Pokémon TCG: Sword and Shield—Brilliant Stars

Pre-XVII Werewolf Metagame Analysis

In terms of vet reverence, I can see how it needs to stop, but I don't see how it can stop. Social interaction will present a group with leaders and followers. People can and will be influenced by others in one way or another. A major influence will be the strength and skill of the player. I think that vet reverence is just a factor in a social game. The biggest thing that can be done to change vet reverence is to get new players into the game. Indeed, it is an area that only can be improved individually.

Which brings us to the solution I'm testing right now. Namely, what would happen if every player was given a new username, with zero posts. And then were forbidden to reveal their actual name?

The answer so far is that it makes players use more logic and day hunting, and much less night play. Also, it makes reads more valuable than evr since you cannot use past games as "cheat reads"
 
This is a great write up, thank you for doing this. One thing which should be considered is true majority votes to lynch. Stop the plurality lynches please. Forcing the town to vote makes people step up and take a stance. I find the lack of voting to be a major town asset for a few reasons.

1. No one likes to be on the lynching block. The natural instinct is to fire back or consider your attacker scummy in the process. This helps create some confusion for the wolves.
2. Once the count gets to about L-3 or L-4 you are all but dead, so it forces early reveals. Fine if your town...
3. There is something to be said for actually hammering someone also. Someone has to end the day and it can be very nerve wracking as town to drop the hammer. It ends the day, you tend to look scummy (if it's to quick).

Also it just makes the days drag out. I'm sure there are more reasons floating in my head but I gotta get ready for work.
 
This is a great write up, thank you for doing this. One thing which should be considered is true majority votes to lynch. Stop the plurality lynches please. Forcing the town to vote makes people step up and take a stance. I find the lack of voting to be a major town asset for a few reasons.

1. No one likes to be on the lynching block. The natural instinct is to fire back or consider your attacker scummy in the process. This helps create some confusion for the wolves.
2. Once the count gets to about L-3 or L-4 you are all but dead, so it forces early reveals. Fine if your town...
3. There is something to be said for actually hammering someone also. Someone has to end the day and it can be very nerve wracking as town to drop the hammer. It ends the day, you tend to look scummy (if it's to quick).

Also it just makes the days drag out. I'm sure there are more reasons floating in my head but I gotta get ready for work.
So, I'm not sure what you're saying here. Are you proposing getting rid of the "Day ends after X votes" concept? If so, I believe that, if anything, the town needs to actually lynch once they have a target. All the continuation of that day does is leave the potential for mis-lynches. JMHO.

Originally Posted by PMysterious
You are Darth Jigglypuff. A Pokemon Sith Lord. You were the youngest Pokemon Jedi and loved by many. However, Jedi Piplup attacked you with no reasoning behind it and you died around 10 minutes later. After a few days you became revived and now you want revenge on Jedi Piplup to this day. You also kill and destroy everything in your path because of how dark you became.

Role: (Jedi Hunter): During the night, you can PM the moderater the name of 1 alive player. If that player is Jedi Piplup, you WILL kill him with no question. However, if not, there is a 25% chance of being noticed. However, there is a 60% chance that you'll kill your target.

Win Condition
Be the last one standing
OR
Kill Jedi Piplup and survive till the end of the game.
Why....Why....Why....???? The destruction of Piplup is not permitted by any means!!!

(Arg, you aren't over that yet??? :frown:)
 
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Fantastic read, thanks for writing this! I definitely learned a bit, there more than a few points where I realized "Oh snap, I did that!" xD *cough vet reverence cough* This seems like it will become a resource for both players AND moderators alike.

For the record, I don't think Jason should be banned from the next game. However, his suicide is very anti-SOTG, considering he did not play to his win condition. As a townie, I personally feel it was his obligation to at least the day run its course. Ending the day he way he did is anti-town, which is against his win condition.

However, seeing as we seem to be going through a bit of a transformational period anyway, I'm fine with letting it slide. In the future, I would highly recommend banning suicide on policy, at risk of being banned from the game for either a temporary or permanent amount of time.

I have no other thoughts, very nice read.
 
