Chapter I - The Jutting Watchtower - The Cult of Sarasvati (and Atlas) is Triumphant

oh right
i got really annoyed in the hood because my character broke when i joined and i had to spend pretty much the enterity of the time in it trying to fix it

it meant i couldn’t try to pocket wind/min whatsoever because i was so terrified

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Cats can hypnotise people into thinking they’re good.

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Haven’t read alot but why was the anti claim not just you get vanillaized?

Permanent roleblock is silly because it does the same as losing your role but town can’t tell its an anti claim. The anti claim here basically hit that it was an anti claim for some reason.

hid*

Also my view on factional anti claims is they should be X shot. If they are attached to a role it doesn’t matter cause once they die thats basically the X shot.

There should never just be a permanent anti claim because if there is no way for town to get around it they basically just can’t claim which is silly in a rolemadness bastard game.

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That lost wolf role is insane.

Lost wolf should not have such a strong killing ability attached to them on top of the fact that wolves themselves already have a factional.

The sane and insane mechanic is actually pretty cool, my only qualm is that the town that could make someone insane should have been able to make them sane since if I am reading the mechanically correctly it benefits town to be sane.

So town should have atleast 1-2 ways to make people sane.

btw this is a lie and very mis leading.

If you say there is 17 imperalists and the others are ancient spirits, yet there is a town that is also an ancient spirit???

Wait wait, did town have to kill a town aligned player as apart of their own win con???

wait fuck i forgot to send at least one dangerous deal this game

Overview

This game was a sweep for the Cult of Sarasvati. It’s true that the setup was wolfsided due to a few factors, but not overwhelmingly so. The wolves being able to win so convincingly was due to both decent amounts of luck and insane amounts of creative ability usage and combining their mechanical and social play stunningly to be able to get all of the miskills they needed. As much as wolves benefited from townies losing wim and from errors that wolfsided the setup, this was a real tour-de-force of integrating mechanical and social play to manipulate townies and exert thread control, something that I have never seen a wolfteam accomplish on any forum before.

The Setup Itself

The setup itself was pretty solid. There were hiccups and things not properly documented and snap judgement calls that are internally inconsistent within it.

Sanity was a mechanic that was very interesting to try out, but I think it’s getting replaced or at least reworked. It led to like 60% of the moderrors that happened. It was a nice idea, it was just too complex to fit in with roles that were too complex, and lots of mechanics just dont work as well when you have some people that can’t receive information, because part of interesting roles and mechanics (e.g. Charm of Fear that was used on Wisdom) involve providing other people with information.

The main thing in the setup that was missed in the review was the interaction between Alexandra (Italy) and Gabriel (Atlas). As Atlas was attempting to kill each night, Italy kept getting KP off on Atlas, and that allowed Atlas to get much more wolf KP off than we noticed or intended during the review phase. This is my fault both for missing it and for deciding to keep it broken when i could’ve fixed it on Night 1 when it happened—this gave wolves 2 more KP than was anticipated during review, shifting the setup from balanced to wolf-leaning.

The other thing that was a slight mistake that snowballed was the wolf anticlaim being either too powerful or not clued in well enough. I think that that’s a slight error on my part and either toning it down or cluing it in better would’ve been good for town. This was seen as a much larger problem than I think it was because wolves used extremely clever plays to keep Kiiruma strung along following the wolf agenda to a tee all the way until his death, when the extremely natural reaction when someone literally joins your rolecard is to kill them immediately.

The Town Power

I think town had a lot of powerhouse roles in this game: unfortunately, they all got deactivated early. Town missed a total of 4 kills from Magnus and Artemis dying early on top of Guava holstering the gun he got, and Ruby and Kiiruma, the two most powerful investigatives in the game, got neutralised before getting literally any results. This is what I mean when I say the wolves got lucky: in most other rands, even with the same wolfteam, the cop won’t out themselves n1, and 3 of the most powerful roles won’t be in the first 6 deaths of the game. Furthermore, wolves were almost a coinflip away from killing versus anticlaiming Hazard, which would’ve resulted in a much different game.

About my Absence in the Middle of the Game

I would like to sincerely apologize to Wazza and Zone for my mental health taking a turn for the worse around day 2. This was why Arete had to step in as another host, because it was so bad I couldn’t look at the game without having hallucinations. This is my fault because I wasn’t able to handle the fact that it was just a game impartially because of the six months I spent designing it, and when people started saying that the setup and mechanics were stupid, i kinda lost it and had a nervous breakdown. This is my largest hesitation for hosting a second, because I can in no safe way guarantee that it wouldn’t happen again.

