Ideas for future TWGs

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  • User6773

    #31
    RE: Re: RE: Ideas for future TWGs

    This is long, but it's a big idea.

    I wanted to do something different for the sequel to my Metal Gear TWG, which I think definitely warrants a sequel in terms of its unresolved storyline and I hope everyone else agrees with me. However, I don't think that the story could work again under normal circumstances. It was odd enough having 16 members of FOXHOUND all voting each other to death (something the "real" FOXHOUND would never do), but after the incident at the Chinese base there's no way Campbell would let his men do something like that again. Also, as far as Campbell knows, the operation went off without a hitch and Flypie and Guido were normal members of FOXHOUND all along, and continue to be. So if people started dying again in the reformed FOXHOUND he would know immediately who to blame it on. Bang goes that idea.

    I'll reveal the first shells of my plot. I don't want FOXHOUND's mission to be "vote off the wolves" and have the plotline direct itself based on how well you are succeeding at that mission. I want you to actually have a mission to accomplish. I want a little roleplaying, I want your actions to directly involve yourself with your surroundings and your environments, and most importantly, I want you to dictate how the game (and story) plays out. I want you to feel the same sense of conspiracy as the FOXHOUND members, and I want you to be able to have a bit of espionage fun yourselves. This cannot be done within the context of the current game (which is nothing more than a game of Mafia with a frame story.)

    I want FOXHOUND to infiltrate one of the Patriots' laboratories where GHOST is held and try to take it out. I want you guys (the players) to be able to move from room to room finding out clues, investigating, while at the same time finding information on your buddies. I also want a blueless game for this. Basically, what I'm doing is adding movement to TWG, and this is significant enough of a change that it warrants a lot of explanation as to what I'm doing.

    The base will be set up in 50 rooms. I'm thinking of labeling them A through E, 0 through 9. So A-0, A-1, A-2, A-3......A-9, B-0, B-1......E-9. You get the idea. The base starts out unexplored. Instead of Day and Night, the game has 2 renamed phases - Movement and Decision-Making. During the Movement phase, each player privately informs me which room they want to go to on the base - it can be any room - movement is unrestricted. Think of it like opening a box. Inside the rooms are all sorts of different things of use - terminals that allow information on other rooms, terminals that allow information on other players, terminals that inform people how many wolves are left in the game, terminals that inform people where the other players are, etc. It's all about information. You gather as much information as you can.

    Discussion is allowed during the movement period. Now here's the catch. Wolves can only kill someone they're in the same room as! This creates something that TWG has never seen before - defensive lying. That is, humans telling the crowd they're going someplace they're not just to keep wolves off their tail.

    During the movement period, humans decide who to lynch. Big catch number 2. There no longer has to be a lynch every day! Players can select "No lynch" as a vote - if "no lynch" wins, no one is lynched. This is to prevent humans from lynching unless they've gathered enough information to be confident.

    After the movement period, every player is considered to have "entered a room." Now comes the Decision Making period - that is, what do you do with the room you're in? Who do you seer (if you've entered a seering room?) There are other types of rooms, but I'll get to those in a bit. Big catch #3 - humans can kill now, too. Everyone can be a vigilante as long as they're in the same room as the person they want to kill. You choose whether you want to attempt to kill the other person or not. If both players want to kill each other, neither dies. If one does but not the other, the unlucky one dies - but don't use killing as a means of self-defense, lest you kill your fellow humans who don't think you deserve killing. The one rule is: wolves take precedence over humans. Wolf and human try to kill each other, wolf wins. Unless the human is a Warrior (described further down), in which case the Warrior wins.

    You also decide what you want to do with the terminal in the room. Examples of rooms I've thought up (note that all of these might not be included in the final version of the game, and some of these might show up only in small numbers. The more powerful ones, of course, are rarer. I have a LOT of thinking to do):

    Seer terminal. Simple enough. Enter a name, it tells you if the target is wolf or not. In addition, it also tells you if the target has seered you. This is the alliance machine.

    Psychic terminal. Tells you how many wolves are left.

    Locator terminal. Pick a player. Tells you where that player is.

    History terminal. Pick a room. Tells you who's been in that room, and when.

    Map data terminal. Pick 5 rooms. Tells you what's inside those rooms.

    Superlocator terminal. Tells you where everyone is.

    Anonymous messaging terminal. Allows you to send a message anonymously to everyone.

    Gas terminal. Pick a room. Whoever's in that room dies.

