
Originally Posted by
djnealb
The problem I see is that you have too many teams and too many rules that it becomes more confusing than fun. How about something like this:
The Occultists have opened several Portals around the town and are very close to finally summoning forth the Old Ones, including the great Cthulhu. However, a wandering student from the nearby Miskatonic University saw them and followed as they were opening the Portals, and ran back to the village to warn the Villagers when they had finished. He told them of the Portals and the hooded Occultists, but before he could give the details of where the Portals were and who the Occultists were, the lingering insanity from his proximity to the Portals finally caught up to him and killed him instantly (for he was a young soul and could not handle the stress of such dark forces, unlike the Villagers). Now it is up to the Villagers to find and close the Portals and stop the Occultists from reopening them. However, the Occultists were also in the village as the poor student told his story, and now know that they must kill the Villagers before they can stop their beloved and feared Old Ones from returning.
Basically, this would be a classic Werewolf game, but with the added layers of the Portals and an Insanity Meter. Teams would consist of their usual players (Seer, Bodyguard, Vigilante, etc.). There would be a location board like in BSG and Battle Royale. Players would either move to a new location each day (one space at a time) or stay where they are and, depending on their proximity to the Portals, their insanity meter would either increase, decrease, or stay the same. If the meter fills, then that player goes insane and can take no actions for that day or night. The meter returns to normal the next day. Occultists do not go insane (since they made the Portals, afterall) but they can pretend to if they wish (if they pretend to go insane, then they cannot be a part of the nightly killing, as a goodhearted NPC will be watching over them at night). If a player thinks they've found a Portal, they PM the GM that night to do a search of their location. If they are a special role like Seer or Bodyguard, then they cannot use their special action that night, as they are preoccupied with their search. Also, a successful search will add even more to the Insanity Meter, thus risking an episode of Insanity and possibly forcing the player to wait a day before claiming success. When a Portal is found, all players must convene to that location and chant to close the Portal. Since it's an all day affair, there are no votes or hangings that day, but the Occultists also do not get a kill.
This is something that I just thought of off the top of my head. It takes a lot from Nihil's design, but streamlines it a lot to make it less confusing and more like a standard Werewolf game.