The game is pretty close to being ready, and there are enough players. As such, public signups are now
closed. The game will start in a couple of hours.
Having said that, there are still two (optional) walk-in roles available. If you'd like to fill these roles, please send me a PM- do not post publicly. They are fixed characters, so you won't be able to choose your specific role, but it is better than nothing. If you are accepted, I'll announce your arrival publicly at the right time, and you can start playing immediately. If you miss out on these, I'm happy to put you on the reserve list to cover for inactive characters. Let me know if you'd like to be a reserve.
To keep you entertained for the next two hours or so, here are some further rules and information to read through that you will find valuable for your time in Lytherre's Junction...
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MiscellaneousBasic rules for TWG are here (stolen from a previous game):
http://70.85.192.194/~loogsla/twg.shtmlA few basic rules to start with, I'll go over the rest of them once we begin.
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No death talk. Once you have been killed, you may not speak or PM until the game is over. I'll let you know if there is an exception. If you do, you're cheating. I'll let the next host know about it too.
- There are four main roles. You can be
Human, or a
Witch, or a
Werewolf, or an
Abomination (a werewolf witch). The basic idea is that non-witches don't like witches, but witches are fine with both witches and non-witches. Werewolves and non-werewolves have the standard TWG rivalry. It is much more important for a Human to take out a Werewolf (and vice versa) than for either to take out a witch. Remember, Werewolves are deadly, but witches are annoying (and fun to burn).
- Only the
Werewolves start out knowing each-others identities. Any
Abominations will appear to be ordinary werewolves to the other werewolves.
- There is one special role. The
Witchhunter. A witchhunter has their own rules to follow, and their abilities are secret. They tend to be dangerous to werewolves and witches, but do not seek to harm ordinary humans. Ordinary humans may seek to hurt them, so they tend to keep quiet about their identities.
- The numbers of players in each role are completely secret. Any role could have zero, one, or a dozen members.
- There is no Seer role, but there are other ways of identifying people.
- You will know your exact role. If I say you are a Witch, you're not secretly something else, you're definitely a Witch.
- Cardflip is on- if someone dies, you all find out their exact role.
- You must vote every day, except the first. Votes must be in
bold to count. Inactivity (non-voting) will be punished on the first offence, and brutally punished on the second. So don't be inactive.
- Burning (lynching) takes place just before night, with not a moment to speak a word before night falls.
- Werewolves must attempt a kill every night. One non-wolf will be selected at random if I do not hear from them. So if there is no wolf kill, you know that something happened to stop it.
- No editing previous posts. I'll take your latest bold post as your vote, no need to go back.
- Full roleplaying is in effect. No bad things will happen to you if you accept items from other characters, etc. So ham it up.
Roleplaying might also affect the game in subtle ways.
- No using quote-blocks around text, if you must quote, you need to work it into your conversation.
- Never post a PM from me. That is cheating. If you need me to say something in-thread (eg. to clarify something), ask me via PM.
- Days will be 48 real-world hours in length. Of this, night will be at least 8 hours, but never more than 24. Nightfall is at approximately 8pm local time (Adelaide, Australia) every second day. I think this is 10:30am UTC/GMT. Plan accordingly.
- Every character will have some sort of decision they have to submit by sunset. Witches get visions of one person, whilst non-Witches can choose to investigate one person. Results from actions will occur via PM in the morning.
- If you have any actions due by sunrise, you can submit them early if you like. If you change your mind before then, that's okay. Just send me the revised action.
- If you don't get an action to me in time, you'll miss out, or have a target randomly chosen, as appropriate.
- Every player will have some sort of minor beneficial quirk about them, which they will know.
- Every player will have a secret subobjective, which is generally not harmful to anyone else. They will gain investigative or vision bonuses for each day they meet that subobjective.
- PM me with any rule questions, I'll post answers publicly if rule clarification is needed. I might ignore in-thread posts to me if replying could affect the game, so please don't hesitate to PM me if you really need an answer.
- PMs to other players are allowed during the day. No PMs at night. Werewolves can chat amongst themselves at night though.
- Posting during night is not recommended, due to the Witchly behaviour rules above. If you post, you risk being burnt at the stake.
Witch BurningIn Lytherre's Junction, the term "lynching" is frowned upon, almost viewed as profane. They prefer the term "burning", or "witch burning", as in "burning a witch alive".
In a large city such as Lytherre's Junction, burning works a little differently than in smaller towns. Respected members of the community use their influence to sway the opinion of the populace, and the loudest voices of the crowd determine who will be chosen to burn.
