The Flat Earth Society

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Title: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 07, 2019, 01:52:59 PM
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The island of Lundy has been selected, 12 miles off the north coast of Devon, the 500ft granite isle, 1.5 by 3 miles long, it has isolation with the amenities necessary and importantly a history of norovirus outbreaks.
A team was sent under the guise of tourists to ensure that this time the contagion was serious enough to warrant closing of the island until a deep clean and update of the water-treatment works made the place safe. Lundy's owners and management were cut out of the loop on the pretext of incompetence, the work scheduled for a month was completed in 1 week, the stage was set.

Secret dispatches were sent out;

People in the flat earth community were messaged that during the clean up,serendipity had struck, files were discovered hinting at the concealment of a flat earth map during the brief tenure by the Templars in 1160, it was said an archaeologist had found the map excavating near the cairn circles and had attempted to find a buyer but had disappeared, his wife fearing he had been silenced hid it on the island, then she too had gone missing, only the clues remained.


The Glenlivet clan on becoming aware of the rumour has secured the island, they do this as a favour to the community as brothers/sisters in arms in recent conflicts, they have no interest in the map, but do have a grudge against some who might be drawn to it, as such they will not join the group, but instead keep the island secured until business, as it is, is concluded.     
In doing so they hope to discover the nature of the demon infestation of the Penguins and by use of sorcery effect a cure.

Any who wish to attend will be given a date to muster at Hartland point helipad, North Devon, dress in utility clothes as you will be booked as ancillary cleaning staff, stout boots are recommended.
Your accommodation will be in either Millcombe or Government houses

The Marisco Tavern and the small shop will be unlocked but unmanned for your convenience.
There is one phone in the Tavern which can be used to contact the scout team, it does not connect to the mainland, no other interaction with the Sisters Militant is allowed to avoid contamination, for this reason all areas north of the three-quarter wall are out of bounds as is the South light and Rat Island, failure to abide by these simple rules will be met with lethal force.

There is no mobile signal on the Island and no televisions or radios, electricity is turned off at 12.30 GMT, candles and fuel for the stoves are provided.

It is advised that you familiarise yourselves with the Island, some information is available at   https://www.landmarktrust.org.uk/lundyisland/discovering-lundy/map/

Extraction will be by helicopter at the Sisters discretion, please enjoy your stay, and good hunting.


Those who dare;

NSS
CFC
Shifter
Boydster
Crouton
SCG
Jane
Wise
The Colonel
The Duck man
TheLordBarst
Bully
Junker (from beyond the veil)

Now message your friends, taunt your enemies, swell these ranks.
 
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 07, 2019, 01:53:36 PM

Rules; These are dependant on numbers and may change before start.

During the day, the villagers can vote to lynch any of their number. A majority wins. Someone can also vote to cancel another’s vote. Whoever ends the day with the most votes dies; if there is a tie, no one dies. Simply write [I vote to lynch ___]

If a character wishes to commit suicide, they do not require a vote, they can do it to themselves instantly. Any votes for them to be lynched are immediately cancelled, and those that did so are free to vote again. This option is only open to villagers, and is only available should there be fewer villagers remaining than the total sum of penguins and NASA agents. Any command for the narrator in the thread should be in square brackets [] to make sure it doesn't get overlooked.

During the night, many things happen. There is no vote, but:
The Psychic can do one of the following each night: they can ask after the alignment of a specific character, or ask for a hint towards a random threat be posted in the main thread. The psychic is on the side of the villagers.

The penguins will alternate nights, and can also choose between two options. They might decide to Both ask after the alignment of a player, or they could decide to kill. If they target a villager, the villager dies. If they target a NASA agent however they will be unable to kill them, and instead their identity will be outed to that agent.

The NASA agents perform the same as the penguins, with the roles reversed. Should a penguin and NASA agent target the same individual, the individual survives and once more the identity of the penguin is revealed to the NASA agent, and the identity of the NASA agent revealed to the penguin. The target learns both. 
The only way for a penguin or NASA agent to die is by lynching. A majority, meaning villagers most of the time, is required.

Days and nights last 24 hours of real time.

If anyone wants to reveal their role in PM or the main thread they are free to do so, however it is still a bit of a stupid thing to do so you are advised against it. It is entirely possible for someone to lie.
However, as the villagers are required for NASA agents to defeat the penguins, or vice versa, there may be cause for an uneasy alliance.
The penguins win when the NASA agents and villagers are wiped out, or such a thing is unavoidable.
NASA wins when penguins and villagers are wiped out, or such a thing is unavoidable.
The villagers win when both NASA and the penguins are defeated.
Alternatively, no one wins should all villagers be dead, and the NASA agents or penguins both have one or both have two survivors, so don’t be too free with your killing.

Dead players may post only at night, but living players may commune with them even during the day via PM. This includes talking with dead penguins/NASA agents should anyone wish to pull a ‘the enemy of my enemy.’
When someone dies, it is revealed whether they were a penguin, NASA agent or human; any special roles are the ghost’s to reveal. Any knowledge on the alignments of other characters remains secret, and will be dispensed by their ghost as and when they wish it.
Any questions, let me know!

The two werepenguins have human names during the day, but their true penguin names are Gus and Waldo
The two NASA agents operate under the code names Virgil and Roger. An alarming number of NASA agents are called Neil, but not these.
Virgil and Gus will PM me on night one. Roger and Waldo on night two, and so on. If Virgil dies, Roger will PM in their place also. If both members of one team are killed, their counterparts still only get one PM a night.

