Werewolves of Miller's Hollow - Info & Subscribing

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Werewolves of Miller's Hollow - Info & Subscribing

Post by MuchachoNL » Tue Nov 02, 2010 9:03 pm

Prologue
Welcome to the main topic of the game "Werewolves of Miller's Hollow".
Some of you might know it as a card game, others might not have heard from it at all.
Anyway: This thread is how the forum-version of the game works.
So sit back, enjoy the fun RPG (Role Playing Game) where you'll have to find out the other faction and take them down.
This topic is for information and subscription to a round of WoMW only.

How the game works
This game is based on two factions: Humans and Werewolves.
Later editions can include other factions like Vampires, Undead and different colored werewolves.
This, however, will only be good if the whole game takes hold here and the players become more adept to the game.
So for now it's just Humans and Werewolves.
The goal of the game is to eliminate the other faction.
The wolves eat humans every night, and all players will lynch a suspect every day.
The goal for the wolves is to get the humans lynched AND eaten.
The goal for the humans is to lynch every wolf before all humans are eaten.
The Game Master will divide all roles to the participants and distribute them through a PM.
The Game starts at night, the wolves are allowed to discuss who to kill each night and if they want to use any special features of a role of theirs.
Each wolf will PM the Game Master on what their action will be that night, before the previously set deadline ends.
Any Human night role is to send a PM to the Game Master with their actions as well (activation of the Powers that are assigned to that role, or just sleep).
When the deadline passes, The Game Master will post a message in the thread that morning has come and (if applicible) who didn't make it through the night.
In that same post he/she will open up a poll for the Mayor and whom to lynch, with yet another deadline.
Players are now allowed to discuss and defend their choices untill the deadline passes.
When that deadline passes the Game Master will openly ask for a Saint to use water on the suspect.
A deadline of 24 hours is set when a Saint is still alive, if not the question is skipped and the suspect is lynched.
(See Saint for the effect.)
This process repeats itself untill either all humans are dead or unable to win anymore, or the wolves are dead or incapable of winning anymore.

The Order in which all actions are taking place
In order to be open and clear about why a conversion or killing was not successful and why it's successful at another time I will post the General order of actions in which everything takes place.
At Night:
  1. Announcement that Night is falling.
  2. (First night only) Cupid
  3. Guardian Angel, Locksmith, Spellweaver, Neighborhood Watch, Grave Robber. These are simultaneously if all chose a different target. Otherwise it's first come, first serve.
  4. Werewolf Conversion
  5. Witch's Poison
  6. Werewolf attack
  7. Necromancer, Village Elder (if he's attacked himself)
  8. Witch's Healing Potion
  9. Seer/Shaman
So for example: an Executioner was converted to Wolf, the Seer looks at the Executioner and will see the Wolf role he will be using from the next day.
Another Example: A Seer will try to see the role of a Wolf, and is eaten by the wolves, he/she will NOT get any role unless he's been saved by the Witch or the Guardian Angel.

During the day:
  1. Announcement that Morning has come and who died last night together with his/her role.
  2. (First Day only) Election of a Mayor, Lynch Poll, SuperFraud, Executioner
  3. Saints
  4. Announcement of the lynched person's role if the lynch was successful (not saved by a Saint's water).

How to participate/play the game
In order to play the game a single reaction in this thread, with which you'll state that you want to play, will suffice.
Please be aware that this is only possible when a Game Master opens op a round by posting such in this same thread.
At that point the subscription period starts.
If there are several rounds held at once, the people who are not participating in any other round will have dibs on a position in the game.

