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A Hunt of Thrones II: Beyond the Wall - Town wins!

Discussion in 'Little Italy' started by Lutris, Jan 31, 2012.

  1. Lutris

    Lutris Jarl Dovahkiin DLP Supporter

    Joined:
    Oct 27, 2005
    Messages:
    1,665
    Location:
    Tokyo, Japan


    [​IMG]

    -------------------------------------

    The snows are falling, driven by cold, sharp winds and an unseen darkness. Winter is poised to fall across all of Westeros, as it will be, here in the Lands of Always Winter. I fall into my greendreams more and more, and it is rare that I grace the waking world with my remaining eye, and evermore I can hear the song of the earth as the Children do, even if I cannot speak it. I am we, and we are the weirwoods... and we see all.


    My dreams are troubling, filled with visions of the frigid Night, of the Others and their fell steeds and their cold, frozen blades. They would fall upon the rest of the world, consuming the entirety of Westeros, and we can do naught but simply watch, as we have always done.

    A great conflict is upon the horizon, that would decide the fate of all- Men and giants and the Children and more.

    I see treachery and deceit, lies and murder. I have seen the death of my successor, and the rise of a new Lord Commander of Castle Black. I have seen a self-made King at the helm of a wild army, at the footsteps of The Wall. I have seen the burning power of a Red King with his sword of fire, deadly in its brilliance.

    And yet, a cold darkness chills my bones, my sight filled with visions of pale blue eyes and legions of the dead.

    The Children sing their True Songs, and I see The Long Night approaching, bringing with it the future.

    Even I, who have long since left humanity for the grace of the godswood, cannot yet see this future…

    Winter is upon us.

    ---------------------------------------

    A NOTE FROM THE GAMEHOST


    The game's afoot, have fun! As a reminder, Day One will NOT end until 1. A Lord Commander has been chosen, 2. Three rangers have been selected, and 3. a Lynch target has been decided (or a no-Lynch has been forced).

    To start discussions off, I would recommend each player suggest possible candidates for becoming the Lord Commander, before finalizing nominations with this syntax:

    LORD COMMANDER NOMINATION: PLAYER NAME

    Once a candidate or two is in the running, vote for them with the syntax:

    LORD COMMANDER VOTE: PLAYER NAME

    Happy hunting!


    ---------------------------------------


    PLAYER LIST

    1. Anya
    2. Ash
    3. Lungs
    4. Moridin
    5. KaiDASH
    6. Geabe
    7. Yeagen
    8. Snowflake
    9. CheddarTrek
    10. Gila
    11. Aziraphale
    12. Krogan
    13. Taure
    14. Sacrifice
    15. LochNess
    16. Gambit
    17. Kensington
    18. Aekiel
    19. Sesc
    20. Vesvius
    21. guljons
    22. Eternity Lost
    23. Nemrut
    24. Fenraellis
    25. jwlk

    ---------------------------------------

    Reserve List:
    (Anybody who wasn't selected in the raffle whose name is on the Applicant List)

    ---------------------------------------

    DAY ONE will end WHEN IT ENDS.


    -------------------------------------



    Game Mechanics and Terminology


    [Ettiquette]
    Please observe polite and pleasant game-play.

    -Do not lie about real-life commitments. If you are unable to play for a prolonged period of time or do not wish to continue playing, inform the game host.
    -Similarly, if someone says that they will not be available due to real-life constraints accept .
    -For the avoidance of doubt, this is not a role-playing game. Don't overdo it.
    -Keep non-game-related topics to a minimum in the thread.
    -If you are unable to be active, you will be replaced. Inform the game host if you are.
    -Be nice! We're all playing to have fun.
    Disparage someone's skill if you must, but please avoid personal insults!


    [Day/Night Phases & Lynch Voting]
    The Day Phase is 48 hours long, unless there are extenuating circumstances. Night Phases are 36 hours long. Of these 36 hours, there is a 24 deadline for scum to decide their Night Kills. All other Night Actions are given the full 36 hours. Night Phases can and will be shortened once ALL Night Actions have been received.