Guildmasters have a great deal of influence over the members of their Guild, and so their voice sways many more than ordinary members. Guildmasters of larger Guilds have more influence than the Guildmasters of smaller Guilds. They also have a great deal more responsibility. A Guildmaster is expected to show leadership. If a Guildmaster is remiss in their witch burning duties (ie. does not vote), their influence will be significantly reduced.
For the other cityfolk, the expectations are not as high, and the effect of nonvoting
once is less severe. They still do have influence over segments of the city, but never as much as a Guildmaster. As such their vote counts for much less, but it is harder for them to lose their influence.
SubobjectivesEach of you have subobjectives. As a general rule, these are player-specific goals that you should work into roleplaying. Each tends to give a bonus to either visions or investigations. It is very rare that these actions will affect other characters poorly, and even so only do so indirectly. So ham it up.
All of the trigger actions must be performed publicly, PMs don't count. You may not discuss the specifics of your subobjectives with anyone, even your most trusted allies. Please note that sharing subobjectives is considered cheating. You won't be kicked out for doing it, but if you do it deliberately, you should personally feel guilty at least. If the guilt isn't enough, I'll reduce the benefits to an appropriate degree too.
If you suspect that you have discovered someone's particular subobjective of another, feel free to strategically help or hinder them. If they cheated by revealing their subobjective blatantly, please help the game by avoiding triggering their subobjective actions.
ObjectivesYour role determines your game objectives. There are three victory conditions, in order of merit: Complete Victory, Partial Victory, and Posthumous Victory. There is one loss condition, which occurs only if you die and do not get a Posthumous victory. Keep an eye on both your objectives, and the objectives of others. Your aim is to maximise the level of victory for your "team", what the other "teams" get doesn't matter at all. Having said that, their goals may conflict with yours, so remain aware of them.
Human ObjectivesComplete victory: You survive, all werewolves eliminated, more than half of the witches killed.
Partial victory: You survive, all werewolves eliminated.
Posthumous victory: You die, but would have had a complete victory if you had survived.
Loss: You die.
NB: Whether or not a Witchhunter lives or dies makes no difference to you.
Witch ObjectivesComplete victory: You survive, all werewolves eliminated, more than half of the non-werewolves survive. No witchhunter remains.
Partial victory: You survive.
Posthumous victory: You die, but would have had a complete victory if you had survived.
Loss: You die, and you would not have had a complete victory if you had survived.
NB: You are working with the humans, but they do seek to harm you, so keep low.
Werewolf ObjectivesComplete victory: You survive, only werewolves remain- no abominations survive.
Partial victory: You survive, only werewolves and abominations remain.
Posthumous victory: You die, but would have had a complete victory if you had survived.
Loss: You die, and you would not have had a complete victory if you had survived.
Abomination ObjectivesComplete victory: You survive, only werewolves and abominations remain. More werewolves (and abominations) are alive than have been killed.
Partial victory: You survive, only werewolves and abominations remain.
Posthumous victory: You die, but would have had a complete victory if you had survived.
Loss: You die, and you would not have had a complete victory if you had survived.
NB: You are working with the werewolves, but they do seek to harm you, so keep low.
Witchhunter ObjectivesComplete victory: You survive, and no witches or werewolves remain. The more surviving humans, the better.
Partial victory: You survive, and no werewolves remain. The less witches, the better. The more surviving humans, the better.
Posthumous victory: You die, but would have had a complete victory if you had survived.
Loss: You die, and you would not have had a complete victory if you had survived.
NB: A Witchhunter may have other secret objectives they must achieve. Nobody else knows what they are.
NB: A Witchhunter will, on quick analysis, determine that for all other roles, your survival is either detrimental (all but the Humans) or makes no difference (for the Humans). Nobody gains from your survival but you. You fight for the Humans, but nobody cares for you. So be discrete.
VisionsAll
Witches and
Abominations get a single vision each night. The target of the vision must be declared to me by PM before
sunset. The actual vision takes place at night, when everyone is sleeping.
Each witch has visions of a certain theme. This theme changes on a new moon, which coincidentally is tonight. The specifics of that theme determine what role the target has. For example, your theme could be colour. You then might see a vision of your target in red light, holding a red object, with a red sky.
There are two possible scenarios for each of the five roles, leading to ten possible scenarios that you can potentially see. What this means is that if see the same scenario for two different people, you know that their roles are
the same. Of course, you do not know exactly which role they have.
Visions are naturally incredibly valuable should the role of one character be revealed when you had a matching vision of another character- this positively identifies the other character to you.
In the above example, there would be ten different colours you may see in your vision. If you saw one character in red and another in red, you know them to be the same role.
Once you have a vision of any character, further visions on the same character will normally give exactly the same result. If you ever get a different result, something strange has happened since your last vision.
To make it easier for you, I'll italicised the key words you need to look for in the vision. I think it would be possible to play the game without this extra benefit, but it's complicated enough already, I think.
