Balancing Cults

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Balancing Cults

Post Post #0 (ISO) » Sat Sep 30, 2006 8:43 am

Post by Heinrich »

I'm planning a game for near-future use on a board (hence the new account, I don't want people to know if their in the game I'm talking about :) ) with a cult in it, and I'm wondering how they're best balanced.

Because of the the chance of power-roles, mafia, whatever else being recruited, doesn't a cult have the chance of getting out of hand power-wise very quickly? What is the best way to counter this without crippling the cult's chance of winning?

The game I'm planning has plenty of power roles, and assorted other people that if recruited could spell doom for their side (eg, masons), but would rather people kept their abilities on recruitment, because its silly if they don't IMHO.

I'd rather not disclose the entire setup (for bracketed reasons above), but I'd like some discussion on this, rather than just PM'd conversations with several people who may or may not all have conflicting views.
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Post Post #1 (ISO) » Sat Sep 30, 2006 8:55 am

Post by Gleeman »

when recruited the power role loses their power, pretty simple.
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Post Post #2 (ISO) » Sat Sep 30, 2006 9:04 am

Post by Ogianres »

The power of a cult pretty much depends on the percentage of other power roles in the game. If over half the people have some ability (secret or not) then the cult has >50% chance of recruiting a role. By having a (relatively) large percentage of roles, you can make it so that only so many cult-aligned people can use roles on any given night. If, however, you don't have a large percentage of roles, then the cult is as powerful as it should be and was made to be.
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Post Post #3 (ISO) » Sat Sep 30, 2006 9:06 am

Post by Zindaras »

Some cult variants I've messed around with (or faced myself):

A Numbers Cult: Leader has a 10% chance to cultivate for every cultist in the entire game. (the role also had a trigger that allowed him to add to that chance) He sends out a player to do the Culting. A successful Cultivation on scum kills the player sent. This role also survives its first death.

This role was used in a double-Cult game, and it won, eventually.

A Town Cult: Basically, the Cult Leader is a Townie, but he doesn't know he's the Cult Leader. He can only target every player once (edit: and fails on scum).

This role was used in the same game. The player who got it was onto something, but didn't know exactly what.

More standard versions:

100% success, has to send out guys, if he targets a cop or scum, he fails and guy sent dies.

50% success, fails on scum, all cultists are vanilla-ized.
Last edited by Zindaras on Sat Sep 30, 2006 9:28 am, edited 1 time in total.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #4 (ISO) » Sat Sep 30, 2006 9:10 am

Post by petroleumjelly »

Best way to balance cults:

Don't use cults.
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Post Post #5 (ISO) » Sat Sep 30, 2006 9:11 am

Post by Yosarian2 »

First of all, a cult attempt to recruit a mafia member should never work, as then the entire cult will know who the mafia are and can then lead the town in lynching them while they recruit the rest of the town. Simply not fair to the mafia.

Even with that, though, a cult is inherently a very powerful group; more inherently dangerous then the mafia. You have to give them some kind of weakness in order to balance them out.

For example, make it so there's one cult leader, and if he dies the cult can't recruit anymore. Or give the town a mason group that can't be cultified. One or more pro-town vigs are also vital in a game with a cult, because that's the only way the town can "race" the cult if it comes to that./
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Post Post #6 (ISO) » Sat Sep 30, 2006 10:30 am

Post by mikeburnfire »

petroleumjelly wrote:Best way to balance cults:

Don't use cults.
Concur'D

I hate cults.
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Post Post #7 (ISO) » Sat Sep 30, 2006 10:38 am

Post by Mastermind of Sin »

Cults own. 'nuff said.
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Post Post #8 (ISO) » Sat Sep 30, 2006 12:44 pm

Post by ShadowLurker »

Cultists only know the leader's identity and may not talk with the leader.

Cultists lose all power roles.

If a cult tries to recruit scum, a cultist should die.