Rules
  • First and foremost: This thread and any other WoMH thread WILL be subject to the standard Forum rules.
    I think this is pretty clear: We're not above them, nor do we pretend we are.
    Making a fun opening post for a WoMH game is allowed, useless spamming is not.
  • We'd appreciate if all the participants take a peek at the game at least once per 24 hours to see if there are updates.
    Some roles are played instantly and may provide such information that you might want to change your strategy before it's too late.
    We have deadlines, but don't wait untill the last moment to cast your vote: If you're suddenly stuck in traffic and don't make the deadline, you'll get an inactivity warning. Two of those will get you killed on the spot.
    Of course: if you're not able to be online for a few days, please contact the Game Master timely and find a replacement together.
    In some cases a deadline can be moved. (e.g. holiday, funeral/cremation of a relative, wedding, Bar/Bat Mitswa, Baptism etc.)
  • Being available for Game Master and Players.
    Especially for the Game Master: He or she will give you vital information through the use of a PM (Private Message).
    Being available for other players may work in your advantage as well. As wolves it's imperative that you're available for your fellow wolves since you'll have to decide whom to kill through PM.
  • No talking when you're dead.
    Also known as: "Dead (wo)men tell no tales".
    There is one exception to this rule, and that's when your role allows it. (The Village Idiot is allowed to discuss alongside the others when he's dead).
    If you've died in the game, tough luck.
    But you're probably murdered because you either knew too much or too little.
    When your death is announced by the Game Master you are, however, allowed to post one good-bye post, wishing your fellow Humans/Wolves good luck.
    This post may not hold vital information you've gathered for the game (e.g. which role someone has).
    When in doubt, contact the Game Master first.
  • Claiming Roles
    The Game is basically about deception and trust.
    You have to convince others that you're good (Human) and not bad (Wolf) otherwise you might end up hanging from the gallows or find yourself decapitated.
    It is at all times strictly forbidden to back up your claim with (a) quote(s)/screenshot(s)/etc. from the Game Master where your role has been described to you.
    Posts that a Game Master made in public CAN be quoted.
If you're capable of following these few simple rules, it's a delight to lead a round of WoMW where you participate in.
Please be aware that any violation of the above-mentioned rule might result in a ban for the next few WoMW rounds.
Unfortunately, due to past experiences I had to add that last line


Legend
  1. Information & Introduction
  2. List of roles:
    1. Human Faction
    2. Wolf Faction
    3. Other Faction
    4. Side-Roles
    5. Mixed Faction-Roles
  3. Statistics
  4. Players:
    1. Blacklist
    2. Personal statistics
  5. Hints
  6. Subscriptions
Last edited by MuchachoNL on Wed Nov 03, 2010 1:26 pm, edited 9 times in total.
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Human Faction