This is a great write up, thank you for doing this. One thing which should be considered is true majority votes to lynch. Stop the plurality lynches please. Forcing the town to vote makes people step up and take a stance. I find the lack of voting to be a major town asset for a few reasons.

1. No one likes to be on the lynching block. The natural instinct is to fire back or consider your attacker scummy in the process. This helps create some confusion for the wolves.
2. Once the count gets to about L-3 or L-4 you are all but dead, so it forces early reveals. Fine if your town...
3. There is something to be said for actually hammering someone also. Someone has to end the day and it can be very nerve wracking as town to drop the hammer. It ends the day, you tend to look scummy (if it's to quick).

Also it just makes the days drag out. I'm sure there are more reasons floating in my head but I gotta get ready for work.

I'm not sure if this is what you're getting at here, but a system I like to use is this.

Set the minimum required to lynch (> 1/2 the population)
Set the maximum day length
If the town does not pull a target up to the lynch minimum, a random player is lynched instead (I suppose no lynch is an option here as well).
If the town does pull a target to the lynch minimum, they are lynched and the game moves into night.

I always felt that this whole, leave our target at L-1 or 2 until the day ends is sort of against the whole lynching concept, and while it does benefit the town, it also tends to drag the game out with conversation sometimes going stale.

I have more thought on many of the other topics mentioned but for now i'll just stick with asking people what they think of this?
 
I'm not sure if this is what you're getting at here, but a system I like to use is this.

Set the minimum required to lynch (> 1/2 the population)
Set the maximum day length
If the town does not pull a target up to the lynch minimum, a random player is lynched instead (I suppose no lynch is an option here as well).
If the town does pull a target to the lynch minimum, they are lynched and the game moves into night.

I always felt that this whole, leave our target at L-1 or 2 until the day ends is sort of against the whole lynching concept, and while it does benefit the town, it also tends to drag the game out with conversation sometimes going stale.

I have more thought on many of the other topics mentioned but for now i'll just stick with asking people what they think of this?

I like this setup a lot, personally. I prefer lynching no one if the town can't come to a decision, I feel the whole "vote no one" adds an additional layer of strategy to the game. For instance, if on Day 1 let's say no one looks scummy, what will the town do? Not lynching anyone is actually in favor of the scumteam, so that option will be a bad one. It might get people to think out of the box to try and find someone suspicious. It also provides information. "I am against no lynch". "I am for no lynch". Either of these statements within the game provides just that much more information about a player and where they stand on a subject. It would also put players on in the spotlight who try to look for anything to incriminate a player or for that matter a player who just doesn't seem to want to incriminate anyone at all.

On the other hand, you have the random lynch, which is a recipe for some sour grapes if you ask me. If someone on the scum team gets lynched, for instance, post-game that player might have some choice words on how they were killed so easily, depending on events that may very well be out of their control.

I personally think your setup, with the option of no lynch, is probably the definitive setup for these sort of games.
 
About rudeness. I disagree with the reasoning for banning it, but agree that it should be banned. Rudeness is a pretty potent tool for gauging someone's alignment. Unfortunately, it does have the side-effects of making the game less fun for other players, particularly new players. Since the gym does not have newb games or multiple games going on at once, I believe that rudeness should be banned to allow newer players the chance to learn. I disagree about it not being effective for scum-huntingthough.

Is it a usable tool? Yes. Can it have results? Yes. As we stated above, there are other tools that are just as potent if not more so that do not cause the negative repercussions that it does. Effectively all rudeness can be used for is a way to make someone emotional, however according to what I see in our meta and in general meta, rudeness' effectiveness at creating emotionalism is low. Being unreasonable, reading bias and paranoia into someone's posts, and getting them pressure voted is drastically more effective with none of the ill side-effects.

Look at ProHawk's pressure play on me. He was rude in his posts, but that had no effect, because rudeness is easy to see and ignore. He did the other things and it was drastically more effective.

Look at Napo and PCoPB. Napo was rude to PCoPB...did it assist? No. It did succeed in PCoPB almost calling in a replacement though.