You each have secret subobjective. Each day you meet this objective, your chance of a more useful vision (ie. matching colour to someone else) will increase.
There is also another problem with witch visions, which is why witches typically do not use them too often- and that is: Side Effects. Odd things often happen to the target of a vision. They won't know who used a vision on them, but will probably guess that they were the target of a witch's vision. In some cases, other people will notice too. Side Effects are generally annoying, and sometimes even beneficial, but under the right circumstances, they can actually kill.
On the first night, witches get two visions. After that, they get one each night.
On the first night, you will be presented with two names, and two keywords. The first name corresponds to the first keyword, and the second with the second. You don't have to guess which is which.
You can change your mind before sunset if you like, just send me another PM saying that you want to change it, and the details.
You must get your requests for visions to me by PM by
sunset. All visions are revealed by PM at
sunrise. If the target of your visions is no longer alive at sunset, your visions are wasted.
InvestigationAll
Humans and
Werewolves can investigate a single target during the day. They should PM their choice to me before
sunset. Most of the time, you will be told that the evidence is inconclusive, and they will gain nothing from the experience.
Don't be disappointed, most of the time you will get nothing conclusive.
Occasionally, however, you will get information on your target's role. Most of the time, it will be accurate. There is a small random chance that you will get a wrong answer (a false positive). So even if you find out what someone is, you do not know for sure if you can trust this information.
Once you reach a conclusive answer on someone, further investigation on the same character will normally be inconclusive or confirm the same result. If you ever get a different result, something strange has happened since you last investigated.
You each have secret subobjective. Each day you meet this objective, your chance of a conclusive answer will increase, and the chance of a false positive will decrease.
Non-witches get to perform a single investigation each day.
You can change your mind before sunset if you like, just send me another PM saying that you want to change it, and the details.
Witches probably want to pretend to other characters that they are performing investigations during the day to hide their identities.
You must get your requests for investigations to me by PM by
sunset. All results are revealed by PM at
sunrise. If the target of your investigations is no longer alive at sunset, your investigation is wasted.
CovensA
Witch may attempt to form a coven. To do this, they should PM me with
two other people who they are pretty sure are also witches. If they are right, a coven is formed, and all three players are notified. Please note that an
Abomination can not form or be part of a coven, and does not count as a witch for this purpose.
Any witch in the coven can invite other people to the coven, also by PM-ing me their choice.
People may choose to leave a coven by PM-ing me, and sometimes death will take a member as well. Sometimes a character will be forced to leave for some reason. All coven members will be notified of the departure, but not the reason for it.
A coven is disbanded if it falls below three members. The remaining members can of course continue to work together, looking for a new third member.
A coven gives the group of witches an extra group vision a day for every witch in it above two. For example, a three-witch coven gets
one group vision per day, and a five-witch coven gets
three.
Unfortunately, forming a coven is risky. If anyone invited into a coven is not a
Witch, the invitee will be publicly revealed as being a
Witch, with predictable effect on their lifespan. So be really careful.
Witchly BehaviourLytherre's Junction cityfolk have had a long past involving witches, and they have limited tolerance for their behaviour. The following activities are considered highly suspect to the people in the city:
- Talking at night (only witches talk at night).
- Declaring that you might be a witch (only a witch would suggest that they might be a witch).
- Declaring that you
are a witch (well, fair's fair).
- Suggesting that you have had visions of any sort (only witches have visions).
- Suggesting that a proved witch should not be burned (only witches don't want to burn witches).
- Certain other highly-suspicious activities.
If anyone performs any of these highly-suspicious activities, the standard procedure is as follows:
- Someone cries their name, the rule they broke, and then "A witch! A witch!". For example: "Garthy! He claims to be a witch! A witch! A witch!".
- Someone else cries "Burn Him! Burn Him!" or "Burn Her! Burn Her!" (Lytherre's Junction is an equal-opportunity witch burner).
- Once the host sees this, and determines that it is "a fair cop", then the crowd will suddenly rush the accused and burn them. This is in addition to any daily burning.
Please note that one person must perform the first step, and a different person must perform the second. The posts must be short, containing the prescribed text, and there must not have been too many other posts from other people in the meantime (the accused and the host don't count). Also, don't start this exchange at night, as in the morning it is very likely that the other cityfolk will try to burn
you for also talking at night.
The host's decision on whether a burning is justified is final. No arguments, as arguing with fictional entities is also considered witchly behaviour.
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I'm only human. If you think I've made a mistake, let me know by PM, and I'll check it out. If I stuffed up, I'll fix it. I won't hold it against you for asking.
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Game starting soon...
EDIT: Blended rules from other posts into here, updated as needed.