Traitor/seer is powerful, but there were only 4/20 regular wolves, and the village had pretty good power, and unless they managed to hit each other they could have mistakenly lynched each other, so I don't feel that the wolves had too much power.
I'm personally sitting the next few out, playing or hosting (busy semester coming up). If anyone else wants to run another hidden player identity game I can do the behind-the-scenes setting up, it does require some site admin work obviously but I'm happy to help.
(August 4th, 2013, 12:14)Merovech Wrote: I'd be willing to host one running the end of August (aka starting soon), but I completely understand if 3 games here isn't considered enough experience, though I'd hopefully get someone no playing to verify balance.
I'd be happy to have you as a mod. Getting the balance right shouldn't be so hard if you can just avoid the temptation of an overly complex setup. You could also just use an open setup (though I know designing the setup is part of the fun).
(August 4th, 2013, 12:14)Merovech Wrote: I'd be willing to host one running the end of August (aka starting soon), but I completely understand if 3 games here isn't considered enough experience, though I'd hopefully get someone no playing to verify balance.
I'd be happy to have you as a mod. Getting the balance right shouldn't be so hard if you can just avoid the temptation of an overly complex setup. You could also just use an open setup (though I know designing the setup is part of the fun).
Cool! Yeah, I have no intention of running a Tasunke-style game atm.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.