As was said earlier, rudeness gives a minor(if any) increase in likelihood of winning, while trading off the fun of other players and them becoming better.

Vet Reverence

In terms of vet reverence, I can see how it needs to stop, but I don't see how it can stop. Social interaction will present a group with leaders and followers. People can and will be influenced by others in one way or another. A major influence will be the strength and skill of the player. I think that vet reverence is just a factor in a social game. The biggest thing that can be done to change vet reverence is to get new players into the game. Indeed, it is an area that only can be improved individually.

Societal interaction it is true does generate leaders and followers. However what it does not generate necessarily is blind following. Furthermore, in a game like werewolf that social trend should be fought against, because you have no idea what the alignment of a leader is. Furthermore, this game is about critical thinking not group think...which is what occurs when you play sheeple follow the leader.

Furthermore, one idea for reversing this trend and possibly abolishing it altogether is playing a game where the other players are unknown. This is an idea SS7 and I had some time back, and Cabd also had and is beta-testing on 6p. I am modding the next game and it will also be anon in nature.

Mod/Role Over-Reliance

The Mod/Role over-reliance is where my inexperience is making this difficult to understand. We talk a lot of using the day play analysis, but all I can see out of day play analysis is WIFOM. The examples given about analyzing day play are "uncovering a trend in voting or the way one player acts about another player". From my understanding of WIFOM, trying to analyze the actions of a player is a dangerous way to play and will ALSO lead to unhelpful lynches, bandwagons and lucky hits or misses.

While I agree that both day play reads AND update/information should be used in conjunction, I feel that this section devalues the use of update/information too much. I would argue that day play reads should be used as secondary evidence, while update/information should be used as primary evidence.

I think that rather than decreasing reliance on mod/role information, they should work on improving their use of day activity analysis in conjunction with factual information.

I think you are mistaking the meaning of WIFOM. Wifom refers to a concious play where a wolf and a townie would do the same thing. Many people seem to think this makes those instances 50/50, and therefore null reads. However, no wolf should give up 1/3 of their team to look innocent. While it is possible they did that, it is very unlikely.

Furthermore, most of the evidence you should be looking for in the day is in the realm of rhetorical analysis and psychological analysis. Big words simply to say figure out the why behind the what. You are right in saying that day analysis is not absolute...rather it is statistical, but that is the inherent basis of the game.

Part of the misunderstanding is as you said from inexperience. Check out blastoise-shellsurprise's game on here or practically any of the games on MS. While in this game, there was information usable in the updates and the like. In most werewolf games there is not, and fundamentally there should not be nearly as much as has been the trend on here.

Plethora of small meaningless posts

Aside from bumps and posts without any content toward the game, I don't see how one can judge what is meaningless and what is not. What I don't understand is how are many posts with only small bits of information any different from large posts with a great deal of information?

In terms of thread length, it would increase only the number of pages and post counts, but the content would be the same split into 10 small posts or put into 1 long post. It would take a person the same amount of time to read through a giant post as it would be to read a bunch of small posts. Small posts can encourage thought; size does not always matter. I suppose this section could have benefited from a definition such as was given for vet reverence.

The other problem with this section is the argument is made for one faction. What if small meaningless posts are an intentional part of ones play style to accomplish exactly what has been stated that it accomplishes? If the town stops paying attention for any reason (small post or otherwise) that is the fault of the town, not the small poster, and they (the town) should reap the consequences.

  1. I personally find it fairly easy to determine what posts are meaningless, but you are right that it is subjective in nature.
  2. The largest difference between those two types is that it is drastically more difficult to determine what someone is saying and it drastically increases the likelihood of missing information.
  3. Lots of small posts clutter threads...allow interuptions which destroy the train of thought...and frankly make more pages which makes it harder to find what was said later.
  4. Small posts can encourage thought, but I think everyone can agree that trying to read jpulice's fake imped was like glass to the eye-balls in terms of trying to find his point.
  5. This argument is not made for one faction. If it was we would be arguing to ban small meaningless posts. Instead this is a playing issue. It is true that it is an effective wolf strategy, but it is a horrible town one...besides how it can cause detrimental meta effects to the games quality.

