I do it all the time and we make it interesting by letting people know
they killed the candle maker or the milk maid/man, etc. We help weave a
cohesive village where people have lives and jobs and family and well,
you wouldn't want to kill the village tech support guy because now we
don't have any Internet and ain't that a shame....
It works great for us and the players almost always really get into it
and come up with outrageous stories on their own after we give the
initial push. We also tell the villagers whenever the seer has been
killed or lynched as often that plays in the villagers favor as well as
the werewolves'. It makes people think - 'well, hmmm... who did s/he
want/not want us to lynch?'
We did a session a few months ago where one of the players always
insisted he was a werewolf, even if he wasn't. That really threw a lot
of people off and made the game a bit more lively. Kinda like the fake
psychic gets the attention while the real one gets away scott free.
David Mc wrote:
In this same vein, I think
it's sometimes a bad idea to reveal that the seer has been killed. I
just take the card and say "yup... you lynched a villager, not a
werewolf." The seer is, after all, a special villager, but is a
This works especially well when various people are proporting to be
the seer - as the moderator, I don't
blow their cover.
I NEVER reveal the role of the victim and go through the whole script
every night, even if the Seer has died.
It keeps everyone guessing and makes the game more interesting.
The villagers don't know that they have won until a night passes with
The Werewolves don't know they have one until it's announced.
I've researched the game on the web and found some additional roles
that make things even more fun:
The Witch - Has the power to bring a Victim back once per GAME. May
also kill someone once per GAME. Including him/her self.
"Witch, wake up (narrator point at the victim) do you wish to save
this victim?" (Witch answers silently)
"Do you wish to poison someone?" (Witch answers silently by pointing
to new victim or shaking head)
The Hunter - If the hunter is killed, he/she may kill one other person
The Masons - Either two (less than 12 players) or three ( more than 12
players) in a game. Wake them up on the first night before the
Werewolves. They all know each other and know they are not
Werewolves. [ Makes another group that will try to protect its
members and stand up for each other. ]
The Matchmaker and the Lovers - The Matchmaker is awakened on the
first night before the Werewolves and chooses two Lovers.
After that, the Matchmaker becomes a normal villager. The Lovers are
then awakened by a tap on the shoulder to "meet". If one of the
Lovers is killed, the other commits suicide in a fit of grief. [ This
can get interesting, as the Lovers could end up being a
Werewolf-Villager couple and will try to defend each other against
The Mayor - Elected by everyone on the first day, before the first
night. Gets TWO votes when choosing a lynching victim.
When the Mayor is killed, he/she chooses the new Mayor. [ This can get
really weird if a Werewolf is the Mayor ]
So in summary:
First day - elect Mayor.
First Night only - wake up Masons to see each other; wake the
Matchmaker to choose the Lovers; wake the Lovers so they can fall in
Every night (including the first) - wake the Werewolves, then the
Seer, then the Witch.
This can be played by a larger group, just add Werewolves and Villagers.
5+ Players 1 Werewolf,
7+ 2 Werewolves,
12+ 3 Werewolves and
19+ 4 Werewolves
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