    -A Deadline vote, where your lynch vote will be counted at the end of the day.

    -A Standard vote, where your lynch vote is counted immediately.


    To cast a Deadline vote, say: Deadline Vote: Player
    To cast a Standard vote, say: Standard Vote: Player

    You can rescind or change a Deadline vote at any time before the end of the Day Phase. You can do the same for a Standard vote at any time before a Majority Lynch is reached. Note that votes that are not cast in the correct syntax will be ignored.

    [Lynching] - Each Day, players will converse in the game thread and decide on a Lynch target, in order to eliminate players belonging to the Wildlings, The Red King's Court, or The Others factions from their midst.

    If a Castle Black player has been Lynched, this constitutes a MISLYNCH.

    [Night Kills]
    - Night Kills refer to Faction-specific kills that can occur every Night Phase, caused by the Wildlings and The Red King's Court. These are not directly caused by role-specific abilities. Only one Night Kill will occur each Night- that is, each faction may only enact their Night Kills on either odd-numbered or even-numbered Nights. Whether a particular scum faction can use their Night Kill on a particular Night will not be revealed- the players of the game must discern this for themselves.

    [Role Kills]
    - Role Kills are player deaths that are caused directly by another player’s role-specific abilities, such as the White Walker's WINTER KILL ability or Ser Piggy’s SLAYER ability.

    [Night Actions] - Night Actions are any Role-specific or Faction-specific abilities that are used during the Night.

    [Lieges] In the event of a 1vs1 tie, a Liege role's vote will take precedence of a non-Liege player.

    -Liege vs. Liege priority is as follows: THE WHITE WALKER > THE RED KING > THE KING BEYOND THE WALL > ALL OTHER LIEGE ROLES


    [Ranging] - Each Day, the players of the game MUST vote and choose a maximum of three of their peers to range Beyond the Wall that Night. The Rangers will be chosen and sent North of the Wall regardless of whether there is a Lord Commander or not. Once there are 4 or less living players however, no more Rangers can be sent.

    The three players will be given a one-Night QuickTopic to decide by plurality vote a Check target. This Check is called the RANGER CHECK, and will reveal whether the target is truly a member of the Night's Watch to the Lord Commander the next Day. This is the ONLY Check in the game that will reveal the White Walker to be guilty. Those players that were chosen to Range will be immune to ALL Night Actions that Night barring the White Walker’s WINTER KILL, but they will also be unable to use their own Active Abilities that Night. Players may not Range two Night Phases in a row.

    The rangers must also decide who among them will receive a DRAGONGLASS DAGGER that will render them immune to the White Walker's WINTER KILL ability for that Night only. Some roles however have permanent immunity to the WINTER KILL. Use this to flush out certain roles. Only one Ranger may receive a DRAGONGLASS DAGGER each Night.

    The number of possible Rangers each Night (x) is determined through the following conditions:
    (x) = [(# of living players)/3] , (x)≤3.
    For example, if there are 6 players left, the maximum number of Rangers is 2. If 9, 3. If 12, 3.


    [The Lord Commander of the Night's Watch] - The players of HoT2 will elect from among them a Lord Commander to lead them.

    -BECOMING THE LORD COMMANDER: To become a candidate, you must first be publicly nominated in the thread by at least three of your peers. You may not ask others to nominate you- they must do it of their own accord. After being nominated, you must then choose to either accept or decline candidacy. If candidacy is accepted, you must then win a majority vote in order to become Lord Commander.


    -THE ELECTION: The first election on Day 1 is a majority vote and will take as long as it needs to in order to determine a Lord Commander. Day 1 will not end unless a Lord Commander is elected. If the current Lord Commander dies, another majority election is held to elect a new one. For these subsequent elections, if no consensus is met in one Day Phase, the election will pause for the Night before restarting the next Day. Rangers will still be chosen and sent Ranging, but without a Lord Commander to receive their Ranger Check, they will essentially be sent to die to the White Walker.