Responses out of emotionalism

While I agree that rudeness and demeaning remarks should be left out of an argument, I believe that emotion can have an important role both in obtaining reads and revealing information intentionally or unintentionally. It may be correct in that logically, emotional responses are detrimental, however it is an important tool in a social game. I don't feel that it should be outlawed. Again, as was stated, it is a matter of personal improvement to attempt to keep emotions out of responses. I like the summary stated that players should be weary of excessive emotionalism.

I completely agree. That is why it did not say to remove emotionalism...simply to remove excess emotionalism. This post is as much about diagnosing systematic errors as calling for players to become better. There is a place for emotionalism...just not as much of one as what seems usual on the gym.

I like this setup a lot, personally. I prefer lynching no one if the town can't come to a decision, I feel the whole "vote no one" adds an additional layer of strategy to the game. For instance, if on Day 1 let's say no one looks scummy, what will the town do? Not lynching anyone is actually in favor of the scumteam, so that option will be a bad one. It might get people to think out of the box to try and find someone suspicious. It also provides information. "I am against no lynch". "I am for no lynch". Either of these statements within the game provides just that much more information about a player and where they stand on a subject. It would also put players on in the spotlight who try to look for anything to incriminate a player or for that matter a player who just doesn't seem to want to incriminate anyone at all.

On the other hand, you have the random lynch, which is a recipe for some sour grapes if you ask me. If someone on the scum team gets lynched, for instance, post-game that player might have some choice words on how they were killed so easily, depending on events that may very well be out of their control.

I personally think your setup, with the option of no lynch, is probably the definitive setup for these sort of games.

No Lynch is NOT favorable to scumteam!

From SS7 on wolf QT
Now, for my story. Lets say we started the game over. 31 players. 6 wolves.

What would happen if the town just decided to not lynch anyone. And that went on for 15 days?

The town would be down to 16 players, 6 wolves and 10 townies. What are the chances that the town would have had 1 seer survive and reveal who the wolves were, allowing a 6/6 day 16-22? This would be an auto win for the town.

Anytime the town doesn't lynch someone, this hurts the wolves. The wolves use the Lynch as much as the Town does.

Every time the town lynches, they are aligning themselves with a time limit that WE can control. Whenever they DON'T lynch, that extends the time limit.
 
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Which brings us to the solution I'm testing right now. Namely, what would happen if every player was given a new username, with zero posts. And then were forbidden to reveal their actual name?

The answer so far is that it makes players use more logic and day hunting, and much less night play. Also, it makes reads more valuable than evr since you cannot use past games as "cheat reads"

It's a good idea in theory, but then *everyone* who signs up would have to have a new username and the signups would have to be hidden information so you can't match posts from previous games to said good players.

However, I do have a problem with your section on vet reverence.

Metagaming is there, it's probably always going to be there. If a player is known to be good, they're probably not going to be lynched D1 without good reason (bad play IS a good reason, btw). I personally don't care what ideas come from who, they all can be good or bad. The idea with "vets", though, is that they produce more good ideas than the new players. This isn't always the case, I know this. But look at D1 for the last WW game. Diaz was a lynch target, as was PMysterious. Diaz's bad play was lying about a speech impediment, which he came clean about. PMysterious just had bad play (sorry, but it's true).

Dave got lynched because he had, quite frankly, a rather unfortunate role to get stuck with for revealing, as well as some bad play. But it wasn't vet reverence that got him lynched.

I agree, there is some vet reverence that goes on, but most of it is because those players are good. The "vets" have not only played well in past games, but they continue to play well in the present games. I don't believe holes in their gameplay will be let go, it almost got Diaz lynched late game. The only reason he survived is because a Seer cleared him.

No, while there may be some vet reverence, the vets do emerge as leaders because they're strong players. Because they may be playing better than the new players (MAY be, not always). Because they're bringing logical arguments to the table.

TL;DR version.