I think that this game’s sequel, which is currently being designed, will go much smoother now that people are aware of the general types of mechanics to work with and town will have more footholds to be able to solve the game. A lot of town didn’t really try much to solve the game, and that was kind of a failure on my part for not giving them grips and starting points to work with. That’s not to say next game they’ll be more obvious. Next game they’ll probably be a similar level of hiddenness. You’ll just know what to keep your eyes out for.

About the Setup Suggestions

I wanted a Better Role — Sorry, coming up with 23 role ideas such that each role does something but none are so powerful that they brick the game is hard as hell. In the end, some roles, like Acheron and Phoebus ended up feeling incredibly fun and engaging, while others that seemed similar at first glance like Johannes and Leto fell flat. I tried, but when I have two dozen ideas and no way to playtest them beforehand, some are going to end up duds unfortunately.

The Anticlaim was Too Strong — I think that the anticlaim was slightly too strong at setup and could’ve used either a downtune or more heavy-handed cluing to let town catch onto it more easily. However, I do think that a lot of the reason the anticlaim was so much more powerful than we expected in review was because of the wolves’ stellar play in finding a way to not have Luna be outed wolf: this was not anticipated when balancing the anticlaim, and their creativity gave them a huge boon.

There Were Too Many Wolves — There were six players actively playing against town, which is standard ratio for a 23p game. The Ancient Spirits that were playing for town thought/knew they were playing for the town, and if you believed Kiiruma and poked a little more into Magnus’ flip, those were 100% solvable. The point about wolf thread control is fair. I honestly didn’t expect Atlas to play as much of a total ringleader job as they did in terms of keeping thread presence and wolves off the block. Atlas, Litten, and Vulgard are a fucking power-trio. Props to them.

I Don’t Like Bastard Games — Then you shouldn’t play the sequel. These games are intended for people who like a certain type of thing to have fun, if you don’t like these kinds of setups then I would discourage you from playing more of them.

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i post 400 times a day, ma’am

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the fact that you managed to powerwolf while baiting wolves to kill you successfully at the same time like your role required was a huge contributor to the wolf sweep

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im still so mad i couldn’t do it all as good as i wanted to
i dont care that i was always winning day four i should’ve been better

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im gonna be honest dude its rude to come into a postgame that you werent even a part of and complain about the mechanics that you arent completely aware of

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also @litten @vulgard it was absolutely hilarious to see you panicking trying to not accidentally nightkill the lost wolf at the same time that atlas was plotting how to killbait

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oh, and in the future
players, please be nicer to your hosts
there was some posts during the game that wouldve been extremely demoralizing and not a nice thing to say about anything someone put clear time and effort into, even if you disagree with it
if you want to deliver criticism to the end product, please wait until you get everything and be constructive about it; don’t break Chesterton’s Fence

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it wasn’t a lie
there were exactly 17 imperials this game
not all imperials were town and not all ancients were mafia
that’s the kind of thing you would actually be prepared for going into an explicit bastard game :joy_cat:

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Deconstruction of the OP

There are exactly 17 Imperialists at the start of the game.
All others are Ancient Spirits.

True. There were 16 player character Imperialists, plus Cassandra. The Ancient Spirits were Tisiphone, Vi, Alyx, Meredith, Adrian, Phoebus, Perse, and Luna.

All Imperialists win if and only if all Ancient Spirits are banished.

False. Review Chapter 0’s flavor to find the clues that lead you to her secret.

Players have no abilities while dead, unless explicitly stated. Any ongoing effects due to a players’ abilities will cease when they die.
Roleblocked gated abilities will not be refunded.
No unassigned abilities exist.

True.

All players know their win conditions.

False. Tisiphone received a fake win condition (that was identical to their real one, but still). Magnus, having access to Crecerelle’s and Tisiphone’s flavor blurbs, was in the prime space to deduce that they were being possessed unwittingly by an Ancient Spirit. Furthermore, the pure amount of “useless” bells and whistles on their flipped rolecard should’ve tipped people off that there was something really funky going on with their role.

Your rolecard will not overtly lie to you.

False. See Tisiphone’s discussion above. However, it’s worth noting that Magnus’ abilities were entirely truthful, although vague, once they came to the correct conclusion that they were the only “dreamer” in the game.

Win conditions cannot change after the game has begun.

True.

Players will flip correctly.

False, but the only source of flip tailoring was a town role.

Investigative results will return correctly.

False. To clue in that being anticlaimed can screw up results: avid pokemon fans may notice that Luna’s profile picture is a Zorua, a fox Pokemon that is famous for its illusions. Luna is a nickname for Lunacy, which is her “official nickname” (and also provides a hint to her nature).

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ive been trying to do this but i’ve gotten lost along the way

i don’t think i want to give up yet, though

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