Mentalist, on 28 September 2014 - 05:59 AM, said:
Grief, on 28 September 2014 - 02:09 AM, said:
Malaclypse, on 27 September 2014 - 04:23 PM, said:
Alright so three factions of seven people each. Houses Life, Death and Chains are contesting the field. Roles as follows:
Killer - Champion of Life, Knight of Death, Knight of Chains
Healer - Weaver of Life, Spinner of Death, Cripple of Chains
Day Vigilante - Soldier of Life, Soldier of Death, The Unbound
Bulletproof (one-time only) - Priest of Life, Magi of Death, Reaver of Chains
Bodyguard - Herald of Life, Herald of Death, Herald of Chains
Guard - Builder of Life, Mason of Death, Leper of Chains
Symp (essentially roleless in this setup) - Whore of Life, Virgin of Death, Fool of Chains
Everybody knows the identity of their faction's killer and nothing else.
Thoughts?
Having everyone know the identity of their faction's killer strikes me as a bad idea for a few reasons. Normally in faction games there's some mechanic that gives people a starting point for trying to figure out the rest of their faction, which is a good thing, and having everyone know the killer is one way of doing it, but I don't think it's a very good one for this game. Firstly, it simplifies quite a few of the action choices way too much (say you're a healer - knowing a member of your faction basically takes away any aspect of decision-making involved in the role, nevermind that it's a key member of your faction). Secondly, and perhaps more importantly, it reduces the need for on-thread attempts at signalling to your team. The more people are in the dark about their team, the more they need to do on thread. I think everyone knowing the killer is just too much information, it encourages cautious play because there's not a huge benefit from trying to signal to the rest of the faction - it's not very necessary - when you can be useful in lynches by protecting the leader as a priority and then try and figure out the rest of your team without really doing much, just by observing voting etc, which then gives the others factions less to go on. Basically, I think it puts people in a position where there's not really much pay off for taking risks, and where there's not much incentive to put much out there. Thirdly, it removes part of the fun of factions games, which is people accidentally playing against their own team mates and the rest of the faction trying to figure out why they're doing that.
I would have some members of the faction know each other, but not that many, and fewer should know the important roles (because then the people who do know the important roles have to trying to inform the rest of the team, which gives the other factions more to work with, but also potentially is a huge benefit for the team, so is a risk that can be worth taking). Some members should know no-one, especially the healer (or if they know anyone, it should be the symp, so that it's a useful fall-back heal if they can't figure out anyone else, but if they think they've figured out their leader, they'd be tempted to go for it rather than just always sticking with the certainty). The people with killing abilities should also have limited knowledge (having the vig know who his leader is takes away a huge part of him choosing to take action, the killer knowing one or two of his underlings probably isn't such a major deal in a game where he has lots of underlings to worry about, though you want to avoid people knowing too many others, or in certain relations - for example everyone knowing the person or two people above them - or it can be too easy to figure out the whole faction in a sort of chain reaction). Likewise, the guard knowing his own killer simplifies his role considerably. If he's pretty sure he's made a successful guard, then not being certain whether it's his own killer he's guarded or someone else's is much more interesting than him knowing who his leader is.
I think one of the hardest things to do in a faction game is to figure out how each member should fit into their faction, and who they should be aware of, but I think having everyone know the killer is a bit clumsy, and that other set ups would be more tense and would have more going on in-thread (which is especially important with so many roles going about, because sometimes these games can end up with it being that most of the interesting and important stuff seems to happen in conversations with Path-Shaper, which isn't great really).
The alternative to knowing the "leader" of a faction is having a chain--whereas the healer knows the killer, the day vig knows the healer, the BP knows the vig and so forth.
Those usually end up being spectacular implosions, but they usually are fun as hell to watch and play.
I'd set it to:
rank 1: Healer, protects against kills + removes all poison tokens (knows rank 3) - Champion of Life, Knight of Death, Knight of Chains
rank 2: Killer (knows rank 1)- Weaver of Life, Spinner of Death, Cripple of Chains
rank 3: Poisoner
Day Vigilante (2 tokens = death, knows rank 2) - Soldier of Life, Soldier of Death, The Unbound
rank 4: Guard
Bulletproof (one-time only, knows rank 1) - Priest of Life, Magi of Death, Reaver of Chains
rank 5: Bodyguard (knows rank 1 and 4) - Herald of Life, Herald of Death, Herald of Chains
rank 6: Bullet proof (one time only, immune to poison, knows rank 5) - Builder of Life, Mason of Death, Leper of Chains
rank 7: Symp (knows rank 1, essentially roleless in this setup) - Whore of Life, Virgin of Death, Fool of Chains
Or remove the Killer, work with a set-up of Healer, Poisoner, Guard, Bullet Proof (one time), 3x roleless. Bullet proofs looking to draw kills/ poison tokens will be active, the roleless will need to be as well, if only to draw kills/lynches, and the other roles need to find one another. Makes for an active thread in which roles are meaningful and there's only 1 direct kill: the lynch.
Your initial set-up has a possibility for 6 kills plus a lynch in cycle 1, coupled with another 4 removals in cycle 2. With so many kills, not using the day vig, even with a risk of a collateral, is madness. The playing of the thread becomes relatively meaningless because the 1 lynch each day, which is not guaranteed to begin with, pales in comparison to the night phase.
Also, given the attendance over the past few months, 21 is not a good baseline. Design for 18 players, and be ready to add or subtract 3 players of the lowest rank to run it. If you end up with 16 or 19, add a solo faction serial killer. At 17/20, make that guy partnered.
Everyone is entitled to his own wrong opinion. - Lizrad