Because the seasoned players are good, the newer players tend to follow them. And because the vets present logical arguments, as long as those arguments make sense, they can lead the town. Should the town not lynch the most logical candidate? Ignoring what a vet says simply because he is a vet is gamethrowing, imo. Nobody should be ignored, but for the entire town to ignore the arguments and leads that a vet provides wouldn't work. The only solutions are completely anonymous games with a hidden player list (which still wouldn't work all too well), or the new players don't do stupid things.:tongue:
 
For posterity:
@ Cardz

I read all of your "logic" the first game day. It is not correct.

The first problem is with your idealized game scenario.


You are arguing from a point of view that seems to have been contrived only to support your point. This is because in the scenario you suggest it is assumed that there are only two methodologies of killing people, the town lynch and the wolf night kill. However, one, I do not know of a game in which this is so, and two, it was a posteriori incorrect given our previous circumstances. This is because it was a game with 37 members, empirically this would make more than one method of killing people highly likely. If there were three kills every day-night cycle, the number of players would vacillate between odd and even every day night cycle, effectively flip-flopping through your "idealized" and "non-idealized" examples.

Next, your idealized game scenario completely ignores the possibility of an integral role. That is, you forget the Priest. Surely you would not say that a priest should not protect someone from death, would you? Yet that is effectively what you say should be done. Your "logic" states that it is more beneficial to gain information, as well as sustain an odd number of players once the day begins than it is to keep a townie alive. Beyond that fact, what if the priests protects someone. Would you then advocate not lynching someone in order to regain an odd number of people at the onset of the next day cycle?


The second is that your logic does not hold up even in your idealized game scenario.


Your numbers are correct. A majority in an odd numbered group is a lower proportion of the total group than a majority in an even numbered group. However what you neglect to mention is that the number of people difference cannot differ by more than one for adjacent numbers of people. Let me explain.

In number theory it is common to represent evens as numbers of the form 2k, and odds as numbers of the form 2k+1, with k being taken out of the set of integers. The fact that your numbers notice is that a strict majority of both groups is k+1, where odds are a larger group in all cases, thus the proportional difference. More specifically in the case that you criticize, evens would be of the form 2(k+1) and odds would be 2k+1 in which case a strict majority for evens would be k+2 and odds would be k+1. However as I just showed, these two value vary by a single vote. A single vote is not generally hard to get from an active player.

However there is another thing that makes your point moot, even in your idealized scenario. That is that whoever has the most votes at the end of the day is lynched. The majority rule is simply necessary for ending the day early.


Lastly, what scenario can you give me in which it is more beneficial for the town to lose one kill earlier?
I ask this because it is what you are advocating in all of the cases where the first person lynched is not a townie, which is what I think statistically the majority of the cases are.

From SS7 on wolf QT
Now, for my story. Lets say we started the game over. 31 players. 6 wolves.

What would happen if the town just decided to not lynch anyone. And that went on for 15 days?

The town would be down to 16 players, 6 wolves and 10 townies. What are the chances that the town would have had 1 seer survive and reveal who the wolves were, allowing a 6/6 day 16-22? This would be an auto win for the town.

Anytime the town doesn't lynch someone, this hurts the wolves. The wolves use the Lynch as much as the Town does.

Every time the town lynches, they are aligning themselves with a time limit that WE can control. Whenever they DON'T lynch, that extends the time limit.
 
Hey guys, still on vacation, so my posting abilities are limited. I agree with a lot of what has been said here, and also disagree with some of it. I'd like to moderate a game at some point, to be able to better weigh in on some of these issues. I know there's quite the waiting list for that though, so I'll be waiting patiently.

I really think this thread has the potential to make a significant positive difference in the WW experience moving forward, and look forward to discussing things at length.

One thing I think that is important to note, is that talking about what players "should" and "shouldn't" do is tricky. IMO players should do whatever gives them the best chance to win within the rules. If that means that players are using "vet" info to make desiions, I can't fault them for that. That said, rules can be put in place to deal with this. I wouldn't mind a completely anonymous game. I'd gladly sacrifice the help it gives me during the day to get that target off my back at night.