Lynching the narrator is enabled. However the Ravens and crows hear all and will tell the Sisters militant of your plans, the moment any player who votes to lynch me goes near a window or steps outside the building, one of the two snipers in the Sisters scout section will blow your head clean off.

There are two werepenguins, two NASA spies, and one psychic among the villagers. This is all that is known for certain. Everyone except the psychic has an additional role on top of their alignment.


Villager only roles

1 Vengeful Spirit - Has all the powers of a psychic, but only when they have been killed by either a penguin or NASA agent. If they were lynched, they can only ask after a name once, and only the name of one of those that voted for them.

2 Wildcard - Their sole purpose is to make the villagers lose. It does not matter who wins. Even in death they are indistinguishable from a villager. They will PMed the role PMs for other roles as cover.

3  lovers (x2) – Two players are hopelessly in love, so much so that should one be killed the other dies of a broken heart at the next sunrise, the players are aware of their lover, one of them gets a second power from the shared roles section.


4 Empath - Attunes themselves to a target each night and learns that target's role, much like a psychic. If their target is killed, however, they die too. If they locate a penguin or NASA agent they are too traumatised to ever use their power again.

5 Werewolf -This player has werewolf blood boiling in it's veins, if this player is killed by a penguin it will morph into a werewolf and kill the penguin that killed it. However, if this player is lynched, it will morph into a werewolf and kill a villager, the were-wolf can choose only from those villagers that elected to lynch it.


Shared Villager, penguin and NASA roles


 
Bodyguard - At the end of each day, PMs the narrator a name and the person they choose will not be killed by any penguin or NASA agent during that night. They cannot protect themselves. Their power only works once, after that they will be too injured. If by some staggering coincidence the NASA agent, penguin and bodyguard all select the same person, it's the bodyguard who will become aware of their identities in addition to the one they protected. If the bodyguard protects a penguin from a NASA agent, or vice versa, they will still lose their power and the victim will not learn of their attacker's identity.

Spirit Magician - When this person is killed, they may choose another person to resurrect with all their abilities intact. Penguins and NASA agents cannot be brought back.

Thief - At any time, this player may steal another character's role. The person they targeted will be informed and given a new ability at random. The thief no longer steals alignment, just ability. That way a team evil can be a thief as well. The only way alignment changes is if they end up the wildcard. Then the wildcard ends up normal.


Hypnotist - May choose any player and remove any abilities they possess for the next block of the day. For example, they would PM me a name at the end of the night, and someone would then not be able to use their power during the next day. If they PM me a name during the day, the target would have no power during the night. This also prevents a selected penguin/NASA agent from killing or scanning an individual, but cannot be done constantly. A day or a night must pass before they can act again. The affected will be told their powers have been taken for the 24 hour (real time) period.

Channeller - Is informed when someone uses a special ability on them and what that ability is, though not the alignment or identity of the person using that power. If they wish it they can redirect the power to another user. This does not affect being killed, and only works once per day/night cycle. This includes being able to redirect a dampened ability.

Scam Artist - During the day, may PM the narrator two votes counted towards the lynching total. There is a 25% chance of being caught and losing their power, but cast votes still go through. Their identity however is not revealed to the world at large.

Politician - May act to prevent a lynching by outing themselves in the thread. The person to be lynched is then changed to anyone else that has at least one vote not cast by the Politician; it is the Politician's choice. If they do not kill a penguin/NASA agent, they lose their power. If they do kill one they maintain the ability to overrule in future.

Amateur Vigilante - May kill one person, day or night, simply by PMing the narrator. There is a 50% chance of being caught and killed. Only works once.




All these abilities will be distributed at random among all players. There may be some duplicates, and some may not appear.
However there are limits. There will be only one of the following per side: spirit magician, wildcard, amateur vigilante, hypnotist.
The Thief's ability however may lead to duplicates of those, but not the hypnotist.


The psychic is the only special role that is certain to appear, and also will only appear once. The options for either Team Evil are slightly revamped. They can either kill, or they can both investigate alignments. So they either take out one person, or they PM to say they won't be killing, and both PM the narrator someone to investigate so if two penguins live, they learn two roles. If only one is alive, they can only learn one role, etc.

Special thanks to Jane.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 07, 2019, 02:00:49 PM
I'm game.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 07, 2019, 02:05:32 PM
Sweet! I am excited...I am in...

I am assuming you are still making the rules and roles
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 07, 2019, 02:06:19 PM

Welcome. nearly done.
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 07, 2019, 02:09:00 PM
I love remote and isolated places. Count me in!
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 07, 2019, 02:11:17 PM
I am sofa King ex sight. Ed forth is.

I'm in.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 07, 2019, 02:17:02 PM
I am sofa King ex sight. Ed forth is.

I'm in.

Drunken people are welcome too, the Tavern has local ales, 15 whisky's and 5 rum's.
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 07, 2019, 02:53:34 PM
I am sofa King ex sight. Ed forth is.

I'm in.

Drunken people are welcome too, the Tavern has local ales, 15 whisky's and 5 rum's.

You have to say it out loud phonetically.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 07, 2019, 02:57:40 PM

Got It!
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 07, 2019, 02:57:58 PM
I am sofa King ex sight. Ed forth is.

I'm in.

Drunken people are welcome too, the Tavern has local ales, 15 whisky's and 5 rum's.

You have to say it out loud phonetically.

I dont drink. Is this going to be a problem?
Title: Re: Were-penguins IX, The Templars map.
Post by: Crouton on January 07, 2019, 03:05:50 PM
In baby!
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 07, 2019, 03:54:32 PM
W00T! I'm in.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 07, 2019, 04:15:14 PM
I am sofa King ex sight. Ed forth is.

I min.

