this*shakes head sadly*
I'm too lazy to check, but does anyone know off-hand what White Daimon's GM Guide says about pack balancing?
*adds another sad headshake*
and this is what I think
this*shakes head sadly*
I'm too lazy to check, but does anyone know off-hand what White Daimon's GM Guide says about pack balancing?
I also have the list.
AOK gave it to me before I had him murdered.
Sarcasm is the lowest form of wit, Mr AOK![]()
*sigh* I already want to rewrite everything
Masters did not get told who their cultist was - it is the perogative of the Cultist to contact the master and offer their services.
.....that does seem a little silly to me, but it was copied from Kriszos game and helps foister paranoia slightly
what is with all the no hunt nights...
was Lurken the only turned wolf?
I did send a Pm to HDK that the start, but no relay.
Personally I think it's a dumb rule, cultist are useless if the wolves don't trust them.
*shakes head sadly*
I'm too lazy to check, but does anyone know off-hand what White Daimon's GM Guide says about pack balancing?
Also, I would love to hear walrus' explanation of how the game was evenly balanced between goodies and baddies when one of the packs started with 6 (!) baddies in cahoots. I'm amazed you lost the_hdk to a lynch, regardless of how inactive he was.
I told you what will happen next. Grabs popcorn...
Some good insight from WD and johho.and this is what I think
The number of hunters would have to be somewhere around 150% of the number of extra baddies. Or, make it a dark cult game, where everyone is a wolf in a pack.Only way to have a LOT of wolves in a game with fewer people is no-trait wolves and like 5-6 goodie hunters so the wolves have to kamikaze themselves all over the village whilst trying to hunt.o
I hosted The Cavemen game that had three packs and a goodie:baddie ratio of 1:1 and that worked out just fine - only four winner and they were goodies. It was a slightly lager game with 40 players though.Some good insight from WD and johho.
The three pack set-up needs to be used very sparingly. It shouldn't be the standard; only if we have large games (and 31 players isn't a large game). Although I disagree with the comment about having 50% of the players be baddies in the case of three packs.
As a general rule, the number of baddies should never be over 40% of total players, regardless of the number of packs. With no seer, an equally balanced game is when the number of baddies is half of the square root of the total number of players. So if there are 4 players (3 villagers and one wolf), each side has a 50% chance to win. As you add more players, this proportion must remain; in other words, when the number of baddies double, the total number of players must quadruple to keep the odds at 50%.
There are two exceptions; when adding a seer, and when adding baddies into a different pack. In both instances, the proportion can remain equal; ie, the number of total players double, the number of baddies double. Adding other goodie roles can be good for flavor, but they do not give the goodies enough of an advantage to justify varying from the double/quadruple rule. Especially when you start adding cultists and sorcs; these give the baddies even more of an advantage. And, as johho pointed out, you are going to want a lot of vanilla villagers.
So what this all adds up to is that you should have the number of baddies be much lower than what we have been seeing lately. You cannot have 15 baddies in a game with 32 players and justify the ridiculous odds in favor of the baddies by saying that the goodies have an extra hunter, or spiritually attuned, or conman, or whatever. The balance is very, very delicate; each additional baddies over 40% is exponentially (not linearly) unbalancing.
Why not go back and edit it then?*sigh* I already want to rewrite everythingPushing that submit button and not returning constantly to edit it is very hard.
And GM, I do not take kindly to being yelled at for mistakes, whether they'd be my fault or the GM's... It is a game after all, something to do in my freetime.
In hindsight, yes, but at the time, I thought that would be balanced out by other things, but as usual, things did not go according to plan.
All the fault of the players of course, the GM is faultless
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There was a cursed, a blessed, and one pack missed a hunt order.what is with all the no hunt nights...
was Lurken the only turned wolf?
I am aware of this. Being that you are obviously an idiot given the setup, I decided to talk in a way perhaps even one such as you could understand.
This setup was inexcusable, and you deserve a dozen first night deaths for it. Then, after the setup, you murder the priest. Nice. Now kindly go jump off a bridge and hand over your GMing license as it is revoked.
Fixed for you. It's not my fault if you don't pay attention to the updates, although if I genuinely did tell you the wrong night then that was a major fuck-up and I deserve a reprimand.GM told us we hunt night 2, so we sent in our first hunt order on day 3. Figuring the GM was sane, and nights happen after days. They did not.
After my random number generating put kaetje and randakar in separate packs, I thought it would be amusing to have the Dutch trifectaAlso, who comes up with the idea of having Kaetje, Randakar and me all being wolves, in different packs?!
I don't recall yelling at you? If I did, I'm very sorry as I don't think I meant to, and please accept my heartfelt apologies (also forward me the PM/post so I can facepalm at my own stupidity)And GM, I do not take kindly to being yelled at for mistakes, whether they'd be my fault or the GM's... It is a game after all, something to do in my freetime.