Post by Frank on Jul 9, 2008 10:11:26 GMT -5
Please read about the Unique Game Mechanic before you read this:
The win conditions in this game might be generic, and they might be... funky. To wit:
TOWN: Wins when all Deadites are gone, and all third-party agents are dead or neutralized. Simple.
DEADITES: The standard would be:
1. Win when living Deadites outnumber Town (with living Masons) or have the same numbers as Town (with all Masons dead).
2. Another option might be to tie the win condition somehow to the number of players turned into Deadites (ie, when the number of human players turned into Deadites exceeds the number of living human players, the Deadites win if any of their number is alive). This would be a very complicated mechanic, probably not worth using, and would probably require the existence of ways to permanently eliminate humans-turned-Deadites.
An interesting compromise solution would be to make the Deadite win condition identical to #1, above, but count each human-turned-Deadite and dead-Deadite as 1/4 of one Deadite for the purposes of determining win condition.
So, let's say we start with three Deadites and 12 humans, for simplicity sake, with no power roles.
Day One the Town mislynches. 11H - 3D. Night One the Deadites kill a Townie. 10H-3.25D. Day Two the Town mislynches. 9H-3.25D. Night Two the Deadites kill a Townie. 8H-3.5D. Day Three the Town kills a Deadite. Yay! 8H-2.75D. Night Three the Deadites kill a Townie. 7H-3D (2 living, 4 undead). Day Four the Town mislynches again. Dang. 6H-3D (2 living, 4 undead). Night Four, the Deadites kill a Townie. 5H-3.25D. The Town is, in essence, at Lynch-or-Lose. If they mislynch, it's 4H-3.25D, and that Night's kill brings it to 3H-3.5D - a Deadite win.
So, absent the intervention of any power roles at all, that's four mislynches required for a Deadite win.
Under normal circumstances, starting with 12H, 3D, it would take five mislynches. So this idea would be slightly pro-scum, but if measures existed to ameliorate it, the effect would be modest and could generate some interesting strategy.
The win conditions in this game might be generic, and they might be... funky. To wit:
TOWN: Wins when all Deadites are gone, and all third-party agents are dead or neutralized. Simple.
DEADITES: The standard would be:
1. Win when living Deadites outnumber Town (with living Masons) or have the same numbers as Town (with all Masons dead).
2. Another option might be to tie the win condition somehow to the number of players turned into Deadites (ie, when the number of human players turned into Deadites exceeds the number of living human players, the Deadites win if any of their number is alive). This would be a very complicated mechanic, probably not worth using, and would probably require the existence of ways to permanently eliminate humans-turned-Deadites.
An interesting compromise solution would be to make the Deadite win condition identical to #1, above, but count each human-turned-Deadite and dead-Deadite as 1/4 of one Deadite for the purposes of determining win condition.
So, let's say we start with three Deadites and 12 humans, for simplicity sake, with no power roles.
Day One the Town mislynches. 11H - 3D. Night One the Deadites kill a Townie. 10H-3.25D. Day Two the Town mislynches. 9H-3.25D. Night Two the Deadites kill a Townie. 8H-3.5D. Day Three the Town kills a Deadite. Yay! 8H-2.75D. Night Three the Deadites kill a Townie. 7H-3D (2 living, 4 undead). Day Four the Town mislynches again. Dang. 6H-3D (2 living, 4 undead). Night Four, the Deadites kill a Townie. 5H-3.25D. The Town is, in essence, at Lynch-or-Lose. If they mislynch, it's 4H-3.25D, and that Night's kill brings it to 3H-3.5D - a Deadite win.
So, absent the intervention of any power roles at all, that's four mislynches required for a Deadite win.
Under normal circumstances, starting with 12H, 3D, it would take five mislynches. So this idea would be slightly pro-scum, but if measures existed to ameliorate it, the effect would be modest and could generate some interesting strategy.