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the fact that the wolves aren't in contact with each other, and have little reason to co-operate makes TAM's suggestion somewhat weak.

BUT I like his general point that rules should be open and that outcomes have to do with PLAYER ACTIONS and not the roll of the dice.
 
Wow, TAM nailed a bunch of things that had been rattling around in my head recently and put them together much better that I ever could have. I agree with most of his points, but there should be some randomness in roles like the Hunter defending himself, the Seer/Priest scanning cultists/wolves, or the Spiritually Attuned trait and those should be stated in the rules.

I have been a wolf in the last two games, counting Jens' abandoned one, and in both game I have not had a clue as to what I was doing in regards to hunts. We never found out what the "pattern" was in Jens' game though eventually we did in EURO's after the game was over. I really don't like the idea of the wolves no knowing what they are doing, it seems to break the spirit of the game to me. If I knew ahead of time I would not sign-up for a game with this style of hunt orders. I wouldn't like it as a wolf and it takes away a lot of the fun I have as a villager, which is to take small scraps of info piece the puzzle together; sometimes finding the wolves is anti-climactic. :eek:o

Now that I have addressed my specific bitch, I will get more general. IMO the GM should not decide anything, once the game starts. The GM should do everything he can to build a balanced game, then wind us up like a clockwork toy and watch and laugh as we go where ever we end up. No making omnipotent decisions to react to something that happens, just go with it and address it after the game and make sure it doesn't happen in future games.
 
Now that I have addressed my specific bitch, I will get more general. IMO the GM should not decide anything, once the game starts. The GM should do everything he can to build a balanced game, then wind us up like a clockwork toy and watch and laugh as we go where ever we end up. No making omnipotent decisions to react to something that happens, just go with it and address it after the game and make sure it doesn't happen in future games.

I agree with this, but so long as the GM takes the 'random decisions' bit seriously and they really are random then he's not really deciding anything at that point.

I think the general trend here is that the game should be kept more simple, and that I definitely agree with. You should only feel clueless because of the players actions not the GM's. I think when I GM, I'll cut down the roles, keep the rules as straight forward as possible and just have 1 pack. Big games have started getting much too fancy.
 
@marty some people are consistently better than others at scissors/paper/stone. It isn't just random, though either side can force it to be random by making their choice randomly. However, it is a lot more difficult to make a random choice than most people realise. The temptation is there, even if you roll a 1 and that should be scissors, to roll again because you think your opponent is probably going to go stone. Most people succumb to that temptation far more often than they are willing to admit.

@Yakman Communication is there just from the hunt results. You know you went odd and the result was even because you missed out on the hunt. It is a lot weaker than a sorc trying to negotiate as a middleman between two packs, but it is there.

@kriszo The matrix can be generalised to produce any probability by choosing the right modulus and payoffs. As long as it is a zero sum game (as in the examples we have been discussing so far) it works. You can't have positive sum games (like euro's chance of a double hunt) because the participants could cooperate to rig it against the village. A chance of a double hunt would have to have a villager input in some way and hence be turned into a zero sum game but I haven't thought of a good way to do that.

@sbr Things like the SA scanner interactions can also be arranged via number games. The hunter defense is a simple extension to the odd/even game. The hunter's number interacts with the wolfs number, and the wolf goes down or not. The SA's number interacts with the scanner's number and whatever information that dictates is supplied. I think there are good chaotic opportunites for the SA being a number game. A player says in the thread, "I am SA and my number is x". The scanner can then choose a number to give away their identity or not, except that the SA player might be lying ... There is a point at which it gets too complicated for the non-mathematical player, but the GM just needs to tell the player what the appropriate modulus is for their role/traits and they can then force the result to be random by choosing a random number in that range. However, if most players are doing that most of the time, it rather defeats the point, better one number game they engage with, than several that make it too confusing to engage with any of them, so practically it will make sense for the GM to roll the dice on some things. Just as long as GMs get the message that the first time they roll the dice, they are a BAD GM, the second time they are a BAD, BAD GM and so on.

@OY percentage chance to fail for a scanner is tricky, but can be done if you can decide who the right participants are. However, I turn it back on you and say, why should there be a percentage chance? If it is really important for the game dynamic to have a percentage chance, then it will be clear who the opponents should be, and the appropriate number game can be set up between them. If it is not important then cut it out of the set up. As an example, let us say you want a game in which the seer will have a 25% chance of mistaking a wolf for a villager. Wolfs and the seer must give a number to the GM, and if they sum to 0,1 or 2 mod 4, the wolf is detected, and if they sum to 3 mod 4 the wolf looks like a villager. Let us suppose the wolves all go with 1. There comes a day when the JL says "lynch the scanned wolf". The remaining wolves change their number, ... or do they ... perhaps the seer will expect them to change and will also change his number so they should stay the same ... Thus you have chaos rather than randomness in the game. If this failure chance on the scans is worth having in the game, then it is worth the effort to make it chaotic. If it isn't worth the trouble making it chaotic, cut it out of the set up and make the scan an all or nothing result.
 
