followed by 'that ban was just a joke, also, frivolous.' to revive that player at the end of the phase.
4. Host - In an attempt to keep his game alive he can convince a player to keep playing (=guard) each night phase. This protects them from both Inactivity and Breaking the rules. Cannot guard self. Each time he guards a player that was also guarded the night phase before, a random human other than the host and the guarded player loses his vote, because the game is no fun if the host has favorites. This loss of votes doesn't count towards Inactivity's voting power, unless Inactivity targets the same player at any point in the game.
5. Human
6. Human
7. Human
8. Human
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 20, 2016, 02:32:27 AM
Quote from: Olimar12345 on November 19, 2016, 08:40:29 AMThe TWG nobody wanted
Spoiler
9 players

The Space Pirates & Goliath Beetle know each other. This team gets to secretly kill off one marine per night phase.

1 Goliath Beetle - is a Goliath Beetle.
2 Space Pirate with Binoculars - can seer once per night phase.
3 Green Space Pirate - knows that they are green.

The Galactic Federation Force can team up on day phases and work together to kill off one player, (lynch) in the hopes that they don't miss and accidentally hit one of their teammates. Cloaking technology hides the Space Pirates (and even the Goliath Beetle) among the group and they cant figure out who's who. The Space Pirate technology is ever evolving, and they even remain cloaked after death (no card-flips). However, hey are aided by two soldiers who specialize in visual and defensive aid.

4 Marine 1
5 Marine 2
6 Marine 3
7 Red Marine 4 - seered red. They are still covered in a monsters blood from a previous mission, but are colorblind or something.
8 Shield Marine - controls a shield generator and can protect one player per night phase. The machine malfunctions when they attempt to use it on themselves though.
9 Intelligence Marine - Is testing a secret new color-revealing technology and can seer one player per night phase.
[close]

Three wolves versus six humans means that humans cannot mislynch even once (human is wolf'd, human is lynched, human is wolf'd). I suggest changing one wolf to a normal human, so humans can afford exactly one mislynch. Also, since you are on the player list and I won't be playing, there are only eight players for your game unless someone else signs up.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 20, 2016, 05:01:27 AM
^ you're wrong and your game needs to be edited too. There are a total of 8 players if I host, but 9 players if you host. Check the op.

Also thanks I'll balance my game.
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 20, 2016, 06:23:16 AM
Quote from: Olimar12345 on November 20, 2016, 05:01:27 AMThere are a total of 8 players if I host, but 9 players if you host.

This is true, but I've decided to keep my game at 8 players so that we can have a replacement if someone becomes inactive in my game.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 20, 2016, 10:40:33 AM
Rather than revise my old game, I tried to write another based on one of mashis coolest gaems:

Spoiler
Twg Big Band

Behold, we have an average high school big band. No one is really that good of a player and everyone fits a negative stereotype of their instrument. Three teams make up the band: the rhythm section and the horns, divided into brasses and woodwinds.

There are no day and night phases, and no werewolves. Instead, the game will run on a cycle of phases explained below. During 48 hour phases, players can choose to kill off another player by staring at them, making them nervous until they die (lynching). Players may vote on a specific player to kill (by posting that players name in bold like normal) OR may choose to not risk a death in the band by voting "abstaining." If a player does not vote, their vote does not go towards the abstaining count. The game ends when the tune ends (at the end of all phases), so there can be multiple ranked winners.

Players may choose to try to win on their own or as a team with their section. Alone their individual win conditions can be more difficult to complete than they are when they work together, and sometimes vice-versa. A player who has failed to meet their individual win condition may still win as a section if their sections' win condition is met (and vice-versa).

Some roles will have abilities and some will not. Some roles will have curses, and some will not. Nobody knows the identity of the members of the band, because they all forgot or something. Anyone who disobeys a curse dies without winning, even if the offense takes place after a victory is obtained. 

The Form of the Tune (phases):
1. Intro - 24 hours
2. Vamp - 24 hours
3. Head (1) - 48 hours
4. Head (2) - 48 hours
5. Solo Break - 24 hours
6. Alto Solo - 48 hours
7. Interlude - 24 hours
8. Piano Solo - 48 hours
9. Sax Soli - 24 hours
10. Shout Chorus - 48 hours
11. Head (3) - 48 hours
12. Ending - 24 hours

(This is the equivalent of six day and night phases, just out of order)

The game may end prematurely if it is no longer possible for the remaining players to meet their victory conditions.