    -WHAT HAPPENS WHEN YOU BECOME THE LORD COMMANDER: When you become Lord Commander, you will gain several additional Passive Abilities as well as responsibilities to the players of the game. As Lord Commander, your ability set will change to the following:

    [Post-Death Mechanics] - When players die, their roles are NOT revealed. However, players whose deaths caused by Night Kills will have their roles revealed to the scum faction that killed them. Once players die, they are sent to either the CHILDREN OF THE FOREST QuickTopic, or the WIGHTS QuickTopic. Players whose deaths are caused by the WHITE WALKER are sent to the Wights QT, their allegiance changed to THE OTHERS. All other dead players are sent to the Children QT. More details about the WIGHTS in the Role List.

    [The Children of the Forest] - Dead players who were not killed by THE WHITE WALKER will become CHILDREN OF THE FOREST. The Children convene each Night in their QuickTopic to award a living player immunity from Night Kills that Night. The Children may not choose to give the same player this immunity two nights in a row.


    -THE ROLES-
    Unless otherwise stated, Abilities will be activated and targets will be decided from within either your private QuickTopics, or your Faction QuickTopic if you have one.



    CASTLE BLACK (17)

    Castle Black is home to the Brothers of the Night's Watch, an order in place to protect the realm of men from that which lies Beyond the Wall. This is the TOWN from standard mafia games. CASTLE BLACK wins when there are no players left alive from any other factions.



    THE STEWARD
    - [Liege]

    Passive Abilities:
    -SKINCHANGER: You wear the skin of Ghost, your Direwolf, roaming Beyond the Wall each Night. Upon returning to your own body the following morning, you learn if any scum players died during the Night.
    -DRAGONGLASS DAGGER: You are in possession of a dagger made of Dragonglass, anathema to the White Walkers. You cannot die to the White Walker's WINTER KILL.

    Active Abilities:
    -None


    THE MAESTER
    - [Liege]

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED. This ability cannot be roleblocked.

    Active Abilities:
    -CHECK: You may choose a player each Night. Come morning, you will learn whether that player is a BROTHER OF THE NIGHT'S WATCH or not.


    THE APPRENTICE

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED. This ability cannot be roleblocked.
    -LOYAL STUDENT: You know who THE MAESTER is.

    Active Abilities:
    -None


    THE BLACKSMITH


    Passive Abilities:
    -OLD ARMOR: Will survive one Night Kill. This ability activates automatically if you are targeted for a Night Kill.

    Active Abilities:
    -VALYRIAN STEEL: If OLD ARMOR has not been used yet, you may give up the ability in order to give a player of your choice a SWORD OF VALYRIAN STEEL that grants ONE kill able to kill any player, including the White Walker. The SWORD can be used by its recipient at any time during the game, but will only take effect at the end of the Phase it is used on. The SWORD's effects will not take place if the user dies during that Phase.


    THE THIEF

    Passive Abilities:
    -None

    Active Abilities:
    -STEAL: Choose a target every odd-numbered Night. At the beginning of the next Day Phase, you will learn what that player learned during the Night. They will not be informed of your visit. If you target a scum role, whether info or not, they will learn your role at the beginning of the following Day Phase.



    THE LECHER

    Passive Abilities:
    -None

    Active Abilities:

    -WHORING: Each Night, you may choose to sneak out of Castle Black and go whoring, returning revitalized the next morning. Because of this, your voice will carry twice the weight it usually has that Day, and you will have 2 votes. Your second vote will be tallied from your private QT. If you go Whoring two nights in a row, your role will be publicly revealed during the next Day Phase.



