Werewolf XIII: Rise of the Sith JEDI KNIGHTS WIN!!!

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jttm80
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Werewolf XIII: Rise of the Sith JEDI KNIGHTS WIN!!!

Post by jttm80 » Mon Mar 19, 2007 1:41 pm

A long time ago, in a galaxy
far, far away...


STAR WARS
Episode XIII: A Wolf in Space

A group of Jedi Knights, protectors
of the galaxy, have been sent by Jedi
Master, LUKE SKYWALKER, to Coruscant
to investigate a new emergence of the Sith.

Unbeknownst to either, the Jedi Knights
have already been infiltrated by the Sith
Lords who are plotting their revenge...


Wooohoo, I know what you are thinking "Finally a Star Wars Werewolf game. OMGZZ! Thatz so awes0m3zzz!!!111one"

So here it is.
I'd like to introduce a dose of randomness into the game, so I've borrowed some ideas from the BGG games (ala Talespinner).

Firstly, no more vanilla villager roles, you are all Jedi Knights.

Roles:
Jedi Knight (Villager - bodyguard): Has a 30% chance of protecting the Senator.
Senator (Seer): Can research the background of a Jedi Knight.
Sith Lords (Wolves): Has a 50% chance of making a kill.

Jedi Knights can band together (e.g. if 3 Knights protect the Senator, the Senator's survival rate becomes 90%)
Sith can band together (i.e. if the Sith choose the same target, its a 100% chance)
Any player (including the Sith) who picks the same target for 2 consecutive Nights, gets their chances reduced by 10%.
Senator gets a random N0 view.

Rules:
1) No "no lynches" (muahahaha, my game, my rules)
2) No PMs.
3) Sith Lords can PM at Night before making kill order.

Also, what do you guys think about a Renegade role?
Dark Apprentice: If either team wins and Dark Apprentice is still alive, the team loses. DA wins.

This should force both the Jedi and the Sith Lords to try to take down the Apprentice first.

Jedi Apprentices (new batch from Yavin IV):
1) Talespinner
2) Stompy
3) christianmoura
4) redturtle
5) annawid
6) dougp
7) jeff
8) Fernando
Last edited by jttm80 on Tue Mar 27, 2007 1:16 pm, edited 10 times in total.

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TaleSpinner
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Post by TaleSpinner » Mon Mar 19, 2007 1:52 pm

Holy Guacamoule! Sign me up!

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Stompy
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Post by Stompy » Mon Mar 19, 2007 1:54 pm

sign me up!

I've a question:
you say that the wolves will get a 100% kill if they gang up. Does this mean that if they dont gang up they could potentially kill 2 villagers in one night (at 50% kill chance each)?

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christianmoura
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Post by christianmoura » Mon Mar 19, 2007 2:07 pm

I LIKE IT!

Sign me up

jttm80
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Post by jttm80 » Mon Mar 19, 2007 2:44 pm

Stompy wrote:sign me up!

I've a question:
you say that the wolves will get a 100% kill if they gang up. Does this mean that if they dont gang up they could potentially kill 2 villagers in one night (at 50% kill chance each)?
I was thinking "yes".
Only because there's an equal chance that nobody gets killed at night.

You guys think thats too powerful?

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Stompy
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Post by Stompy » Mon Mar 19, 2007 2:48 pm

jttm80 wrote: You guys think thats too powerful?
There's only one way to find out. Leave it in and try it out!

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redturtle
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Post by redturtle » Mon Mar 19, 2007 2:50 pm

and sign me up.

Here is the issue with the ability to do a double kill or a no kill night.

A double kill night action on a low player base is almost a guarenteed win esp with a no lynch vote. However, a no kill night is not a guarneteed win for the villagers. The risk of not killing is not the same as the benefit of a double kill.

Therefore it is not a strategic choice for the wolves but a given method.
So it depends on what you want.
Get a grip!

jttm80
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Post by jttm80 » Mon Mar 19, 2007 2:55 pm

If I think further, assuming there is only 1 Sith Lord left (he only has a 50% chance for a night kill by himself)... which would kinda suck.

Alternatively:
1) 40% by themselves, 100% together.
2) If there is only 1 Sith left, he becomes the Emperor and gets a 80% chance.

If we get 8 or more players, I think I'll throw Vader in.

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annawid
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Post by annawid » Mon Mar 19, 2007 3:04 pm

I'm in of course.

Re: wolf kill
Give them a 1/3 or 33% of a chance of killing by themselves. That will make it harder to get 2 kills a night (also easier if you use a 6-sided dice). If they band together it is 100%. When his partner is killed 67% chance. We want the wolves to fight for their lives.

Should I talk Ben into playing so we'll have more people?
Back and ready to game

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TaleSpinner
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Post by TaleSpinner » Mon Mar 19, 2007 3:11 pm

I think the Sith lords should kill normally like normal Wolves i.e. 1 kill per night. Only the Jedi Knights can potentially stop a kill by group-bodyguarding an individual, or spreading themselves among several potential targets.

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annawid
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Post by annawid » Mon Mar 19, 2007 3:30 pm

I don't think we can get 8, unless we all try to get someone else to join our games. I've given up on Frank. Might try Doug P.
Back and ready to game

jttm80
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Post by jttm80 » Mon Mar 19, 2007 3:39 pm

annawid wrote:I'm in of course.

Re: wolf kill
Give them a 1/3 or 33% of a chance of killing by themselves. That will make it harder to get 2 kills a night (also easier if you use a 6-sided dice). If they band together it is 100%. When his partner is killed 67% chance. We want the wolves to fight for their lives.
Hmm, if its just 33%, there's almost no chance the wolves would risk a double kill.

I think I'll stick with the 50%. Hopefully its offset by the Jedi's bodyguard powers. (you can always choose to protect yourself instead of the Senator).
annawid wrote:Should I talk Ben into playing so we'll have more people?
Sure, if Ben's up for it.

Talespinner: I want a little twist on the Wolves as well. Lets test this and see if it works.

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Stompy
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Post by Stompy » Mon Mar 19, 2007 4:02 pm

So, if everyone protects themselves (with a 30% success rate), and the wolves go for individual kills (at a 50% kill rate) then the wolves would have a net 20% success of a kill?

Even with the wolves teaming up (100% kill), if all villagers protect themselves the wolves have a 70% net chance of a kill.

jttm80
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Post by jttm80 » Mon Mar 19, 2007 4:14 pm

Although its unlikely that you'll be protecting yourself.
Jedi's are selfless.
They should be protecting the Senator.

The way it will probably work is this:
1) Wolf rolls first.
(either 50% or 100%)

2) If hit, then check if target is protected (by himself or others)

3) If protected, make the defense check.
(0%, 30%, 60%, 90%, 100%)

Anyways its just a trial system. If it works, maybe the next mod can tweak it better.

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TaleSpinner
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Post by TaleSpinner » Mon Mar 19, 2007 4:19 pm

Stompy wrote:So, if everyone protects themselves (with a 30% success rate), and the wolves go for individual kills (at a 50% kill rate) then the wolves would have a net 20% success of a kill?
Back to your stats, dude. It's:

Probability of successful Sith kill = (50/100) * (70/100) = 3500/10000 = 35/100 = 35%
Stompy wrote:Even with the wolves teaming up (100% kill), if all villagers protect themselves the wolves have a 70% net chance of a kill.
Correct. Probability of successful Sith kill = (100/100) * (70/100) = 70%
Last edited by TaleSpinner on Mon Mar 19, 2007 4:21 pm, edited 1 time in total.

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