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Mod QT

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96
MacCrocodilePerson was signed in when posted
07-08-2018
06:51 PM ET (US)
I am already working on finding a thematically appropriate crocodile head to attach to Vault Boy's body to be your Overseer.
95
Colonel_MustardPerson was signed in when posted
07-08-2018
04:54 PM ET (US)
Fallout would be great - I already have a character in mind.
94
LindsayFunkePerson was signed in when posted
07-06-2018
03:28 PM ET (US)
I would loooooove a Fallout themed game, Mac!
93
MacCrocodilePerson was signed in when posted
07-06-2018
03:22 PM ET (US)
The wolves are Vault Tec scientists running experiments on the vault dwellers. But then I think that calls for events triggered by the experiments the wolves choose to run.
92
MacCrocodilePerson was signed in when posted
07-06-2018
02:46 PM ET (US)
Just had an idea for another theme.

Fallout: Werewolves

or Werewolves: Fallout

My first thought, and the only thing that is set in stone, is that the SK would be the Puppet Man.
91
Owen1120Person was signed in when posted
06-24-2018
03:27 PM ET (US)
I sent Spooky all the ideas (there's more in the day thread) and she really likes McCarthyism
So if that wasn't taken we might use it
90
forget_it_jakePerson was signed in when posted
06-24-2018
03:22 PM ET (US)
I just want an excuse to play Ingrid Bergman again. :)
89
Owen1120Person was signed in when posted
06-24-2018
03:20 PM ET (US)
That could work
88
forget_it_jakePerson was signed in when posted
06-24-2018
03:15 PM ET (US)
Well, Miller used witch trials as a metaphor for McCarthyism, so maybe you could do the opposite?
87
Owen1120Person was signed in when posted
06-24-2018
03:06 PM ET (US)
Spooky and I have our next game lined up to go after Video. It is based off the engine of the video game "Town of Salem" which we played for a while before getting into Werewolf. Our problem is that Mac already did a Salem game. So, we have all our roles, but what should our theme be?
86
SubsaharanPerson was signed in when posted
05-29-2018
04:04 AM ET (US)
- Each syndicate gets two votes each in each day thread through the people they select in their group QTs.
- Bottom two vote-earners will include players who received zero votes if necessary. In cases where only one player amassed votes, RNG will decide.
- Each daytime lynching will be decided by 2 voters from each syndicate, totalling 6-8 voters depending on how many syndicates I decide to go with for the setup.
- If you feel you've rid your syndicate of infiltrators or just want to play it safe for one night, you may opt not to hold a vote for who among you gets nightkilled.
- I've tried the idea of allowing town-affiliated players into the wolf-QT before (undercover cops in my old wolf cop setups). It's always a struggle keeping the game from falling apart once one townie knows who all the wolves are.
Wolf-affiliated players unknown to other wolves on the other hand sounds more doable. I might consider it.
Edited 05-29-2018 04:04 AM
85
April Ludgate-Karate-DwyerPerson was signed in when posted
05-29-2018
12:25 AM ET (US)
Also, my returning characters game can get plugged in whenever. I know some people are excited to resurrect their old RPs so I have a (mostly) standard game ready to go as soon as there's an opening.
84
April Ludgate-Karate-DwyerPerson was signed in when posted
05-29-2018
12:22 AM ET (US)
@Sub, I have many questions.

So does each syndicate get one collective vote?
What qualifies for "bottom two vote earners"--if all votes go to one player, who are the bottom vote earners?
So each lynching will be determined by two voters?
What's the benefit to not holding a vote?
Can you clarify the infiltrator idea more? (I'm intrigued because I love the idea of either town-affiliated players on the wolf QT or wolf-affiliated players who are unknown to other wolves.)
83
SubsaharanPerson was signed in when posted
05-28-2018
10:45 PM ET (US)
Need feedback on theme I just thought up this evening.

Werewolf Anarchy (name subject to change)

3 or 4 syndicates
Each share a QT
Each night, each syndicate has a vote. Top vote earner is nightkilled. Bottom two vote earners are the only ones allowed to vote (or maybe even the only ones allowed to comment at all) in the following day thread.
On any night, any syndicate can decide not to hold a vote, in which case the two reps for the following day will be selected using RNG
A third or perhaps half of all players are infiltrators spread out randomly in each collective
Infiltrators get their own QT
Edited 05-28-2018 10:45 PM
82
GrumproroPerson was signed in when posted
05-28-2018
12:30 PM ET (US)
Well, having the fled clone thing could possibly make wolf clones less likely to kill their human partners. I think. But having that element might make things really complicated for you. Hmmm...yeah, I'm not sure.
81
forget_it_jakePerson was signed in when posted
05-28-2018
12:21 PM ET (US)
That's what I'm hoping (that the clone wouldn't necessarily want to kill their partner). The fled clone would return with his/her original alignment, but I might nix the fled clone thing and just have the clones able to straight-up murder their human if they want to (assuming the original isn't protected). What do you think?
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