The Council shopping list

From BlogNomic Wiki
Revision as of 16:02, 12 January 2021 by Kevan (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Notes for possible costings for basic game actions (where x is the number of Council members), feel free to add more. The intention here is that these can be used as starting points for proposals, or used as counterweights where balance is needed.

All of these (I think?) will get more expensive as the game progresses, as the more information that the (non-Rebel) group has, the more value they can get out of choosing how to apply any given mechanic. (Resurrection - which is a bit of a red herring here as it couldn't be used on day 1 anyway - becomes more valuable as the bodies pile up and the group can choose to bring back someone the group really trusted, or who seemed to be on the brink of a revelation, etc, assuming other rules were by then in place that would allow the resurrected player to at least blurt out some secrets before being night-killed again.)

Effect Cost Working Working done by
Resurrect a dead player 12 hours Can be immediately undone by a Night kill Kevan
Creation of a "you cannot die at night" amulet 2-5 hours Kevan: "Best case for the Things is that it gets handed out at random to a Thing, or to an ineffective player they're in no rush to kill; worst case is that it goes the most trustworthy-seeming Human and stays with them all game (which would make Night Kills maybe 20% less effective if the Things always wanted to kill the cleverest or most trusted Human, moreso if there are other objects or abilities in play that make some Humans more powerful or proven-trustworthy than others). Since it's a physical object it can be moved around at will, so even if it starts off as the best case it will shift to the worst case over time. So over a game lifetime in that model, where it's useless on the first night and increasing in use later, that could be said to be reducing the Night Kill effectiveness by maybe 0.4 Kills total over the whole of the game: which would be costed (if 12 hours = 1 death) at 5 hours."

Josh: "So I'd reject the framing that such an object would make the night kill even 20% less effective; I'd say that there's a 10% chance that it could make the night kill 50% less effective, and a 90% chance that it has no impact at all." ("So your take on a straightforward gun amulet would be 0.1*0.5*4*12 = 2.4 hours?") "Just one guy's take, but 2 hours ish - yeah. Not really a maths issue, quite subjective."

Kevan and Josh, during the Thing game
Disclose the role of a named player (14x-34)/x hours "Okay, pricing that cold where the Humans name a player completely at random at the very start of the first day of the game:
  • If they found a Thing, they can eliminate it. Going from 5-vs-2 to 5-vs-1 means that to rebalance the team sizes proportionally, 2.5 Humans would have to die. So if 1 dead Thing equals 2.5 dead Humans, and a Human takes 12 hours to kill the traditional way, the death of a Thing could be costed at 30 hours. Take off six hours for the execution and add some back for a lone Thing's job becoming harder without a partner to back them up, and we'll call it 27.
  • If they found a Human, they can now trust that Human until the Outsider kills them. Which doesn't make much difference at the start of the game: the unmasked Human can't do anything with that trust, and the Outsider can reject any proposals that a trusted Human would be able to benefit from. But it does mean the Humans have reduced the list of Thing suspects, which holds true for the remainder of the game, and they're possibly forcing the Outsider to switch their first night kill to silence the trustable voice in the channel. Not really sure how to cost that, but let's say unveiling a Human at the very start of the game is worth 2 hours.

A 2/7 chance of 27 hours and a 5/7 chance of 2 hours = 9.1 hours."

Kevan, during the Thing game