The game reuses the mechanic I invented in the game I just modded (where the setup derives its name from), The Lynch Mob.
The Lynch Mob has the following mechanics: Because one starting member is guaranteed to be human, the following are the possible Lynch Mob combinations:That means the combinations of
Werewolf
,
Werewolf
,
Werewolf
and
Werewolf
,
Werewolf
,
Angel
, are
not possible to have
.
Lynch Mob composition is rolled after alignments but before role PMs are sent.
If an impossible composition was rolled, reroll until a possible composition is generated.
As the worded wincon is, werewolves win in 3:3 or 2:2 even if the Lynch Mob is still functioning and the Angel is alive (which would, in theory, allow for the Angel to block the werewolf nightkill and the lynch mob to vig a wolf).
This can be changed for balance purposes if necessary.
The Lynch Mob is designed to both function as a vig kill and also as a form of investigative, because it is known that if there's no humans alive left in it, that it can no longer function.
If the setup is scumsided, I can add a town PR (who would be a human), but as this is an Open, it would by necessity have to be one which wouldn't overpower them since any PR I add is a conftown in the game when there's an Angel to keep said conftown alive. (So, DEFINITELY no investigatives here.)
distinguished clearly between the werewolves' kill
; they are not identically-named; it should be unambiguous that the Lynch Mob's kill is theirs.
The werewolves' kill method isn't locked in name as always in 100% of games being named exactly the same, nor is the lynch mob's kill method locked in name as always in 100% of games being named exactly the same, but it should be unambiguous who made what kill always in 100% of the games.
Torn to shreds, devoured, ripped apart, clawed to death, etc. as the type of kill method for the werewolves;
Night-Lynched, Lynched, Justice Served, Mobbed, Vigged, Vigilante'd, Strung Up, Hanged, etc. as the type of kill method for the Lynch Mob.
So basically, allows for a little flexibility in flavor-writing for the mods who'd want to write flavor, but still provides zero ambiguity and absolute clarity with what the flips are, without a need for the players to inquire further. (If the players need to ask what the source of the kill flavor is, 1: mods must truthfully tell them promptly and immediately, and 2: the mod already failed because there shouldn't ever be enough doubt to warrant that question. )
So if the lynch mob is Werewolf, Werewolf, Human, werewolves basically have a second nightkill.
Day 1 proceeds as normal, lynch mob doesn't claim obvs, let's assume no one in the lynch mob got day-lynched.
During the night, the lynch mob members discuss targets... and the ww's ensure that a townie will be the target of the night lynch. If the human member of the lynch mob is unco-operative, the lynch mob no-lynches, the two WW's recruit a new member instead of night lynching (2/3 majority vote), and use their nightkill on the townie in the lynch mob. Poor human can't whistleblow to the town 'cause he ded. If the lynch mob becomes non-functional, they recruited the angel. Otherwise they recruited a human, and they can then continue controlling the night lynch to never land on the last WW. If the townie becomes unco-operative, they get nightkilled and they can't spill the beans the next day that "omg the whole lynch mob is WW's". and no one will know who they are
so 2WW 1 Human in the lynch mob seems kinda broken.
The lynch mob should almost certainly claim D1. The werewolves are likely to have a member inside it, and thus know of its composition anyway; and even if they don't, it's unclear that they get any benefit from aiming inside or aiming outside. So the added information is much more useful to town than scum.
In post 5, Awoo wrote:So if the lynch mob is Werewolf, Werewolf, Human, werewolves basically have a second nightkill.
For that to happen, it would require the human involved to be pocketed.
If the human suspects their partners, they can claim during the day. If they are pressuring two particular individuals for seemingly no reason and end up dead, it'll raise red flags when it's revealed that they are in the lynch mob.
Plus, the recruit gets to see the happenings of N1 (they are added at the end of the night phase they are recruited, NOT the beginning of the next night phase), and can raise a red flag on D2. "Playername objected strongly to X and Y's antics, and ended up dead this morning. I wonder why?" the recruit could then say.