FTFY
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 07, 2019, 04:35:11 PM
I am sofa King ex sight. Ed forth is.

I min.

FTFY

Good looking out. That was a missed opportunity.
Title: Re: Were-penguins IX, The Templars map.
Post by: Slemon on January 07, 2019, 04:47:01 PM
I'm in!

There will be only one of the following per side: spirit magician, wildcard, amateur vigilante, hypnotist.
The Thief's ability however may lead to duplicates of those, but not the hypnotist.
Aww, no trio of hypnotists causing chaos this time?   :P
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 07, 2019, 05:00:22 PM
Hey NSS, I remember the glitch of my game that Jane corrected, wasn't there one with hers as well?
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 07, 2019, 10:46:09 PM
But I want to play with bugaboo.

If you add rabinoz with role of bugaboo, that he has to be lynched in first day for game starts, so I'm in. I do think that he deserves this. 

I'm in in all situations with your game, but bugaboo.  :'(

PS: I did not get anything about new rules, I hope nothing has changed.
2- Lovers role is disguisting.
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 07, 2019, 10:55:18 PM
But I want to play with bugaboo.

If you add rabinoz with role of bugaboo, that he has to be lynched in first day for game starts, so I'm in. I do think that he deserves this. 

I'm in in all situations with your game, but bugaboo.  :'(

PS: I did not get anything about new rules, I hope nothing has changed.
2- Lovers role is disguisting.

Agreed on the bugaboo role. There is no greater flat earth critic/antagonist than rab and having him forced into this expedition only to meet a gruesome end is the perfect fit and most deserved end for him.
Title: Re: Were-penguins IX, The Templars map.
Post by: Colonel Gaydafi on January 07, 2019, 11:38:28 PM
I am most definitely in
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 08, 2019, 12:26:43 AM
But I want to play with bugaboo.

If you add rabinoz with role of bugaboo, that he has to be lynched in first day for game starts, so I'm in. I do think that he deserves this. 

I'm in in all situations with your game, but bugaboo.  :'(

PS: I did not get anything about new rules, I hope nothing has changed.
2- Lovers role is disguisting.

Agreed on the bugaboo role. There is no greater flat earth critic/antagonist than rab and having him forced into this expedition only to meet a gruesome end is the perfect fit and most deserved end for him.

I've suggested it earlier and still wait for comments.

https://www.theflatearthsociety.org/forum/index.php?topic=78848.0

Vote bugaboo. bugaboo for president. 8)
Title: Re: Were-penguins IX, The Templars map.
Post by: DuckDodgers on January 08, 2019, 06:39:04 AM
Count me in. I love the lovers, though it'd be more exciting if the lovers could be anyone, NASA penguin or villager. That'd surely spice things up.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 07:38:06 AM
Hey NSS, I remember the glitch of my game that Jane corrected, wasn't there one with hers as well?

Jane will debate that there was no flaw.

But the game was stacked with too many players that had abilities.

The ability to negate a kill by bringing a player back to life.

Penguins unable to kill if hypnotized.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 08, 2019, 07:53:15 AM
Penguins unable to kill if hypnotized.

That was the one... How does everyone feel about that?

Count me in. I love the lovers, though it'd be more exciting if the lovers could be anyone, NASA penguin or villager. That'd surely spice things up.

That would have a new dynamic there
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 08, 2019, 08:24:17 AM
Count me in. I love the lovers, though it'd be more exciting if the lovers could be anyone, NASA penguin or villager. That'd surely spice things up.

I did think about that, as everyone is going to be saying they are human, I was thinking that after the 3rd day any evil player must then reveal (guilt at the lies) to their partner, you may find that you are in love with a demon bird, what you gonna  do?
However, if we keep them just human it does give the beginnings of an alliance albeit a dangerous one, that can be trusted, what are your thoughts people?
Title: Re: Were-penguins IX, The Templars map.
Post by: DuckDodgers on January 08, 2019, 08:37:44 AM
The are pros and cons for both ways. To have lovers only be human, it adds an additional danger for the humans if they could be killed, it's a twofer kill. To have them associated with any team, even the penguins and NASA have to be concerned with a more who is more concerned with their own survival than with their team winning. We could also have the ultimate evil, a NASA- penguin lovers scenario.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 08:57:57 AM
Penguins unable to kill if hypnotized.

That was the one... How does everyone feel about that?


Hypnotizing a penguin/NASA should not prevent a penguin or NASA from killing, it can stop the use of their other special ability (if they have one) and to see the status of a target, but killing should not be prevented.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 08, 2019, 09:14:26 AM
Penguins unable to kill if hypnotized.

That was the one... How does everyone feel about that?


Hypnotizing a penguin/NASA should not prevent a penguin or NASA from killing, it can stop the use of their other special ability (if they have one) and to see the status of a target, but killing should not be prevented.

I agree with this, that would be like the hypnotist being able to stop a villager from voting.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 09:25:04 AM
That defeats the purpose of the hypnotist.
Title: Re: Were-penguins IX, The Templars map.
Post by: DuckDodgers on January 08, 2019, 09:36:07 AM
I think it'd be best to secretly limit the number of hypnotists than change how they work. If both evil members are alive on a team and the hypnotist knows each is evil, they only have a 50/50 shot at being able to prevent a death.

Possibly make it so the hypnotist can't hypnotize for a full day/night cycle after they had hypnotized someone. This would prevent the hypnotist from being able to lock up a penguin or NASA every night, in cases like last game.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 10:00:14 AM
The only reason the hypnotist seemed so powerful in the last game is because we figured out who the evil ones were early on. If Jura hadn't saved NSS we wouldn't have suspected Jura much at all, not any more than any other player. NSS would have been dead and I wouldn't have been able to hypnotize him every chance I got! lol
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 10:04:32 AM
That defeats the purpose of the hypnotist.