Include a Cult Finder which is like a Cop but only gets guilty for cops. (He should be recruitable, but that's up to you)
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Post Post #9 (ISO) » Sat Sep 30, 2006 1:40 pm

Post by Tamuz »

Mastermind of Sin wrote:Cults own. 'nuff said.
QFT

Lets see, Uhh... killing culties when they recruit a scum is hell. That would be like a no-night immune SK. Pretty much making their chances of dying N1 really really high.
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Post Post #10 (ISO) » Sat Sep 30, 2006 2:18 pm

Post by ShadowLurker »

Tamuz wrote:
Mastermind of Sin wrote:Cults own. 'nuff said.
QFT

Lets see, Uhh... killing culties when they recruit a scum is hell. That would be like a no-night immune SK. Pretty much making their chances of dying N1 really really high.
The recruiter cannot die when a scum is recruited. So if there are no cultists, the recruiter can recruit without fear of dying from it.
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Post Post #11 (ISO) » Sat Sep 30, 2006 10:59 pm

Post by Zindaras »

Tamuz wrote:Lets see, Uhh... killing culties when they recruit a scum is hell. That would be like a no-night immune SK. Pretty much making their chances of dying N1 really really high.
If the Cult Leader has an advantage (for example, surviving first death), that clause is very important for the balance, also because it forced the Leader to play conservatively.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #12 (ISO) » Mon Oct 02, 2006 2:17 am

Post by Mr. Flay »

ShadowLurker wrote:Include a Cult Finder which is like a Cop but only gets guilty for cops.
Pretty sure you meant "only gets guilty for
cultists
" here, right?
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Post Post #13 (ISO) » Mon Oct 02, 2006 4:28 am

Post by Twomz »

If leader dies, they all die. Also, making it so they fail to recruit certain roles (vig/mafia/doc/ w/e) could balance it. There was a "mason president" role in a game I played once, that was basically an overpower town aligned cult. Not only did recruited players still have their abilities... they could talk to each other, and if the pres. tried to recruit scum, he'd get pwned... and he and the other "masons" knew this.... and he recruited both the cops and someone from ANOTHER masonry...


So yeah, cults can get out of control, fast. And death cults (necromancer/dead priest) suck... don't use them... :?.
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Post Post #14 (ISO) » Mon Oct 02, 2006 7:54 am

Post by mith »

Cults should only be used for Halo Mafia.
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Post Post #15 (ISO) » Mon Oct 02, 2006 9:15 am

Post by Yosarian2 »

Twomz wrote: And death cults (necromancer/dead priest) suck... don't use them... :?.
Unless you have a game where there are also pleanty of pro-towns who can revive or revive others from the dead.
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Post Post #16 (ISO) » Fri Oct 13, 2006 8:11 am

Post by PookyTheMagicalBear »

HALO MAFIA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post Post #17 (ISO) » Fri Oct 13, 2006 8:23 am

Post by Primate »

PookyTheMagicalBear wrote:HALO MAFIA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
How does Halo Mafia work anyway?
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Post Post #18 (ISO) » Mon Nov 13, 2006 8:21 pm

Post by BrizzyBoi »

Was planning to do a cult in a Buffy Mafia I am going to run on another site. With half the game being non-human, would it be reasonable to say Cult can only "recruit" non mafia humans?
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Post Post #19 (ISO) » Mon Nov 13, 2006 8:32 pm

Post by Thok »

Quite reasonable. (A common restriction on cults is that they can only recruit roles of a certain type.)
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Post Post #20 (ISO) » Thu Nov 16, 2006 9:53 pm

Post by Ozymandius »

Or you could make it so that the cult can't recruit, but rather recruits people who target them. I got that one in a chat game once. I died N1 though I think. Scum got me.
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Post Post #21 (ISO) » Thu Nov 16, 2006 11:27 pm

Post by Fritzler »

Ozymandius wrote:Or you could make it so that the cult can't recruit, but rather recruits people who target them. I got that one in a chat game once. I died N1 though I think. Scum got me.
wouldn't they just be recruited then?
Surfs up dude.

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