Umlaut wrote:I just /inned to mod a mini normal (again!). Here's the setup information.
Roles:
- 2x
Mafia Ascetic
1xMafia Traitor
1xTown Checker
1xTown Loyal Jailkeeper
1xTown Day 4 Innocent Child
1xTown Nurse
4xTownieMechanics:
- Days are 10 IRL days, nights are 2 IRL days
- Majority-only elimination mechanics
- Daytalk
Notes:
- The only part of this setup I'm really wed to is Mafia Ascetics vs. Town Checker; the rest is all up for tweaking.
- The Loyal modifier on the Jailkeeper is there so that they'll know a deathless night can't possibly have been caused by jailing the Mafioso who executed the nightkill. (That would be the case anyway, but with this modifier the Jailkeeper knows it.)
- I'm going to include information about the Traitor in the scum PT rather than in role PMs, if that's okay. This is so I don't have to figure out how best to redact it from their PMs on flip.
Spoiler: Role PMs
Spoiler: Result PMs
Spoiler: Rules post
Umlaut's Mini Normal Review, September 2020
Forum rules
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Umlaut's Mini Normal Review, September 2020
Last edited by implosion on Tue Nov 17, 2020 6:16 pm, edited 1 time in total.- implosion
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“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- callforjudgement
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My main concern with the basic idea behind this setup is that Ascetic isn't a role particularly tied to the Mafia (although Mafia Ascetic is more common, Ascetic Townie is also perfectly reasonable), so even though the Checker is likely to figure out what their purpose is (checking for Ascetics), they're unlikely to figure out what their results mean. Based on that, I think that town doesn't have nearly enough power to balance the setup (even despite the weakened scumteam). It doesn't help that the Jailkeeper, in effect, makes the Checker Paranoid upon targeting them.
That said, I do like the Loyal Jailkeeper as more of a standalone role (as the only protective, effectively confirming players as town if it successfully protects them).
I'm not sure if it's possible to fix the setup while still keeping the basic idea behind it, given that it's pretty much inherently modWIFOM. You could make the Mafia team into a more normal scumteam and make the Checker Loyal; that would be equivalent to the ascetic scumteam, but give the town a much clearer indication of when they could expect success versus failure on the Checker action, but I'm concerned that it might be moving too far away from your vision of the setup. (Even after making that change, town would probably need more power to balance.)scum· scam · seam · team · term · tern · torn ·town- Umlaut
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I will confess part of my motivation is "since I suggested this Checker role and ended up getting it whitelisted I should at least use it for something"
I have no problem just giving town more power and I don't mind if that turns the Checker/Ascetic interaction into more of a minor detail than a centerpiece of the setup. It's hard to make any investigative PR really useful while keeping the Mafia Ascetics, though; do you think it's possible to balance purely with non-investigative roles?
Ideas off the top of my head:- Add a pair of masons
- Make the game 13p and add a Vigilante (either full or 2-Shot, probably doesn't make a difference which)
“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- callforjudgement
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Investigative roles don't need to get guilties on scum; getting innos on town is enough.
It should be possible to balance (even overbalance) with non-investigatives, though (although one issue is that you'll probably need to add killing power, which may make the game end too quickly for the other power roles to accomplish much). (I'm not very clear on the balance impact of a Traitor, so don't have a clear idea of exactly how much is needed.)
It's probably more interesting if you balance it with investigatives, though, because it gives a secondary use for the Checker: letting the more powerful investigatives know who their night actions will work on. I think that would work much more neatly at 13p, so that the setup balance isn't horribly dependent on the Jailkeeper stopping a kill.scum· scam · seam · team · term · tern · torn ·town- implosion
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as the apparent secondary reviewer, i demand umlaut figure this out.- Umlaut
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As secondary reviewer I say that not only is this setup perfect but the creator should receive some sort of monetary award for such a breathtakingly excellent design“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- Umlaut
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I'm going to wait for Mastina's input, but if we want to add a town investigative then I might be partial to an Informed Rolecop who knows there are no Mafia Goons (so vanilla results become innos).“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- mastina
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Initial thoughts are that the setup is scumsided right now--traitor weakens the scumteam significantly, but the town only has two real power roles, with one of them having a fair chance to never even activate (the d4 ic), and neither able to really give the town much of an edge.
