The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
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Yeah I was surprised by the number of villagers in your setup. In my circle we play with one at most usually (although we hate villagers role with a passion in both regular and one-night werewolf so might not be objective ^^)
A popular role we use a lot are the Twins (they have an RP name but I don't remember it and anyway the French name might be different). Village side but know each other, and if only one can look up a discarded role. A villager WW (so makes for some messy claims). Might need more players and roles to be able to use it without breaking balance ?
Looking from the outside, it seems interesting enough. I'd bump up the number of players (probably 8ish), and I'd recommend using the time adjustments you proposed, but otherwise it sounds neat.
Good point. My knee-jerk reaction was that his was a panic move and so he couldn't have been a real seer, but obviously if someone had worked out what you just posted, I'd have concluded he was odd rather than bad.Finally, returning to the game, had Panzer revealed what he did a bit earlier, I probably would've lost. Him being a packmate with Cymsdale was impossible, according to my previous statements. I had said there was only one wolf in the game, and had there been more time to let that play out, it would've become obvious Panzer couldn't have been defending Cymsdale, and was telling the truth.
At the very least, it is equally fun and playable with any number of players. I double-checked my app for the game, and there are 16 role cards, so up to 13 can play with the base game rules and roles.
Sorry Panzer.
Anyway, my take on roles and stuff:
1) Less Villagers - I'd agree to 1-2 less villagers at this size, as I'd rather there be more for each individual player to do. In this game, there were two players who got stuck with nothing, and the one goodie who could do something wasn't believed by the information-less. If there's more special roles, there's more chaos.
2) More Players - AFAIK, One Night Ultimate Werewolf has no player cap, beyond running out of roles to provide. We could probably up the number of players to 7-8 max, and have room for those extra special roles without discarding the villagers, even. It'd be up to the individual GM of each game (I could GM, since I own this irl) to decide how many they'd want to do this with.
3) Time - At the very least, the day phase should be two days, I agree. There's so much information that's needed to be passed around in such a short time that everyone needs to be able to be around to get it and process it.
Ultimately (hah), I had fun, and would want to do this again, I think. Certainly a much shorter time commitment per game, and could probably draw in a few players who normally don't have time for a full game, but could make room for a few days for a bit of werewolf intrigue.
I was just going off the default suggested roles and player numbers for first games for this first try. For future games, given that this is all online and not limited to cards, there are no upper limits really- hypothetically we could run a massive big with 60 players
There seems to be proponents for every role besides Doppleganger, Drunk, and Villager, so I'll probably just run multiple games with different set ups in the future.