    Guard terminal. Tells you where all enemy guards will go on their next move. This is explained below.

    Now, you might think that all this seems too powerful for the humans. This is why the wolves have a few tricks up their sleeve.
    First off, the wolves know at all times which rooms are occupied, though they don't know who's in them or what they're doing. (Thus, if you keep sticking around in the seer room, you're asking for it.)

    Second, the wolves can also take action when they're inside a room.
    Destroy - wolves can destroy a terminal if they find it.
    Hacking - wolves can also hack a terminal. This makes the terminal generate random false information instead of real information.
    Scramble - wolves can change the terminal itself to another type randomly. Meaning that a seer terminal might become an anonymous messaging terminal.

    Finally, there are 10 enemy guards that wander around the base. During the movement phase, the destinations of these guards are randomized. If any player enters a room where there's an enemy guard, he is spotted the entire guard goes into Alert Mode - meaning for that Decision-Making phase, all terminals are rendered useless.

    Also, humans get a choice between one of 3 roles at the beginning of the game. Players can either keep this secret or make it public.

    WARRIOR - if the player finds an enemy guard, the player kills him. The guard still goes into Alert Mode, but on the plus side, that's one less guard to deal with now. Also, in player-to-player combat, the Warrior gets "first strike." Meaning if he chooses to kill the other person in the room, the other person dies, even if he also chooses to kill: unless he, too, is a warrior.

    HACKER - can detect if a terminal has been hacked into and restore it. Also can detect if a terminal has been scrambled, in which case he can leave it as is or restore it to its original state. Cannot restore destroyed terminals.

    SNEAKER - will never send the guards into Alert Mode, even if he's in the same room as one of them. Also, the Sneaker can use terminals even when the guard is in Alert Mode.

    I'm thinking for this game, players will have to register alternate accounts for the game. This shouldn't be a problem for the TWG-obsessed. The reason for this is that the big supertrap for the wolves is the Science Lab - where they keep the nanomachines that turn you into a host body for a Patriot agent. If a human and a wolf both end up in that room together (by a cleverly laid trap by the wolves), the human's body is stolen and that human's password is given to the wolves, allowing them to post as that human at any time, send him to rooms, etc.

    The object of the game is to destroy Metal Gear GHOST. To do that, the humans must:
    1) Find the Weapons Storage room and obtain 2 Stinger missile launchers from inside. - 1 for 2 different humans.
    2) Find the Commander's Room and obtain the code to the mechanical lock outside GHOST's door. Since it's a code, anyone who knows it can get in.
    3) Disable the electronic lock on GHOST's door by sending two men to two different power generator rooms. Meanwhile, the 2 humans with Stingers must enter the door to GHOST at the same time. If this is done, the humans win. If the wolves manage to prevent the humans from doing this, they win.

    The odds of the humans entering the correct 4 rooms on the first try are 00.001536 %. Thus, research and information sharing are necessary to succeed. But with all the information sharing, there's so much room for lying...both to protect yourself and hurt the enemy. This also allows so much role-playing in a completely different way...will you go solo? Will you help with reconnaisance? Help lead strikes? Will you be organized? Form sub-teams? Set traps? Avoid traps? Share information, or hoard it yourselves?

    This seems complicated for a forum game, but I want to create an environment where the two teams can try to outwit each other as best they can. I want to create a sort of "playground" where the two teams, being smart enough and using the full resources of the information at their disposal as best they can, can utterly outwit each other.

    I'm working out the logistics of this game because obviously a lot of balancing issues will have to come into play.

    All comments are welcomed and encouraged.

    Comment

    • HansSky
      FFR Player
      • Oct 2003
      • 1925

      #32
      RE: Re: RE: Ideas for future TWGs

      OMG.

      I LOVE YOU CHARDISH.


      Seriously, that sounds like the greatest idea yet. HUGE change, completely different than the regular TWGs. Having the game go with the PLOT, not the plot go with the GAME. It's original, fresh...I like it a lot. No sarcasm at all.

      Of course there are going to be a few small things that need to be worked out, but you really have it very well done right now.

      Fantastic.
      hi

      Comment

      • Tps222
        FFR Player
        • Nov 2004
        • 6168

        #33
        RE: Re: RE: Ideas for future TWGs

        Wow, that's a great idea, but how many people are going to play, 50 rooms is a lot, so you might not be in the sane room with a person for a while. Also, how many days would this take, it looks long.

