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Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 6:35 am
by Loose Canon
Yes my bar is open all day - and all are welcome. Might need a sherriff soon if those vagabonds (or scotsmen) (are they the same guys?)start getting rowdy. First round is on Sonic!
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 10:28 am
by Devante
Confirmed
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 11:53 am
by TrafalgarLaw01
MOD NOTE
Farmers should choose the sheriff in here, there is no private chat for farmers. Sheriff will be the one with more votes no need to reach mayority if there is a tie the farmers that didnt vote for neither of the top candidates should vote for one of them.
You can state your vote for Sheriff in green
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 12:30 pm
by SoN!c
Role confirmed
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 1:03 pm
by Extreme Ways
Confirmed. I also have it confirmed that should I die and a vagabond be instated, my power can be reused again. I see no issue in Vot using his power today twice, though whether Vot is town.. is to be seen.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 1:13 pm
by *Pixar*
Well farmers, who wants to be the sheriff?
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 1:14 pm
by TrafalgarLaw01
Extreme Ways wrote:Confirmed. I also have it confirmed that should I die and a vagabond be instated, my power can be reused again. I see no issue in Vot using his power today twice, though whether Vot is town.. is to be seen.
I confirmed EW that if a player use his building power and then dies. And a vagabond is later assigned to the building the power can be used again. However a building power can only be used once per day.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 1:22 pm
by strike wolf
*Pixar* wrote:Well farmers, who wants to be the sheriff?
I don't see a a time limit beyond day end for when the sheriff should be picked. So you should take time to think about it. You and DDS are the most experienced and thus probably the short list but you two are also the most dangerous if one of you ends up being a werewolf.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 2:11 pm
by Loose Canon
With the likelihood of this Accursed Wolf Father character in the game meaning players who I might have been less suspecting of then becoming Werewolves I'm not sure how I'm going to go about playing this. Not that I really have any suspicions yet - everyone seems to be getting along just fine at the bar.
I serve food as well - including pork scratchings perhaps as a daytime nibble for our furry friends?
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 2:41 pm
by Ragian
Aaaaaaaaaand I'm up to speed. Nothing has happened, yet. Well...except for...
DirtyDishSoap wrote:Confirmed
Vote Strike. I hate teachers and just look at his name! LOOK AT IT!
Is that because you can't spell their names?
@Traf, this game looks interesting!
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 3:01 pm
by Ewebasher
*Pixar* wrote:Well farmers, who wants to be the sheriff?
Badges? We don't need no stinking badges...
Alternatively given I have no idea what's going on I'd suggest anyone but me...
But if you or DDS are more experienced then I'm easily led...
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 4:18 pm
by Extreme Ways
ASAW. Kinda far away from acab, but it shall work.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 4:22 pm
by Votanic
Ragian wrote:Aaaaaaaaaand I'm up to speed. Nothing has happened, yet. Well...except for...
DirtyDishSoap wrote:Confirmed
Vote Strike. I hate teachers and just look at his name! LOOK AT IT!
Is that because you can't spell their names?
@Traf, this game looks interesting!
Totally agree with Ragian, this game is very intriguing... and sopping with rich, gloomy-backwoods-gothic
flavor.
Am I Tasting wild truffles and rare venison (at least I think it's venison...)
I'm imagine the setting as some forested desolate region: Siberia, Transylvania, the Highlands, etc. It doesn't matter exactly where.
I'm also feel this happening in the Middle Ages, so I don't want to see anybody using computers or phones.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:02 pm
by Extreme Ways
Fwiw I think Vota should check someone before we vote for a sherrif. But maybe checking one of the other buildings makes more sense. I can replenish his power.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:08 pm
by DirtyDishSoap
Ragian wrote:Aaaaaaaaaand I'm up to speed. Nothing has happened, yet. Well...except for...
DirtyDishSoap wrote:Confirmed
Vote Strike. I hate teachers and just look at his name! LOOK AT IT!
Is that because you can't spell their names?
@Traf, this game looks interesting!
Wachu talking about Reagan?
