Cults are hard to control, and I feel one of the simplest ways to ensure they dont get out of hand is to make it all dependable on the cult leader. As in, with the cult leaders death, the whole cult suicides with his downfall. Cults get ridiculous if they survive and branch off even if the initial leader dies.
I swear I'm trying my best
--Expect me to be V/LA from 10am-7pm PST every Mon, Wed, Thurs, Sat, Sun due to work--
I think it looks alright - if cult targets themselves they lose the ability, right? So it's really swingy, but that's probably the only thing I can really see wrong with it.
Cults are swingy however you do it. The leader gets killed night 1 - not a problem, they survive to endgame? - cult win
They're just a broader form of survivor.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
I've seriously considered a cult that starts with 3 members, but upon successfully recruiting, whoever performed the recruit dies.
This is mathematically similar to a standard 3-man scumteam (e.g. in terms of EV), but more powerful because it screws both with ability to scumhunt, and with power roles.
I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.
Turns out someone else had thought of it years ago. >_>
If you are recruited into a cult, your wincondition does not change, but all other effects apply.
Wrong thread. Worst Role Ideas exists. And giving town access to the list of scum is always a bad idea. Even when you think you've tried triple-sure to make sure it isn't.
In post 981, quadz08 wrote:I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.
Turns out someone else had thought of it years ago. >_>
That sounds really cool.
I swear I'm trying my best
--Expect me to be V/LA from 10am-7pm PST every Mon, Wed, Thurs, Sat, Sun due to work--
If you are recruited into a cult, your wincondition does not change, but all other effects apply.
Wrong thread. Worst Role Ideas exists. And giving town access to the list of scum is always a bad idea. Even when you think you've tried triple-sure to make sure it isn't.
People don't care if their role idea is good or bad. They just post it in whichever one of the two threads they see first.
In post 981, quadz08 wrote:I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.
Turns out someone else had thought of it years ago. >_>
That sounds really cool.
Except now that I think about it, it is a much weirder version of a cult. Pretty broken too if a mafia player gets infected imo.
I swear I'm trying my best
--Expect me to be V/LA from 10am-7pm PST every Mon, Wed, Thurs, Sat, Sun due to work--
You may target a player once during the game at night phase. Should you successfully target a town-aligned player, they will become an innocent child during the following day phase.
(Please note that the mod can choose to have the innocent child start the day phase flipped or unflipped, whatever. I think this is a neat idea for a new kind of investigation role if not already done)
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!
It was from a game that had a ninja-janitor, a role-blocker that if role-blocked the same target 2 times in a row they died, and a mafia godfather that was also 50% bulletproof, due to the SK with 1 shot deathproof, self-watching, and a free fake claim.
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!
I think a 1-shot Inno child maker is just as balanced as a fulltime cop???? Maybe just me
It would also add an interesting layer if the player didn't auto-inno child confirm because the cop would have no way of knowing their result and a player doesn't exactly want to confirm inno child unless they have to
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!
I think a 1-shot Inno child maker is just as balanced as a fulltime cop???? Maybe just me
It would also add an interesting layer if the player didn't auto-inno child confirm because the cop would have no way of knowing their result and a player doesn't exactly want to confirm inno child unless they have to
Yeah, a shot of innocent child making is considerably better than a shot of cop if it doesn't auto-reveal. If it does, I suspect it's at least marginally better, but not by much.
In an offsite game I helped design, there's the opposite, a role that publicly confirms someone as scum if they are (and otherwise does nothing). The complication is that the players know (were told by the mod at the start of the game) that it exists in both Sane and Paranoid versions (i.e. the Paranoid version just causes anyone it targets to be announced as being scum), so the results are potentially hard to rely on.