    THE RAPIST

    Passive Abilities:
    -None

    Active Abilities:
    -RAPE: Each Night, choose a player to "visit" and have your way with. At the beginning of the next Day Phase, the players of the game will be informed that The Rapist raped X, where X is the target player's name. You will not gain any in-game effects from using RAPE... only a twisted sense of satisfaction.



    THE HUNTER

    Passive Abilities:
    -None

    Active Abilities:
    -TRAPPING: During the Night, choose a target. Anybody who targets that target with a Night Action will be unable to use their Ability (Role Block) that Night. This ability does not apply to Faction-specifc actions such as Night Kills or Conversions, but applies to any other Role-specific ability. If you have targeted THE KING OF GIANTS for TRAPPING, your ability will take precedence over his (i.e., GIANTS' BLOOD will not activate, but TRAPPING will).



    THE CAPTAIN

    Passive Abilities:
    -FAITHUL: You cannot be CONVERTED.
    -ALERT LEADER: If another player has been targeted for death by THE WILDLINGS or THE RED KING'S COURT, you will be informed of their impending demise during the Night.

    Active Abilities:
    -SACRIFICE: You may choose to die in place of another player.



    SER PIGGY - [Liege]

    Passive Abilities:
    -DRAGONGLASS DAGGER: You are in possession of a dagger made of Dragonglass, anathema to the White Walkers. You cannot die to the White Walker's WINTER KILL.
    -FAITHFUL: You cannot be Converted. This ability cannot be roleblocked.

    Active Abilities:
    -SLAYER: If mislynches occur on two consecutive Days, you may choose a target to kill during the Night. This ability can kill any role in the game including the White Walker, unless the CHILDREN OF THE FOREST have chosen to protect that player. After an opportunity to use SLAYER has passed, whether you used the ability or not, you must wait for a further two consecutive mislynches before using SLAYER again.



    THE LIAR

    Passive Abilities:
    -SILVERTONGUE: You are a wily fellow, and always manage to convince others that your way is the best way. This renders you immune to Lynches.

    Active Abilities:
    -None


    THE ANGRY KNIGHT

    Passive Abilities:
    -FAITHFUL: You cannot be CONVERTED. This ability cannot be roleblocked.

    Active Abilities:
    -RAGE: When you die, determine a target by the end of the next Phase (if you die during Day, choose by the end of Night. If you die during Night, choose by the end of Day). That target will die. This can kill the WHITE WALKER.


    THE COOK

    Passive Abilities:
    -None

    Active abilities:
    -POISONED FOOD: As long as a Lynch has not been determined yet, you may choose a Lynch target yourself in exchange for your own life.



    THE INNOCENT

    Passive Abilities:
    -INNOCENCE: If you are Lynched, every player in the game has immunity to Night Kills that Night.

    Active Abilities:
    -None



    THE FIRST RANGER

    Passive Abilities:
    -ELITE: You survive your first death, unless it is caused by the WINTER KILL.

    Active Abilities:
    -VALYRIAN STEEL: You possess a sword of Valyrian steel, able to damage the White Walkers. If you are targeted for a WINTER KILL, you will not survive, but you will maim the WHITE WALKER so that they are unable to use their abilities the following Night (e.g., if attacked during Night 2, the WW cannot use their abilities on Night 3). A message will be displayed to the players of the game the following Day that reflects this.



    THE SCOUT

    Passive Abilities:
    -SCOUTING AHEAD: At the beginning of the Night Phase, you learn the roles of players who die during the previous Day Phase.

    Active Abilities:
    -None



    THE UNDERTAKER


    Passive Abilities:
    -None

    Active Abilities:

    -UNMARKED GRAVE: Twice during the game, you may choose to use UNMARKED GRAVE to conceal the role of that Night's Night Kill from relevant scum factions.



    THE WILDLINGS (4)


    The Wildlings are a Mafia faction from standard mafia games. The Wildlings win when they are the majority faction, or if a member of their faction survives to the end of the game (1vs1).

