Hence my powers and alignment independently distributed. So you could have two mafia cops on the same side. or have two townies with the power no way of knowing/Having either 0 or 2 gets reductionist once you lynch several people. Scum will be screwed in any PR fakeclaim if several Townies die and no power roles have...
[OLD] Open Setup Ideas and Discussion
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It's swingy in the same way that F11/C9 games are swingy, though; if one Mafia Faction gets both power roles and the other team gets two Goons, I can't help but think they'll feel cheated at the end. Known but manageable Town Power Roles might be better (2 Godfathers + 2 Cops, or 2 Mafia RBs + 2 Docs/1-shot Vigs, maybe?).Retired as of October 2014.- skitzer
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Huhwha? I wasn't saying to have all those powers as options - I'm arguingagainsthaving selectable/rollable roles. Just pick a setup that involves the 'pairs' mechanic, balances each team against each other and the town, and be done with it. This variability is going to come back and bite you in the ass.Retired as of October 2014.- Albert B. Rampage
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So I'm going to propose an idea with a set up change.
http://www.mafiascum.net/forum/viewtopic.php?t=6963
The orignal concept had
2 mafia
2 wolf
2 monks
2 mason
4 townies
I played not in this game (maybe I did) but for the mafia and monks it was always on the look out for mason and monks.
Unintencially the mod did the set up this way with this game.
The Setup
1-2 Mafia Goons
1-2 Werewolves
1-2 Masons (not Mafia)
1-2 Monks (not Werewolves)
4-8 Vanilla Townies
This left the game with a more WIFOM approach also using the idea that a mafia could be a monk and a mason could be a wolf.
Although this was not meant to happen the idea on this really leads to a lot of uncertainity for town on clearing really anyone in the game.
Thoughts?Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- ElectricBadger
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In the original setup there were 4 confirmed town, correct? That seems very powerful.
Having 1 each of m/ms potentially scum provides some interesting WIFOM I think. But that reverses things - town seems very weak in that situation: facing 4 scum with 2 NKs, without any power roles. Town isn't quite completely dependent on scum targetting scum to win, but they're pretty close. Just one mislynch puts them at the mercy of beneficial NKs.
I would scale back a bit:
1 Werewolf
1 Mafia
2 Masons (may be ww)
2 Monks (may be mafia)
1-3 Vanilla
Total of 7 players.
With this setup town has a bit more breathing room, as finding scum ends one of the night kills right away, rather than having to find an entire team.
Or, I would add either more town or, preferably, some sort of PR for town. How about continuing the m/m w/m theme:
2 Mafia
2 Werewolves
2 Monks (up to one may be mafia): May make one non-monk player immune to werewolf NK
2 Masons (up to one may be a werewolf): May make one non-mason player immune to mafia NK
4-6 Vanilla
Total of 12 players.
(Protections would require a consensus)
Should be PLENTY of WIFOM to go around, but also be a bit safer for town.- SaintKerrigan
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Traitors in Our Midst
4 Mason Team 1 (One of whom is a Mason Traitor)
4 Mason Team 2 (One of whom is a Mason Traitor)
4 Mason Team 3 (One of whom is a Mason Traitor)
3 Mason Traitors (Mafia, 1 in each Mason Team)
12 players total
Mason Traitors win when their numbers equal or outnumber the Town Masons.
Town Masons win when all Mason Traitors are eliminated.ALMOST ALWAYS BUSY 9-6 CST WEEKDAYS- animorpherv1
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Seems to me that as soon as one traitor dies, their mason partners can claim and clear themselves.
Also, would masons be allowed daytalk? Nighttalk? Both? Neither? Could mafia daytalk?Discretion is the better part of valor.
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So maybe instead of having 1 Traitor in each mason group, there can be 3 total traitors, but have them randomly selected from the total pool of 12 players. That way, you don't know for sure if your group has a traitor or not.
I was thinking that both groups could daytalk and nighttalk. It could be something that was left up to the mod to decide, though.ALMOST ALWAYS BUSY 9-6 CST WEEKDAYS- Trumpet of Doom
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That seems like it ought to work.SaintKerrigan wrote:So maybe instead of having 1 Traitor in each mason group, there can be 3 total traitors, but have them randomly selected from the total pool of 12 players. That way, you don't know for sure if your group has a traitor or not.
The minor problem with that is that the players do need to post in the game thread. Ah well, I'm sure stringent enough activity rules could enforce that.SaintKerrigan wrote:I was thinking that both groups could daytalk and nighttalk. It could be something that was left up to the mod to decide, though.Discretion is the better part of valor.
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Traitors in Our Midst, Version 2
4 Mason Team 1
4 Mason Team 2
4 Mason Team 3
3 Mason Traitors (Mafia, selected at random from the total pool of players)
12 players total
All groups can nighttalk within each other. Mod decision in whether the groups can daytalk or not.
Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.ALMOST ALWAYS BUSY 9-6 CST WEEKDAYS- animorpherv1
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hey, not sure if you'll go for these or if this is in the right place, but here are a few game ideas for themed games.
Clue/Cluedo - Each character would have a name for a color (Prof. Plum, Col. Mustard, etc) and multiple people who killed Mr. Body. Each could have a special ability depending on what they are, for example a Doctor would take the Doctor Role, the Colonel could be the gunkeeper and be able to inspect people's weapons, etc...
Fire Emblem - Honestly nothin different except some titles, mercenaries would be the mafia, summoners could bring back people, there would be two who dont know about each other, and have both vote for the same person to be brought back. would start after 5 people died. Saints could use staves to either play doctor, cancel someone's turn, whatever.- Trumpet of Doom
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First off, I'd like to direct you to the Theme Test Market.
Vi's already run a Fire Emblem-themed game (Mafia of Order). Clue might have already been done as well, and it'd probably be a little difficult to balance properly and allow for safeclaims (roles scum can claim and get away with it).Discretion is the better part of valor.
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And IH ran Fire Emblem Mafia before that.Trumpet of Doom wrote:First off, I'd like to direct you to the Theme Test Market.
Vi's already run a Fire Emblem-themed game (Mafia of Order). Clue might have already been done as well, and it'd probably be a little difficult to balance properly and allow for safeclaims (roles scum can claim and get away with it).Guard your honor. Let your reputation fall where it will. And outlive the bastards.- animorpherv1
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Also, don't put want you want to see everywhere. That's rude.smashbro_of_the_SSS wrote:hey, not sure if you'll go for these or if this is in the right place, but here are a few game ideas for themed games.
Clue/Cluedo - Each character would have a name for a color (Prof. Plum, Col. Mustard, etc) and multiple people who killed Mr. Body. Each could have a special ability depending on what they are, for example a Doctor would take the Doctor Role, the Colonel could be the gunkeeper and be able to inspect people's weapons, etc...
Fire Emblem - Honestly nothin different except some titles, mercenaries would be the mafia, summoners could bring back people, there would be two who dont know about each other, and have both vote for the same person to be brought back. would start after 5 people died. Saints could use staves to either play doctor, cancel someone's turn, whatever."Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare
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It's for posting ideas for Open game Setups. At least, that's what mith created this thread for, anyway.smashbro_of_the_SSS wrote:sorry bout that, still trying to find my way around here. :/ just wanna try to become active in here, figured i would put up some ideas. so whats this thread for exactly?Show"I can't kill my own best friend, especially when I can't do shit at all!" - Tragedy
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