hoopsguy
06-02-2009, 12:52 AM
Figured that I would stop thread-jacking another thread and start a new topic to explore this. Would love feedback from others as well on what they use as a rule of thumb or makes sense to them as players.
Chief had suggested a standard 6:1 ratio with 5:1 being the low end.
I had said that in a game with a lot of unique villager roles that I could see 4:1 - 5:1 being the range.
So, I figured I would check what I had run for my games in the past just as a litmus test.
Marvel 2: 31 players, 23 villagers, 5 wolves, 3 independents. Wolves win, due largely to faulty COT.
I would say that this is 23:5 or a 4.6:1 ratio, although the use of independents can swing that ratio one way or the other depending on what their conditions are and how they play. In general, independent players tend to tilt towards villager unless victory conditions are very anti-villager. I wish villagers had gotten more info from their intel powers, they were largely neglected.
Marvel 1: 25 players, 20 villagers, 5 wolves. Wolves win, again able to create trust.
4:1 ratio, villagers really struggled to collect info from their intel roles, partly due to poor construction of "The Twelve", a one-time game construct that was basically a bad guy blind target list.
Necromancer: 23 players, 16 villagers, 6 wolves, 1 independent. Independent win.
This was a weird one for ratio as wolves could not communicate at start of game, had to find each other and failed miserably. I would love to see how this game would replay with same ruleset, maybe without the independent just to see how the wolves would approach kill/seek options this time around.
Chuck Norris: 21 players (really 20), 16 villagers, 4 wolves, 1 independent. Villager win, independent did not come into play.
4:1 ratio, but the woles were set down by some tough random.org rolls back when I had that take on a much larger role in my games.
So, I've never gone as high as 5:1 on my ratios, but the villagers might suggest I do so to give them a little better shot :)
Chief had suggested a standard 6:1 ratio with 5:1 being the low end.
I had said that in a game with a lot of unique villager roles that I could see 4:1 - 5:1 being the range.
So, I figured I would check what I had run for my games in the past just as a litmus test.
Marvel 2: 31 players, 23 villagers, 5 wolves, 3 independents. Wolves win, due largely to faulty COT.
I would say that this is 23:5 or a 4.6:1 ratio, although the use of independents can swing that ratio one way or the other depending on what their conditions are and how they play. In general, independent players tend to tilt towards villager unless victory conditions are very anti-villager. I wish villagers had gotten more info from their intel powers, they were largely neglected.
Marvel 1: 25 players, 20 villagers, 5 wolves. Wolves win, again able to create trust.
4:1 ratio, villagers really struggled to collect info from their intel roles, partly due to poor construction of "The Twelve", a one-time game construct that was basically a bad guy blind target list.
Necromancer: 23 players, 16 villagers, 6 wolves, 1 independent. Independent win.
This was a weird one for ratio as wolves could not communicate at start of game, had to find each other and failed miserably. I would love to see how this game would replay with same ruleset, maybe without the independent just to see how the wolves would approach kill/seek options this time around.
Chuck Norris: 21 players (really 20), 16 villagers, 4 wolves, 1 independent. Villager win, independent did not come into play.
4:1 ratio, but the woles were set down by some tough random.org rolls back when I had that take on a much larger role in my games.
So, I've never gone as high as 5:1 on my ratios, but the villagers might suggest I do so to give them a little better shot :)