And I'm Javert
Thanks, we’ll take a look.https://forum.paradoxplaza.com/forum/index.php?threads/werewolf-ccx-trouble-in-valhalla.967504/ That game is still a favourite of mine, although it has a rather unique set up and not all the traits will be applicable to a more standard game.
We’ll think about guilds, but leaders are not going to be making an appearance this game.Leader and Guilds are missing too. I know a lot of people have issues with guilds, but the fact that guilds would be optional to join I think get rid of those problems.
van Helsing (superscan + hunter)Feel free to suggest some.
Ah, pickpoint. Fantastic!
You might want to have more traits. As Johho said then in pickpoint games more is more.
Leader and Guilds are missing too. I know a lot of people have issues with guilds, but the fact that guilds would be optional to join I think get rid of those problems.
doctor/GA powers
Single use Doc/GA powers - actually better for game activity than getting too many single use scanners because they don't cause information overflow
Truesight (one time use, can see the number of good and bad players)
They will pick as a pack.You may want to look into how baddies pick, i.e. as a pack or individually. If the latter, have some checks not to make a one wolf pack with loads of cultists.
I take it alderman isn't going in then.The only traits I’m willing to say that will probably not be included in this game are traits that effect votes, especially leaders. While there are some interesting options with them, I think they tend to distort voting patterns and behaviors, and by extension voter analysis. Especially late game, they can prevent fun mechanics like snipers.
If the latter, have some checks not to make a one wolf pack with loads of cultists.
That's bad. Part of the charm of pickpoints is teh unpredictability. Plus the goodies don't pick as a unit.They will pick as a pack.
That's bad. Part of the charm of pickpoints is teh unpredictability. Plus the goodies don't pick as a unit.
How it normally is done is that baddies don't know their mates when they pick. So they need to pick on the exact same terms as goodies. I.e. they need to try and pick for the entire good of their side. Just like some goodies ought to take potentially less desirable things then so should the baddies.
Only stopgap which has been there in the past is that if all baddies in a pack pick cultist, which is free normally, wolf costing a couple points, then a random one of them gets wolf for free.
That works the best imho as it means the baddies can be fragile too if they all are egotistical and just pick cultist to be able to work with all sides instead of going for wolf. Just like how goodies need to think of the common good and pick say seer or priest over something fun like van Helsing in case they have a lot of points.
If the pack can pick as a unit everything can be coordinated and they'll have the most efficient trait/role set possible. The goodies on the other hand will have some random heap like always meaning that the baddies will be certain not to lack anything essential and to not end up really fragile due to only a couple wolves in the game, whereas the goodies very well can end up without e.g. a seer.