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02-01-2013 , 11:34 PM
If only one wolf on a team remains, is the kill RB/Redirect etc. -able?
What happens when RB1 blocks RB2 who blocks player3?
What happens when RB1 blocks RB2 who blocks RB1 who performs an action on another player?
Are unsent NAs randed or not performed?
If player1 is RB's does he still 'visit' player2 that a tracker/watcher would see?
If there is a tie game is it flipped?
Do angels protect from poisons and other harmful actions besides vigs?

I'd like to have a table where mods can say how they handle unique events that could be ambiguous to the players if only for my own use by itself.

Any more suggestions?
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02-01-2013 , 11:39 PM
randed NA

NK not blockable
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02-01-2013 , 11:39 PM
Yes.
Player 3 is not RBed.
not performed unless I am subbing out the guy who didn't send, then I rand.
No.
Yes. Did this in Pirates.
Yes, of course.
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02-01-2013 , 11:42 PM
I prefer randed NAs

Games are balanced under the assumption that they're always performed. I've had wolf team NKs not randed in the past and it broke the game pretty much
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02-01-2013 , 11:44 PM
if it wasn't clear I am also looking for more situations in addition to opinions on correct modding
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02-01-2013 , 11:45 PM
I think it's only really okay if the person says they're not able to send one in.
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02-01-2013 , 11:45 PM
afaik most of these situations are thought of pre-game

in mystery mash, there was a lot of potential for strange situations to occur with roleblocks/randomizes etc. (what happens if a RB and randomizer target each other?)

The way I did it was I created a heirarchy of which actions would be performed. In the case of RB 1 targets RB 2 targets Player 3, since both are of the same hierarchy, the action would've been randed whose was performed first.
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02-01-2013 , 11:46 PM
Quote:
Originally Posted by rebonkulous
afaik most of these situations are thought of pre-game

in mystery mash, there was a lot of potential for strange situations to occur with roleblocks/randomizes etc. (what happens if a RB and randomizer target each other?)

The way I did it was I created a heirarchy of which actions would be performed. In the case of RB 1 targets RB 2 targets Player 3, since both are of the same hierarchy, the action would've been randed whose was performed first.
well part of it would have a table that the players can see what the mod decides pregame. Right now people always have these questions during the game for the mod that can be codified earlier.
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02-01-2013 , 11:46 PM
Quote:
Originally Posted by Krayz
If only one wolf on a team remains, is the kill RB/Redirect etc. -able? No, unless there is some game mechanic in effect that makes the team kill blockable etc
What happens when RB1 blocks RB2 who blocks player3? actions of the same type should be simultaneous, meaning they all go through and player3 is blocked
What happens when RB1 blocks RB2 who blocks RB1 who performs an action on another player? so RB1 had another action besides his RB? sounds like it got blocked. gotta set up an order for actions to happen in and then stick with it
Are unsent NAs randed or not performed? should be decided pregame to avoid having problems midgame, because people will forget their actions regularly. in vanillas, rand them
If player1 is RB's does he still 'visit' player2 that a tracker/watcher would see? no
If there is a tie game is it flipped? I'd figure out how to avoid ties before it happens
Do angels protect from poisons and other harmful actions besides vigs? generally I'd say no

I'd like to have a table where mods can say how they handle unique events that could be ambiguous to the players if only for my own use by itself.

Any more suggestions?
seems like most of this is just stuff that you gotta figure out while designing your game
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02-01-2013 , 11:47 PM
Quote:
Originally Posted by Krayz
well part of it would have a table that the players can see what the mod decides pregame. Right now people always have these questions during the game for the mod that can be codified earlier.
that obviously would not be acceptable in Mystery Mash when nobody knew their role
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02-01-2013 , 11:47 PM
Quote:
Originally Posted by Krayz
If only one wolf on a team remains, is the kill RB/Redirect etc. -able?
i say no. hey, his last tammate died. let's make it even harder for him to win. also, it means that there is an odd discontinuity in mechanics from {x, x-1, ..., 2} wolves to {1} wolf.
What happens when RB1 blocks RB2 who blocks player3? how do you not... i don't even
What happens when RB1 blocks RB2 who blocks RB1 who performs an action on another player? you mean rb1 has 2 NAs? i'd lean to saying that nuthin happens.
Are unsent NAs randed or not performed? if using is always advantageous, then rand imo. i really don't get the argument for not doing it. it should be like how options are automatically exercised at expiry when they're in the money.
If player1 is RB's does he still 'visit' player2 that a tracker/watcher would see?
If there is a tie game is it flipped? imo no
Do angels protect from poisons and other harmful actions besides vigs? imo no. that, i think, is the motivation for adding poisons, for some mods--that they're sneakier like this.

