Break my Cult-focused semiopen roleset

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Norinel
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Break my Cult-focused semiopen roleset

Post Post #0 (isolation #0) » Sun Feb 03, 2008 10:34 am

Post by Norinel »

So I'm thinking I might run a semiopen game (Mod posts all the possible roles & interactions up front, but the exact composition of the game is unknown) where the main point is that the primary enemy is one or more cults, with SK(s) thrown in for nightkills, and no Mafia. I figured I may as well post the rolelist for public feedback before I try too hard to figure out how to balance things.

Balance-wise, in a small/low-powered setup I might allow the town to lynch twice each Day after a one-lynch Day-start; in a bigger setup, I'd give the Cult Leader(s) immunity to the first nightkill on them and start at Night.

I'd rather this thread not devolve into a discussion as to why cults are bad; I tried to address some of the reasons people throw around in this setup by the way everyone knows up front that there is at least one cult, and if you get recruited by the winning cult, you win.

Cult Leader
You are a [cultname] Cult Leader. Every night, you may attempt to recruit one player into your cult or kill one player. Once you have fellow cultists, you may discuss with them at night, but the ultimate decision and responsibility to PM is yours. If you die, the cult may kill but not recruit.

You win when your cult makes up the entire town, or such a situation is inevitable.
Clarifications: The only thing that grants protection from nightkills is being the SK. If multiple Cults recruit the same unprotected player at the same time, it acts as a nightkill attempt on that player. If an unprotected player is culted and nightkilled at the same time, the recruitment fails. Everyone already in a cult is immune to cult recruitment. Cult recruits are revealed as [cultname] Cultist, previously [oldrole].

Cult Recruit
You have been recruited by the [cultname] Cult, led by [name] and also composed of [names]. You may communicate with the rest of the cult at night. You lose all other abilities you previously had,
except
that if you were a Mason, you can still talk to your fellow Masons at night.

You win when your cult makes up the entire town, or such a situation is inevitable.
Serial Killer
You are a Serial Killer. Each night, you may kill someone. You are immune to investigations, nightkills, and cult recruitment.

You win when you are the last person standing.
Clarification: All kills are simply listed as "killed", with no way to distinguish the doer.

Steadfast Mason
You are a Steadfast Mason; the rest of your group is
  • . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.

    You are immune to cult recruitment; however, this does not necessarily apply to everyone in your group.

    You win when any threats to the town are eliminated.
Mason
You are a Mason; the rest of your group is
  • . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.

    Some members of your group may be immune to cult recruitment. However, you are not one of them.

    You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarifications: If a Mason is recruited, the masonry is not notified and they can still communicate with fellow members.

Inquisitor (Cop)
You are an Inquisitor. Each night, you may investigate one other player and determine their cult status as of the end of the night. You are not necessarily sane.

You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarifications: Sanity is not revealed on death. Gets "cult" or "not cult". Cult leaders are not immune.

Alarmist (Doc)
You are an Alarmist. Each night, you may protect one other player from any cult or cults that may attempt to recruit them.

You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Clarifications: Nobody is notified of a successful protection (The cult is told that the recruitment failed, but not why). If multiple cults target a person who an Alarmist is protecting, nothing happens. An Alarmist may not self-protect, and is not immune to culting unless protected by another.

Vigilante
You are a Vigilante. Once in the game, you may attempt to kill another player at night.

You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Steadfast Townie
You are a Steadfast Townie. You are immune to recruitment, but have no other abilities.

You win when any threats to the town are eliminated.
Townie
You are a Townie. You have no special abilities.

You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
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Post Post #5 (isolation #1) » Sun Feb 03, 2008 3:02 pm

Post by Norinel »

Comments first, then the answers to specific questions. (All of the answers were in the top post somewhere, so I won't tweak it too much just yet)
PokerFace wrote:Being a steadfast townie or mason I think would have dificulty winning depending on how many SK's and cults you add.
The idea is that the town has a fighting chance. But not having the opportunity to jump ship is the drawback of the Steadfast roles.
Y2 wrote:I'm not sure why the Vig can only kill once per game; these cults seem a little stronger then normal, what with the fact that after the recruiter's dead they're still a killing mafia group, and a little extra pro-town firepower is probably a good idea
The general philosophy is weaker town roles, but probably more of them. All of the town roles in this game have a significant disadvantage compared to their Mafia counterpart, and an unlimited-kill vig essentially doubles the town's lynching power, which'd pretty much make the vig the cult's top priority target. I might allow the possibility of N-shot vigs in a large game.

Having the option to kill every night in place of recruit and after the leader dies might be too strong, but I like the decision factor of the almost certain and moderately helpful nightkill vs. the preventable but very helpful recruit.
PJ wrote:*eye-twitch*
There's a slot with your name on it.
PokerFace wrote:Your vig is only able to kill once in the game?

Can someone use their skills after being recruited?
Yes, no. (Except Masons can still nighttalk, otherwise it'd be obvious they were recruited)
Y2 wrote:What happens if the vig gets culted?
He loses the kill.
Also, I assume that if you're already in a cult, you can't be recruited into a rival cult, right?
Yes.
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Post Post #12 (isolation #2) » Mon Feb 04, 2008 5:20 pm

Post by Norinel »

Yeah, I probably should nerf the anti-town roles a bit... but taking away the cult's killing power makes for some nasty tie cases as written, since I gave the win condition as "everyone, or inevitable". I suppose you could say that the nonkilling cult autowins at 50% if all other killing roles are gone, and if two leader-less cults hit 50% at the same time, both win.

Taking away killing power after the leader dies also has the potential to slow the pace down a bit, but hopefully there'd be enough people dead by that point anyway that the endgame wouldn't drag.
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Post Post #18 (isolation #3) » Thu Feb 07, 2008 1:44 pm

Post by Norinel »

I would hope that the cult haters wouldn't sign up if the setup doesn't deal with any problems they have.

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