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Re: [pbmserv-dev] Werewolf!



I don't think you have to worry too much about how
dawn and night are determined.  It's actually turn
based.  The werewolves decide who to kill.  The seer
tries to see a werewolf.  Dawn comes and someone is
dead.  The townspeople lynch someone and find out what
their role was.  Back to square night and the
werewolves.

The events are triggered by decisions.  The werewolves
could talk for five days about who to kill, or agree
in five minutes.  Once they both send in the same
name, that person dies and it's the seer's turn.  

Same for the villagers.  They can have a long
discussion or a short one.  Once they've all voted and
there's a majority, someone is lynched.

The werewolves know who each other are, and should be
told in their messages.  They could use the regular
message command to communicate, although I would love
to see a wchat command that keeps messages for
multiple turns.  (This would also be great for
multiplayer games like cards, Risque, and Perudo.)  

villagers use regular chat and the werewolves hear it
all.

I think the chat/communication system is more of the
key to the game than anything.  It's supposed to be
social (except for the lying and slaughter)

Eric
swift

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