Players:
1 Lead Alto
2 Tenor II
3 Bari
4 Bone II
5 Lead Trumpet
6 Pianist
7 Bassist
8 Drummer

Rhythm
Drummer - Wins if at least three other players achieve their win conditions. Ability: can revive a player once per 24 hour phase (PM the director). The drummer is also immune to vigis. Curse: cannot communicate through pm's because he can't hear them (it's too loud that close to the drummer).
Bassist - wins if they are alive during the Ending phase.
Pianist - is obsessive and wins if they can correctly guess all of the roles before the Alto Solo. Bonus points if they post a YouTube video of a track from the album Basie Straight Ahead during the piano solo. Ability: can Vigi once per 24 hour phase (PM the director).

Rhythm section win condition:
All rhythm section players win if the soloist is alive and isn't killed during their solos (ex: Alto is alive for the alto solo). At least two of the rhythm section players (one of which must be the Drummer) must at least be alive during these phases for it to count as a victory. Bonus points if the Pianist and/or Drummer have already won.


Brass
Lead Trumpet - Wins when one player from each section (rhythm, brass, and woodwind) is lynched. Ability: vote counts twice during the second head, interlude, and shout chorus sections. Curse: This player's ego prevents them from abstaining or not voting during 48 hour phases.
Bone II - Plays the head with Tenor II, so they win if they are both alive during all three Head sections (phases). Ability: can hit one saxophone player with their slide (can use this ability twice). If used during a 24 hour phase, the target player dies. If used during a 48 hour phase, the target's lynch vote does not count. If a non-saxophonist is targeted, the trombonist throws their slide straight up in the air and it knocks them out, reversing the effect back onto themselves. (PM the director to use)

Brass section win condition:
The brass section wins if the page count exceeds 20 pages. In order to prevent spamming, there cannot be more than three posts by brass players in a row.
OR
if the Lead Alto does not meet their win conditions (ex: the Lead Trumpet is vigi'd).


Woods
Lead Alto - wins if the lead trumpet player is lynched while alive. Bonus points if this player posts a YouTube video of a transcribed Charlie Parker solo during the alto solo phase.
Tenor II - Plays the head with Bone II, so they win if they are both alive during all three Head sections (phases). Curse: at the beginning of every phase, they cannot post until the Lead Alto posts.
Bari - Wins when they're lynched. ability: can revive another player during 24 hour phases (PM the director). Use 2 times total.

Woodwind section win condition:
All three sax players must be alive and post the same YouTube video of a big band arrangement that contains a saxophone soli during the Sax Soli phase. Bonus points if the alto has already won by this point.

May need help with balancing.
[close]
Title: Re: TWG XCII Player Sign Ups
Post by: FireArrow on November 20, 2016, 05:19:11 PM
in rebalance those games nubs
Title: Re: TWG XCII Player Sign Ups
Post by: daj on November 20, 2016, 05:22:17 PM
me confuzzled D:

(though um, once the game is settled i guess things will work out??)
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 20, 2016, 05:33:39 PM
I think I can easily add another brass player and edit their group wincon and be fine.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 20, 2016, 10:58:00 PM
revised:

Spoiler
TWG Big Band

Behold, we have an average high school big band. No one is really that good of a player and everyone fits a negative stereotype of their instrument. Three teams make up the band: the rhythm section and the horns, divided into brasses and woodwinds.

There are no day and night phases, and no werewolves. Instead, the game will run on a cycle of phases explained below. During 48 hour phases, players can choose to kill off another player by staring at them, making them nervous until they die (lynching). Players may vote on a specific player to kill (by posting that players name in bold like normal) OR may choose to not risk a death in the band by voting "abstaining." If a player does not vote, their vote does not go towards the abstaining count. The game ends when the tune ends (at the end of all phases), so there can be multiple ranked winners.

Players may choose to try to win on their own or as a team with their section. Alone their individual win conditions can be more difficult to complete than they are when they work together, and sometimes vice-versa. A player who has failed to meet their individual win condition may still win as a section if their sections' win condition is met (and vice-versa).