@Yakman Communication is there just from the hunt results. You know you went odd and the result was even because you missed out on the hunt. It is a lot weaker than a sorc trying to negotiate as a middleman between two packs, but it is there.

I know i went odd.

the other pack knows I went odd (assuming the packs are told whether they are the "even" pack or the "odd" pack).

But i don't know who is in the other pack. As a result, I can't negotiate with them to go even or odd the next day.

the end result is (at best) a 50/50 split between wolf packs in hunts. A GM might as well just alternate days--unless he creates some sort of negotiation mechanism between packs.

if you provide that mechanism the packs stand a good chance to figure out each other, which offers a lot of interesting scenarios, but it might dramatically unbalance the game--the packs might turn on each other, essentially guaranteeing a villager win OR they might unite, co-ordinate votes and scans, kill all the villagers, and then it's just a question of who has more wolves to win lynch votes and hoping to win the nightly hunt lottery.


Just a thought.
 
The Arch Mede, would you like me to put your name on the GM waiting list? I'm not sure you realise all the work your system would take, and if you are confident, you should try it. I'll be sure to join that game for a fresh experience. :)
 
I agree with your statements on fewer dice rolling by the GM. It is quite silly and trulý break with the spirit of the game, espacially those where you don't even know the outcomes of your actions. As for your number idea, no. Its a bad idea and heres why

a) It will quite litterally turn the game into a numbers game. Which will wreck quite a bit of the "feel" of the game. It will completely destroy any immersion in the game, which destroys quite a bit of the fun. People will more often say "ohh, its just a game" and feel less involved which will result in an overall poorer game.

2) Say what you will. The hunts will be random. Having GM'ed quite a bit of games and read the PMs of wolfes deciding who to hunt, I can tell you that wolfes won't think too much over this. The leader will simply pick one more or less at random, especially when a pack gets reduced to players who don't have a lot of time to play the game. And if they didn't, if they actually took it serious, what then? Try imagining getting forwarded a PM where a pack discusses whether to send in a 0 or a 1 on their hunt. If I was GMing such a game I would most certainly facepalm. This is most certainly not what I want a pack to use its time to debate.

3) It prevents predictability, which renders quite a few excellent baddie tactics useless. Baddies will be less likely to use a villager for their own devious means if they know they can't get rid of him at any time of their own choosing. You are essentially encouraging them to act in a way you don't want them to act.

4) It ruins the proper game dynamic. Baddies are coordinated and well informed, goodies are not. I don't want my baddies my baddies running around like confused sheeps, thats the role of villagers!

5) Even if it were to work, you would strenghten the pack more skilled at picking a number (at random). Which may very well not be the same pack as the one skilled at pinging goodies, avoiding detection etc.

Finally an apology, in my rant got included a few other things I've wanted to rant about. Mainly the current trend away from well informed & coordinated packs fighting a uninformed mob
 
The Arch Mede, would you like me to put your name on the GM waiting list? I'm not sure you realise all the work your system would take, and if you are confident, you should try it. I'll be sure to join that game for a fresh experience. :)

I regard a certain amount of experience of playing as a pre-requisite for GMing. I don't have it. In particular I have never played any of the in between type roles. Actually I have only played a priest (died before I got around to doing anything interesting), a seer and a villager for a grand total of 3 big games. (and about half a dozen lites) The only wolf experience I have is subbing into lite games when the the seer was already eaten. I really haven't got the inside information from playing evil or mixed motive roles to put together a decently balanced big game.

What I will offer to do though, is to run the game if someone with the experience does the set up for me. I don't really expect anyone to do that, because they wouldn't be able to play in the game, but if you really want to call my bluff on it, then I would be willing to jointly set it up with you, and then run a no dice game myself. There is no need to make your mind up right away. It is probably going to be late Jan or early Feb before I could commit to being available for a long enough continuous stretch of time to GM a big game. Once Ciryander's game has finished it will be too close to my Xmas travels, and then most of January is hostage to builders and I don't want to commit to anything there until I have my shiny new renovations and have recovered from the disruption of them being done.

I think you overestimate it, because I would cut out a lot of the things that others have as random, leaving only a few for chaos. The main effort would be making sure the players understood how it was being run before the game(and on the first few days). Once the game is running, doing modular arithmetic is just as easy as rolling dice. Since I would have less modular sums than you would have dice, I think it would actually be easier. (which does mean that I think doing the whole thing is easy or does not require significant work)
 
I agree with your statements on fewer dice rolling by the GM. It is quite silly and trulý break with the spirit of the game, espacially those where you don't even know the outcomes of your actions. As for your number idea, no. Its a bad idea and heres why

a) It will quite litterally turn the game into a numbers game. Which will wreck quite a bit of the "feel" of the game. It will completely destroy any immersion in the game, which destroys quite a bit of the fun. People will more often say "ohh, its just a game" and feel less involved which will result in an overall poorer game.