No it doesn't.   Remove all the special roles and go back to the basics and you will see why that logic is BS.  Base game, nothing actually blocks a penguin killing.  There is a chance for a kill to fail as a result of a specific role protecting, but that doesn't block the penguin from killing, as it only works if the penguin chooses the player being blocked.  It doesn't prevent the penguin's base ability.  Now add special roles and those roles should not prevent the use of base abilities.

I would be more inclined that if Penguin or Nasa is hypnotized, their kill vote results in a random selection which can result in a failure, but still gives chance of success.  So if I'm the penguin, am hypnotized, and I select player A to kill, a random selection occurs which could result in Player D being selected.  If player D can't be killed by the penguins, the narrator just says the kill attempt failed in game.

I also don't think the narrator should directly tell someone when they are hypnotized, except for the Channeler.  A player who is hypnotized should only be aware of being hypnotized through the results.  So if I hypnotize the psychic, they should never know they were hypnotized and the data they got could be wrong.  If I hypnotize the vigilante, they will only know that they were hypnotized if they kill someone they didn't choose.  Same as the penguins and NASA.

Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 10:06:55 AM
The only reason the hypnotist seemed so powerful in the last game is because we figured out who the evil ones were early on. If Jura hadn't saved NSS we wouldn't have suspected Jura much at all, not any more than any other player. NSS would have been dead and I wouldn't have been able to hypnotize him every chance I got! lol

So you weren't the Channeler last game and were a hypnotist.  You shouldn't have known that you were hypnotized then.
Title: Re: Were-penguins IX, The Templars map.
Post by: BatteryStaple on January 08, 2019, 10:09:07 AM
Count me in, milord.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 10:15:04 AM
I knew that I was hypnotized because I was unable to use the hypnotist power.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 10:25:33 AM
I knew that I was hypnotized because I was unable to use the hypnotist power.

You shouldn't have known that your power didn't work.  The only character that knows that an ability has been used on them is the Channeler.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 10:27:43 AM
Where is that in the rules? Did you not know that you were hypnotized when you were hypnotized?
Title: Re: Were-penguins IX, The Templars map.
Post by: Crouton on January 08, 2019, 10:27:50 AM
I haven't read over all the roles yet but I will say this, I think the penguins need a bump. Their record isn't so great. Maybe an extra penguin?
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 10:29:04 AM
I have an excellent record as a penguin!
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 08, 2019, 10:35:23 AM
Where is that in the rules? Did you not know that you were hypnotized when you were hypnotized?

Do you know when a bodyguard is protecting you?  No, you don't.  Channeler specifically states:

Quote
Channeller - Is informed when someone uses a special ability on them and what that ability is

By definition that means no one else should know when a special ability is used unless it is revealed in game narration.


Yes I was and I probably shouldn't have known.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 10:43:40 AM
There is no "by definition no one else should know" there. That's you making it up! The channeller is told because they deflect the power onto someone else, but that doesn't mean that you can't be told if you're hypnotized.
Title: Re: Were-penguins IX, The Templars map.
Post by: Slemon on January 08, 2019, 10:59:45 AM
Jane will debate that there was no flaw.

But the game was stacked with too many players that had abilities.

The ability to negate a kill by bringing a player back to life.

Penguins unable to kill if hypnotized.
There were flaws; in PM with Jura we talked about ways to limit the power of those abilities, and some have been enacted. The problem is last game, whatever else was the case, team evil had supremely bad luck with one side getting outed almost immediately, and the other being seriously suspected. That's gameplay, not a stacked deck. The hypnotist is only dangerous to team evil if there is one member of that team left, and the villagers know who that person is; in this game there is only going to be one hypnotist, and even if it is a) in play, b) a villager, and c) they get absurdly lucky and target the active member of team evil, the new rules allow for the other member of that team to still scan to ascertain someone's identity so it's not a total loss until there's one left. And when there is one left, it should be a disadvantage.

There are situations where things go badly for you. That's a consequence of people using strategy. if we get a repeat, sure, that indicates it's not just bad luck at play, but right now pretty much everyone except you seems to agree it was just that. Then you'd have my support for some limit, like a 1.5-day limit for a hypnotist to regain their power so they can't act on consecutive nights. Until then, just relax rather than being a sore loser.
The hypnotist is nothing but a jailer by another name, because there weren't jails at the North Pole. No one had a problem with it back in CFC's game. The issue is with the unique circumstances of that game.
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 08, 2019, 01:23:07 PM
Jane will debate that there was no flaw.

But the game was stacked with too many players that had abilities.

The ability to negate a kill by bringing a player back to life.

Penguins unable to kill if hypnotized.
There were flaws; in PM with Jura we talked about ways to limit the power of those abilities, and some have been enacted. The problem is last game, whatever else was the case, team evil had supremely bad luck with one side getting outed almost immediately, and the other being seriously suspected. That's gameplay, not a stacked deck. The hypnotist is only dangerous to team evil if there is one member of that team left, and the villagers know who that person is; in this game there is only going to be one hypnotist, and even if it is a) in play, b) a villager, and c) they get absurdly lucky and target the active member of team evil, the new rules allow for the other member of that team to still scan to ascertain someone's identity so it's not a total loss until there's one left. And when there is one left, it should be a disadvantage.