Another important thing I'd like to note, is that the rules need to be re-worked. There are places where they are lacking and should be added to. There are places that should be cut. I feel that often the rules are copy/pasted into games without being critically examined. I think that the section talking about how role revealed are a bad play should be removed. That isn't a rule, that is game play advice. It would be like the rule book in Pokemon saying that you shouldn't retreat because it costs you energy cards.
 
This is a great write up, thank you for doing this. One thing which should be considered is true majority votes to lynch. Stop the plurality lynches please. Forcing the town to vote makes people step up and take a stance. I find the lack of voting to be a major town asset for a few reasons.

This. This needs to happen. This is the best point brought up so far.
 
Is it a usable tool? Yes. Can it have results? Yes. As we stated above, there are other tools that are just as potent if not more so that do not cause the negative repercussions that it does. Effectively all rudeness can be used for is a way to make someone emotional, however according to what I see in our meta and in general meta, rudeness' effectiveness at creating emotionalism is low. Being unreasonable, reading bias and paranoia into someone's posts, and getting them pressure voted is drastically more effective with none of the ill side-effects.

Look at ProHawk's pressure play on me. He was rude in his posts, but that had no effect, because rudeness is easy to see and ignore. He did the other things and it was drastically more effective.

Look at Napo and PCoPB. Napo was rude to PCoPB...did it assist? No. It did succeed in PCoPB almost calling in a replacement though.

As was said earlier, rudeness gives a minor(if any) increase in likelihood of winning, while trading off the fun of other players and them becoming better.

If we are going throw names... for the record if you felt my sarcastic remarks were rude attacks, you are just as if not more culpable than I.
 
I think the strict majority vote might be too strong for the wolves. It's an interesting thought though.
 
If we are going throw names... for the record if you felt my sarcastic remarks were rude attacks, you are just as if not more culpable than I.

That was not intended to be name throwing. Simply examples.

I was using your example as one of rudeness attempting to be used...and it being ineffectual.

I was using Naps example as one of some of the horrible side effects of utilizing rudeness.

Neither was intended to be derogatory to you or him.
 
On the rudeness issue, I think excessive rudeness should be against the rules. I think a mod pm-ing a player and telling them to tone it down is reasonable. If it isn't against the rules, it is fair game.

Another issue relevant to this thread is mass role/name claims. This was talked about in the most recent WW thread. I've seen people push to make claiming against the rules. I wholeheartedly disapprove of this. I think, instead that games need to be designed to prevent them effectiveness of this tactic. This is touched upon in the op. If games aren't designed to prevent this, I will not fault players for doing this.
 
It's a good idea in theory, but then *everyone* who signs up would have to have a new username and the signups would have to be hidden information so you can't match posts from previous games to said good players. That is precisely the point of the anonymous game. In fact each player would have no idea of what other players are possibly in the game to begin with. Total anonymity.

However, I do have a problem with your section on vet reverence.

Metagaming is there, it's probably always going to be there. If a player is known to be good, they're probably not going to be lynched D1 without good reason (bad play IS a good reason, btw). I personally don't care what ideas come from who, they all can be good or bad. The idea with "vets", though, is that they produce more good ideas than the new players. This isn't always the case, I know this. But look at D1 for the last WW game. Diaz was a lynch target, as was PMysterious. Diaz's bad play was lying about a speech impediment, which he came clean about. PMysterious just had bad play (sorry, but it's true).

Dave got lynched because he had, quite frankly, a rather unfortunate role to get stuck with for revealing, as well as some bad play. But it wasn't vet reverence that got him lynched.

I agree, there is some vet reverence that goes on, but most of it is because those players are good. The "vets" have not only played well in past games, but they continue to play well in the present games. I don't believe holes in their gameplay will be let go, it almost got Diaz lynched late game. The only reason he survived is because a Seer cleared him.

No, while there may be some vet reverence, the vets do emerge as leaders because they're strong players. Because they may be playing better than the new players (MAY be, not always). Because they're bringing logical arguments to the table.

TL;DR version.

