Time to find the Clone Lord.
tntey: Why are you scum?
TheDarkStar: Hi.
fillipk: Why are tntey's ally?
Chromatic Wasp: Does this vote bother you?
SabreTooth Tiger: If you had a one-shot investigate, would you use it night 1?
Megggas: When would you vote to NL in this game?
FOU: If you had a one-shot daykill, who would you shoot right now?
hector13: How many cult do you think there are?
flabort: How would you approach scumhunting in a cult game?
Seems kind of role-fishy here
FOU: If you had a one-shot daykill, who would you shoot right now?
If I had a choice, I wouldn't shoot anybody right now. Well, I would shoot somebody if I could read minds through text, but since I'm not psychic, it would be much better for me to wait on who to shoot.
If I didn't have a choice, I'd start by attempting to shoot Deus Asmoth, just in case he has some horrid twist involving him being a player planned, and if that failed... I'd go a tad bit crazy and use Random.org to decide for me, because the lack of intel makes trying to determine who the Clone Lord actually is basically impossible.
Day one is quite difficult to find friend from foe, but it is possible if you scumhunt hard enough. So this option seems a bit lazy.
Meggas: if you had to design a power role to completely balance the cult in this game, what would it be?
A single power role in this game? I don't know any of the power roles in this game, so there's really no way I can answer that question from a game balance perspective. This game could already be perfectly balanced for all I know.
But, if you are just talking about cult games in general, I suppose I would design the following role:
One-Shot Cult Surveyer
-At any point during the Day time, you can pm the mod the names of up to 3 players. The mod will pm you back a number. This number indicates how many of those players are cult-aligned. You can use this ability once per game.
Before this game started, I had a strategy for if I started as the cult leader, which would involve fake claiming this imaginary role. I would have done the following:
1. At the beginning of Day 1, I would pick 3 players to interrogate heavily.
2. I would then try to get the most suspicious of those three lynched.
3. If people were suspicious of my behavior or weren't willing to go along with lynching that suspicious person, I would fake claim One-Shot Cult Surveyer, identify these 3 players as the ones I surveyed, and tell everyone that 1 of them is a cult member.
4. Hopefully with the boost from my fake role claim, I would get that person lynched (who would obviously be revealed as town)
5. During Night 1, I would recruit whichever player seems most likely to be a power role.
6. During Day 2, I would heavily interrogate the two remaining "surveyed" people and lead a lynch on one of them, killing another townie.
7. During Night 2, I would recruit another potential power role or whichever player is most likely to turn against me.
8. During Day 3, I would lead a lynch against the remaining "surveyed" person. I would tell one of my cult allies to suspiciously defend this person, seemingly out of nowhere. Hopefully, people will recognize my ally as a cult member trying to protect his leader. Then they'll lynch the final "surveyed" person, assuring my victory.
Of course, this plan would have failed horribly if any power roles like Detective, Trackers, or Watchers decided to target me. For this plan to work, I also wouldn't be able to recruit the 3 people I targeted, so if one of them had a threatening power role, that would spell my doom. It would have been fun if it succeeded though.
That is... oddly specific.
FoU: Why are you only questioning half the playerbase? Cultist scum!
Because I'm lazy. That's why.
So you admit it. That really isn't an issue though because I am very lazy too. I just thought that was funny.
I'm not a fan of inactivity, to the point I'm happy to look scummy to get less active players involved...
That is an interesting excuse to look scummy...
hector13:
However, your scenario doesn't seem to take into account that you, having lead several lynches (autocorrects to lunches... should lead to some amusing imagery) on townies, wouldn't fall under suspicion. If you were the Cult Leader, that may not be a good thing, given we don't know a) if the cult leader dies do the cult lose recruiting ability
b) if the cult leader dies, do the town win as a result of cult suicide.
Could even be c) not really an issue for the cult beyond losing a member.
1. My plan banked on the idea that my fake claim and my behavior before fake claiming would seem very reasonable for a townie, but totally insane and risky for a cult leader. My first two mislynches would be forgiven based on the idea that my "role ability" already established that two of the "surveyed" people were regular townies, so the final person must be the cult leader. If I came under serious suspicion by Day 3, I could utilize my allies and adapt the plan as necessary. Perhaps fake myself as being "recruited to the cult" during the previous night and using WIFOM and my teammates to convince people that the remaining "surveyed" person is the true cult leader.
2. If I was the Cult Leader, I would know how my death affects the cult and I would adapt the plan as necessary. None of those 3 conditions you mentioned really affects the plan anyway. If I misunderstood the point of your list, let me know.
Again, the specificity of this scenario is disturbing me slightly.
HectorIn general, you seem to be implying that the cult is completely overpowered. Two cults would win in an incredibly short amount of time.