There are situations where things go badly for you. That's a consequence of people using strategy. if we get a repeat, sure, that indicates it's not just bad luck at play, but right now pretty much everyone except you seems to agree it was just that. Then you'd have my support for some limit, like a 1.5-day limit for a hypnotist to regain their power so they can't act on consecutive nights. Until then, just relax rather than being a sore loser.
The hypnotist is nothing but a jailer by another name, because there weren't jails at the North Pole. No one had a problem with it back in CFC's game. The issue is with the unique circumstances of that game.

In all teh games we have had, we have only had 1 game where the penguins had won (the first one). And not to baost but had people listened to my original biased stab in the dark, we would have won that too  :P

Penguins are evil because they have super powers above that of any man. To give every villager a unique power than can steal, reveal identities of, hypnotize (or jail), revive killed players, dead players participating and organizing resistance etc  takes away the power and fearfulness of the penguins. In fact, the penguin team has become the weakest in an effort to 'give the villagers a chance'

I think a simplier game can be more suspenseful. Say 10+ players and an unknown number of penguins (2-4) No special powers to villagers and dead players can not communicate in the main gameplay. If a special power is given to a villager, make it limited, eg a psychic can only ask 3 times. At the moment, there is no fear of being lynched or getting murdered because you just play on as normal it seems.

Dead players can obviously have fun in the spectator thread, but there should be a real consequence of being killed.

The idea of the game is to have fun. The thought of a penguin victory shouldn't in itself be considered a loss, but before the outset of the game, it should be a coin toss chance as to who will win. If we grant villagers all these special roles and allow dead people to communicate and organize a resistance. If we can revive dead players etc then we know before the game starts as to who will win.

These are penguins! Disgusting, vile, blood thirsty, murderous and super natural  If anything the game should be stacked in their favour!

Instead we have the villagers who can not only raise the dead but communicate with them. I cant think of how Necromancy can be applied to a force of good. Maybe its us villagers that are the evil ones

Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 01:54:44 PM
That's not true, the penguins won at least 3 times.
Title: Re: Were-penguins IX, The Templars map.
Post by: DuckDodgers on January 08, 2019, 02:05:48 PM
Anyway, this is not the time to discuss the merits of a simple game or complex one. If you want to play with just a psychic and penguins, narrate a game.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 08, 2019, 02:37:58 PM
2nd Lieutenant, Aeval, commander of scout sections Corvus and Beira, disciple of Cathubodua, Sister Militant, stood eyes closed 90 foot up on the balcony of the old lighthouse high on beacon hill. Hands resting lightly on the iron balustrade. Dressed in grey habit and black cowled scapular,colours of the hooded crow, sacred bird of her order.

Whipped by the ever-present wind, her red hair formed a nimbus around her head, giving truth to the meaning of her name "the burning fire". She liked this place, could feel the old power that permeated the granite isle.


The lightest of vibration through her fingers attested to the landing of the oldest of the resident Ravens, others circled further out and beyond them the crows.

He spoke to her mind.

"Sister, you call on the old pacts, and yet you plan to bring evil where there is only peace"

She could feel the trickery and humour as his words crackled in her head, she snorted her reply.

"War bird, you forget your calling. We are creatures of conflict you and I, what use is peace to us? I may not bring you a battle field, but death's banquet will be served here, I feel it, it is yours. If you would be my ears and eyes, you would honour me"

His laughter sounded as sandpaper in her skull.

"Well put little witch, little has fallen from our cliffs of late, a mild winter does not kill, and the storm tides have been empty, nothing moves here that you will not be aware, I promise."  With that he launched into the wind.

She opened her eyes, the sun was settling into the ocean, a glowing streak of red running from the horizon across the sea towards her, the blood road she would one day cross.


(https://i.imgur.com/UT2NUb1.jpg)
(The Blood road to Lundy)


Tomorrow they'd gather for prayers at lookout cairn, the visitors would come soon, and with them an ancient evil she had been tasked to defeat, a cold gust made her shiver, time to prepare.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 08, 2019, 02:42:47 PM

Would Sunday Evening (GMT) be an acceptable time to start?
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 08, 2019, 03:47:29 PM
sounds good to me!

I wish I was one of the sisters.
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 08, 2019, 07:40:35 PM
Sunday sounds good to me!
Title: Re: Were-penguins IX, The Templars map.
Post by: Bullwinkle on January 08, 2019, 08:19:51 PM
I've been out of commission for two days, what's going on?
Title: Re: Were-penguins IX, The Templars map.
Post by: Colonel Gaydafi on January 08, 2019, 10:31:15 PM
Sunday is ages away, boooo
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 08, 2019, 10:36:06 PM
For bugabooinoz;

Bugaboo!

Bugaboo!

Bugaboo!
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 09, 2019, 12:39:36 AM
Sunday is ages away, boooo

There are too many people that wuss out for the weekend.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 09, 2019, 03:52:11 AM
I've been out of commission for two days, what's going on?

Stuff! Are you in, can such headgear get in a helicopter, will you go feral and live with the sitka?
Title: Re: Were-penguins IX, The Templars map.
Post by: Bullwinkle on January 09, 2019, 04:34:18 AM
I've been out of commission for two days, what's going on?

Stuff! Are you in, can such headgear get in a helicopter, will you go feral and live with the sitka?


Yes, I can keep my antennas out of the rotor blades. Won't make that mistake again.   >:(


Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 09, 2019, 08:55:28 AM
But, but, but...

Bugabooinoz.  :'(
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 09, 2019, 11:31:26 AM
We should invite people from the other site...extend an olive branch.
Title: Re: Were-penguins IX, The Templars map.
Post by: Crouton on January 09, 2019, 11:55:38 AM
We should invite people from the other site...extend an olive branch.