Because the seasoned players are good, the newer players tend to follow them. And because the vets present logical arguments, as long as those arguments make sense, they can lead the town. Should the town not lynch the most logical candidate? Ignoring what a vet says simply because he is a vet is gamethrowing, imo. Nobody should be ignored, but for the entire town to ignore the arguments and leads that a vet provides wouldn't work. The only solutions are completely anonymous games with a hidden player list (which still wouldn't work all too well), or the new players don't do stupid things.:tongue:


The problem with your statements here is that you are confusing personal meta with vet reverence. An excellent example of vet reverence can be seen in XVI, so I'll condense it here.

D1 Diaz comes out of the gate with 2 fake speech impediments (impeds). Soon after he is called on contradictions for one of his impeds, after which he drops both of them.

Now, these actions were vastly outside his "personal meta," and thus wolfy behavior. As he had been town previously, a change in attitude or playstyle would signal that he had a different WC than usual, leading to high suspicions of wolfiness.

However. He was not lynched for said wolfy behavior. Another vet stuck his neck out to protect Diaz because Diaz was a vet. And for no other reason. Said player also agreed that he had no idea who Diaz was or what his alignment was, but stuck his neck out only because Diaz was a vet, in spite of Diaz' wolfiness.


That is an extremely clear example of personal meta versus vet reverence.

Personal meta can be useful in determining reads. (though as the above example shows it is not as powerful as some may think, given that Diaz was playing the same alignment he always has).

Vet reverence on the other hand is support of a player or a player's actions on basis' not pertinent to the active game. Diaz was saved from a lynch partially because of other vets' posting, and partially because of the Stand-Alone Complex of vet reverence. That is really the only reason he didn't die D1.

In fact the vet reverence was also at least part of the reason the vote shifted to and lead to the lynch of Dave628. Dave was completely truthful in his RR, but got lynched because he wasn't a vet like Diaz, and didn't have players protecting him without reservation, on the basis of previous games that had nothing to do with XVI.



TL;DR version
Personal meta can be useful (however not as useful as originally thought, based on recent examples)
Vet reverence is quite different and harmful.

Hey guys, still on vacation, so my posting abilities are limited. I agree with a lot of what has been said here, and also disagree with some of it. I'd like to moderate a game at some point, to be able to better weigh in on some of these issues. I know there's quite the waiting list for that though, so I'll be waiting patiently.

I really think this thread has the potential to make a significant positive difference in the WW experience moving forward, and look forward to discussing things at length.

One thing I think that is important to note, is that talking about what players "should" and "shouldn't" do is tricky. IMO players should do whatever gives them the best chance to win within the rules. If that means that players are using "vet" info to make desiions, I can't fault them for that. That said, rules can be put in place to deal with this. I wouldn't mind a completely anonymous game. I'd gladly sacrifice the help it gives me during the day to get that target off my back at night.

Another important thing I'd like to note, is that the rules need to be re-worked. There are places where they are lacking and should be added to. There are places that should be cut. I feel that often the rules are copy/pasted into games without being critically examined. I think that the section talking about how role revealed are a bad play should be removed. That isn't a rule, that is game play advice. It would be like the rule book in Pokemon saying that you shouldn't retreat because it costs you energy cards.


Agreed that the rules need work. I'd recommend that all moderators cut down and streamline the rules. This isn't WW I anymore, and there doesn't need to be explanations of things that are pretty common knowledge. (newer players are encouraged to PM the mod if they have any questions).

Anonymous is a very interesting experiment, and should be conducted on a larger scale. From what I've seen of the 6P experiment it is an 11 player game. More data will need to be collected before trends can be determined.

However, I don't agree with your point about what players "should" or "shouldn't" do. Especially with rudeness, it is courtesy to treat each player with respect, even if you disagree with their statements. Civility leads to better play overall and a better community.

Again there is a difference between unduly elevating a vet and personal meta. As I mentioned in response to Pikamaster (in reference to your play D1), those are quite different. Personal meta can be useful (though less useful than once thought), vet reverence is not helpful to the game at all.



On mass-claims. We touch on that in the OP, and I think it definitely bears more discussion.

The Mods should take note that Mass-Claim is a viable tactic that can be in either factions' advantage. And so they should implement protection or at least consider the ramifications of a mass-claim (especially from a worst-case scenario). That way they will be able to see how it might play out and which faction would benefit more from it, and make changes to the setup to balance.

