WotDA: Evil Characters, Powering Up for v2.0!
We're finally closing in on the finishing touches for our version 2.0 printing of Werewolves of the Dark Arts. I know I've got at least 10 people wanting to own a set, and I haven't been able to provide it. So in addition to new art assets, we're also giving some touch-ups to a few roles that had a bit of 'blandness' to them.
The touch-ups are going to be minor, for the most part, but here you can see three evil roles that have gotten some very nice changes to them.
Most special roles are in a pretty good place, but some of the original cards, some of which are among the most important to the game, were lagging behind the rest in terms of art quality. These tweaks are to help bring the shine back in line.
The touch-ups are going to be minor, for the most part, but here you can see three evil roles that have gotten some very nice changes to them.
Most special roles are in a pretty good place, but some of the original cards, some of which are among the most important to the game, were lagging behind the rest in terms of art quality. These tweaks are to help bring the shine back in line.
Category Artwork (Digital) / Fantasy
Species Wolf
Size 1011 x 741px
File Size 503.3 kB
Listed in Folders
I've heard this a few times, but I don't want to be seen as ripping off Ultimate Werewolf. Also, any information like that on the cards can be used as an attack against novice players who don't have that stuff memorized. Granted even the artwork can behave like this, but with something like numbers I see it being used by players for exploitative intentions.
I can agree that I need to craft a useful form of deckbuilding advice but it's one of those things that is so second-nature to me that I can't put it properly into words. I keep trying, and I keep hating it or writer's blocking over it. 7 years and I still don't have a lot of things documented outside of the cards and phases. *sighs*
I can agree that I need to craft a useful form of deckbuilding advice but it's one of those things that is so second-nature to me that I can't put it properly into words. I keep trying, and I keep hating it or writer's blocking over it. 7 years and I still don't have a lot of things documented outside of the cards and phases. *sighs*
What we need to do then is to record a conversation with you whilst discussing the topic, and let you carry on for a while, trying to get the ideas across. Then the recording can be used as a source to being laying it out in type - and this can also inspire you to clear up details that you missed in the original discussing. Something like that should make for a good start - we just need to get a couple people to ask beginner (and advanced) questions about balancing a deck with a camera on...
Also, I want the new deck. :) Let me know when to send money.
K Fox
Also, I want the new deck. :) Let me know when to send money.
K Fox
Very-much looking forward to finally getting my paws on a deck. ^__^
Also, on the topic of ratings, i think after you've built a deck a couple times things just start making sense. Not sure a + - notation would really help in that regard because different things interact differently. For example, a cultist on it's own isn't too dangerous, but they're exponentially more powerful with multiple of them because im addition to knowing who the werewolves are they're like stone masons with each-other. There are also certain things you need to add to make sure games with large groups go by quickly enough. (like cards that remove players from the game such as devil, hunter, etc.). I don't think a + - rating would work.
Also, on the topic of ratings, i think after you've built a deck a couple times things just start making sense. Not sure a + - notation would really help in that regard because different things interact differently. For example, a cultist on it's own isn't too dangerous, but they're exponentially more powerful with multiple of them because im addition to knowing who the werewolves are they're like stone masons with each-other. There are also certain things you need to add to make sure games with large groups go by quickly enough. (like cards that remove players from the game such as devil, hunter, etc.). I don't think a + - rating would work.
It's getting there, I tells ya! Getting there!! :O
And yeah, your observations about deckbuilding are indeed how it works. It's not as simple as plus and minus. There's multiplication invovled, too! So to speak. Cards have a general power level, but the way they interact with other roles is something that can't be shown from numbers. The Warlock will nerf the evil team by a proportion almost equal to how many special roles they have on their side. The Devil's influence relies entirely on their choice of motivation.
And yeah, your observations about deckbuilding are indeed how it works. It's not as simple as plus and minus. There's multiplication invovled, too! So to speak. Cards have a general power level, but the way they interact with other roles is something that can't be shown from numbers. The Warlock will nerf the evil team by a proportion almost equal to how many special roles they have on their side. The Devil's influence relies entirely on their choice of motivation.
:< I wonder who was saying that. I created Werewovles of the Dark Arts, specifically. Others contributed ideas over the course of development but my co-creator is *morningstar and she has yet to get to even play the game, nevermind hosting. If this is someone I don't know, I need to have some stern words about false representation. If it's someone I do know, I need to let them know they are saying something potentially confusing that's leading people to think they're doing anything other than hosting the game with a version made by a furry. :O
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