    Faction Abilities:

    -SCUM: As a Mafia Faction, you share a QuickTopic with the other members of your Faction.

    -NIGHT KILL: Every other Night to be decided at the start of the game, along with the other members of your Faction, you have 24 hours to decide ONE target player to kill. At this time, you must also choose a Wildling to carry out the actual Kill. You will learn the roles of players that your faction kills by Night Kill.

    -THE HORN OF WINTER: In exchange for a TRUTHFUL roleclaim, any Wildling player can gain one unblockable kill (that can kill the White Walker) tallied from their personal QuickTopic, that takes effect at the end of the Day Phase in which the roleclaim was made. This ability may only be used once in the course of the entire game - only one Wildling may blow the Horn.


    THE KING BEYOND THE WALL - [Liege]

    Passive Abilities:
    -TURNCLOAK: You are still in possession of a black cloak from your days as a BROTHER OF THE NIGHT'S WATCH. If you are Checked, the player will see you as A BROTHER OF THE NIGHT'S WATCH.
    -MANCE RAYDER: Your days as a BROTHER OF THE NIGHT'S WATCH have honed your skills in scouting and leadership. At the beginning of every Day Phase, you learn the target and result of the last Night's Maester CHECK. You will receive the data regardless of the Maester's, or the target's survival that Night.

    Active Abilities:
    -None


    THE KING OF GIANTS

    Passive Abilities:
    -GIANTS' BLOOD: If you are targeted for death during the Night the player who targeted you will die instead, even if you are sent Ranging. If targeted by a Night Kill, the player who made the Night Kill will die instead of the entire enemy faction. This will kill THE WHITE WALKER.

    Active Abilities:
    -None



    THE WARG

    Passive Abiltiies:

    -FAITHFUL: You cannot be CONVERTED. This Ability cannot be roleblocked.


    Active Abilities:

    -SIXSKINS: During the Night, choose a Castle Black role. You will gain their Ability set for the following Day/Night cycle, or if there are usage limitations on their abilities, you will gain one use of their ability. You may use SIXSKINS up to three times per game. You may not choose to wear the skins of: THE APPRENTICE, THE CAPTAIN, or THE BLACKSMITH.



    THE FIRE-HAIRED MAID


    Passive Abilities:
    -KISSED BY FIRE: You cannot be killed by the White Walker.

    Active Abilities:
    -SEDUCE: Each Night that your faction has a Night Kill, select a player. At the beginning of the following Day Phase, you will learn if they used a Night Action.




    THE RED KING'S COURT (3)

    THE RED KING'S COURT is a Mafia faction from standard mafia games. They win when they become the majority faction or if all other players have been converted.



    Faction Abilities:

    -SCUM: As a Mafia Faction, you share a QuickTopic with the other members of your Faction.
    -NIGHT KILL: Every other Night to be decided at the start of the game, along with the other members of your Faction, you have 24 hours to decide ONE target player to kill. At this time, you must also choose a Red Court member to carry out the actual Kill. You will learn the roles of players that your faction kills by Night Kill.
    -CONVERT:
    On Day 1, target two players to Convert. Every Night afterward, you may only target one player. They will be Converted unless they are the White Walker or possess the Passive Ability FAITHFUL, which grants immunity to Conversion.

    THE RED KING - [Liege]

    Passive Abilities:
    -LORD OF LIGHT: The burning power of R'hllor, the Red God, the Lord of Light, flows through you. You cannot be killed by the White Walker's WINTER KILL.

    Active Abilities:
    -AZOR AHAI: At any time during the Day, you may choose to commandeer the votes of any number of players that you have CONVERTED. These votes will be tallied from either your personal QuickTopic or your Faction QuickTopic. However, any players you have stolen votes from will lose their Converted status after you have taken their votes. You may use this ability as many times as you wish, as long as you have at least one Converted player. If a commandeered vote sets the White Walker as the Lynch target, he will die.



