Looking back at the game and reading the post game comments there are a few things I'd like to comment on reagarding the setup.
Looks like there were five wolves, two sorcs, four cultists. That's...11 baddies out of 38 players. Probably 1-2 too many for a one-pack setup?
I'd go for 25% baddies in a one pack setup so 10 would be OK, 11 isn't that different so it should tip the balance. I really don't think one baddie pack should have more than one scanner though especially not when they are the only pack.
I also think having two seers was a bad idea. If we had both stayed alive a little longer, managed to hook up through someone we could have had the village scanned in a very short time. If you want to give the village a hand let the seer start with an apprentice.
This game is all about uncertainty and being able to judge other people. If you add too many scanners too much information will be available and people will stop to think for themselves. Now this didn't quite happen here but it could easily been the case.
Does anyone else think there were too many cursed players in that setup? One or two baddies over par, plus 2 or 3 curses over par, plus the second in command is a lot to balance against the second seer.
4 cursed and 5 blessed. That is a not so unusal, I usually have around 3 cursed and 1 blessed in a game this size. With a one pack setup I think upping the number of blessed was a good strategy by the GM to balance things.
What was not so good was the prize trait being cursed/blessed so the players could figure out they were one or the other. I also think if we are to have prize traits there should be only one winner, four is definitely too much.
I am annoyed about the GM using different scanning rules to those he posted. It misled me about how many packs there could be. If it had been stated accurately, it would have been clear there was only one pack in time for me to actually analyse that situation seriously. The cultist role as advertised just did not make sense in a one-pack set up.
I agree. The GM has to use the rule he has set down! (even if he in midgame notice they were full of loopholes or weren't as he intended)
About the one pack setup: These games are good to have every once and a while so we don't take for granted there is always 2 packs but they tend to often end up in a slaughter of one side once either the baddies or the village get the upper hand halfway through the game.
Another GM issue is why did two wolves get subbed while two villagers got autolynched at about the same time? If that was random dice throwing I'm OK with it, if it was the GM trying to keep alive the most important roles I think that is wrong.
But all in all a solid GM performance, Raczynski. You are getting better at this. Thanks for hosting!