Some roles will have abilities and some will not. Some roles will have curses, and some will not. Nobody knows the identity of the members of the band, because they all forgot or something. Anyone who disobeys a curse dies without winning, even if the offense takes place after a victory is obtained. 

The Form of the Tune (phases):
1. Intro - 24 hours
2. Vamp - 24 hours
3. Head (1) - 48 hours
4. Head (2) - 48 hours
5. Solo Break - 24 hours
6. Alto Solo - 48 hours
7. Interlude - 24 hours
8. Piano Solo - 48 hours
9. Sax Soli - 24 hours
10. Shout Chorus - 48 hours
11. Head (3) - 48 hours
12. Ending - 24 hours

(This is the equivalent of six day and night phases, just out of order)

The game may end prematurely if it is no longer possible for the remaining players to meet their victory conditions.

Players:
1 Lead Alto
2 Tenor II
3 Bari
4 Lead Trumpet
5 Bone II
6 Bass Bone
7 Drummer
8 Pianist
9 Bassist

Rhythm
Drummer - Wins if at least three other players achieve their win conditions. Ability: can revive a player once per 24 hour phase (PM the director). The drummer is also immune to vigis. Curse: cannot communicate through pm's because he can't hear them (it's too loud that close to the drummer).
Bassist - wins if they are alive during the Ending phase.
Pianist - is obsessive and wins if they can correctly guess all of the roles before the Alto Solo. Bonus points if they post a YouTube video of a track from the album Basie Straight Ahead during the piano solo. Ability: can Vigi once per 24 hour phase (PM the director).

Rhythm section win condition:
All rhythm section players win if the soloist is alive and isn't killed during their solos (ex: Alto is alive for the alto solo). At least two of the rhythm section players (one of which must be the Drummer) must at least be alive during these phases for it to count as a victory. Bonus points if the Pianist and/or Drummer have already won.


Brass
Lead Trumpet - Wins when one player from each section (rhythm, brass, and woodwind) is lynched. Ability: vote counts twice during the second head, interlude, and shout chorus sections. Curse: This player's ego prevents them from abstaining or not voting during 48 hour phases.
Bone II - Plays the head with Tenor II, so they win if they are both alive during all three Head sections (phases). Ability: can hit one saxophone player with their slide (can use this ability twice). If used during a 24 hour phase, the target player dies. If used during a 48 hour phase, the target's lynch vote does not count. If a non-saxophonist is targeted, the trombonist throws their slide straight up in the air and it knocks them out, reversing the effect back onto themselves (PM the director to use).
Bass Bone Wins if they and the Bari player are still alive during the Interlude Phase. Curse: This chair requires careful attention to punctuation. This player must always end their sentences with a period, question mark, exclamation point, etc. Be careful.


Brass section win condition:
The brass section wins if the page count exceeds 30 pages. In order to prevent spamming, there cannot be more than three posts by brass players in a row.
OR
if the Lead Alto does not meet their win conditions (ex: the Lead Trumpet is vigi'd).


Woods
Lead Alto - wins if the lead trumpet player is lynched while alive. Bonus points if this player posts a YouTube video of a transcribed Charlie Parker solo during the alto solo phase.
Tenor II - Plays the head with Bone II, so they win if they are both alive during all three Head sections (phases). Curse: at the beginning of every phase, they cannot post until the Lead Alto posts.
Bari - Wins when they're lynched. Ability: can revive another player during 24 hour phases (PM the director). Use 2 times total.

Woodwind section win condition:
All three sax players must be alive and post the same YouTube video of a big band arrangement that contains a saxophone soli during the Sax Soli phase. Bonus points if the alto has already won by this point.


(See this game (http://forum.ninsheetmusic.org/index.php?topic=6250.0) for details on execution)

May need help with balancing still.
[close]
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 21, 2016, 02:15:17 PM
Quote from: Olimar12345 on November 20, 2016, 10:58:00 PMDuring 48 hour phases, players can choose to kill off another player by staring at them, making them nervous until they die (lynching). Players may vote on a specific player to kill (by posting that players name in bold like normal) OR may choose to not risk a death in the band by voting "abstaining." If a player does not vote, their vote does not go towards the abstaining count.

Just making sure, if there are more votes for abstaining then for anyone of the players, no one is lynched?