        Comment

        • Afrobean
          Admiral in the Red Army
          • Dec 2003
          • 13262

          #34
          RE: Re: RE: Ideas for future TWGs

          I love this idea, Chardish. I especially love the whole "wolves get the password" thing. That connects it to the story so well. I just think that the map should be shrunken a little. That many rooms would make the game last an obscene amount of time.

          Comment

          • flypie743
            FFR Player
            • Jun 2004
            • 3210

            #35
            RE: Re: RE: Ideas for future TWGs

            That's awesome, Chardish. It's like a REVOLUTIONARY TWG.

            IF YOU ARE THE BOMB YOU WILL CLICK THIS and if you dont, you suck.

            Comment

            • blahblah18
              FFR Player
              • Aug 2004
              • 1662

              #36
              RE: Re: RE: Ideas for future TWGs

              great idea, math and logistics need to be worked out...
              A) I'm almost positive this right now is too easay for the WOVES .. .10 guards, 16 players , probability leads to 14 different rooms, 10 covered by guards... its a high probability that we'l lbe in alert mode almost every single day. So those numbers need to be tweaked.

              B) There will be stupid people that join, pick warrior and kill someoen every single time just so they don't die, and that owuld ruin the game. I'm not sure hwo to fix it, but I believe its definately a potential problem

              C) what happens if say i'm holding a missile and am then killed? / what happens if 3 people are in a room at the same time?

              D) there are a couple of others, but I need to think more on it. Great idea chardish, and I almost feel we could play that while playing a real TWG because this is basically like a completely different game.
              but for now... postCount++

              Comment

              • Squeek
                let it snow~
                • Jan 2004
                • 14444

                #37
                RE: Re: RE: Ideas for future TWGs

                My super awesome idea that I mentioned in the postgame thread is as follows.

                Play an FFR TWG game as if we were playing the at-home version. I.E. - Revealing the role upon death.

                I'd probably have 3 wolves and 16 players. One would be a seer, one a guardian. Just like always. No Master Wolf.

                ~Squeek

                Comment

                • GuidoHunter
                  is against custom titles
                  • Oct 2003
                  • 7371

                  #38
                  chardish is win.

                  Of course, there are some issues that need to be dealt with, specifically the ones blah brought up. Another possible problem is the importance of AIM alliances in this. What would be discussed in the forums? It sounds to me like it'll just be "B-7 is a seer terminal" "Hmm...is he lying or telling the truth?". I foresee many small alliances starting, with the information being shared over AIM. I don't really see why you'd want to put everything you know on the forefront by posting to the forum.

                  But yeah, this sounds awesome, even though little like a TWG. I know I'll be all up for it.

                  Anyway, I'm off to OKC.

                  --Guido


                  Originally posted by Grandiagod
                  Originally posted by Grandiagod
                  She has an asshole, in other pics you can see a diaper taped to her dead twin's back.
                  Sentences I thought I never would have to type.

                  Comment

                  • evilbutterfly
                    FFR Player
                    • Apr 2003
                    • 5784

                    #39
                    RE: Re: RE: Ideas for future TWGs

                    That deserves a whole new forum section. It also ought to have a different name, because it's so much different from TWG. Great idea and I love it, but it needs some details hammered out. I'd like to try the 3-team TWG first, and then get in on this; I hope it's all ready by then .

                    And blah, you forget about sneakers. They will lower the chance of alerting. Honestly, I'd be the sneaker, just so I could use the terminal. Also, to other people who think 50 rooms is too many: blah points out that if anything, it's too few. Maybe make it 64 (8 by 8) and a couple more people? I'm not sure. I suck with probability, so I'll leave the figuring of that up to you guys. Also, I like being able to pick class and having everybody be equal. I hated being stuck with guardian, but I would love to be able to know where the seer room is and go in occasionally.

                    Also, maybe more classes should be made? Also, the guards should only move 1 space at a time, rather than skipping around. That's more realistic, and it would help keep alert mode away. May be also make it so humans can sense guards around them in a 1-block radius, so if they move slowly through the rooms they can avoid them. Or maybe that skill could just be for one character class.

                    Oh, and is there a time when talking is not allowed, such as night in TWG? And will there be a different thing when a human kills and a wolf kills? That would require that the killer's name is not revealed, though. If it didn't give any indication whether the killer was human or wolf, that would make it hard to tell what may be going on. Then again, I know that if I ever entered a room with somebody in it I would immediately IM a friend in the game and say "this guy is in the room with me, if I die by wolfing it was him!!" That may make it too easy for humans, though. =\

                    It will take some balancing, but I'd love to serve in test games .
                    So I've gone completely slack-ass and haven't done any work on creating games. =(

                    In less-depressing news, I got a job for an online business (which sells non-electronic games, of all things!) which has taught me a lot about marketing online and all that jazz.

