Eh.
I think the mechanic was interesting and clever, but I have to admit, I feel like it was a little unfairly slanted against the villagers; I'm with Pippy on that.
I mean - it's WW and the drugs are items - do you
really think the villagers aren't going to take them, unless there's some strong hint that it might be bad?
Any other game if we refused to use the items and lost the mods would be all "Jesus, people, we GAVE you items with abilities, wth?" Sorta puts villagers in a frustrating damned if you do, damned if you don't position. There needs to be <SOMETHING> to help them figure it out. I figured the OD effect was just the price I paid for the info I got - I can't, even in retrospect, think of a way I could have known it was effectively losing the game for us by taking a villager off the tally.
I think there was a little too much "mods understood the mechanic so it seems obvious to them" in this game. To balance it, the villagers should have had some big blinking signs hinting that drugs might be bad juju.
I dunno. Was a fun game, which is the most important part. The arguing/battling dynamic was pretty high in this game and there were several shoot-outs, which is really what is FUN. So don't take the comments as .... I dunno ... a negative attack or something. But for future modding (RM), I'd think harder along the lines of "how do I expect the villagers to figure this out?"
Well played, wolves, especially
@Lawper .... Congrats on the win!
Sorry
@youngkal - you were a case of "right wolf, bad reasoning" - sometimes something just clicks on D1 and you get picked up either for a super weak reason, lucky guess, bad timing, whatever. Blame it on the ghost of STL.