My thoughts about this werewolf game.
It kind of sucked.
I don't know if no-one wants to say it or if I'm the only one that thinks so. Yeah, it's funny when suddenly three people explode, but that's about it. Apart from that, it's randomness, no backstabbing, no hidden stuff, deterministic lynching policy. Hrmf.
I think this is a combination of two things. One, I haven't thrown away enough initial states. There was too much randomness during the entire game, which made it statistical instead of tactical. I think that, by day three, the probabilities should be pretty much settled, at the night after that definitely. So instead of throwing away 50% of initial states, maybe more something like 80 or 90%. More players might also help, though the game might drag on after that. Not sure about more roles. Maybe. There were 6 villagers this game (3 wolves, 1 seer), that would be boring in another game too I guess.
Second problem was that you all revealed your player numbers. What the hell? The only private information (except for seer visions which are semi-worthless 90% of the time) you have, you will give away? In a game of Werewolf? I guess this is another consequence of the game being too random, so that the only way to change things meaningfully is by revealing this or something? I don't know. It made the endgame deterministic instead of the hunt it should have been.
Some more small remarks on where I deviated from the rules: I allowed wolf attack the first night. This might have had some impact on game balance. I think the wolves are pretty much at an advantage already: the probability for lynching a wolf only becomes 50% when most of the villagers are already dead! I'm not sure it's a valid reasoning, but it's what I noticed in this game and it seems another argument to jumble the probabilities around a bit more at the start. Maybe a way of selectively removing universes, instead of randomly, would be useful. This way, someone might start with, say, 80% evil.
I made wolf attacks non-mandatory. Not sure which I like more.
I revealed roles on death, instead of just good/evil. This was by choice. Not sure what my reasoning was. I think "maybe I should give them something to work with".
I'm still not sure on the seer rules. I don't know exactly where I was confused again, but it's really unclear at some points what exactly happens with seer visions.
I made a technical mistake in my program because I forgot to advance the time the first 2 days or so. I think I fixed it and no paradoxes were created. Tense moment when I discovered that though.
Maybe the beta wolf should kill if the alpha wolf didn’t provide a kill? The rules of course also say wolf kills are mandatory, so it's not clear what this should be.
I notified people when they couldn’t use a role anymore, as opposed to when they have only 1 role left. Because otherwise I still had to handle night actions that couldn't exist and probably my program would explode and meh.
Another thing: not sure the seer should show good/evil or a role. According to the rules it's good/evil but giving a role would make universes collapse faster, I guess, but probably only slightly.
So yeah, if you still want quantum werewolf I think I can make it more fun by making it more werewolf and less quantum (though still some uncertainty at the start), and I could try implementing more roles.
Also no inspiration for story. That kind of sucked.
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