Post by MuchachoNL » Tue Nov 02, 2010 11:06 pm

Human Faction
Every role will have to send a PM at the appropriate time to the Game Master. A night-role must PM before the end of the night, a day-role before the end of the lynch. The Game Master will only ask for an action when you can Heal or Water a person.
  • Plain Villager: A Plain Villager is a role that is basically useless besides voting for Mayor or lynch. However, do not underestimate the power of this role, because even without "special powers" a Plain Villager can be a thorn in a Wolf's side.
  • Guardian Angel: A Guardian Angel may put it's protective wings around any player of choice (including him/herself) during every night.
    That night every negative effect on the guarded player is rendered useless. The Guardian Angel can only protect a person one night in a row.
    Only the Locksmith can nullify the Guardian Angel's powers.
  • Executioner: The Executioner can take matters into his own hands during one lynch of his/her choice. When he/she does he/she will kill the person they choose. (They will have to send a PM to the Game Master before the lynch deadline saying who they want to Execute). When someone is Executed, the Executioner will become known to all.
  • Spellweaver: The Spell-weaver can weave a spell on to one person of his/her choice every night. That person is not allowed to execute his/her role that night, but will also be safe for any other night-role. Because of this the Spell-weaver can not weave a spell on him/herself.
    A Spell-weaver cannot weave a spell on the same person for two nights in a row.
  • Cupid: Cupid can make two people fall in love with each other on the first night. For more information of the effect, see "Lovers".
  • Village Fool: The Village Fool can be compared to the Seer. The Village Fool is allowed to see the roles of three players during the first night.
    When morning breaks the Village Fool will get the the three roles of the three people of his/her choice. However, they are randomly ordered and there is no name next to the role. It's up to the Village Fool to find out who's what.
  • Village Elder: The Village Elder is capable of fending off one werewolf attack, without the healing potion of the Witch. When attacked a second time, the Village Elder will die. This power will not guard him/her against the Super-fraud, the Executioner's Axe, the Witch's Poison, or the Hunter's Bullet.
    When the Village Elder is Guarded, has a Spell Woven over him/her or when he/she is Locked Up, his/her powers will not be activated and he/she will be saved by the powers of the Guardian Angel, Spell-weaver or Locksmith.
  • Village Idiot: Not to be confused with the Village Fool. The Village Idiot is allowed to keep on discussing everything after he/she died. However, he/she is not allowed to vote. The Village Idiot loses his ability to discuss after death when the Village Elder dies. Of course: if the Village Idiot is still alive when the Village Elder dies, he/she is still allowed to discuss things and vote as normal.
  • Neighborhood Watch: This role is a sort of Super Locksmith. One night in the game, at the Neighborhood Watch's choice, he/she is allowed to Lock Up Every player but two others along with him/herself. Every role besides those other two are not used. Alongside with this effect: the very next day only these three players are allowed to vote for a lynch.
  • Dream-weaver: A bit of a underestimated role. The Dream-weaver can choose two players every night. That night he/she will make one player dream about the second player's role. This effect will misfire when one of the targets dies that night.
  • Witch: The Witch has two potions: A healing potion and a Poisonous Potion. The Witch has only one of both.
    The Healing Potion will heal a victim of a Werewolf attack, the Game Master will tell the Witch in PM who the victim is, and The Witch if he/she wants to use the potion. The Poisonous Potion is a potion that the Witch must use on her own accord during one night of her choice.
    Because of the fact that The Witch is a 'Unholy' being, he/she WILL burn from the Priest's Holy Water.
  • Hunter: The Hunter is nothing more then a Plain Villager during life. When he/she is murdered (whether by Wolf, Witch or Lynch) the Hunter gets to shoot one player of his/her choice. That Player will die alongside of the Hunter.
  • Eye Witness: The Eye Witness can use his/her powers at one night of his/her choice. In that night The Eye Witness will encounter a wolf attack and will see one random Wolf. He/she will get the name of said wolf in PM. However, the wolf will also get the name of the Eye Witness in PM. So it is up to them to convince the other Humans on who's the Eye Witness. A wolf that has been Guarded or Locked Up will not be named to the Eye Witness.
  • Locksmith: The Locksmith can, like the Spell-weaver, Lock Up one player of his/her choice on every night. Other than the Spell-weaver, the Locksmith CAN lock him/herself up. The Locked Up player is, besides being protected from harm, not able to use their powers that night.
    The day after the Lock Up, the locked up player is NOT allowed to vote.
  • Super-fraud: The Super-fraud has the power to decide one lynch completely on his/her own. Every other vote is rendered useless and only the Super-fraud's vote will count.
  • Scapegoat: The Scapegoat is just about the worst role you can get. When there's a game without the use of the Mayor, the Scapegoat is used instead.
    Whenever a tie is reached at a lynch, the Scapegoat will die in stead of the two (or more) people who have the same amount of votes against them.
    Given this fact the Werewolves will try to get a even vote to be sure to kill a Human, and of course: the Humans must prevent a even vote at all costs or otherwise they're sure to lose a fellow Human.
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Wolf Faction