I'd like to have a table where mods can say how they handle unique events that could be ambiguous to the players if only for my own use by itself.

Any more suggestions?
i heartily approve of this thread. i think there should be a handbook of pog mishmash mechanics conventions.
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02-01-2013 , 11:52 PM
gimmicks should be allowed
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02-01-2013 , 11:59 PM
i agree with soah on all this i think
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02-02-2013 , 12:05 AM
Quote:
Originally Posted by soah
seems like most of this is just stuff that you gotta figure out while designing your game
yes that's the point

am I not explaining something correctly here?
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02-02-2013 , 12:10 AM
Quote:
Originally Posted by Krayz
If only one wolf on a team remains, is the kill RB/Redirect etc. -able?
Only if the wolf kill has been blockable/redirectable the whole game, requiring the wolf team to choose a player to perform the kill. There have been games that have been designed that way. Anything else is too inconsistent.

Quote:
What happens when RB1 blocks RB2 who blocks player3?
All blocks happen at the same time. Player 3 is roleblocked.

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What happens when RB1 blocks RB2 who blocks RB1 who performs an action on another player?
In most order of operations, role blocks happen first. Player 1's roleblock works but not his second activity.

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Are unsent NAs randed or not performed?
I rand() only the wolf kill, because that not taking place is so game significant. If I am subbing a player out for inactivity and he is a seer, I will rand the peek for the replacement. Other than that, players are on their own. Also, I don't mess around. If I don't have a wolf kill in the morning I will try to contact a wolf team member before I rand() the kill. Then I will warn the wolf team that if I have to rand() a second kill, I'm including the wolves in the rand(). I've never had to follow through on that threat.

Quote:
If player1 is RB's does he still 'visit' player2 that a tracker/watcher would see?
No.

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If there is a tie game is it flipped?
Parity is a wolf win.

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Do angels protect from poisons and other harmful actions besides vigs?
Yes.
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02-02-2013 , 12:14 AM
well what would you have done in a game like PoG Corral where they flipped it then - can't just say you would have avoided it/parity wins it.
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02-02-2013 , 12:16 AM
what's the rationale behind a tie having to be broken

i like the tie going to the wolves
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02-02-2013 , 12:18 AM
What order do RBs and redirects fire?

P1 RBs P2. P2 redirects P1 to P3.

P1 RBs P2. P2 redirects P3 to P4.

One the RB would fire first IMO and not the other. Is this inconsistent?
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02-02-2013 , 12:19 AM
Quote:
Originally Posted by Hurp Durpington
what's the rationale behind a tie having to be broken

i like the tie going to the wolves
usually a tie for the last lynch/kill
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02-02-2013 , 12:27 AM
Quote:
Originally Posted by Krayz
usually a tie for the last lynch/kill
I am old school, so this may not fit what most new mods would rule, but imo, a tie vote on the ultimate vote is also a wolf win. For one thing, barring vote mechanics, the village should be able to avoid a tie on the last day by voting no lynch.

If there is a vote mechanic that comes into play like in MTG, well, the wolf has 2 votes and so does the village. That is parity. That is a wolf win.
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02-02-2013 , 12:31 AM
i thought the whole point of parity during the day in werewolf is because in the day even in human form a W's power>a V's power therefore the w can simply reveal himself and overwhelm the V in the day

no joke
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02-02-2013 , 12:37 AM
That's the philosophy. In games I have run with vote mechanics, the vote mechanics have either stopped at must lynch or it has been voting power that is counted for parity. With voting power to equal the village the wolf can open claim in the thread and the village can't lynch him.
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02-02-2013 , 12:42 AM
Quote:
Originally Posted by Krayz
What order do RBs and redirects fire?

P1 RBs P2. P2 redirects P1 to P3.

P1 RBs P2. P2 redirects P3 to P4.

One the RB would fire first IMO and not the other. Is this inconsistent?
RB first before redirect

in both cases P2's NA is RBed
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02-02-2013 , 12:44 AM
Quote:
Originally Posted by Hurp Durpington
what's the rationale behind a tie having to be broken

i like the tie going to the wolves
tie goes to the serial killer for sure
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02-02-2013 , 12:45 AM
I just make **** up as I go. I think it's best.
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