Quote from: Olimar12345 on November 20, 2016, 10:58:00 PMDrummer - Wins if at least three other players achieve their win conditions. Ability: can revive a player once per 24 hour phase (PM the director). The drummer is also immune to vigis. Curse: cannot communicate through pm's because he can't hear them (it's too loud that close to the drummer).

Is there a maximum number of times the drummer can use his ability?

Quote from: Olimar12345 on November 20, 2016, 10:58:00 PMRhythm section win condition:
All rhythm section players win if the soloist is alive and isn't killed during their solos (ex: Alto is alive for the alto solo). At least two of the rhythm section players (one of which must be the Drummer) must at least be alive during these phases for it to count as a victory. Bonus points if the Pianist and/or Drummer have already won.
Is the rythem section only victorious if the soloist of every solo is alive during the solo, or does it only have to happen once? For the sax soli, do all the sax players have to be alive for it to count forthis victory condition?

Quote from: Olimar12345 on November 20, 2016, 10:58:00 PMLead Trumpet - Wins when one player from each section (rhythm, brass, and woodwind) is lynched. Ability: vote counts twice during the second head, interlude, and shout chorus sections. Curse: This player's ego prevents them from abstaining or not voting during 48 hour phases.

The interlude is not a 48 hour phase.



For ballance, it is important that for every victory condition, there should at least be one other player that has an incentive to make sure that victory condition isn't met. Also, for every such player they need to have a means to prevent that victory condition.

Most importantly, the team victories should be incompatible. In this version of the game, if everyone decides to go for team victory, everyone goes for abstaining from voting each phase, one of the sax players claims and they post their youtube link and everybody wins without there being any sort of competition.

Since you've made so many abilities dependant on certain phases, it's even possible for every player to win with individual win conditions, so those should be balanced as well.
Title: Re: TWG XCII Player Sign Ups
Post by: FireArrow on November 21, 2016, 07:43:03 PM
yayyyy

and yayyy davy advice
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 21, 2016, 08:23:57 PM
Thanks for the advice davy. Lord knows I needed it lol.

Quote from: davy on November 21, 2016, 02:15:17 PMJust making sure, if there are more votes for abstaining then for anyone of the players, no one is lynched?

Correct, that was my initial idea. Thinking about cutting that out though.

Quote from: davy on November 21, 2016, 02:15:17 PMIs there a maximum number of times the drummer can use his ability?
Is the rythem section only victorious if the soloist of every solo is alive during the solo, or does it only have to happen once? For the sax soli, do all the sax players have to be alive for it to count forthis victory condition?

I intended there to not be a limit on the drummers ability, simply because the curse was so strong of a nerf. I'm considering changing that to two or three times only or something.

The pianist has to be alive to play their solo and the alto has to be alive to play their solo for the rhythm section to win.

All saxes must be alive for the group wincon.

Quote from: davy on November 21, 2016, 02:15:17 PMThe interlude is not a 48 hour phase.

Good catch. Fixed.

Quote from: davy on November 21, 2016, 02:15:17 PMFor ballance, it is important that for every victory condition, there should at least be one other player that has an incentive to make sure that victory condition isn't met. Also, for every such player they need to have a means to prevent that victory condition.

Most importantly, the team victories should be incompatible. In this version of the game, if everyone decides to go for team victory, everyone goes for abstaining from voting each phase, one of the sax players claims and they post their youtube link and everybody wins without there being any sort of competition.

Since you've made so many abilities dependant on certain phases, it's even possible for every player to win with individual win conditions, so those should be balanced as well.

Thanks so much, these are things I needed to hear. Version 3.0 is coming soon.
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 23, 2016, 10:18:42 AM
I'm going to retract my game since it wasn't made for 10 players and I don't feel like keeping two players as substitutes.

Olimar may host his game once it's properly balanced. On that note, I would appreciate it if you would post version 3.0 soon.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 24, 2016, 09:31:00 AM
3.0

TWG Big Band

Behold, we have an average high school big band. No one is really that good of a player and everyone fits a negative stereotype of their instrument. Three teams make up the band: the rhythm section and the horns, divided into brasses and woodwinds.

There are no day and night phases, and no werewolves. Instead, the game will run on a cycle of phases explained below. During 48 hour phases, players choose to kill off one player by staring at them, making them nervous until they die (lynching). The game ends when the tune ends (at the end of all phases), so there can be multiple ranked winners.