...

The rest of that is attacking me for the wrong thing. I am saying that if there is unpredictability it should be chaotic not random and giving examples of how that could be done. I am not saying that I think having unpredictability in hunts is a good thing in itself, rather that if the GM has decided that a feature in their game must be unpredictable they should use a chaotic technique rather than roll dice. If you want the hunt order to be predictable, thats fine by me. I am saying don't roll dice and you are saying that you don't want to anyway.

I agree with you on immersion and the numbers, but it gets dressed up. Scissors/paper/stone is a mod 3 game but people don't actually play it as 0/1/2, though they could. You can put together a set of actions e.g. for the doc, the wolves choose to attack to kill from blood loss or suffocation and doc chooses staunch wounds or kiss of life. If the doc's choice of first aid matches the wolves choice of attack, the patient lives, otherwise the patient dies. You have the underlying structure (which I find easiest to discuss in abstract terms) but when you actually play, you wrap a theme onto it and wrapping a good theme is just as important to the feel of the game as getting the right structure underlying it.
 
It is done.

I do, however, have to say that the double GMing does not imply the chaos seen in previous incarnations of double-headed games. We would make sure to establish clear guidelines to be followed by all on which GM to contact in case of questions/orders/etc.
 
If you want to GM then I suggest GM a lite game or 3 (preferably the latter), before your big game. Being a good GM has a lot to do with being in the habit of being a GM, and being a lite GM will teach you those things in a fairly controlled enviroment where there is a lot fewer things to remember and consider. It will also teach you the surprisingly long time requirement by even a Lite game.

This is a suggestion to anyone wishing to GM a big game.
 
Yes, I agree with White Daimon. There are 5 people in line before The Arch Mede's game, so he should be able to get more experience playing different big game roles as well as maybe GMing a lite or two.
 
I agree with both WD and EURO.

Edit: Yikes, I just agreed with EURO.....
It's part of the process of healing your troubled state of mind.

Now, comes the sacrificial rituals.
 
if you provide that mechanism the packs stand a good chance to figure out each other, which offers a lot of interesting scenarios, but it might dramatically unbalance the game--the packs might turn on each other, essentially guaranteeing a villager win OR they might unite, co-ordinate votes and scans, kill all the villagers, and then it's just a question of who has more wolves to win lynch votes and hoping to win the nightly hunt lottery.


Just a thought.

No, that is not unbalancang, that is making the wolves choose an added strategy, also dependend on what you would think the other pack would do. IT is all done by the players, and not the GM, which is at the core of what TAM meant.
 
Regarding Euro's game, I bought the argument that the packs just alternating hunts is pretty unrealistic, but I don't like the fact that the wolves weren't told how the hunts worked or the fact that the average result from your modified hunt system was greater than 1. I think you put in fewer baddies to compensate for this, but if you are treating both packs as trying to hunt every night and success is not guaranteed for either pack, then there should be a chance for both packs to fail to hunt. Another issue that arises from this though is whether players would be able to differentiate between a night where both packs failed to hunt entirely, and a night with blessed/cursed/protection effects. But at the very least, I think both hunt actions should be treated as independent probabilities, so if you have a 50% chance of success per pack on any given night, then it should be 25% chance of success of only pack A, 25% for only pack B, 25% for both packs, and 25% for mutual failure. This preserves the average hunt number at one per night. It hurts the villagers in that they are likely to think there are more turned wolves than there are in the game, but it also hurts the wolves as WD said in that they cannot accurately predict when they can kill someone. So it might be pretty even.

More on topic, I like your idea about the wolves guessing each other's numbers, but I don't see how this could be an improvement for the one-shot chance effects. There is no strategy to picking a number when it's not an iterated game; what purpose does it serve for hunter or witness success to be determined by a combination of two numbers rather than a die roll? You cannot try to predict what your opponent will do because there is no prior information to act upon.
 
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No, that is not unbalancang, that is making the wolves choose an added strategy, also dependend on what you would think the other pack would do. IT is all done by the players, and not the GM, which is at the core of what TAM meant.
but either strategy--co-operation between packs or overt conflict between them--would likely result in a much less interesting game, and shorten the game as well. moreover, the course of the game would not be decided by the villagers as much as by the wolves.
 
@EURO - I know it is irrelevant know but I thought of something I forgot to ask earlier. Did the odds change when there was only one wolf left? You said each pack had a 40% chance of a kill and there was a 20% chance that both packs would get a kill. What were my odds at the end, 40% or 60%.
 
@euro - i know it is irrelevant know but i thought of something i forgot to ask earlier. Did the odds change when there was only one wolf left? You said each pack had a 40% chance of a kill and there was a 20% chance that both packs would get a kill. What were my odds at the end, 40% or 60%.
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