                    So now I'm on Twitter @NoahWright.
                    And I write the blog for their website.

                    Plus I do cool programming in-house that you'll never see. =O

                    Comment

                    • Tasselfoot
                      Retired BOSS
                      FFR Simfile Author
                      • Jul 2003
                      • 25185

                      #40
                      RE: Re: RE: Ideas for future TWGs

                      also, you say the wolves will know the location of every human... you sort of implied that they would know the contents of the room as well... that seems to be too unbalanced towards the wolves, to know what goodies lie in each room... the wolves could just hoard the best rooms and kill any humans who stumble in.

                      also, how will everyone know where everyone else is? will that be posted at the end of each movement phase? everyone's nanites should allow them to know the location of everyone else... which isn't THAT helpful.

                      also, in response to the mentioning of AIM would be the sole communication of everything... if we use anonymous usernames, it makes it very difficult to factor AIM in. in fact, it could be stated as a rule that AIM is 100% out of service for this game. all communication must be done over the forums or PMs. something like that.

                      if the wolves hack a humans account, is the human then dead and out of the game? and, would the newly hacked wolf count towards the wolves win at the end of the game, as the wolves would control their vote. that seems to be very powerful.
                      RIP

                      Comment

                      • alainbryden
                        Seen your member
                        FFR Simfile Author
                        • Dec 2003
                        • 2873

                        #41
                        RE: Re: RE: Ideas for future TWGs

                        Huge idea chardish. Just huge. Why are you wasting your mind on this site. Shouldn't you be curing cancer
                        ~NEIGH

                        Comment

                        • Squeek
                          let it snow~
                          • Jan 2004
                          • 14444

                          #42
                          RE: Re: RE: Ideas for future TWGs

                          I read your idea Chardish and I loved it. I don't know for sure how you want this to work, so I would like to request a summary of what every player can do each phase.

                          Also, if you go with Tass's AIM-FREE idea, you'd have to factor in the fact that most people can discern another person by the way they type. For instance, I know Tass will spell everything right, just not capitalize. Whether or not he fixes this is up to him during the game. I also know that 87x CONSTANTLY makes the most common errors in his posts and I could easily figure him out as well.

                          ~Squeek

                          Comment

                          • User6773

                            #43
                            RE: Re: RE: Ideas for future TWGs

                            First off, Squeek's question.

                            BEGINNING OF MOVEMENT PHASE: Wolves are now told which rooms are occupied, and by how many people.

                            MOVEMENT PHASE: Players choose which room they want to move into.

                            END OF MOVEMENT PHASE: Players are now considered to be "inside" those rooms. If an enemy guard is there, Alert Mode will trigger now.

                            BEGINNING OF DECISION PHASE: Players are informed what's inside the rooms they're in. Players are also informed who else is inside those rooms: other players, and NPCs(!)

                            DECISION PHASE: Players vote to lynch (if they want). Players privately inform the host what they want to do with the room itself. (For most cases this will be choosing to use the terminal.) The terminals are considered to be activated immediately, however, they do not take their action or return any information until the end of the decision phase.

                            END OF DECISION PHASE: The votes are tallied, and if a person is lynched, they're dead. Terminals take their actions, and all killings are performed simultaneously. (If a terminal was supposed to return information to a person who is now dead because of some other effect, the now-dead person does not receive the information.)

                            In regards to what blah said, yes, the number of enemy soldiers is too high. I figured it up, and even with 1/3 of the team being sneakers, there's an 83.2% chance of alert mode on every turn until people start dying. This will take renovation. I'm thinking dropping it to 5 guards, and upping the building size to 8x8.

                            Originally posted by Tasselfoot
                            also, you say the wolves will know the location of every human... you sort of implied that they would know the contents of the room as well... that seems to be too unbalanced towards the wolves, to know what goodies lie in each room... the wolves could just hoard the best rooms and kill any humans who stumble in.
                            The wolves only know which rooms are occupied, not who's in them or what's in them. So a wolf report might look like this:

                            There is one person in A-4, B-3, B-9, C-1, C-7, D-0, E-8.
                            There are two people in A-8, D-6, E-1.
                            There are three people in C-2.