Players may choose to try to win on their own or as a team with their section. Alone their individual win conditions can be more difficult to complete than they are when they work together, and sometimes vice-versa. A player who has failed to meet their individual win condition may still win as a section if their sections' win condition is met (and vice-versa).

Some roles will have abilities and some will not. Some roles will have curses, and some will not. Nobody knows the identity of the members of the band, because they all forgot or something. Anyone who disobeys a curse is banished and dies without winning, even if the offense takes place after a victory is obtained. 

The Form of the Tune (phases):
1. Intro - 24 hours
2. Vamp - 24 hours
3. Head (1) - 48 hours
4. Head (2) - 48 hours
5. Solo Break - 24 hours
6. Alto Solo - 48 hours
7. Interlude - 24 hours
8. Piano Solo - 48 hours
9. Sax Soli - 24 hours
10. Shout Chorus - 48 hours
11. Head (3) - 48 hours
12. Ending - 24 hours

(This is the equivalent of six day and night phases, just out of order)

The game may end prematurely if it is no longer possible for the remaining players to meet their victory conditions.

Players:
1 Lead Alto
2 Tenor II
3 Bari
4 Lead Trumpet
5 Bone II
6 Bass Bone
7 Drummer
8 Pianist
9 Bassist

Rhythm
Drummer - Wins if at least four other players achieve their win conditions while the Drummer is alive. Ability: can revive a player once per 24 hour phase (PM the Director to use). Use 2 times total. The drummer can survive one vigi. Curse: cannot communicate through pm's because he can't hear them (it's too loud that close to the drummer).
Bassist - Wins if they are alive during the Ending phase.
Pianist - Is obsessive and wins if they can correctly guess all of the roles before the Alto Solo. They have three tries to guess all the Roles while alive (does so by pm-ing the Director). Bonus points if they post a YouTube video of a track from the album Basie Straight Ahead during the piano solo. Ability: can seer another player's color once every 24 hour phase. (PM the Director to use). The Pianist is immune to vigis. Curse: one player is randomly killed upon achieving victory.

Rhythm section win condition:
All rhythm section players win if both of the soloists are alive during their solos (ex: Alto is alive for the alto solo). At least two of the rhythm section players (one of which must be the Bassist) must at least be alive during these phases for it to count as a victory. Bonus points if the Pianist and/or Drummer have already won.


Brass
Lead Trumpet - Wins when one player from each section (rhythm, brass, and woodwind) is killed while the Lead Trumpet player is alive. Ability: lynch votes count twice during the second head, shout chorus, and third head sections. Curse: This player's ego prevents them from not voting during 48 hour phases, i.e. this player must always vote. No safety-votes.
Bone II - Plays the head with Tenor II, so they win if they are both alive during all three Head sections (phases). Ability: can hit one saxophone player with their slide (can use this ability twice). If used during a 24 hour phase, the target player dies. If used during a 48 hour phase, the target's lynch vote does not count. If a non-saxophonist is targeted, the trombonist throws their slide straight up in the air and it knocks them out, reversing the effect back onto themselves (PM the Director to use).
Bass Bone Wins if no more than four people meet win conditions. Ability: can Vigi once per 24 hour phase (PM the director). Curse: This chair requires careful attention to punctuation. This player must always end their sentences with a period, question mark, exclamation point, etc. Be careful.

Brass section win condition:
All brass players win if a 48 hour phase occurs in which all rhythm section players are dead. At least two brass players (one of which must be the Lead Trumpet player) must at least be alive during these phases for it to count as a victory. Bonus points if the Lead Trumpet player and/or Bass Bone have already won.


Woods
Lead Alto - wins if the Lead Trumpet player is lynched while the Lead Alto is alive. Bonus points if this player posts a YouTube video of a transcribed Charlie Parker solo during the alto solo phase.
Tenor II - Plays the head with Bone II, so they win if they are both alive during all three Head sections (phases). Curse: at the beginning of every phase, they cannot post until the Lead Alto posts. If the Lead Alto player is dead, they must wait until at least four other players post before being able to post freely.
Bari - Wins if they're lynched. Ability: can revive another player during 24 hour phases (PM the Director to use). Use 2 times total.

