It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Okay so I guess it's pretty broad lol. That's not even a role interaction :X
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Would both factions need to have an unusual win condition for this to be fulfilled? Also, does something like the White Flag mechanic count as "unusual"?
I will straight up disregard all reason if you have a PR dream again. You can come back and be like, “I dreamt that Locke is a N2 Bulletproof Multitasking Cop and Self-Targeting Doctor,” and I will go, “Okay, Locke kill it is then.”
I think without any flips the endgame mechanic becomes borderline impossible
My suggestion would be to flip Merlins as Merlins, if some Merlins aren't dead by the end they can remain unflipped. Or, flip only alignments during game but reveal all dead merlins if scum lose.
In the worst case scenario where all three Merlins are flipped, scum have a 1/6 chance at guessing the correct combination.
What were your math thoughts on it?
Come see me in the Great American Melodrama in Oceano
I keep going back and forth about the number, here's my most recent effort at making this winnable for scum.
I thought about adding an escape mechanic then realized just adding more scum opens up those kinds of plays due to the game's structure.
I found a halfway point between Lovers being too harsh and nonlovers being too soft.
Last edited by Isis on Fri May 15, 2020 8:10 am, edited 2 times in total.
In post 12, BBmolla wrote:My suggestion would be to flip Merlins as Merlins, if some Merlins aren't dead by the end they can remain unflipped. Or, flip only alignments during game but reveal all dead merlins if scum lose.
I am flipping alignments. They have only a 1/60 chance of guessing from the pool of 5, but remember that it's scumsided mountainous without this. Town has to have information flow from Merlins to up their chances, which would bring down scum's guessing chances from 1/60.
Merlins out and one of them produces a random lynch order, or something along those lines?
On further thought only one Merlin would need to out since there's no chance of a CC anyway. They can out along with their guilty, and then produce a random lynch order.
I wonder if you can't set up an Avalon style system of m1s
Where everyone on D1 claims two people non aligned and you devise an order of lynching that covers them all with room for Merlin's who were forced to claim wrong and VTs to retract later
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
The Wizards' Circle is preparing its most powerful spell yet, the Grand Ritual. Some of them are a little forgetful or untrustworthy, but lots of redundancy has been built in to try to make sure that it's cast without a hitch.
Their rivals, the Warlocks, would love to humiliate them by disrupting the spell. Not only are they planning to intervene by attacking with spells of their own, they have another line attack: they bribed a few WIzards to screw up the ritual from inside the Circle.
OK, so this is blatantly a Theme game, but it's fully open so I think it's valid for this thread (especially as it was heavily inspired by the challenge restrictions).
I particularly like the Warlocks (the non-player slots), which solve several problems that a lot of games using these sorts of mechanics have; they basically serve as a mechanism for the scum to do things that are blatantly scummy without needing some separate mechanism for doing things secretly/privately, and also serve as a way to make mana generation / action economy more balanced between the scum and town.
Out of the eight restrictions in the OP, all eight of them either a) are conformed to by this setup, or else b) aren't directly present in the setup but were used as a source of ideas that inspired something within it.
I haven't tried to balance this yet, and would love some help with the balancing; this setup is so out there that I don't have anything much to compare it to. I'm fairly happy with the basic mechanics, though.
The strongest strategy seems to be to assume the first player in the playerlist is town, ward them lots and lots of times, and gift them books so they can start casting rituals, starting after the 8th votecount but using a complicated formula for selecting the spellbook that better mimics the ritual point density of the entire game.
Anyone besides the first player in the playerlist who casts a ritual has their spell countered on the assumption they must be trying to Doom the first player in the playerlist.
You use complicated probabilistic gifting formulas to give the firstie books in such a way that they don't have too many all at one time, so that Pillage never becomes more efficient than Counterspell, which will only be castable a few times per game by the sympathizers, probably not enough times during the game for scum to ever win. You can nerf the winrate to where town only get to 20% by using a Ward Voltron, and at that point they'd be getting 0% by not using a Ward Voltron, it seems like you always use a ward voltron and that doesn't seem like the intent of the setup.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
The intention is that if town spend all their mana ridiculously warding someone, scum will be able to destroy spellbooks via random pillages on the unwarded players and/or will have enough manage a couple of interruptions on the warded player (the ward cost grows quadratically, the counterspell cost linearly). Also, scum may well ward a Warlock to the extent that town can't afford to counterspell their rituals (or start casting rituals other than Doom with the warlock in the hope of wasting town's mana on counterspells).
Of course, it might not end up working out that way.
The second Fogey game currently running (and still in need of one replacement) qualifies for this. Not really a submission since this game is already running, more a plea for replacements...
I quite like the delayed flag bearer mechanic, may repurpose it here for an actual submission.