This is another good example of why the Co-Mod system can be used to great effectiveness, with both mods working together to craft an elegant, balanced game where each faction has an equal opportunity of winning. I'd HIGHLY recommend that anyone looking to mod a game ask for (or ask) volunteers to participate as a Co-Mod. It will make the games more balanced and more fun in the long run.
 
There was a massive problem (Well, for newer players) on Role Revealing in WW XVI. Well, why not ban Role Revealing all together? Role Revealing is a in-game aspect that allows Werewolves to get away with it. My best bet to to limit role-revealing WITH another role. If this role is put into play, Role-Revealing will be dangerous for Seers, Priests, and Wolves. Heck, even the wolves can use this Power Role.


PMysterious said:
You are the Role Reveal Assassin. One of the top assassins in the world. You heart catches lies 24/7. Now there are Werewolves to get rid of. So, you just hunt liars down and kill them.

Role (Assassinate): During the night, you can PM the moderator 1 post of a Role-Reveal. If that player is lying, you WILL kill them. If that player is telling the truth, you will NOT kill them. Instead, they will not be allowed to mention anything of their role. If they do, you will kill them.

Win Condition
Town Wins


P.S. Don't worry KP. It was just a role. I actually love Piplup and I like you as a friend still. No hard feelings?
 
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PM ~ Absoltrainer actually DID do that. :thumb:

Had I not known you weren't playing around the time of XV (and XII), I would think you were straight copying him. The only difference is that he used the term Role Reveal Vigilante. Other than that you aced his role almost completely!

However I don't agree with you that it should be banned. RRing can be very helpful (and sometimes one's only way to get out of a lynch). As long as the mods take into account Mass-claim it shouldn't be banned because RRing wouldn't gain undue advantage. Though I do enjoy RRVs. I was Ezio Auditore in XV, the RRV. (though I would say the wolves would be able to use this role to greater effectiveness than the town)


This is a great write up, thank you for doing this. One thing which should be considered is true majority votes to lynch. Stop the plurality lynches please. Forcing the town to vote makes people step up and take a stance. I find the lack of voting to be a major town asset for a few reasons.

1. No one likes to be on the lynching block. The natural instinct is to fire back or consider your attacker scummy in the process. This helps create some confusion for the wolves.
2. Once the count gets to about L-3 or L-4 you are all but dead, so it forces early reveals. Fine if your town...
3. There is something to be said for actually hammering someone also. Someone has to end the day and it can be very nerve wracking as town to drop the hammer. It ends the day, you tend to look scummy (if it's to quick).

Also it just makes the days drag out. I'm sure there are more reasons floating in my head but I gotta get ready for work.

Agreed. I HARPED on this in XVI. So many people were treating the game (and still are) like XV. Namely late-game XV. Late-Game XV got horrible about people not wanting to take a stance on who they wanted to lynch. Probably out of fear of dying to the wolves, but regardless it happened. XVI then just continued that trend full-throttle.

I don't know what things I would put in place to combat this, but it is poor town play to not force people to vote, as it stops them from taking a stance and giving out reads. There are a couple different methods that can fix this issue.



I also wanted to touch on something that was mentioned earlier (don't remember what post). That being Jason and TheKing's suicide in-game.

I'll give my thoughts on these two, since it is pertinent to the meta and future games.

At this moment what they did was perfectly within the bounds of the game. TheKing's was actually the best play he could have done, and an excellent tactical choice.

Do I like that they committed suicide? No. Was it within the rules? Yes. Did it violate the SotG? I believe so. While not technically illegal, their play (mostly Jason's) was against his WC and the SotG.

Would I punish them? No. As of their commission of those actions it was not "against the rules" and so I would not do anything to them going forward.


However I do think that this issue should be discussed, and future thought given to that possibility.


There needs to be a penalty for flipping your Role-Card, and Modkill is the logical step. It is possible that the best way to deal with it is on a case-by-case basis. I think discussion would be great to flesh out everyone's thoughts on this.
 
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