                            Of course, some of those are undoubtedly the wolves. The reason for a report like this is: people keep hanging out in C-2 - maybe it's worth your while to investigate and see what's there, go to a map data terminal and figure it out, or simply gas the room next time you get the chance. The purpose of this wolf report is so that the humans realize they can't lounge around in certain rooms forever.


                            Originally posted by Tasselfoot
                            also, how will everyone know where everyone else is? will that be posted at the end of each movement phase? everyone's nanites should allow them to know the location of everyone else... which isn't THAT helpful.
                            No. It's your responsibility to tell each other where you're going. Of course, if you want to be truthful about this, it's up to you. Honesty breeds trust, but it also invites backstabbing. An interesting dilemma. The purpose of the locator terminal is to check up on people and see if they've been telling the truth or not. (I expect this can lead to interesting confrontations: "You were in C-2, but you told everyone you were going to D-5. Why?")

                            Originally posted by Tasselfoot
                            also, in response to the mentioning of AIM would be the sole communication of everything... if we use anonymous usernames, it makes it very difficult to factor AIM in. in fact, it could be stated as a rule that AIM is 100% out of service for this game. all communication must be done over the forums or PMs. something like that.
                            I was thinking of registering alternate AIM accounts for everyone for this game, too. If people were receptive to this kind of idea. Otherwise, it should be PMs only.

                            Originally posted by Tasselfoot
                            if the wolves hack a humans account, is the human then dead and out of the game? and, would the newly hacked wolf count towards the wolves win at the end of the game, as the wolves would control their vote. that seems to be very powerful.
                            The consciousness of the human is being suppressed and overridden by the wolf team through one of their agents. There is a way to remedy this, but it's not too easy.

                            This is extremely powerful, yes, but think of all the things that have to come into play to make this work:

                            1) A human has to enter the Science Lab. Since the room's only game feature is to convert humans to wolves, if a human discovers it he'd be very, very wise to tell anyone else about it. (On the other hand, this once again opens the game for lies: if a wolf finds a seer terminal, why not tell people it's a Science Lab?)
                            2) A wolf has to enter the Science Lab at the same time. This means that it can either happen by coincidence, or by a wolf actively setting a trap for a human.
                            3) There can't be another human in the room, either. (Suspicious of a trap? Go in pairs.)

                            Originally posted by evilbutterfly
                            Also, maybe more classes should be made? Also, the guards should only move 1 space at a time, rather than skipping around. That's more realistic, and it would help keep alert mode away. May be also make it so humans can sense guards around them in a 1-block radius, so if they move slowly through the rooms they can avoid them. Or maybe that skill could just be for one character class.
                            I like your idea. It makes it kind of like Wumpus World, and allows for more information gathering and smarter movement.

                            Originally posted by evilbutterfly
                            Oh, and is there a time when talking is not allowed, such as night in TWG? And will there be a different thing when a human kills and a wolf kills? That would require that the killer's name is not revealed, though. If it didn't give any indication whether the killer was human or wolf, that would make it hard to tell what may be going on. Then again, I know that if I ever entered a room with somebody in it I would immediately IM a friend in the game and say "this guy is in the room with me, if I die by wolfing it was him!!" That may make it too easy for humans, though. =\
                            Aha...and you have found the secret magic of the "humans being allowed to kill" rule. Wolves can no longer kill indiscriminately and avoid suspicion. They have to have reasons for their kills. You can talk anytime you want until you're dead - and after you're dead the killer can come up with all the reasons they want to for their action. But remember - the gas terminal is probably the best weapon in the game if used properly, because it's the only way to kill remotely and kill anonymously.

                            People IM each other all the time at night, so why not let them talk in the thread too? This could also lead to conversations like "I'm at a seer terminal, who should I investigate?" etc. Since seer is a location, not a role, people will be more inclined to share information like this.

                            This game is all about who's got information, and whose information is right.

                            More room ideas:
                            Superscrambler terminal: randomly reassigns every terminal to a new location, almost as if the game's started over. Requires re-exploration of the facility. Rooms that aren't terminals (storage rooms, labs, offices, etc.) are not affected.

                            Validity check terminal: give the terminal a statement. The terminal will tell you if it's true or false. Cannot be used as a seer terminal.

                            Commander's terminal: give new destinations for each enemy guard. They will appear there next turn.

                            Electronic lock terminal: pick a room. That room becomes electronically locked and no one can move there next turn. If a person is already in that room, they can't get out.

