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Old 10-22-2018, 06:46 AM   #1
UncleDynamite
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Post WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

Letís try this again.


Welcome to the Choose Your Own Adventure Mish-Mash sign-up thread, where -collectively or by your own- you will make choices that will shape what is going to happen to you in this very game.

Technical details:
  1. Designed and modded by UncleDynamite.
  2. 36 spots.
  3. 8AM EST SOD, 9PM EST EOD.
  4. No ITAs.
  5. The game will be played on gimmicks.
  6. You will still be able to attack each other, but not in the game thread.
  7. You may use Gold Pieces to purchase Day or Night Actions. GPs are typically won in events.
  8. You may apply for a high-intensity role via PM.
  9. This sign-up thread will close on Sunday, November the 4rd.

Please be aware that...
  1. Those who want to play need to PM this account.
  2. Should you wish to play in this game please refrain from publicly stating these intentions (or hinting at them).
  3. Please do not recruit other players to this game. Leave this to me.

Participation requirements:
  1. This game requires a lot of reading. If you sign up, you will be expected to read long event posts and even longer modposts.
  2. This game will feature two daily group events. At their minimum, these events will require reading a post and choosing from several options. The events will be posted at SOD and 12PM EST, and the choices are due by 12PM EST and 4PM EST. If you cannot submit a choice to at least one of these events, do not sign up for this game.
  3. If you sign up, you will be expected to post at least 10 times per day and to dedicate at least 1h/day to this game.
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Old 10-22-2018, 06:47 AM   #2
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

Given that this thread will be locked, I will periodically bump it.

Also, stay tuned for game mechanics previews.
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Old 10-22-2018, 05:48 PM   #3
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

7 players are in right now. More, please!
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Old 10-23-2018, 04:10 PM   #4
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

12 players are in so far. Need 24 more. Keep ‘em coming.
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Old 10-24-2018, 03:00 PM   #5
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FIRST PREVIEW: SAVING THROWS

First preview: Adventure Sheets and Saving Throws

Since this game is an adventure (in more ways than one) every playerís role PM will contain their Adventure Sheet.

Here is a sample Adventure Sheet:

ClassRogue
Saving ThrowsFortitude=+1, Reflex=+3, Will=-1
Hit Points70
WeaponFoil, 10HPS worth of damage
Gold2 GPs
SkillsArrow Cutting, Disarm Locks and Traps, Uncanny Dodge

Over these two weeks, I will explain what each of these stats mean.
Letís start with Saving Throws.

i) If you play an event, you may find yourself in a situation when your mettle is tested.
  1. If you are asked to punch through a wall, to intimidate someome with your presence or to carry someone out of harmís way, your Fortitude may be tested.
  2. If you are asked to dodge a projectile or to avoid a trap, your Reflex may be tested.
  3. If you are asked to resist the enthralling gaze of a Vampire that is trying to dominate you, your Will may be tested.

Every time you are asked to perform a saving throw, a Difficulty Check (DC) will be set, and the moderator will roll a 20-side die for you.

If your total roll, added to your Saving Throw modifier is equal or higher to the DC, you make your saving throw. Otherwise, you fail it.

Small exception: a natural (without modifiers) roll of 20 is always considered a made saving throw, while a natural 1 is always considered a failed saving throw.

Here are some examples. You are the player with the Adventuring Sheet that was displayed, and you see the following text:

241

You have the distinct impression that you stumbled on a loose tile, and you hear a faint click without you.

You turn right and quickly take your bearings.

Your situation is grim.

About 20 feet away from you, you see an archer. He is drawing his bowstring. In the back you hear the Stone Golem lumbering in your direction.

If you want to try dodging the arrow, then rush towards the archer, turn to 341.

If you want to tackle the stone golem, allowing the others to run past him, turn to 100.

If you backtrack to the left, turn to 4.
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Old 10-24-2018, 03:01 PM   #6
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FIRST PREVIEW: SAVING THROWS

Here’s what you will receive for each choice:

341


Take a Reflex saving throw (DC=14) to see if you can dodge the arrow. If you can, go to 200. If you cannot, lose 25HPs. If you survive, go to 200; otherwise, your life and adventure end here.

100


You charge the Stone Golem, but you also have to zig-zag in order to avoid taking an arrow to your back, which slows you down. Make a Fortitude saving throw (DC=15). If you succeed, turn to 200. Otherwise, the Golem crushes you, but at least your companions are safe...

4


That click you heard? That was the trap that has been activated when you stumbled upon a particular tile. Take two Reflex saving throws, both at DC=18. If you make them both, turn to 405. Otherwise you take a spike up your arse and depart this life.
—————————

Commentary: you alone know which saving throws of you are good and which aren’t, so choose accordingly.