I've tried that several times. Usually they tell me to go fuck myself. And that's when our relations weren't so icy as they are now.
Title: Re: Were-penguins IX, The Templars map.
Post by: Space Cowgirl on January 09, 2019, 12:07:51 PM
I don't even know why our relations are more icy now. Did something else happen? lol
Title: Re: Were-penguins IX, The Templars map.
Post by: Crouton on January 09, 2019, 12:14:51 PM
Well they're more icy with me specifically and probably boydster since we banned them for a few days for being obnoxious here.
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 09, 2019, 12:21:12 PM
I will invite them. It would be a great honor. We wouldn't have Jura or Roundy (Peace be upon him) if we didn't reach out.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 09, 2019, 12:22:08 PM
We should invite people from the other site...extend an olive branch.

I've tried that several times. Usually they tell me to go fuck myself. And that's when our relations weren't so icy as they are now.

That's a shame
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 09, 2019, 12:26:06 PM
We should invite people from the other site...extend an olive branch.

I've tried that several times. Usually they tell me to go fuck myself. And that's when our relations weren't so icy as they are now.

That's a shame

Damn, I would love to have a go at lynching Junker or Parsifal... Pizza Planet too.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 09, 2019, 12:39:19 PM

I'll have a pop, I have a bigger posting count over there, than here, although they may feel that I am now a traitor.
Title: Re: Were-penguins IX, The Templars map.
Post by: Junker on January 09, 2019, 04:42:55 PM
You are a traitor, indeed.

I'll give it a go, though.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 09, 2019, 04:48:05 PM
You are a traitor, indeed.

I'll give it a go, though.

Sweet!!
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 09, 2019, 05:59:36 PM
WOO-HOO!!
Title: Re: Were-penguins IX, The Templars map.
Post by: BatteryStaple on January 09, 2019, 06:40:22 PM
Now THIS is it.
Title: Re: Were-penguins IX, The Templars map.
Post by: Slemon on January 09, 2019, 06:45:49 PM
You are a traitor, indeed.

I'll give it a go, though.
Your avatar makes me read everything you post in his voice and it is amazing.
Title: Re: Were-penguins IX, The Templars map.
Post by: Colonel Gaydafi on January 09, 2019, 10:21:41 PM
You are a traitor, indeed.

I'll give it a go, though.

Yay Junker!!
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 09, 2019, 11:48:48 PM
No, she is not. We love her. Hey c'mon we are human and have feelings. She can't does it just for you want so. it is against human nature. All of we are human beings. we're not robots, she is not so too.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 10, 2019, 12:30:57 AM
You are a traitor, indeed.

I'll give it a go, though.

I'm crying here, welcome.

So we are about out of time, come this evening (GMT) I will have to allocate rolls, last chance to join.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 10, 2019, 08:36:28 AM
You are a traitor, indeed.

I'll give it a go, though.

I'm crying here, welcome.

So we are about out of time, come this evening (GMT) I will have to allocate rolls, last chance to join.

Can not be a chance for rabinoz and his randomly assigned compulsory role bugaboo?
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 10, 2019, 09:01:46 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 10, 2019, 02:08:42 PM
2nd Lieutenant, Aeval had the list of names, 13 in all, 13 as at the last supper, including Judas, 13 members in a coven, Friday the 13th the date of the beginning of the round up of the Knights Templars, 1307. An auspicious number.

She had too a slip of paper to give to the travellers, a clue to something they wished to find, not her business but having researched her posting she thought she knew to what it alluded, if they hadn't, she may give them a hint if they asked nicely.

The weather was due to turn the day they arrived and Atlantic mists would for a while shroud this place, it would complicate her observations, perhaps aid those who she had special interest in, but she had confidence in her Sisters and with the aid of the War-bird she had no doubt the threat would stay contained. How many of the visitors survived the island did not overly concern her, the mission was to capture alive if possible, the menace that had plagued these gatherings and cost so many lives, she would protect those she could, but not at the cost of missing her quarry.

May the Morrigan be with them. 
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 11, 2019, 12:31:34 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 11, 2019, 04:05:16 AM

Do we need a separate thread to start or go on from here?
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 11, 2019, 04:07:52 AM
Up to you. This works fine for me, but if you want a separate thread that's ok too. One of us will make sure the right thread is stickied.
Title: Re: Were-penguins IX, The Templars map.
Post by: Colonel Gaydafi on January 11, 2019, 04:39:10 AM
New thread and this one can be spectators one
Title: Re: Were-penguins IX, The Templars map.
Post by: Wolvaccine on January 11, 2019, 05:29:35 AM
New thread and this one can be spectators one

That's usually how it's been done
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 11, 2019, 05:34:35 AM
Only one time I've continued the join thread as game thread because I've lived a problem with moderation and they have denied to stickie it to left bar. Rest of games are played in a seperated thread, if I remember true. Or there maybe at least one exception as a most.
Title: Re: Were-penguins IX, The Templars map.
Post by: Junker on January 11, 2019, 05:59:38 AM
Anyways is junker really in  game or a joke.  :o

Very real, I assure you.
Title: Re: Were-penguins IX, The Templars map.
Post by: Jura-Glenlivet II on January 11, 2019, 06:19:37 AM

Done, stickers do your sticking.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 11, 2019, 06:21:15 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o

Wise, seriously.  If we are going to be friends, you need to stop getting hardons for Rabinoz.  SCG is getting jealous and it is just uncool.  Plus as junker is a guest, it is just rude to walk around like that.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 11, 2019, 08:51:44 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o

Wise, seriously.  If we are going to be friends, you need to stop getting hardons for Rabinoz.  SCG is getting jealous and it is just uncool.  Plus as junker is a guest, it is just rude to walk around like that.