Woodwind section win condition:
All woodwind players win if a 24 hour phase occurs in which the Lead Trumpet, Bassist, and Bass Bone players are dead. At least two woodwind players (one of which must be the Bari) must at least be alive during these phases for it to count as a victory. Bonus points if victory is achieved before the Sax Solo phase and each player posts a YouTube video of a big band arrangement that contains a saxophone soli during the Sax Soli phase.


(See this game (http://forum.ninsheetmusic.org/index.php?topic=6250.0) for details on game execution)

How does this look, davy?
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 24, 2016, 02:33:10 PM
Quote from: Olimar12345 on November 24, 2016, 09:31:00 AM3.0

TWG Big Band
Spoiler
Behold, we have an average high school big band. No one is really that good of a player and everyone fits a negative stereotype of their instrument. Three teams make up the band: the rhythm section and the horns, divided into brasses and woodwinds.

There are no day and night phases, and no werewolves. Instead, the game will run on a cycle of phases explained below. During 48 hour phases, players choose to kill off one player by staring at them, making them nervous until they die (lynching). The game ends when the tune ends (at the end of all phases), so there can be multiple ranked winners.

Players may choose to try to win on their own or as a team with their section. Alone their individual win conditions can be more difficult to complete than they are when they work together, and sometimes vice-versa. A player who has failed to meet their individual win condition may still win as a section if their sections' win condition is met (and vice-versa).

Some roles will have abilities and some will not. Some roles will have curses, and some will not. Nobody knows the identity of the members of the band, because they all forgot or something. Anyone who disobeys a curse is banished and dies without winning, even if the offense takes place after a victory is obtained. 

The Form of the Tune (phases):
1. Intro - 24 hours
2. Vamp - 24 hours
3. Head (1) - 48 hours
4. Head (2) - 48 hours
5. Solo Break - 24 hours
6. Alto Solo - 48 hours
7. Interlude - 24 hours
8. Piano Solo - 48 hours
9. Sax Soli - 24 hours
10. Shout Chorus - 48 hours
11. Head (3) - 48 hours
12. Ending - 24 hours

(This is the equivalent of six day and night phases, just out of order)

The game may end prematurely if it is no longer possible for the remaining players to meet their victory conditions.

Players:
1 Lead Alto
2 Tenor II
3 Bari
4 Lead Trumpet
5 Bone II
6 Bass Bone
7 Drummer
8 Pianist
9 Bassist

Rhythm
Drummer - Wins if at least four other players achieve their win conditions while the Drummer is alive. Ability: can revive a player once per 24 hour phase (PM the Director to use). Use 2 times total. The drummer can survive one vigi. Curse: cannot communicate through pm's because he can't hear them (it's too loud that close to the drummer).
Bassist - Wins if they are alive during the Ending phase.
Pianist - Is obsessive and wins if they can correctly guess all of the roles before the Alto Solo. They have three tries to guess all the Roles while alive (does so by pm-ing the Director). Bonus points if they post a YouTube video of a track from the album Basie Straight Ahead during the piano solo. Ability: can seer another player's color once every 24 hour phase. (PM the Director to use). The Pianist is immune to vigis. Curse: one player is randomly killed upon achieving victory.

Rhythm section win condition:
All rhythm section players win if both of the soloists are alive during their solos (ex: Alto is alive for the alto solo). At least two of the rhythm section players (one of which must be the Bassist) must at least be alive during these phases for it to count as a victory. Bonus points if the Pianist and/or Drummer have already won.


Brass
Lead Trumpet - Wins when one player from each section (rhythm, brass, and woodwind) is killed while the Lead Trumpet player is alive. Ability: lynch votes count twice during the second head, shout chorus, and third head sections. Curse: This player's ego prevents them from not voting during 48 hour phases, i.e. this player must always vote. No safety-votes.
Bone II - Plays the head with Tenor II, so they win if they are both alive during all three Head sections (phases). Ability: can hit one saxophone player with their slide (can use this ability twice). If used during a 24 hour phase, the target player dies. If used during a 48 hour phase, the target's lynch vote does not count. If a non-saxophonist is targeted, the trombonist throws their slide straight up in the air and it knocks them out, reversing the effect back onto themselves (PM the Director to use).
Bass Bone Wins if no more than four people meet win conditions. Ability: can Vigi once per 24 hour phase (PM the director). Curse: This chair requires careful attention to punctuation. This player must always end their sentences with a period, question mark, exclamation point, etc. Be careful.

