Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.
Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.
Voltaire fan. (yes, both of them). If you are a fan as well, pm me, and we'll converse for hours about why they're awesome.
Meransiel wrote:It would suck to be a psychopath in that setting.
Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.
You mean...scumhunt?
Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.
If a VT was lynched Day 1 then EV wise if the SK targetted anyone but the Psychpath then the SK has a has an 8/9 chance of winning. If he targets the psychopath then he has a 1/2 chance of winning. The first looks better to me.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Meransiel wrote:It would suck to be a psychopath in that setting.
Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.
You mean...scumhunt?
Not necessarily. If psycho tells him: "kill A" and he kills A, tells him "kill B" and he kills B, tells him "kill C" and he doesn't do that, there's a good chance the SK is C.
Empking wrote:
Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.
If a VT was lynched Day 1 then EV wise if the SK targetted anyone but the Psychpath then the SK has a has an 8/9 chance of winning. If he targets the psychopath then he has a 1/2 chance of winning. The first looks better to me.
What stops the Psycho from shouting "people I'm a psycho cure me pls"?
Although, I have myopically seen only the catch of your game and not its very small size. Yeah...that's something different...
Voltaire fan. (yes, both of them). If you are a fan as well, pm me, and we'll converse for hours about why they're awesome.
Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)
Psychopath can contact SK through a QuickTopic but the SK can not post in it.
Town:
2 Townies
1 Psychiatrist
No 50% rule.
If the SK dies then town automatically wins.
Psychopath+Psychiatrist claim and are cleared. SK can't counter-claim or he loses. It's brought down to 2 townies + SK with two days. Town has an 83% chance of winning.
2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest
Night start.
No reveal.
If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread
Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)
Psychopath can contact SK through a QuickTopic but the SK can not post in it.
Town:
2 Townies
1 Psychiatrist
No 50% rule.
If the SK dies then town automatically wins.
Psychopath+Psychiatrist claim and are cleared. SK can't counter-claim or he loses. It's brought down to 2 townies + SK with two days. Town has an 83% chance of winning.
If Psychpoath claims then his odds of winning goes from aroung 58% to a third. Why does the Psychpath claim again?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Quilford wrote:2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest
Night start.
No reveal.
If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread
UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED
People with guns can shoot, I imagine. How are you going to make it so that a yuppie doesn't know if he can shoot? Just make them send in a kill every night?
Town can lose n0, so yeah it's imbalanced.
Quilford wrote:2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest
Night start.
No reveal.
If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread
UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED
People with guns can shoot, I imagine. How are you going to make it so that a yuppie doesn't know if he can shoot? Just make them send in a kill every night?
Town can lose n0, so yeah it's imbalanced.
It also has a jester in as an afterthought. Which is lame.
Do mafia have a normal kill?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Observers (Are only told if their target used an ability), worth 1 point each
3 Mafia
10 Town
Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.
Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.
Nikanor wrote:Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Observers (Are only told if their target used an ability), worth 1 point each
3 Mafia
10 Town
Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.
Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.