I've not a plan for angry globularistionz. Frankly, there is no difference between you and him. I also don't have an idea like being friends with you or him and it won't. Plus issue inside me and junker; it does not interest you. There is nothing here for you just redundant chatter, like everything about you.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 11, 2019, 08:55:26 AM
Anyways is junker really in  game or a joke.  :o

Very real, I assure you.

Okay, wellcome. I hope this works for continue the process we heal somethings. In this regard, I prefer you be a villager like me. If we in same team as villagers it is better than staying in opposite teams. Actually this game is created in the laboratuary of NASA aims to destroy to relationships between flat earthers, but anyways. Just a game, right?
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 11, 2019, 10:06:35 PM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o

Wise, seriously.  If we are going to be friends, you need to stop getting hardons for Rabinoz.  SCG is getting jealous and it is just uncool.  Plus as junker is a guest, it is just rude to walk around like that.

I've not a plan for angry globularistionz. Frankly, there is no difference between you and him. I also don't have an idea like being friends with you or him and it won't. Plus issue inside me and junker; it does not interest you. There is nothing here for you just redundant chatter, like everything about you.

For disliking someone so much, you certainly like to talk about him when he isn't part of the conversation or thread.  We get it, we know you like him, but come on.  You can have other friends, like me and SCG.  You don't need to hang on Rab so much.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 12, 2019, 05:03:19 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o

Wise, seriously.  If we are going to be friends, you need to stop getting hardons for Rabinoz.  SCG is getting jealous and it is just uncool.  Plus as junker is a guest, it is just rude to walk around like that.

I've not a plan for angry globularistionz. Frankly, there is no difference between you and him. I also don't have an idea like being friends with you or him and it won't. Plus issue inside me and junker; it does not interest you. There is nothing here for you just redundant chatter, like everything about you.

For disliking someone so much, you certainly like to talk about him when he isn't part of the conversation or thread.  We get it, we know you like him, but come on.  You can have other friends, like me and SCG.  You don't need to hang on Rab so much.

Which drug do you use? Because only manipulating the issue performance can not explain your writings.
Title: Re: Were-penguins IX, The Templars map.
Post by: NotSoSkeptical on January 12, 2019, 07:13:44 AM

To be honest Mr Wise, I don't have the slightest idea of what you speak.

writing the name of rabinoz to list of players. first day starts with lynching the rabinoz. before lynching him game does not start. Another judas.

Anyways is junker really in  game or a joke.  :o

Wise, seriously.  If we are going to be friends, you need to stop getting hardons for Rabinoz.  SCG is getting jealous and it is just uncool.  Plus as junker is a guest, it is just rude to walk around like that.

I've not a plan for angry globularistionz. Frankly, there is no difference between you and him. I also don't have an idea like being friends with you or him and it won't. Plus issue inside me and junker; it does not interest you. There is nothing here for you just redundant chatter, like everything about you.

For disliking someone so much, you certainly like to talk about him when he isn't part of the conversation or thread.  We get it, we know you like him, but come on.  You can have other friends, like me and SCG.  You don't need to hang on Rab so much.

Which drug do you use? Because only manipulating the issue performance can not explain your writings.

I don't do drugs, but I'm glad you care enough to ask.  What are you on?  Do you huff pure oxygen?
Title: Re: Were-penguins IX, The Templars map.
Post by: Crouton on January 17, 2019, 08:26:27 AM
I've got an idea for the lovers role. Make it so that they lose if they die and win if they're the last humans alive.

Also let the lovers be on different teams. It's 2019! Penguin/villager love is real!
Title: Re: Were-penguins IX, The Templars map.
Post by: Slemon on January 17, 2019, 08:32:35 AM
I've got an idea for the lovers role. Make it so that they lose if they die and win if they're the last humans alive.

Also let the lovers be on different teams. It's 2019! Penguin/villager love is real!
That's... potentially unfair for them. Unless you want to balance by telling them everyone's role and alignment, that could be fun. A high risk/high reward ally; they still want you to lose, but they know plenty of things you want to know too. Even if winning's way harder for them, they can have fun controlling the game.

Personally I still stand by a game where everyone thinks that they're the wildcard.
Title: Re: Were-penguins IX, The Templars map.
Post by: Slemon on January 17, 2019, 10:52:53 AM
Thread's locked.
Title: Re: Were-penguins IX, The Templars map.
Post by: boydster on January 17, 2019, 01:01:29 PM
Thread's locked.

Good. It had to be done.
Title: Re: Were-penguins IX, The Templars map.
Post by: BatteryStaple on January 17, 2019, 07:02:59 PM
Agreed.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 03:21:05 AM
Since lovers dead together, so they can come back together, right?
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 03:22:44 AM
I've got an idea for the lovers role. Make it so that they lose if they die and win if they're the last humans alive.

Also let the lovers be on different teams. It's 2019! Penguin/villager love is real!
That's... potentially unfair for them. Unless you want to balance by telling them everyone's role and alignment, that could be fun. A high risk/high reward ally; they still want you to lose, but they know plenty of things you want to know too. Even if winning's way harder for them, they can have fun controlling the game.


I think this would be an amazing idea.. 4 groups of people with different motivations, and one wildcard just wanting the world to burn..

Since lovers dead together, so they can come back together, right?

This is an interesting question.. it might even be an answer to our current game.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 03:32:19 AM

Since lovers dead together, so they can come back together, right?

This is an interesting question.. it might even be an answer to our current game.

Yeah. If you really have that ability, so you have to dead and bring back two "reliable, trusted" villagers back. It ensures the victory now, right? This will be interesting to see. This is wise, wise solves.  8)
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 03:37:45 AM

Since lovers dead together, so they can come back together, right?