Brass section win condition:
All brass players win if a 48 hour phase occurs in which all rhythm section players are dead. At least two brass players (one of which must be the Lead Trumpet player) must at least be alive during these phases for it to count as a victory. Bonus points if the Lead Trumpet player and/or Bass Bone have already won.


Woods
Lead Alto - wins if the Lead Trumpet player is lynched while the Lead Alto is alive. Bonus points if this player posts a YouTube video of a transcribed Charlie Parker solo during the alto solo phase.
Tenor II - Plays the head with Bone II, so they win if they are both alive during all three Head sections (phases). Curse: at the beginning of every phase, they cannot post until the Lead Alto posts. If the Lead Alto player is dead, they must wait until at least four other players post before being able to post freely.
Bari - Wins if they're lynched. Ability: can revive another player during 24 hour phases (PM the Director to use). Use 2 times total.

Woodwind section win condition:
All woodwind players win if a 24 hour phase occurs in which the Lead Trumpet, Bassist, and Bass Bone players are dead. At least two woodwind players (one of which must be the Bari) must at least be alive during these phases for it to count as a victory. Bonus points if victory is achieved before the Sax Solo phase and each player posts a YouTube video of a big band arrangement that contains a saxophone soli during the Sax Soli phase.


(See this game (http://forum.ninsheetmusic.org/index.php?topic=6250.0) for details on game execution)
[close]
How does this look, davy?


I don't like how the team victory conditions depend on different phases. It took me some time, but I managed to figure out how the three team victory conditions can still be reached:

Kill Lead Trumpet, Bassist and Bass Bone in the first three phases.
Woodwinds get victory condition during Solo Break
Bassist is revived in Solo Break.
Drummer is lynched in a Solo
Rythm wins during Piano Solo
Bassist is vigi'd in Sax Soli, Pianist is Lynched in Shout Chorus
Brass wins in 3rd head.

Even if two teams can win in the same game (which is quite possible this game), they could team up, overpower the other team and achieve victory together. I would suggest taking one specific phase for the team victory conditions so it will become absolutely impossible for multiple teams to win together. You can then leave the other phases for individual victory conditions.

For the individual victory conditions:

Drummer doesn't win with Bass Bone and vice versa.
Pianist doesn't win with the player he kills except Drummer, Bass Bone, players that already achieved their victory, and any player that gets revived after Pianist kill. Therefore I suggest adding that the player killed by the Pianist cannot be revived.
Bari wins when lynched and atm nobody will care.
Lead Trumpet can lynch Drummer, Bass Bone and Bari and they won't care (okay, Bass Bone may care a little but still).
Lead Trumpet doesn't win with Lead Alto, unless Lead Trumpet wins first. Lead Alto is capable of winning with Lead Trumpet. Brass section will cry when Lead Trumpet is lynched, though.
Bassist, Bone II and Tenor II depend on surviving and no one wants specificly them dead. Bassist is a big target for team victory, though.

The interaction in the individual victory conditions is a lot better than before. Drummer and Bass Bone are fine. Pianist is almost there. Bassist, Lead Trumpet, Bone II, and the entire woodwins victory conditions still need some tweaking.
Title: Re: TWG XCII Player Sign Ups
Post by: FireArrow on November 24, 2016, 03:15:13 PM
I thinks it's fine if individual win conditions coincide with other individual win conditions outside of their section. It makes for a really interesting dynamic.
Title: Re: TWG XCII Player Sign Ups
Post by: Maelstrom on November 24, 2016, 05:35:55 PM
But then everyone can claim and everyone can win.
Title: Re: TWG XCII Player Sign Ups
Post by: Dude on November 24, 2016, 07:39:16 PM
are we voting yet
Title: Re: TWG XCII Player Sign Ups
Post by: Maelstrom on November 24, 2016, 07:43:05 PM
There's only one game though
Title: Re: TWG XCII Player Sign Ups
Post by: Dude on November 25, 2016, 10:28:51 AM
I vote Maelstrom as a wolf
Title: Re: TWG XCII Player Sign Ups
Post by: Maelstrom on November 25, 2016, 01:27:51 PM
oh no
i am ded

