huh?
Well, technically that would be the game after mine
So I put you down as "possibly"
More realistically I suspect some of the other people in Season 4/5 will want to join, too. Getting 2-3 more people shouldn't be hard.
huh?
Thoughts?
My title is based mostly off of the 3rd WW game, 2nd completed.I don't see why we should suddenly be changing/removing traits that were in game practically from the beginning.
Also, being old is not a plausible argument, Jacob. Death sentence was an old tradition, and we should be glad it's been abolished in most civilized areas (and I hesitate to call the others civilized).
"brutal" is needed or else what is to stop a JL if it forms when both doc and GA is alive? You could even get a seer as JL spokesperson and a JL forming around him on day 2.You're still not arguing properly
"brutal" is needed or else what is to stop a JL if it forms when both doc and GA is alive? You could even get a seer as JL spokesperson and a JL forming around him on day 2.
Insta-JL is a game killer. The game is no fun for villagers how only get to follow a JL spokesperson or for the baddies who must blindly try to hit the GA/doc before they can even attempt to get at the JL spokesperson or the seer (in the lucky event the sorcerer has found him and hooked up with the wolves).
That could work but you would also kill off a lot of the vote analysis so the game could be pretty dull from a villager point of view.How about a counter idea then. We learn what a person is on their death, so people can be certain that Seer is telling the truth. What if this was hidden? So people don't know what role the person had when they where killed. Only the wolfs know for certain when a wolf dies, and a wolf can pull a fake seer gambit that way, making it so that if a seer tries to do an invincable J-L on day 2, it does not work as the wolfs could call him out.
That would work.Personally, I would shelve both the brutal trait and the GA role. I hate the GA role too.
That solves the problem of insta-unkillable JL, and makes the game more about the players and not about roles and traits.
But then again, I guess thats why I spent most of my career in Lite.
I was matching the quality of my argument to yours.You're still not arguing properly , but I will.
Cursed is important, to assure the JL can't be really open without any risk. By including Cursed, you're forcing the JL to rely on proxies and compartmentalizing info.
Cultists are important, to diversify scan types and making coordination between goodies necessary, and giving baddies ways to screw with JL.
I don't think I have to go on, seriously, but the main point here is "How do we want to set conditions for the JL."
Now, Brutal and Leader are counterparts, so removing both won't drastically change that balance. You might argue it takes diversity and unpredictability off the game, but my idea for Brutal still keeps that unpredictability, and also adds to the diversity, by not having two so similar traits. I can't guarantee it to be balanced without field tests, but in theory, I don't see why it shouldn't work.
That would work.
Personally I like the diversity of roles and trais in the Big game so I would rather keep them.
Spy: If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player (60% success on clue, 30% useless information, 10% misdirected information), but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.