    THE RED PRIESTESS - edited, 2/2/12

    Passive Abilities:
    -LORD OF LIGHT: The burning power of R'hllor, the Red God, the Lord of Light, flows through you. You cannot be killed by the White Walker's WINTER KILL.

    Active Abilities:
    -SERVANT OF THE RED GOD: During the Night Phase, you may choose to kill a Converted target. You will gain permanently gain both their Active and Passive Abilities. You may use this ability TWICE during the entire game. When you use SERVANT OF THE RED GOD a second time, the new ability set REPLACES your old one. Note that some roles cannot be Converted and thus cannot be targeted by SERVANT OF THE RED GOD. You may not use this ability on consecutive Nights. This kill cannot be prevented.



    THE ONION KNIGHT

    Passive Abilities:
    -WELL CONNECTED: You have friends in high places and yet more in the dredges of society, and your friends always keep you informed. You are immune to LYNCHES. This immunity ends when there are four or less players in the game.

    Active Abilities:
    -SMUGGLER: Choose a target each Night. You will steal goods intended to be sent to them, and learn what they are supposed to learn that Night. You may not choose the same target more than once.



    THE OTHERS (1+n)

    THE OTHERS are unspeakable, unnatural beings hailing from the Lands of Always Winter, Beyond the Wall. THE OTHERS win when THE WHITE WALKER is the only remaining player alive, or if his defeat becomes impossible. THE WIGHTS, players who have been killed by the WHITE WALKER, may only win if THE WHITE WALKER wins.


    THE WHITE WALKER

    Passive Abilities:
    -HARBINGER OF WINTER: The White Walker is immune to Lynches and Night Kills. The White Walker cannot be Converted. The White Walker will Check as A BROTHER OF THE NIGHT'S WATCH, unless Checked by the Rangers. While Ranging, the White Walker is able to use his abilities as he normally would.

    Active Abilities

    -WINTER KILL: Each Night, the White Walker will select a Ranger. If he is unprotected, he will die and be sent to the Wights QuickTopic.
    -REANIMATE: At any time during the Night, the White Walker may match any number of players to roles, one player to a role. If your match is accurate, you may permanently steal these players' votes. The matches will be tallied IN THE ORDER THEY ARE SUBMITTED, and any number of players' votes may be stolen at a time UNTIL an inaccurate match is made. For instance, if X is Role A and Y is Role B, if the submission order is (X - Role A, Y - Role B), then both players' votes will be stolen. If the order is (X- Role A, Y- Role C), then only X's vote will be stolen. If you mismatch players on two consecutive REANIMATE attempts, your role will be publicly revealed. You may not match the same player to any role two attempts in a row.


    THE WIGHTS

    Wights are players who have been killed by the White Walker. Players who have become Wights will have their allegiance changed to THE OTHERS, and will win if, and only if, the White Walker wins. Wights collude each Night to choose to EITHER Role Block a target, or attempt to kill the Lord Commander in a ZOMBIE ATTACK. There is no communication between the White Walker and the Wights.

    Passive Abilities:
    -Share a QuickTopic.
    -Know who the White Walker is.
    -Each Night, you have 12 hours to decide to to either ROLE BLOCK or ZOMBIE ATTACK in a plurality vote.
    -Each Night, decide the target for whichever Active Ability is chosen that Night by plurality vote.


    Active Abilities:

    -ROLE BLOCK: The Wights can choose each Night by plurality vote a target to Roleblock, meaning that the target player will become unable to use their Abilities (both Passive and Active) for that Night Phase and the following Day Phase.
    -ZOMBIE ATTACK: The Wights can attempt to kill the Lord Commander, in exchange for becoming unable to use either the ROLE BLOCK or ZOMBIE ATTACK abilities the next Night. In the confusion of a wight attack, the Lord Commander's office becomes trashed, making it impossible to recover the results of that Night's Ranger Check.