Post by MuchachoNL » Tue Nov 02, 2010 11:46 pm

Wolf Faction
Every Wolf will know who the other wolves are and are therefor allowed to discuss their victims privately.
Each Wolf must PM the Game Master with the victim of their choice separately to be able to monitor the wolves' activity per wolf.
(A wolf not participating in a victim poll will get a warning, not participating in a lynch or other victim poll after that will get them killed).
All wolves will burn to death when they're watered by a Priest.
  • Regular Wolf or just 'Werewolf': A Regular Wolf can do nothing special. They just eat a victim of their choice every night.
  • Wolf with Conversion: A Wolf with Conversion can decide to change a Human into a Regular Wolf during one night in the game. Whenever a Wolf with Conversion wants to use this power, the other wolves MUST agree, and will all skip dinner that night.
    This can be used to either turn a 'proven Human' or eliminate a threatening role. It depends on what the Wolves decide.
  • Primal Wolf: The Primal Wolf can (opposed to the Wolf with Conversion) eat a victim AND turn a Human into a Regular Wolf during one night of his/her choice: The wolves do NOT have to skip dinner for the Conversion when a Primal Wolf uses it's power.
  • Wolf in Sheep's clothes:A Wolf in Sheep's Clothes will get to chose a role at the start of the round. During the round he/she will be seen by the Seer and Village Fool as the role of their choice. However, he/she still is a Wolf and will thus eat a victim at night and will know who his/her fellow wolves are.
    Even when he/she is killed, the fake role will be displayed to the rest of the players.
    Only a Shaman can see through the disguise.
  • Revealer: The Revealer can publicly reveal the role of one player of his/her choice every day. The Revealer gives the name of the target in PM to the Game Master and unless the Target is Guarded or Locked Up, the Revealer will get the role by dawn. He/she works together with the wolves, so he/she knows who the wolves are, but can not participate in the voting of the victims. This role can go public on any Human Role. This makes it a very powerful but still very difficult role.
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Side-Roles and Mixed Faction

Post by MuchachoNL » Wed Nov 03, 2010 12:15 am

Side-Roles
Apart from being a Human or a Wolf, you can have a Side Role which gives you extra powers. These Side roles are usually given to the Plain Villagers and Regular Wolves. (Only the Mayor is a Side-role chosen by the villagers)
  • Mayor: The Mayor of Miller's Hollow will be chosen by the players before the first lynch. This Side-role has the advantage that when a poll has ended in a equal result, the Mayor's vote will count as one-and-a-half vote. So the Mayor's vote might be the deciding vote for a lynch. A downside of being the Mayor is that the Wolves are prune to either eat or turn the Mayor so it works in their favor. When the Mayor dies, the Mayor alone will point out his/her predecessor.
  • Fraud: A Fraud can cast an extra vote at one lynch during the game. The Fraud will remain anonymous.
  • Lovers: Players that are hit with Cupid's arrows will become Lovers and are bound to each other during the complete round. If one dies, so will the other (broken heart). Lovers can come from different factions, in that case the lovers must survive on their own and kill every Human and Wolf. Lovers can be converted, and will be told of each other's role upon the Cupid Arrow hit.
  • Iron Maiden: The Iron Maiden is immune to only the Executioner's Axe. If the Executioner is unlucky and Executes the Iron Maiden, the Executioner will die him/herself.
  • Soulmate: Soulmates are Side-roles without any function or power other than that the Soulmates both know they're Human. Soulmates do not die when the other Soulmate dies, so a converted Soulmate must keep up appearances to the other Soulmate in order to survive with the Werewolves. A very interesting role for the more advanced players.
Other Faction
On this forums the game is really new, so this section will be informative only.
Besides the obvious Wolf and Human Faction there are also other Factions that have to survive as a group or purely on their own.
Examples are:
  • Vampires: They need to convert all the Humans and kill the wolves in order to win. Every night a vampire PM's one name to the Game Master and they will try to convert that player. Wolves are immune to a Vampire bite. Vampires are unholy and will thus burn from a Priest's Holy Water.