Also, I will occasionally offer you choices that may lead you to your doom. Ignoring clues such as “you hear a faint click” may cost you dearly.
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Old 10-25-2018, 10:05 AM   #7
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

16 players are in so far. That might seem good to some, but every ww mod knows most people will in during the first two days. So let’s not think we have this in the bag, and keep those ins coming!

Also, there will be another preview tomorrow.
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Old 10-26-2018, 04:39 PM   #8
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SECOND PREVIEW: SKILLS

Skills. That is our next item in the Adventure Sheet shopping list.

These are abilities that will mostly help players during Events (or, at least, provide more options to them). However, certain Skills will also have their uses outside Events.

Every player in the game will have at least one skill, though the way these skills are acquired may not be the same for all of you.

You will find some skills below, together with the effects they have. The full list of skills in the game will be made public on night 0.

SkillDescriptionNotesHow do you use this skill?
AcrobaticsThe ability to leap over obstacles. They may also perform difficult climbing feats-When offered by the mod
Arrow CuttingThe ability to intercept projectiles that are directed towards the playerPlayers with these skills are also immune from attacks performed by players that wield missile weaponsAutomatic if attacked by a player, otherwise when offered by the mod
Disarm Locks and TrapsThe ability to disarm traps, unlock locked containers and doors that are not magically sealedPlease note that this ability does not give a better chance of spotting a trap, but only to disarm one that has already been spottedWhen offered by the mod
Resist PoisonA player with this skill may not be poisoned and suffer Poison penalties.All Poison penalties will be explicitly marked as suchAutomatic
Uncanny DodgeThe ability to dodge melee attacks by players and creatures. If attacked by a player, a Reflex saving throw at DC=14 negates all damage-Automatic if attacked by a player, otherwise when offered by the mod

From this table, a few things can be observed:
  1. Saving throws have their uses outside events as well
  2. Certain Skills are used automatically in certain situations. For example, if a player with Uncanny Dodge is attacked by a player, I will automatically roll the Saving Throw.
  3. There is a difference between players and creatures? The players are the 36 people that will hopefully sign up for this game. Creatures, on the other hand, are imaginary characters that players will encounter during events[/i].

Here’s an example paragraph that you may encounter during an event.

225


Deciding that discretion is the better part of valour, you run away from the horrible monster. In your haste, you fail to notice an nigh-invisible tripwire at the end of the tunnel. Or do you?

Take a Reflex saving throw (DC=13). If you make your saving throw, go to 112. Otherwise, go to 342.

342


Unfortunately, you weren’t deft enough to avoid the tripwire. If you have the Skill of Arrow Cutting, or if you manage to make a Reflex saving throw at (DC=16) you avoid the poison dart that you have injudiciously activated. Go to 103.

Otherwise, the dart hits you. Lose 15HPs. Do you have the Resist Poison skill? If so, go to 103. Otherwise, you keep running for a few minutes before collapsing.

If it is any consolation, you die way before the monster finds you, and you are spared hours of excruciating torture.
—————————

Last edited by UncleDynamite; 10-26-2018 at 05:01 PM.
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Old 10-26-2018, 04:40 PM   #9
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

The third preview will be published on Monday.

If you like what you see, please sign up! We are currently are at 18, and we need exactly as many.
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Old 10-29-2018, 03:57 PM   #10
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THIRD PREVIEW: CLASSES AND MAGES.

Next on our list of topics from the Adventure Sheet: Classes and Mages.

There are four Classes in this game: Cleric, Mage, Rogue and Warrior.

Several Skills in the game are Class-specific. Several options in Events will also be Class-specific.

So far, this is fairly boring, isnít it? So letís have some fun by talking about the rarest, most interesting and most dangerous Class: the Mage.
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Old 10-29-2018, 03:58 PM   #11
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THIRD PREVIEW: MAGES

This game will feature Spells. Some of these spells are cast at night, while other spells are cast during the day. Rumous are there are spell that can be cast both during the night and the day, but who knows if that is true?

Anyway, as you might have guessed, the Mage is the only Class that will be able to cast Spells. Mostly

Before you start to (perhaps rightfully) envy the Mage, know this:
  1. Generally speaking, Spells have a cost, and also generally speaking, this cost is typically paid in Hit Points.
  2. It is not a coincidence that Mages tend to have fewer Hit Points than Clerics, Rogues and, most of all, Warriors.
  3. If you are a Mage and your memory sucks... oh boy. Iíll explain below why is that.

