Epic setting, Meph, but you promised you'd use some ideas from my offer, you liar.
Yeah, I'd been planning on working some of that in, but this idea sort of popped up and took over. I had some good mechanic ideas for this and I kind of had to run with it.
Meph: For when you get back then.
Was there anything game relevant about the plant area?
And, yeah, just what were the hard numbers behind the mechanics of the game in general?
The plants were just there for flavor. I thought it'd be an interesting area to have you guys hide in.
Mechanics-wise, each Traitor had a 50% chance of their 'kill' going off. Each extension raised that chance by 25 points (so, 75% or 100%). Shortening once dropped it to 25% for that night, but shortening again without at least a regular rest period would jump it to 75% and then 100%. If three days were shortened in a row then Flavor Kills would have been added in. Shortening more than a single RL day's worth of time basically works as two or three shortens in a row. So the actual Optimal method for town would have been to cycle single day-shortens and regular days.
The end-game could get a bit complicated. If there were no pilots left, the escape would fail. If there were no scum left and at least 1 pilot, the escape would succeed. With equal or greater scum to escapees, the scum would win. With more town than scum, but some scum left, a mass vote would happen where everyone had to vote each other player if that person could go with them on the ship or not. Anyone with a majority against them getting on the ship would be left behind.
General consensus from everyone on the game? Fun, I hope?
I though it was interesting and bastardly without being unwinnable for anyone necessarily. And having a game consisting mostly of survivors seemed like a very interesting idea.