Re: How to Balance WW games.
lots of good stuff to read here [img]/images/graemlins/smile.gif[/img]
the outline for the game I want to run looks like.
some wolves
some villagers
A Godfather - peeks as villa role revealed on death
A Traitor - knows wolves (but NOT GF) but is not a part of wolf chat
has a one time night chat with the GF - after his chat he gets 1 extra night kill for the evils that nightbut in killing that night he exposes himself and also dies. Wins with the wolves
2 masons who know each other but cannot night chat - they also get a one time night chat at any point in the game.
A seer
Possibly an angel who can save 1 person 1 time from NK.
Possibly also a twist that gives 1 player (either randed or a player who solves an in game puzzle) a 50% invulnerability from NK for one night only. The person that wins this chooses who to protect.
One corruptible villager who thinks they are normal and peeks as villa - village will not get informed that villager got corrupted directly but a fat hint will get dropped
(this kind of banks on their being some way of no NK happening other than a villa being corrupted)
How many players (vanilla village and vanilla wolves) will I need to balance the gameplay?
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