RE: Election TWG
1) Good point Talisman. I think we'll have to remove the option of declining the roles. This will also make people think twice before electing power players to the blue positions.
The initial thought behind declining was that if Tass, Guido, AP gets elected guardian it might be more to the humans' advantage for them to not be guardian, because they're obvious wolf candidates. But I guess you guys will all have to figure out that a power player shouldn't be guardian, and try not to lose at the vizzini game with the wolves that will inevitably follow.
2) Auto-psychic might have to be altered so that you learn human/wolf status, but NOT special roles. In a game like this, once the guardian is gone, it's just going to be nonstop wolfing of the power players until the seer's dead too. Eventually any remaining power players get lynched out of assumption that if they've lasted this long they must be wolves. Game dies of inactivity and is eventually won by the wolves for that reason.
3) 2-man mason team is too powerful, especially in a game with no MW. Remember that if the humans play this right the wolves won't be able to guess the blues. So, you'd be working with (best case for humans) 3 wolves vs. 2 masons + seer + guardian + auto-psychic. UNBALANCED. And I don't want to toss in MW to try and "balance" an already balance-iffy game.
1) Good point Talisman. I think we'll have to remove the option of declining the roles. This will also make people think twice before electing power players to the blue positions.
The initial thought behind declining was that if Tass, Guido, AP gets elected guardian it might be more to the humans' advantage for them to not be guardian, because they're obvious wolf candidates. But I guess you guys will all have to figure out that a power player shouldn't be guardian, and try not to lose at the vizzini game with the wolves that will inevitably follow.
2) Auto-psychic might have to be altered so that you learn human/wolf status, but NOT special roles. In a game like this, once the guardian is gone, it's just going to be nonstop wolfing of the power players until the seer's dead too. Eventually any remaining power players get lynched out of assumption that if they've lasted this long they must be wolves. Game dies of inactivity and is eventually won by the wolves for that reason.
3) 2-man mason team is too powerful, especially in a game with no MW. Remember that if the humans play this right the wolves won't be able to guess the blues. So, you'd be working with (best case for humans) 3 wolves vs. 2 masons + seer + guardian + auto-psychic. UNBALANCED. And I don't want to toss in MW to try and "balance" an already balance-iffy game.

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