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:14 pm
by Ewebasher
Extreme Ways wrote:Fwiw I think Vota should check someone before we vote for a sherrif. But maybe checking one of the other buildings makes more sense. I can replenish his power.
Showing my inexperience again but given you can only do that once - is it something you'd normally consider in the first day? Is it the case that it's most useful early on?
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:34 pm
by Votanic
Extreme Ways wrote:Fwiw I think Vota should check someone before we vote for a sherrif. But maybe checking one of the other buildings makes more sense. I can replenish his power.
Okay, jesting aside. This is a serious issue and I am fully available to use the confession to help town.
EW and Ewebasher bring up good points... Overall, I think (but willing to hear arguments on this) that it is a good idea to use the Confession power sometime during this first day, lest I later get killed or converted. The Sheriff or one of the other power roles are the obvious choices, but again more than willing to listen to arguments about which confessee should be chosen. For example, if the Farmers agree, after they select their sheriff, but perhaps before they swear him in... I could get a confession out of him, the result of which I would then share.
However, this brings up a question for which we should ask the mod.
@Traf: Can the Farmers select a Sheriff candidate and then allow him to be confession-tested before being sworn in?
Alternatively, I can of course, test the Sheriff after he is elected, but then he, not the farmers, will choose his successor. That is only a problem if he is 1) a werewolf and 2) he knows the identity of the other werewolves on Day 1.
This also brings up the general town issue:
As town, we do not know when the werewolves can speak together (Day, night, both?) nor do we even know the starting number of werewolves.
Going by the card game, it might be 3 or 4.... but that is just a guess.
Also, in the card game, The Accursed Wolf father can only convert 1 new wolf per game, but as this is a mafia modification made by Traf, we should not assume everything is the same as in the rulebook.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:46 pm
by TrafalgarLaw01
Votanic wrote:
@Traf: Can the Farmers select a Sheriff candidate and then allow him to be confession-tested before being sworn in?
As long as they don't cast the votes in green. they can say they want someone to be sheriff but not vote him yet. once the votes are casted they can't take it back.
BTW. limit to choose Sheriff is End of D1
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:50 pm
by Votanic
TrafalgarLaw01 wrote:Votanic wrote:
@Traf: Can the Farmers select a Sheriff candidate and then allow him to be confession-tested before being sworn in?
As long as they don't cast the votes in green. they can say they want someone to be sheriff but not vote him yet. once the votes are casted they can't take it back.
BTW. limit to choose Sheriff is End of D1
Thank you.
I have one more general question that came up while reviewing the game rules.
@Traf: How is the Bailiff replaced if he is killed?
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 5:58 pm
by TrafalgarLaw01
Votanic wrote:
@Traf: How is the Bailiff replaced if he is killed?
The Bailiff can't be replaced if the Bailiff dies vagabonds can no longer be alocated into buildings
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 8:45 pm
by Devante
Hello servants. So as your glorious and studious lord...you're welcome...I hope these peasant farmers can make a decision quickly, not that they do anything quickly. Alas, I bore myself of this day as it is. I shall have to hang around my massive manor and indulge in all my glorious delicacies provided by my wonderful servants.
***P.S. - newb question, so will a day and a night be 48h each based on CC Clock? Or is it different times for each event. Asking for a friend
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 9:55 pm
by TrafalgarLaw01
Devante wrote:
***P.S. - newb question, so will a day and a night be 48h each based on CC Clock? Or is it different times for each event. Asking for a friend
Nights I will try to make them last around 48 hours but depends on how quickly people send me their night actions. Days should be around a week at first, might be longer or if a lynch comes sooner days would be shorter then.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Tue Jan 02, 2024 10:31 pm
by DirtyDishSoap
Do farmers have to have a sheriff today or can we choose not to vote? I think gambling on someone who might be scum having a double vote power would be disastrous.
Re: The Werewolves of Miller's Hollow Day 1
Posted: Wed Jan 03, 2024 12:28 am
by Parked
Confirmed! Got slammed at work. sorry for the delay!
Re: The Werewolves of Miller's Hollow Day 1
Posted: Wed Jan 03, 2024 2:03 am
by fusibaseball
My roles are good to go! Looks like it'll be a fun setup