Gameshow Mafia (Reroll): Game Over
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BNL Micro Madness
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0verki11,Vanilla Townieeliminated Day 12.
Time Devil,Vanilla Townielost
RadiantCowbellsMafia Goon, survives and wins! Congratulations to the Mafia team!- BNL
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BNL Micro Madness
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Before I unlock this thread I want to make some apologies and comments- BNL
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BNL Micro Madness
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So I will need to apoligize for running this game. This game, as played out, was really townsided, and more importantly, unfun for scum, who had really little control of the game. However, as scum were able to play well, this meant that this game dragged out a lot, which meant that the players in this game has to suffer for an unnecessarily long time.
None of our reviewers said the game was townsided, and in fact they all said it was moderately scumsided. Even callforjudgement, who I invited, said the game was scumsided when first reading it. The really last minute changes were removing the night kill from Dance and Coalition, which obviously made the game balance even worse. I wasn't too fond of the repicker either, and I only added it because I don't want to run a mountaineous game, but I learned just after starting signups for the first game that mountainous games are the best. And I didn't bother to change that when I had to reroll the setup, which I probably should have done because the extra town sidedness of that power. (Remember that this was originally a closed!)
It turns out that, however, the most broken power was Veto. It's really 4 lynches for the price of two, which is simple too good to other powers like reveal, and even that was too good.
Note that scum did make some misplays, an important one being Arena (in which scum should have chosen either Creature or Chemist), but these were disproportionately punishing for scum. Scum got only 2 non-forced kills for the entire game.
Once again, I apologize for running this game, and I especially apologise to the scumteam who had to endure this townsided setup and how unfun it was to play as scum.- BNL
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BNL Micro Madness
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Something I've not told anyone yet, not even Something_Smart, is that I'm planning a sequel for this game as a collaboration with Boonskiies. Of course, I'll be aiming for it to be more balanced, but I also want it to be more fun for the Mafia, by increasing the number of choices they have, making sure they have at least one for every Power.
If anyone has any suggestions on how the balance could have been better, feel free to suggest it and I may be implementing it in the sequel!
Some players said they wanted to use my game's format for their own games. Go ahead! I was actually hoping to set a precedent with this game, but unfortunately it turned out very unbalanced. Please make the balance better if you run this- BNL
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Thread unlocked.
PTs will be released later.- OkaPoka
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pick 1/4 first duh.In post 7739, OkaPoka wrote:The strongest town probably, 1of4 was never used wahh- TemporalLich
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The balance issue with this setup was more skew than anything: town get a huge power boost every time scum dies, so it's possible for town to get an overwhelming advantage quickly and there's not much scum can do about it, whereas scum can't actually really make major gains at all. The D1 scum lynch was thus hugely helpful for town, and very difficult for scum to recover from (although they managed it!)
Yes, that's another good way to put it. Not so much an issue with win/loss balance as with the game mostly being in the hands of one faction.OkaPoka wrote:The issue with the setup is scum has like no agency lol
There were actually two dead threads. The one I was in was mostly me and mbaki (and unspoiled except that I knew that mbaki was town), with mbaki's reads being very accurate. I was mostly frustrated about how badly town was messing up the mechanical aspects of the setup; there were at least three missed breaking strategies:
- Veto twice into Arena into Coalition (it took me a while to figure this one out; I didn't spot the full strategy until it was almost too late), which after the D1 scumlynch is almost a forced town win if you can find two scum in seven players
- On Day 8, Quiz, guessing "town" even if you think the quiz subject is scum (at 7:2 specifically, the penalty for guessing wrong isn't severe enough to negate the fact that someone just got modconfirmed as scum)
- On Day 11, there was a 67% EV strategy (better than the strategy that town adopted); after picking Rank, choose the player you think is likely to have the most accurate reads as town, and ask them to nominate their top scumread. Then Rank that player with their scumread, committing to on day 12, automatically lynch whichever of the two isn't confirmed town by the Rank. This is a town win if the chosen player is scum or if the chosen player scumreads correctly.
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