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Apr 4, 2008 - 01:10 AM |
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I'm Up for Modding a Game of Werewolf |
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Buuut, don't expect detailed narratives a la Crash Landon or RockgamerXIII. I can only promise terse updates like, So-and-so was killed by X, it is now Day Y.
Here are a couple of ideas I'm toying around with. Mostly I would like to give everyone a chance to survive beyond night 1, which is why some of my proposals make it harder to kill someone, or limit early killings to an extent.
Which one would you like to play, and which ones do you think are shaky?
SECOND CHANCES
Regular werewolf setup, but everyone is a lucky stiff. Must be killed twice to stay dead. First 'death' reveals the role.
NEEDLE IN A HAYSTACK
Only 1 werewolf (with devil) to start with. Evil can either recruit or kill one player per day (no killing until night 2). 2 random villagers will become vigilantes in night 3. Shamans can protect 1 player from both death and recruitment. Recruited players lose all previous abilities.
MODS (May or May not be Mutually Exclusive):- Dual Infiltrators - Instead of an infiltrator within evil reporting to the mason, there's an evil infiltrator also working within the ranks of good.
- Romeo and Juliet - 2 characters secretly have the hots for each other, and they win together in spite of team affiliation. If one dies, the other dies of a broken heart.
- Three for the Show - inactivity being prevalent in later games, I'm thinking of modifying the inactivity system such that first inactivity is free, second will reveal your role, and third means death.
- Holier than Thou - all good villagers have 2 votes.
- April Fools - all villagers are either seers or fools
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