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I had wondered the same thing about if all the villagers died. Since no one had brought it up, I figured it was pretty improbable. If it does happen, I think you just call it a draw.

if all villagers die and there are, say, two ww remaining and one vampire, the next day the two WW lynch the vamp and win. if it's 2-2 than it has to be called a draw.

if villagers remain, then it depends on who they are and how they vote
 
I think that as the rules currently stand, as others have pointed out, the vamps are at a great disadvantage, and it is neigh impossible for them to win. It is also, too difficult, in my opinion for the villagers to win, the odds are too stacked against them with the possibility of infection. Therefore to balance the wolves, villagers and vamps, I suggest two things:

  1. Let there be one vampire and two (or possibly three) goths: The goths will get to see what the vampire scanned the night before, and the vampire will get to see what the goths scanned. They will be activated fairly quickly, and play a part in the game. To balance this, the Goths must scan the initial vampire, even if one of the other Goths is activated, to be themselves, activated. This should put them on level pegging with the werewolves, and give them a chance to win the game. I suggest three goths, as the werewolves may only have three initially they can get four, through infection, and have many more powers then the vampires.
  2. To balance this all out for the Villagers, I then suggest the addition of a Neighbourhood Watch with three villagers who can PM each other. This is due to the fact that the Werewolves and Vampires will be equally powerful (read: quite powerful), the villagers should have some way to be balanced with them and catch up. I think this would provide a good way to do that, and not only add some more interesting dynamics, give villagers a chance to do something more interesting, but provide them with more power to balance themselves out with the vampires and werewolves.

So the special roles would be like this:

Bad roles:
3 Werewolves (with the possibility of four).
1 Vampire.
3 Goths.

7/8 Total.

Good roles:
1 Vampire Hunter.
1 Werewolf Hunter.
1 Seer.
1 Undertaker.
1 Sorcerer.
3 Neighbourhood Watch.

8 Total.

Total specials:
≤16

Oh, and I don't think this requires the addition of new roles, that Ravenvii said we couldn't do this game, as all it's doing is giving three, otherwise normal, villagers a new part, hardly a completely different role, just new rights and responsibilities. Also, in regards to the Goths, that's a pre-established role, and all that's done by adding two is making their roles more balanced, something Ravenvii said explicitly that we should do this game.
 
That's not fair. since the WWs can infect. The vamps are at a disadvantage

as the rule stand, the WW cannot infect the vamps.

i actually would favor the elimination of the rule that vamps and ww cannot kill each other.
Aside from the fact that it doesn't make sense from a storytelling perspective, it puts the villagers at too much of a disadvantage. the game would be more balanced if the vamps can take out the WW at night and viceversa, and also more exciting, in my opinion.
 
as the rule stand, the WW cannot infect the vamps.

i actually would favor the elimination of the rule that vamps and ww cannot kill each other.
Aside from the fact that it doesn't make sense from a storytelling perspective, it puts the villagers at too much of a disadvantage. the game would be more balanced if the vamps can take out the WW at night and viceversa, and also more exciting, in my opinion.

I agree. Might give villagers more of a chance.
 
Can you read people's PM's if you wanted? I trust you not to, I'm just curious as to if moderators can.

I'm pretty sure they're able to, they are moderators after all, and if there's a dispute about someone being abusive over PMs then they would have to check it out, but SilentPanda wouldn't cheat, the game wouldn't be at all fun if people did that!
 
Why are there three Goths? Two is plenty imo.. Two scans each night should do fine. I mean, if 3 is already agreed on, that's fine.. just sayin'
 
Can you read people's PM's if you wanted? I trust you not to, I'm just curious as to if moderators can.

I'm pretty sure they're able to, they are moderators after all, and if there's a dispute about someone being abusive over PMs then they would have to check it out, but SilentPanda wouldn't cheat, the game wouldn't be at all fun if people did that!

Short answer, no.

Long answer....
 
Yes yes, dispense with the pleasantries; it's good to see you and all. Now, get back to cooking MOAR BRAINS!!!

:D I'm warming my oven in preparation!

The hunters are a vital part of the game and I think if they were removed it would give way too much power to the wolves/vamps.

How about this? What if we do away with specific hunter designations and just have two basic hunters. They would have the same abilities and the same goal, protect the villagers and kill the baddies. There powers would be as follows:

- A one shot insta-kill that can be used at any time during the game
- A one shot immunity against attack/infection from the baddies that once used is gone. After this is gone the hunter can be infected and brought to the werewolf side.
- A chance to protect one player each night and extending throughout the day. An individual hunter cannot protect the same person twice in a row. This protection is not just from attack, but all manner of danger including attack from any baddie, protection from WW infection, protection from insta-kill, and even protection from vampire turning. (Yes the hunter can keep the vampire from turning the Goth)

I think these basic abilities are not too powerful and bring about some nice "strategery" options. It sure would be nice to infect a hunter and have their insta-kill ability on the side of evil. Protecting the goth could be really interesting to buy some time. Being able to protect from WW infection would give the opportunity for someone like the seer to come out without being immediately infected like last game.

I think what we've got to do is offer suggestions or tweaks that help promote player interaction, provide strategy for both sides, and keep the balance of power. The wolves really showed last game how dominating they could be if the villagers don't work together and use the powers they have to their advantage. I don't think we need to change much.

I agree with all of that. Great idea(s).

I think that as the rules currently stand, as others have pointed out, the vamps are at a great disadvantage, and it is neigh impossible for them to win. It is also, too difficult, in my opinion for the villagers to win, the odds are too stacked against them with the possibility of infection. Therefore to balance the wolves, villagers and vamps, I suggest two things:

  1. Let there be one vampire and two (or possibly three) goths: The goths will get to see what the vampire scanned the night before, and the vampire will get to see what the goths scanned. They will be activated fairly quickly, and play a part in the game. To balance this, the Goths must scan the initial vampire, even if one of the other Goths is activated, to be themselves, activated. This should put them on level pegging with the werewolves, and give them a chance to win the game. I suggest three goths, as the werewolves may only have three initially they can get four, through infection, and have many more powers then the vampires.
  2. To balance this all out for the Villagers, I then suggest the addition of a Neighbourhood Watch with three villagers who can PM each other. This is due to the fact that the Werewolves and Vampires will be equally powerful (read: quite powerful), the villagers should have some way to be balanced with them and catch up. I think this would provide a good way to do that, and not only add some more interesting dynamics, give villagers a chance to do something more interesting, but provide them with more power to balance themselves out with the vampires and werewolves.

So the special roles would be like this:

Bad roles:
3 Werewolves (with the possibility of four).
1 Vampire.
3 Goths.

7/8 Total.

Good roles:
1 Vampire Hunter.
1 Werewolf Hunter.
1 Seer.
1 Undertaker.
1 Sorcerer.
3 Neighbourhood Watch.

8 Total.

Total specials:
≤16

Oh, and I don't think this requires the addition of new roles, that Ravenvii said we couldn't do this game, as all it's doing is giving three, otherwise normal, villagers a new part, hardly a completely different role, just new rights and responsibilities. Also, in regards to the Goths, that's a pre-established role, and all that's done by adding two is making their roles more balanced, something Ravenvii said explicitly that we should do this game.

I like this as well but I think 2 goths are more than enough. Even numbers of baddies and possible baddies to villagers is hugely disadvantageous to the villagers. I wonder if there could be two Seers actually.
 
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