  • Murderer: Tries to kill off every other player and survive all on his/her own. When a Murderer becomes a Lover the other Lover must survive along with him/her. Every night the Murderer will murder one player. The Murderer will NOT burn from Priest's Holy Water
  • Lute player: A lute player... you've guessed it... plays the lute. During every night the Lute Player tries to play a song to two players and put an enchantment on them.
    When successful, the persons that he/she is playing the lute for will receive a PM with the message that they've heard a lovely tune. Nothing more. When the Lute Player has successfully enchanted every player in the game, the Lute Player wins.
    Conversions that are being done at the same night to the same person will nullify the effect of the Lute Player for that player. So he has to re-enchant that player another night.
  • Grave Robber: Starting from the second night (at least one person has to be dead already)the Grave Robber can choose to dig up the corpse of a dead player. He/she will assume that player's role for the rest of the game. If that role has already used it's powers the Grave Robber will become a Plain Villager/Regular Wolf depending on the faction that the dug up corpse belonged to.
  • Necromancer: The Necromancer can decide to snatch the corpse of a Werewolf victim or a Poison victim during one night of his/her choice (The Necromancer will be filled in if there has been a victim that night and he/she may choose to Animate the Corpse. In the public post to announce the breaking of dawn, there will be no victim, so all players will think nobody was murdered. The Wolves, however, will be informed that a corpse has been animated. Because of the difficulty the Animated Corpse has with survival of the game, the Necromancer is NOT allowed to tell anyone who they've made an Animated Corpse. Wolves are allowed to announce it, but will be revealed as a Wolf by this action, since they're the only ones allowed to talk about it. The Necromancer will NOT burn from a Priest's Holy Water.
  • Animated Corpse: Made by the Necromancer, an Animated Corpse is immune to any further werewolf attacks. Only the Necromancer and the Wolves know that the player is an Animated Corpse. A Seer will see the player's previous role. The Animated Corpse can start killing others when either all the Wolves are dead or the Necromancer is dead. The Animated Corpse must survive alone or, if he/she was previously made a Lover by Cupid, with his/her lover. The Animated Corpse will burn from the Priest's Holy Water since it's unholy.
Mixed Factions
Some roles have a similar role on the other faction.
Here are the Mixed Faction Roles with a role on both the Human and Wolf Faction and their differences.
  • Saint: Priest (Human) and Heretic (Wolf)
    Both Saints have the power to bestow water upon a suspect at the end of one lynch of their choice. (They will be asked if they want to bestow water).
    The Priest will use Holy Water, in which all unholy being will burn to death. The Heretic mimics the Priest and uses tap water instead: Everybody survives that water. The Heretic also votes with the wolves on their nightly victim. When several Saints want to bestow water at the same lynch, the first one to react will bestow water. Exception: When a Saint is to be lynched him/herself his/her own water will always be used before another Saint's water. Even if the other Saint was first.
    A Seer will see both Priest and Heretic as "Saint", only the Shaman will see the true roles.
  • Fortuneteller: Seer (Human) and Shaman (Wolf)
    Every night a Fortuneteller can PM the name of a person they want to know the role of to the Game Master.
    The Seer's vision is clouded due to his/her Crystal Ball and may only see the pretend-role of the Wolf in Sheep's Clothes or the Main Role of a Mixed Faction Role (So it doesn't matter if he/she sees a Priest or a Heretic, he/she will be told to have seen a Saint).
    Only the Shaman sees the real role because he/she works for the wolves.
    The Shaman does not know who the Wolves are and vice versa, but the Shaman will die when the last wolf dies.
    So the quest of the Shaman is to find the Wolves before they randomly eat him/her.
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Statistics

