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-   -   Length of Cycles (https://forums.operationsports.com/fofc//showthread.php?t=63413)

Barkeep49 01-23-2008 02:50 PM

Length of Cycles
 
I am up next for hosting a game. One of the mechanics of the game will mean that it won't be known until the end of the day who is the bodyguard, seer, etc. This makes a strict 24 hour cycle harder, though not impossible, to implement. I would like to just try get everyones opinion about how cycles should work. Note that you can vote for more than one option in the poll.

claphamsa 01-23-2008 02:55 PM

Why not do a 20 and 4. split it like that? Im gonna run a game and Ill do, 23 and 1. to give the baddies time to figure out what they want to do depending on the lynch....

I must say i havent figured out the true 24 hour cylce, then again I havent had to :(

[X]- send rolls!

Barkeep49 01-23-2008 02:57 PM

I thought about something like 23 1 or 20 4, but I'm not sure how many people that would help in terms of getting their day and night actions in. But please feel free to write in that preference.

st.cronin 01-23-2008 07:29 PM

I voted for single 24 cycle, but 24/24 would work as well.

RendeR 01-23-2008 07:37 PM

I'm fond of the rolling day with a single deadline at night to wrap up each day. The fairytale land game was fascinating to watch as people did some actions early and held onto actions for later in the day after other things happened.

Its not an easy system to implement though, you have to have the time to pour into it.

Barkeep49 01-23-2008 09:36 PM

Quote:

Originally Posted by RendeR (Post 1642655)
I'm fond of the rolling day with a single deadline at night to wrap up each day. The fairytale land game was fascinating to watch as people did some actions early and held onto actions for later in the day after other things happened.

Its not an easy system to implement though, you have to have the time to pour into it.

I've hosted three games that were intensive like that (the two spawn games and survivor to a lesser extent). I simply can't do that during the school year. I do agree, however, that it makes for some great stuff.

hoopsguy 01-23-2008 09:59 PM

In general, I'm not a fan of games where the day+night is greater than 24 hours. If anything, I would favor a faster game rather than slowing it with a 24/24 or a 24/12 setup.

st.cronin 01-23-2008 10:04 PM

Quote:

Originally Posted by hoopsguy (Post 1642948)
In general, I'm not a fan of games where the day+night is greater than 24 hours. If anything, I would favor a faster game rather than slowing it with a 24/24 or a 24/12 setup.


I'm the opposite. I'd love for somebody to run a 24/24 game. The 24/12 setup is a bit confusing to me, as the one time I played that I couldn't keep track of when the deadline was. And the 12/12 I find way too demanding as a GM, and almost too demanding as a player.

SnDvls 01-24-2008 10:15 PM

I vote other

in the last two games I've played that are the 24 hour cycle type games there is a strong disadvantage for the wolves to have to put in a night action prior to the day actually ending. If there is a big vote move at deadline it could really screw up a night action.

there needs to be a 30 min to 1 hour window for night actions IMO to keep this from happening.


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