This is an interesting question.. it might even be an answer to our current game.

Yeah. If you really have that ability, so you have to dead and bring back two "reliable, trusted" villagers back. It ensures the victory now, right? This will be interesting to see. This is wise, wise solves.  8)

I will do it just because it will be cool.

If I can't, then I will do NSS, that is guaranteed as well. We lynch the penguin today, I bring back NSS, then the NASA will kill someone tonight. Then the NASA agent is toast, they can't touch NSS without dying themselves...fate sealed.

However, I would prefer to bring back the lovers, I think that would be a fitting and romantic end.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 03:39:13 AM
Did you get my PM wise? I think I might have stumbled on something dealing with blarst... I am not 100 percent, but it could be something, or it could be a bust.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 03:42:21 AM
Did you get my PM wise? I think I might have stumbled on something dealing with blarst... I am not 100 percent, but it could be something, or it could be a bust.

You're a child have to play on kindergarden. I did not shared any of PM's with anybody and I'll not do it after that too. Yeah, I'll share the PM then you'll blame to break the game again, because you're going to lose. Get the foh! You NASA b...!
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 03:48:50 AM
Did you get my PM wise? I think I might have stumbled on something dealing with blarst... I am not 100 percent, but it could be something, or it could be a bust.

You're a child have to play on kindergarden. I did not shared any of PM's with anybody and I'll not do it after that too. Yeah, I'll share the PM then you'll blame to break the game again, because you're going to lose. Get the foh! You NASA b...!

Everyone has done it so far..

My theory is confirmed wise... This is a sad day for me :( wise...a sad day. (Fyi, it is only breaking the game when you share OTHER's roles publicly)..

I think I am on to something so we can make the right decision...please work with me here, otherwise I am going to have to do something I don't want to do...I really want you to be good wise...I really do!!
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 03:56:58 AM
NSS has asked my role and I've said. If he would want a screen shoot so he would get it. But this is not the way I prefer, because everybody create a screen shot whatever they want. What NSS wanted, I've gave it to him. I do not understand what you trying to do at this stage. I've one vote and used it. You can still use your vote right against bullwinkle, or against me. It is not important for me, you or bullwinkle. But if you vote the bullwinkle then I'll have a right to change my mind and use my "leadership" rights. As I say, there is no difference you and bullwinkle but you've started to blame me.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 04:02:15 AM
NSS has asked my role and I've said. If he would want a screen shoot so he would get it. But this is not the way I prefer, because everybody create a screen shot whatever they want. What NSS wanted, I've gave it to him. I do not understand what you trying to do at this stage. I've one vote and used it. You can still use your vote right against bullwinkle, or against me. It is not important for me, you or bullwinkle. But if you vote the bullwinkle then I'll have a right to change my mind and use my "leadership" rights. As I say, there is no difference you and bullwinkle but you've started to blame me.

It's because I think I found a glitch when I was dealing with blarst.

I need to test it, shifter already passed..he is 100 percent safe.

I need to test it with someone else to confirm, if it is real, then I can tell you 100 percent who everyone is... Right now, only you, crouton and Bullwinkle can be bad.

If you help me, we can do this. I know there are fake PMs, but I think I found a glitch (possibly, I need one more person to confirm)... I will even share the PMs from jura to me as a sign of trust.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 04:04:39 AM
Also, I haven't accused you, I have asked for your help...that is why I have not used my vote because I care about the villagers and I want to make the right choice. I have been careful with my vote all game
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 04:15:09 AM
And we have to trust your test, right? For trust your test first I have to trust you. Sharing PM is a legal forum crime. This is not the way we prefer.
Title: Re: Were-penguins IX, The Templars map.
Post by: Bom Tishop on January 18, 2019, 04:25:55 AM
And we have to trust your test, right? For trust your test first I have to trust you. Sharing PM is a legal forum crime. This is not the way we prefer.

No it's not...it would be illegal to share my PM to you publicly without my permission.. sharing with each other is fine. We used to do it all the time before fake PMs started.

I can screen shot you my stuff, no problem... I just need your trust on this one, I need to see if this is a glitch or not, I only have two people to go off of. You have nothing to lose and everything to gain if you are a villager.

If you won't, I understand, I will be forced to vote against you...I just don't want it to come down to that, I want you to live if you are a villager, and I am really hoping you are.
Title: Re: Were-penguins IX, The Templars map.
Post by: wise on January 18, 2019, 04:35:30 AM
And we have to trust your test, right? For trust your test first I have to trust you. Sharing PM is a legal forum crime. This is not the way we prefer.

No it's not...it would be illegal to share my PM to you publicly without my permission.. sharing with each other is fine. We used to do it all the time before fake PMs started.

I can screen shot you my stuff, no problem... I just need your trust on this one, I need to see if this is a glitch or not, I only have two people to go off of. You have nothing to lose and everything to gain if you are a villager.

If you won't, I understand, I will be forced to vote against you...I just don't want it to come down to that, I want you to live if you are a villager, and I am really hoping you are.

I did not see the PM sent to you yet. Share it us all, if you think it as legal.

To be fair, I'm deleting narrator posts everytime to prevent a mistakenly sharing it. I'm doing it every games. After sharing is lost its meaning I'm doing it after that day. So that I've not a PM shows my role. So you're free to vote me and kill an innocent. Feel free to do it. I'll be glad to get a vote of an angry NASA agent. Your start an old game type is just childish. Where is your fake photoshopped PM? I'm a master and none of NASA could deceive me. Feel free to share your PM.  :o