• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
what is with all the no hunt nights...

was Lurken the only turned wolf?
 
I also have the list.

AOK gave it to me before I had him murdered.

Given the situation, I thought Jonti would have scanned you. Before walrus murdered him. Thus I went ahead and decided to believe you innocent, as there was nothing else to be done at that point.

Sarcasm is the lowest form of wit, Mr AOK ;)

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.
 
Now I understand why Kaetje was willing to trust me so much. There was no pack. I didn't know this of course, so when I was contacted by the sorcerer and Kaetje was already dead I was waiting patiently for my pack to contact me, when in fact I was the pack :confused:

Perhaps we should include a rule that the packs don't need to be historically balanced. :p
 

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

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.
 
what is with all the no hunt nights...

was Lurken the only turned wolf?

GM told us we hunt night 3, so we sent in our first hunt order on day 3. Figuring the GM was sane, and nights happen after days. They did not.
 
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.

It is a stupid rule, what made it worse was that we had 3 people claiming to be cultists and soon afterwards we discovered that there was a pack of 1 wolf! You should see some of the things I wrote down. I was starting to think there was a Cultist pack that hunted or something along those lines.
 
*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.

The_hdk had missed far too many votes, and I am too big at run up those that miss votes. There was nothing we could to keep him alive at that point, and I had to let him go. Honestly if the_hdk had shown up, we would have been fine, but there only so much yanking you can do to keep him alive, and without a J-L outting another player or someone less inactive then him, there was nothing to be done.
 
and this is what I think
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.
 
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. :eek:o
 
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. :eek:o
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.
 
Oh, it seems a win for me, in some way.
Also, who comes up with the idea of having Kaetje, Randakar and me all being wolves, in different packs?!
Ah well, another game where it was good we didn't post it in the OT.
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.
 
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.
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.

Here are some more thought about things I did to balance the setup.

IIRC this was the game when both baddies and goodies kept PMing me about how unfair the setup was against them which I take as the greatest GM praise. :D Unfortunately we, myself included, seem to have gone downhill from there with more public outcry against the GM.
 
*sigh* I already want to rewrite everything :( Pushing that submit button and not returning constantly to edit it is very hard.
Why not go back and edit it then? :confused: I mean now that you are older and wiser.

Also what did you think of my comments about your latest updates? Do you agree or disagree?
 
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.

Who yelled at you?
 
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 :mad:

:p

Walrus, not only did they outnumber us heavily but you had some of the best players around in there - Marty, EL, the_hdk and Rysz in a pack against me and Jacob?
Tsk.. even if we hadn't had that accident with the hunt on that hunter GA at the start and the Seer scanning me I have no idea how we were supposed to even make a dent in that pack. Never mind that that pack had traits where we had absolutely nothing ..

I kept hoping the village would start sniffing wolves at some point but the last few days have been absolutely insane. No wonder, I thought the dutch pack was down to 2-3 wolves at most ..

Ah well, that's my rant done.
 
what is with all the no hunt nights...

was Lurken the only turned wolf?
There was a cursed, a blessed, and one pack missed a hunt order.
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.
derpk.png

Fuck you. I accidentally killed the priest, and the balancing wasn't very good. Remember my last game? It was the most colossal trainwreck of all trainwrecks - give me some credit, I do learn from my mistakes.
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.
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.
Also, who comes up with the idea of having Kaetje, Randakar and me all being wolves, in different packs?!
After my random number generating put kaetje and randakar in separate packs, I thought it would be amusing to have the Dutch trifecta :p
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.
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)

Now, regarding the one powerful pack:
The plan was that this pack would feel that they were powerful enough that they got slightly reckless, and villagers and other wolves would be able to ping them by their co-ordinated pack activity. Of course, that wasn't the case, and I wish I'd read WD's guide before setting up the game.

Also, Kaetje's one woman pack was given lots of traits so that she was still powerful, and also a one person pack could have effectively flown under the radar if the others hadn't decided to hunt her.

So, uh, yeah, I had a perfectly laid out plan in my head that translated goddamn poorly into the real world. Sue me.

To everyone:
Despite this post-game hiccup, I enjoyed GM'ing this, so thank you all very much for playing and trying your best :)
And rest assured, if I ever get the courage to GM another game, you can damn well know I won't be letting the same mistakes happen again.