    ----------------------------------------------


    Night Action Priority:

    1. Ranging related actions
    Ranger Check
    Dragonglass Protection (Rangers)
    Winter Kill
    Reanimation

    2. Dead Players
    Children of the Forest Protection Vote
    Wights: Role Block/Zombie Attack

    3. Death-related or scum actions
    Night Kills
    Slayer Kill
    Convert
    Servant of the Red God
    Sixskins Activation
    Captain Sacrifice (Martyr save)

    4. All other actions


     
    Last edited: Feb 2, 2012
  2. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
    Jul 16, 2011
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    Male
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    1803
    Oh hey guys. I'm in the haus.
     
  3. Yeagen

    Yeagen First Year

    Joined:
    Oct 10, 2011
    Messages:
    43
    Location:
    A planet in the Milky Way Galaxy
    Hi Lungs! Alright, third post of the thread! Um, I don't have any good idea for who should be lord commander. I still haven't really played with most of the people here on DLP to have any good idea of who to choose. I'll see what everyone has to say first.
     
  4. Sacrifice

    Sacrifice Guest

    Let's get this started. Would someone commence nomination of the Lord Commander of the Night's Watch?
     
  5. KaiDASH

    KaiDASH Auror DLP Supporter

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    613
    Location:
    Australia
    hey guys.

    do that thing so that other thing can be done for me.
     
  6. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
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    Male
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    1803
    1. Anya - inconsistent posting
    2. Ash - devious as fuck
    3. Lungs - can't nominate yourself
    4. Moridin - all around solid
    5. KaiDASH - all around solid
    6. Geabe - newb
    7. Yeagen - newb
    8. Snowflake - newb
    9. CheddarTrek - newb (sort of)
    10. Gila - lurker
    11. Aziraphale - nope.
    12. Krogan - too hotheaded
    13. Taure - will be lynched in a day or so
    14. Sacrifice - newb
    15. LochNess - newb
    16. Gambit - newb

    17. Kensington - solid
    18. Aekiel - solid, risk of early lynch
    19. Sesc - solid, but somewhat new
    20. Vesvius - solid, bad record
    21. guljons - newb
    22. Eternity Lost - newb
    23. Nemrut - lurkk

    24. Fenraellis - solid
    25. jwlk - solid

    Ohkay.

    1. Ash - If you were the Blacksmith, when would you give the sword to someone, if at all?

    2. Moridin - When's a good point in the game for the Captain to sacrifice himself?

    3. KaiDASH - What's the most effective way for the Liar to play?

    4. Kens - If there was a risk of lynching scum late game, but a similar risk of lynching an important towny, would you lynch or withhold your vote?

    5. Fenraellis - How sure should the Maester be before they role reveal?

    6. jwlk - When should the Scout role reveal?
     
  7. Another Empty Frame

    Another Empty Frame Fake Flamingo DLP Supporter

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    Alright, I'm here and I'm waiting to see the results to Lungs' queries from at least three people before I cast about any Nominations.
     
  8. Kensington

    Kensington Denarii Host DLP Supporter

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    Hi all, it's good to see you.

    I may as well get the ball rolling for Lord Commander of the Night Watch. I used a RNG to get 20, so Vesvius, I'm going to nominate you.

    Lord Commander of the Night Watch Vote: Vesvius

    Let me know if that's the wrong format, Lutris.
     
  9. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
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    Location:
    i love girl's generation tbh
    High Score:
    1803
    Filler for Kens, who wants to respond to my post.
     
  10. Kensington

    Kensington Denarii Host DLP Supporter

    Joined:
    Mar 11, 2008
    Messages:
    1,356
    Location:
    West Coast
    Lungs: If it was between two people equally suspicious, I'd go with my gut and roll the hard six.
     
  11. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
    Jul 16, 2011
    Messages:
    206
    Gender:
    Male
    Location:
    i love girl's generation tbh
    High Score:
    1803
    How very much like you, Kens.