Every Mage will receive a Grimoire (via PM) where their spells are listed. So letís talk about Grimoires as well.
  1. The Grimoire will list all spells that can be cast, the conditions for casting the spell. Most importantly, it will list the spell name.
  2. Village Mages will only be able to look at their Grimoires on even nights (things are slightly trickier for non-village Mages). Taking notes or screenshots is forbidden. Mages will be unable to look at their Grimoire during the day.
  3. Every spell has a name. This name always consist of three letters, like ABC.
  4. If a Mage wants to submit a spell during the night, the will have to submit the spellname and the target (if applicable).
  5. During the day, spells can only be cast in Events, and the moderator will always make this possibility explicit.
  6. If you attempt to cast a spell that you cannot cast, or if you cast a spell that does not exist, you will pay the price in Hit Points. And a Mage has few of them to begin with...
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Old 10-29-2018, 03:58 PM   #12
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THIRD PREVIEW: MAGES

Hereís an example.

5


You find yourself before a locked door.

If you want to turn left, go to 123.

If you want to attempt breaking through the door, go to 400.

Or, if you can cast spells, you may try one of the following:

BRK (turn to 452).
LOL (turn to 666).
KIL (turn to 2).
PIK (turn to 574).
BAT (turn to 314).

I would like to conclude this preview with two EXTREMELY IMPORTANT notes.
  1. During Events, I will regularly test the memory of the Mages by offering some spellnames that do NOT exist. So do your best to remember your Grimoire (all the spells in your Grimoire are autentic).
  2. During Events, I will also regularly offer spellnames that DO exist, but whose casting at that particular moment is either useless or downright counterproductive. For example, if you sre fighting underwater, casting a Fireball will do nothing for you.
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Old 10-31-2018, 06:15 AM   #13
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

I will post another preview today (and another one -the last one- on Friday).

There are 24 players in so far. We need to get 12 more in 5 days, which might not seem like a lot, but it actually is.

If you’re on the fence, I hope you’ll make a decision soon.
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Old 10-31-2018, 03:34 PM   #14
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

Today we talk about Hit Points and Attacking.
  1. Every player will start the game with a certain amount of Hit Points (HPs). That is your maximal HP level.
  2. Unless you are explicitly told otherwise, your HP total will be automatically replenished to its maximal level right after each lynch reveal.
  3. Your maximal HP level could change, but that will not happen often, or to many players.
  4. You may lose (and, sometimes, win) HPs during the night and during the day.
  5. Your actual HP level is determined by how much HPs you actually have (big surprise there).
  6. If your actual HP level reaches 0, you will die.
  7. If successful, a vigilante shot and a factional Nightkill will consume all the HPs of its target.

Now, letís talk about Attacking and Weapons.
  1. In order to attack, you will need to have a Weapon. Every player starts the game with one, but if you lose it during the game, you wonít be able to attack until you are armed again.
  2. Typically speaking, weapon deal damage in HPs.
  3. Players typically attack at night.
  4. Typically, players attack with only one weapon and one single target at the time.
  5. Read your PM with care, for it will state whether you can attack a player AND use any actions you may have, or if the two are mutually exclusive.
  6. Attacks may not be tracked or watched. Otherwise, they are regular Night Actions.
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Old 11-02-2018, 03:31 PM   #15
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FINAL PREVIEW: MONEY AND PURCHASABLE ACTIONS

Time for the latest preview: Money and Purchasable Actions.
  1. This game has a currency called Gold Pieces (GPs). Every player will start the game with a certain number of GPs.
  2. GPs (but not always) are typically won in events.
  3. Among other things, GPs are used to purchase Actions.
  4. A list of purchasable actions (with relative prices) will be published every day. This concerns the village: non-villagers will have a separate list with separate prices.
  5. Purchasable actions may not be purchased (or, for that matter, used) during the first and the last hour of the gameday.
  6. Purchasable actions come in limitless stocks, but no villager may buy mord
    e that a purchasable action of any one type during the gameday, and non-villager may have purchasing restrictions as well.
  7. Players may trade GP during the day via PM, but such purchases will be taxed.

For more information about this topic, you will have to wait for the OP (if this game runs - I have 26 players and need 10 more).
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Old 11-03-2018, 07:11 AM   #16
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

27/36.

I will close sign-ups tomorrow (on Sunday) at 8PM EST.

You know what to do, don’t you?
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Old 11-04-2018, 05:13 PM   #17
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

29.
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Old 11-04-2018, 09:20 PM   #18
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Re: WW is back: 11/5 Choose Your Own Adventure Werewolf Mish-Mash sign-up thread

Well, we are officially out of time. Thanks to everyone that tried to sign up.

I am still not ready to give up on POG WW (HP8 is up in either December or January) but obviously I won’t try running this particular roleset on POG anymore. A shame.
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