edit: Wow, didn't see the poll.
Uhhh, Time dilation?
Title: Re: TWG XCII Player Sign Ups
Post by: Dudeman on November 25, 2016, 01:33:17 PM
I remember asking this a long while ago and not getting a serious or helpful answer, so...what's time dilation? In the realm of TWG, that is.
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 28, 2016, 08:30:00 PM
Sorry for the delay guys! I'll get a chance to iron out my game one last (hopefully) time sometime in the next couple days. If someone else still wants to host and can prepare a game faster, be my guest!
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 29, 2016, 02:46:37 PM
Quote from: Olimar12345 on November 28, 2016, 08:30:00 PMIf someone else still wants to host and can prepare a game faster, be my guest!

TWG XCII: Seeriously!

Both wolves are told that they are the Wolf Shaman. They know eachother.
1. Wolf Shaman
2. Drunken Wolf Shaman - Seers humans orange and seers fools blue.

All humans are told that they are the Seer.
3. Seer
4. Drunken Seer - Seers humans red, wolves orange and fools blue.
5. Stoned Seer - Seers humans orange, wolves blue and fools red.
6. Paranoid Seer - Seers every player red.
7. Gullible Seer - Seers every player blue.
8. Foolish Seer - Seers every player orange.

Fools do not know eachother. Whenever a fool dies, it will be posted that a fool has died.
9. Fool Random Seer - Gets a random seering result (red, blue or orange) of a random player each night phase.
10. Fool Random Seer Gets a random seering result (red, blue or orange) of a random player each night phase.

There will be no wolfing night 1.
Players cannot seer themselves.

Each night phase (except for night one) every player (including wolf and fool players) vote for one player by PM. The player with the most votes is guarded from wolfing. Ties are decided by kitb. At the end of the night phase, it will be posted which player was guarded that night phase.

Wolves win when at any point in the game #wolves=#humans.
Humans win when both wolves are dead.
Fools win individually when they die. The game ends when both fools are dead (even if no other team has won at that point).



Also, since this topic has been up for two weeks, I would like to know if all of you are still interested in playing.
Title: Re: TWG XCII Player Sign Ups
Post by: BlackDragonSlayer on November 29, 2016, 04:05:00 PM
Yep!
Title: Re: TWG XCII Player Sign Ups
Post by: Maelstrom on November 29, 2016, 04:22:53 PM
That seems like a game where you get so much misinformation it's just unhelpful.
Title: Re: TWG XCII Player Sign Ups
Post by: FireArrow on November 29, 2016, 04:49:41 PM
Are there cardflips?
Title: Re: TWG XCII Player Sign Ups
Post by: Olimar12345 on November 29, 2016, 05:06:12 PM
Yesssss sign me up!
Title: Re: TWG XCII Player Sign Ups
Post by: EFitTrainr on November 29, 2016, 06:45:37 PM
Seeriously sounds chaotic. I'm SO in.
Title: Re: TWG XCII Player Sign Ups
Post by: Dudeman on November 29, 2016, 09:32:25 PM
This sounds amazing and I am all for it.
Title: Re: TWG XCII Player Sign Ups
Post by: davy on November 30, 2016, 08:12:20 AM
I'm going to tweak my game a bit more, so we should be able to start the day after tomorrow.
Title: Re: TWG XCII Player Sign Ups
Post by: davy on December 01, 2016, 05:30:02 AM
Quote from: FireArrow on November 29, 2016, 04:49:41 PMAre there cardflips?

Aside from this:
Quote from: davy on November 29, 2016, 02:46:37 PMWhenever a fool dies, it will be posted that a fool has died.
There will be no cardflips.

Quote from: Maelstrom on November 29, 2016, 04:22:53 PMThat seems like a game where you get so much misinformation it's just unhelpful.
This is true until you figure out the identity of either the true seer, the drunken seer or the stoned seer because they all have perfectly accurate seering (there are no millers or painters), just with a different color coding.
Title: Re: TWG XCII Player Sign Ups
Post by: davy on December 02, 2016, 02:55:34 AM
I've made some final edits to my game. I'll be sending role PM's now, the game will start soon.