Post by MuchachoNL » Wed Nov 03, 2010 11:36 am

Statistics

Rounds won by Humans
-

Rounds won by Werewolves
-

Rounds won by Others
-

Running Rounds
-

Rounds open for Subscription
-
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Player Statistics

Post by MuchachoNL » Wed Nov 03, 2010 11:44 am

Player Statistics


Blacklist
Hopefully no one will have to be added to this blacklist.

Personal Statistics
Each player will get his/her personal statistics in this section.
Names are sorted alphabetically and Statistics will be in the following format:

Name - x-x-x

The first X will have the number of played rounds: colored Red, Green or Brown according to the starting faction (Red = Wolf, Green = Human, Brown = Other)
The second X will have the number of won rounds.
The Third X will have the number of lost rounds.
If one faction wins, all players who remain in that faction (even when they're dead) will get a winning round behind their names.
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Hints

Post by MuchachoNL » Wed Nov 03, 2010 12:09 pm

Hints

Basic Hints
  • Be careful in the public game thread: Every information you gather can be vital for your faction to win the game. So only share information with people you can trust. You don't want to put every role in the Public game thread because the wolves will have a premium hit-list so they can win easily.
  • Back up your claims:If you claim a role in order not to get lynched, be prepared to prove yourself. Otherwise you'll probably get lynched again the next day.
Human Hints
  • Executioner: Try not to use your axe too fast. The longer you're unknown, the better. When a Seer contacts you it could be a good deal to work together in finding a wolf (Seer) and Execute him/her (Executioner). If you're not sure if someone is a wolf, better try and get some more info, otherwise you might end up killing a fellow Human.
  • Witch: Find out if a victim is worth saving. You've got 24 hours to respond to a killing. Try and ask the killed person if he's worth saving. Sounds harsh, but an Executioner who already used his/her axe or a Plain Villager is not worth saving unless they're Lovers with one from the same Faction.
  • Shepherd the Herd: The Humans don't know anything, it's your job to make a change to that. Contact the Humans you've seen through your Crystal Ball and try to work together in getting rid of the Wolves.
  • Priest: Same with the Executioner: Use your water if you're either fairly sure of a wolf or when the role is still usefull for the Humans.
    Watering a Plain Villager will only make you suspicious of being a Heretic saving his/her fellow Wolf.
Wolf Hints
  • Conversion: Choose the converted person wisely. Since you will have to forfeit a normal victim for the Conversion, you'd better make it count.
  • Heretic: What would a Priest do? Ask yourself this question and you might be able to survive long enough without being discovered as a Heretic.
These are hints I've got from somewhat experienced players, although some are quite good: don't try to live the game according to these hints. Use your gut feeling.
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Subscription

Post by MuchachoNL » Wed Nov 03, 2010 1:21 pm

Subscriptions

As of now this thread is open for questions.
And I hereby oficially open Round 1 for Subscriptions.

Who dares to enter the Haunted Mansion on the Hill of Miller's Hollow for an experiment?
I'm looking for at least 12 brave volunteers who will try to stay inside the Haunted Mansion for a week to research any paranormal activities.
Are you brave enough?

The please sign here:

Tenjen
....................
Miller's Inc. is not responsible for any deaths that occur inside the Mansion


If you're interested in joining, please just place a simple reply without quotes that you want to join.
I try to get 21 people, if subscription is faltering for about a week I'll see what we got, and decide on whether or not to start the round.
Last edited by MuchachoNL on Sun Nov 07, 2010 10:51 pm, edited 1 time in total.
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Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by Tenjen » Sat Nov 06, 2010 12:28 pm

i'll join! it sounds fun :3!

Cmon you ninny's! join up!~
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Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by MuchachoNL » Tue Nov 30, 2010 10:13 pm

I think it's safe to assume this is quite a dud.
Tenjen wins by default :p

Subscribing will still be open, if any newcomers want to join, feel free.
Anyone who wants to spend 1/5th of the time they spend in games like "I smell bacon" is welcome as well.
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Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by Don Alexander » Fri Dec 03, 2010 2:30 pm

Well, I'm hardly in the games section at all anymore (as certain people have complained) so my conscious is clear. O:-)
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Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by MuchachoNL » Sat Aug 27, 2011 2:48 am

I'm gonna try and resurrect this game since we've got quite a few new registered members and since we've joined forces with Seven Seas.

Subscribing is open.
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Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by Tenjen » Mon Aug 29, 2011 5:51 pm

:3 given my present winning streak, I'll join once more
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Iceman
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Joined: Mon Apr 18, 2011 11:20 pm
Location: I come from the land of the ice and snow, from the midnight sun where the hot springs blow.

Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by Iceman » Sat Jan 28, 2012 2:51 pm

I think I have experience in this game. I'll try it out, if it'll start, that is.
The iceman cometh

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Hyper Magi
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Joined: Fri Nov 25, 2011 8:04 pm

Re: Werewolves of Miller's Hollow - Info & Subscribing

Post by Hyper Magi » Sun Jun 10, 2012 3:43 am

Hrm.. how hard is it to play two mafia style games at once?

Enjoying the one I'm in right now but it's only D2. I'd like to try the werewolf style, though I'll admit I'm a novice at the game.

Edit: Oh LOL, date of the posts suggest this is long forgotton. Sorry for the necro.
Sparking now, search within your soul to find the answer!
Push yourself to the edge, give 1000%!

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