In post 7500, BBmolla wrote:Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.
But there are no cults
Look at the zombie role, it's not a cult with another name. The abilities and balance are completely different.
I'm getting the inpression people see zombie recruits (very differently to cult) and are like; "oooh, cult like thing. Rejected."
The zombie is not a cult rapped up in a new shiny coat. The mechanics are completely different, it's like comparing a tracker to a cop and saying their the same.
Does being a zombie change the player's alignment/win condition?
If yes, it's cult.
If no, does Zombie fullfilling his win condition end the game? And are players aware they are infected?
@thesupertriomusical on Instagram, come see it if you’re in LA area, I wrote it!
Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.
In post 7511, wgeurts wrote:Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.
Okay so when the Mafia Betrayer is being lynched, why doesn't he just say "X and Y are the mafia, gg"? His faction has lost, might as well fuck over mafia too.
@thesupertriomusical on Instagram, come see it if you’re in LA area, I wrote it!
wgeurts, with all due respect, you aren't ready to design setups yet, especially no. I recommend that you stop spamming this thread and start doing your time and actually playing some games; I especially recommend starting the Theme queue, as analyzing those kinds of games post-facto will give you more of a sense of how complex games/mechanics are balanced. You should also read the wiki more.
Cult/Zombies/Betrays, however, are just too frustrating to deal with and hard to balance in any game. The only Cults I've seen that don't break the game in two are Cult Mentors.
I ran this one off-site game where I now realize there were essentially two cults with limited recruits trying to kill each other.
Each could have only three disciples and they could attack the other at any time; if they equaled or outnumbered the other Cult they would kill them all, otherwise they would all die themselves
Brief concern - you've made some size distinctions, and referred to 10-13 player setups as "normal," rather than "mini." I'm not familiar enough with wiki stuff to change that, but those two terms have very distinct and important definitions here.
In post 7522, quadz08 wrote:Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.
I'll fix that.
Edit: Darn that will take a lot of work. I tries to organise it using exsisting directories so it was somebody elses mistake. I'll do it when I feel motivated.