Given there's only four VTs (thus, only four innocents possible), an informed Vanilla Cop (would need to be Vanilla Cop, not Rolecop, because Rolecop gets a guilty on the traitor and givestoomuch info, swinging things the other way into townsided) who's informed of no goons does seem like a good suggestion, want cfj's thoughts there.- callforjudgement
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Wouldn't a Neapolitan produce the same results as an Informed Vanilla Cop, more elegantly?
Assuming that we add a Neapolitan or Informed Vanilla Cop without removing any players (so that the setup becomes 13p and there are still four townies to investigate), the setup would be scumsided against three regular Mafia. I'm not sure what sort of balance impact the Traitor has, but suspect it isn't as large as is generally considered – the main risk is that the scum nightkill them, which seems somewhat unfun for both the scum and the Traitor. I think the setup might be better if you make the Traitor Bulletproof and the town just a little stronger to compensate (e.g. move the Innocent Child to D3).scum· scam · seam · team · term · tern · torn ·town- Umlaut
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Want to note here that the Day 4 IC is already better in 13p because the game is guaranteed to reach Day 4 unless town has already won.
I think the most important disadvantage of a traitor is not that the scum might accidentally kill them but that they are endgamed when the other two scum die, so town doesn't actually have to find them at all.“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- Umlaut
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Are we waiting for something from me here?
I think Informed Vanilla Cop is just a shade better than Neapolitan simply because it knows more about the setup, but I agree there's something to be said for compactness.
Here's another setup proposal trying to incorporate both your suggestions. The change from Nurse to Neighbors is because I need one more player for 13p but we're wanting to keep it at four Townies.
- 2x Mafia Ascetic
1xMafia Bulletproof Traitor
1xTown Checker
1xTown Loyal Jailkeeper
1xTown Neapolitan
1xTown Day 4 Innocent Child
2xTown Neighbor
4xTownie
tooweak in a 13p (they can lose Day 2 if they are unlucky), but I'll defer to your judgment on that.“There are two kinds of people in this world: those who say, ‘There are two kinds of people in this world: those who say there are two kinds of people in this world,and the other kind,’ and those whodon’tsay. Well, then there’s me.” — J.R. “Bob” Dobbs- callforjudgement
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Well, Town can't get a hard investigation result on anyone here, except for Neapolitan on VT; every single other piece of information has multiple possible ways to explain it. That means that I doubt the setup is overpowered for town if they do win D2, then it'll almost certainly be as a consequence of excellent scumhunting rather than of any help from the setup.
Scum do have a bit of a problem when it comes to claiming. That said, VT would be safe as a claim in this setup, and it's probably the most likely claim for them to try, so I don't think we need to give them any help.
Any decisions about what to do next would need to come from mastina (who needs to either approve this setup or suggest a correction to it); she hasn't been online recently. If she doesn't turn up in a day or two, I'll take over (and would probably accept this setup as-is).scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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In anticipation of the setup possibly being approved, here are the new role and result PMs.
Spoiler: Role PMs
Spoiler: Result PMs
Two possible quibbles:- If there is worry about possible confusion regarding the Neapolitan results, I can change "Townie" to "Vanilla Townie" throughout the game even though I believe Townie is an acceptable synonym for Normal games. I'd prefer not to do this because I've been using just "Townie" lately when possible and on the off-chance someone is tracking my mod meta I would rather not tip my hand that there was some reason I had to change it.
- The Town win condition as written arguably implies that the presence of a lone Traitor would prevent the town from winning, which is not the case. If this isn't considered a problem then so be it, but if so then I'm open to alternate wordings.
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It's probably simplest to write the Neapolitan PM (and Neapolitan results) as "vanilla"; that way, the player knows that the vanilla-ness is important, but the role name is "Townie". There might be potential confusion in the way you're doing it at the moment, but using "vanilla" as an adjective rather than a name should fix both any confusion about the results, and any issue with your role naming.Townie
The easiest fix to the win condition problem is to modify the Traitor role PM: "If there are no other remaining Mafia members, you will die" or something like that.
Apart from that, I'm OK with the role PMs.scum· scam · seam · team · term · tern · torn ·town- Umlaut
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I'll go with "(vanilla)" to extra-emphasize that Vanilla is not part of the role name. I can repost the whole modified set of PMs here if you like but I think we agree on how they'll look.Townie
Traitor role PM, take three:
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I'll let you approve it since she hasn't posted in a bit and consider it approved.- callforjudgement
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Sorry, meant to come on yesterday but stuff came up.
I also approve of the balance tho, because I feel like this does hit the mark. Updated to most recent role PMs also seem good to my eye. - mastina
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