Group Hug: The group hug faction wins if the largest number of players who can possibly win the game wins the game. Assume the Group Hug faction wins while making this determination.
Recruitment Locker: As long as this role is in the game, if a win condition relies on an effect changing win conditions (including cult like win conditions requiring recruitment), they instead win if they would have won had all their actions succeeded, even if they would have been stopped by another action (such as roleblocking). As long as this role is in the game, win conditions cannot be changed by any other means. This effect isn't ended by the death of the player who holds this role, but is ended by effects that would change this role such as Vanillazation.
Ironically, I think this role is against the spirit of "Collaborative Decks". You're trying to enforce your idea of what is good about the deck on everyone, when someone could just as easily be interested in a game with a large number of Atypical factions or a game where maximum swing is the desire.In post 42, Not Known 15 wrote:Not Known 15's VETO(Evil Person/Informed)
If this is rolled as a card for any player, re-roll all previously rolled cards in the following VETO LIST and instantly re-roll any card on the VETO LIST that is rolled after this one.
Alignment:Evil Person
You win if the factions Town and Nowt lose the game.
Role:Informed:You know that the post numbers vetoed by this post are not in the game.
No, don't worry, I will not submit any other list like this as a card.
I am submitting this list to make certain entries rarer, entries that I believe to be either generally unfun, breaking the usual structure and/or expectations of card choosing games.
Card 15: The role on this card coupled with self-aligned players could lead to "I will never release anyone". Players in this game expect role madness, not near-Vanilla games.
Vanillaizers only affect one person at a time, and target due to other's behaviours. None of this applies to that Passive Game-Start Global Vanillaizer.
Card 19: The alignment... where do I even begin? N0 hostile conversions are unfun. Extremely unfun. You didn't do anything in the game yet, and you were probably not able to. BOOM. Oh, you now have a giant target on your back and your role you chose for your faction is now potentially useless and you have a new alignment! Wait there's more! If you die you lose! And you need to compulsively pick someone else to give them the same alignment! And the one who chose Assassin might be even a dayvig who instakills you! Does this soundfun? Or even remotely fair? Is this what you'd normally expect from card choosing games?
But let's look at it for a moment:
There is a 39/1000 chance of any individual card being rolled in a 13p game. There is then the 1/3 chance that it is actually selected for the purpose you are worried about (assuming that that choice is random, and if, as you say, the role itself is unfun then clearly you believe it will be chosen significantly less than that). Comparatively, your Veto card forces the person drawing it to Veto all the cards you think are unfun without any choice in whether THEY think they're unfun, which is... kind of the thing you're complaining about.
And let's be clear, being worried that there could possibly be broken role combinations in an idea deck is laughable. If someone rolls Dayvig and Assassin, decides the most fun that they can have is to pick day vig and assassin, and then immediately wins the game, that's no different than any other game where a wincon is functionally unachievable on rand, which is a thing that happens in Idea games all the time.
Also, thank you for taking the time to address your concerns to me either publicly like this or privately via PM instead of making a role that is functionally "Fuck you I don't like your role."