                            Switch terminal: pick a room. If there's a terminal in that room, it now becomes the switch terminal and the current room becomes the targeted room's terminal.

                            This will definitely take a lot of testing and refinement, but I look forward to working on it further.

                            Terminal ideas? Tell me. The ones I like the best are the ones that are a) simple, b) require no new game mechanics, and c) can be used by both humans and wolves to their team's benefit.

                            Comment

                            • blahblah18
                              FFR Player
                              • Aug 2004
                              • 1662

                              #44
                              RE: Re: RE: Ideas for future TWGs

                              Super scrambler is way too overpowered for the wolves I think.. so much that it might unbalance it.. the games seems to be that of time, can the humans figure out the room sbefore the wovles kill them, and on that note.. I don't think there sohuld be a gas terminal... the whole idea should be that anonymous killing should basically be impossible, especially if peopel go off in pairs.. and again, what happens if 3-X people are in a room together, does a plurality kill wish be needed or what? is it like diplomacy that you'd support a kill, etcetera... Also, do humans win if all wolves are killed?Because if not, then I dont' think there's ever incentive for the humans to risk trying to kill a wolf, better to just work around them..but yeah, I think super scrambling and gassing are really problematic.. validity check is pretty sweet
                              but for now... postCount++

                              Comment

                              • User6773

                                #45
                                RE: Re: RE: Ideas for future TWGs

                                Examples of validity check queries, where the terminal will respond true/false:

                                "Someone is in C-6 right now."
                                "Lightdarkness is in C-6 right now."
                                "C-6 has a gas terminal."
                                "There's someone at a gas terminal right now."
                                "There was someone at a gas terminal last phase."
                                "There was someone at a gas terminal on phase X."
                                "Lightdarkness tried to kill Tasselfoot last phase."
                                "Lightdarkness tried to kill someone last phase."
                                "Someone tried to kill Lightdarkness last phase."
                                "Lightdarkness has used a gas terminal."
                                "Lightdarkness has killed someone using a gas terminal."
                                "Lightdarkness was killed by a gas terminal."
                                "Lightdarkness used a gas terminal last phase."
                                "C-6 has changed since the last time I was there."
                                "Someone has found one of the power generators."
                                "Someone has found the door to Metal Gear." (Side note: the inspiration for the victory objective was actually Where In The World Is Carmen Sandiego. I'm sure someone actually watched that show. Remember how they had to find the the stolen item, the warrant, and the thief to win? Same principle. Remember how Rockapella used to sing "THE WARRANT!" in harmony when they found it? Not the same principle.)

                                Basically the only forbidden questions are ones that involve peoples' statuses as wolf/human.

                                Bad queries:
                                "Lightdarkness is a wolf."
                                "I have encountered a wolf before."
                                "There is a wolf at a gas terminal."
                                "Lightdarkness was killed by a wolf." etc.

                                Keep in mind that for gas terminal to work, the gasser has to know pretty much exactly where you're going. This encourages lying about where you'll be only if the enemy knows where a gas terminal is! If the wolves don't know any gas terminals, you're pretty safe. But if there's always someone in a particular room like, for example, C-6, the wolves would be smart to gas it. Then go there and smash the terminal. The wolf location report is primarily meant to keep humans on the move instead of hanging out in the same rooms harvesting information. Plus, exploration is necessary because the humans don't automatically win if the wolves are all dead. They have a mission to accomplish, and the fact that they've killed all the enemies won't stop some of them from killing each other out of paranoia. Of course, if the humans can communicate the fact that everyone needs to get to a psychic terminal and see that the wolves are dead, it's game over as soon as the humans figure out what rooms they need to be in to trigger end-of-game.

                                (But this is another fun opportunity for the wolves. Hack the psychic terminal to say all the wolves are dead. This game is so full of possibilities.)

                                On the other hand, if enough humans are dead that they cannot conceivably carry out their objective (remember, it takes 4 to trigger end-of-game with the current setup), wolves automatically win.

                                Upon further evaluation, superscrambler is an overpowered move. Basically if the wolves are getting their butts kicked they can use it. However, this means that the humans can be on the verge of collecting enough evidence to figure the whole thing out, and lose because of the superscrambler. In a game that's about collecting a bunch of evidence it doesn't seem right to have a weapon that renders all evidence useless. In addition, it's one of the few terminals that is only useful for one side, and it's far too useless for the other. Superscrambler is out.

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