Chaosraven wrote:Haven't we played a game with 2 seers already?
My thought was that info from the teeth wouldn't come forth so soon because they wouldn't move around so much. I thought the combination of not knowing who had 'em and having only a 50/50 shot at 'em would enable the teeth to persist in the hands of a single player across at least a few turns.
Naturally, folks would then only share what they had learned only after a theft, or would have to lie about a theft (and attract unwanted attention).
Turns out that stealing was somewhat too easy, and thus constructing a chain of custody was also somewhat too easy.
Crime scenes:
Night01
Study, Stephen Villus Aurorae(?)
Day01/Night02
Basement, on workbench (pr0ner, plied, no goods)
Grand Hall, near fireplace (setaside, bifurcated, no goods)
Day02/Night03
Kitchen/Pantry, floor and counter (UsulofDoom, kitchenware, no goods)
Dining Room/Basement (Mr Bubbles, beheaded & boned, no goods)
Day03/Night04
Grand Stairs/Basement, workbench (Lars, paralyzed & decapitated, no goods)
Grand Stairs/Grand Hall (noxiousdog, minced & decapitated, Quire01)
Day04/Night05
Flash freezer and pantry counter (Leigh, frozen and mutilated, Fair Teeth)
Flash freezer and pantry counter (tru1cy, frozen and mutilated, no goods)
Day05/Night06
Pantry, flash freezer and counter (Padre, electric knife, no goods)
Dining Room (Nameless, disemboweled and decapitated, no goods)
Day06/Night07
Pantry, flash freezer (Zurai, frozen and mutilated, Quire03)
Hidden Observation Chamber (rdm, decapitated & bludgeoned, no goods)
Day07
Grand Hall (Caine, shot through head, Quire01)