    Other people, respond? Please?
     
  12. Sacrifice

    Sacrifice Guest


    LORD COMMANDER NOMINATION: PLAYER NAME

    is the correct format for Nomination. Check out Lutris's post up there.
     
  13. Kensington

    Kensington Denarii Host DLP Supporter

    Joined:
    Mar 11, 2008
    Messages:
    1,356
    Location:
    West Coast
    Huh, I'm not sure if I should feel insulted or not Lungs.

    Thanks Sacrifice, I missed the red text up above.

    Lord Commander Nomination: Vesvius
     
  14. KaiDASH

    KaiDASH Auror DLP Supporter

    Joined:
    Oct 6, 2010
    Messages:
    613
    Location:
    Australia
    Play so that you don't get town lynching you - Liar is a natural fake claim for many scum roles (onion knight, ww, etc - hell, even ones without survival) so ideally many people will have a town-read on you when one of those end up claiming liar to avoid a lynch and you cc them.

    Note that it isn't always necessary to cc, and you should wait before doing so.
     
  15. Lungs

    Lungs KT Loser ~ Prestige ~ DLP Supporter

    Joined:
    Jul 16, 2011
    Messages:
    206
    Gender:
    Male
    Location:
    i love girl's generation tbh
    High Score:
    1803
    I buy that, Kai.

    Any more stepping up to the plate? :3
     
  16. Vesvius

    Vesvius High Inquisitor DLP Supporter

    Joined:
    Apr 7, 2007
    Messages:
    567
    O-kay, was not expecting to be nominated this time. But it doesn't count unless three people do it, so I'm not expecting any more.

    Lungs seems to have questions for all of the usual suspects, so I'll ask a few more generic ones to some of the others that I sort of know, but would like to know more of.

    Anya: Out of the town roles, which three do you think are the most important?

    Geabe: Which roles do you think would be best suited to go ranging?

    Sacrifice: If you were a wright, what would you do: try to help the walker, or fuck the walker over?

    Moridin: Out of the three scum factions, which one is the most dangerous and why?

    More questions following to people as I think of them.
     
  17. Krogan

    Krogan Alien in a Hat ~ Prestige ~ DLP Supporter

    Joined:
    Dec 8, 2007
    Messages:
    190
    Gender:
    Male
    Location:
    North Carolina
    High Score:
    2,719
    Well this should be interesting.
     
  18. Sacrifice

    Sacrifice Guest

    That's a strange question you are asking.

    THE WIGHTS, players who have been killed by the WHITE WALKER, may only win if THE WHITE WALKER wins.

    If I screwed Walker over, I lose.

    I'll just say this - I play to win and I don't want to become a Wight.

    ---------- Post automerged at 01:55 PM ---------- Previous post was at 01:37 PM ----------

    Vesvius, I have a question for you too.

    What is the most effective way to play Ser Piggy?
     
  19. jwlk

    jwlk Seventh Year

    Joined:
    May 7, 2010
    Messages:
    298
    Location:
    California
    Ah, the game started! Cool! I wasn't expecting this, considering I remember someone saying something about Tuesday, but this is a welcome surprise :D


    Well like most role reveals, it will be situational. However, I think that if there is vital information that you have, that the rest of the town is misinterpreting (Or the mafia are using it to deliberately mislead town) and you can make sure you take a few scum down with you, then it'd be a good time to role claim. There is also the fact that the White Walker can steal votes, and if you share to many roles, and the White Walker is still alive, it gives him a distinct advantage in guessing the remaining roles. So even if he does reveal, it should only be so much that he implicates scum, while not putting the town in a bad position.
     
  20. guljons

    guljons Squib

    Joined:
    Dec 20, 2009
    Messages:
    12
    Location:
    Latvia
    This is gonna be a busy day. I approve of this- seeing how people respond to some questions before nominating or voting for Lord Commander.
     
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