well it's almost the 3 month mark for me and mith has preemptively told me my offsite experience is "probably fine" so I was trying to think of a setup to host
so I was thinking about Random Cops because I think the whole principle of the role is hilarious..yeah that might make me a bastard mod but I was trying to come up with a viable setup using a Random Cop, and I came up with this.
Don't Follow the Cop
2 - Mafia Goon
1 - Sane Cop
1 - Random Cop
1 - Doctor
4 - Vanilla Townies
where the cops don't know their sanities, and sanity isn't revealed on flip.
I don't think any setup like this using a Random Cop exists, correct me if I'm wrong. at first look it seems balanced enough but I don't want there to be any chance of this being broken <_>
then town ends up only having 1 person investigated defeating the whole point of having a cop
or mafia can just NK one of the cops and no one will ever know for sure the other cop is sane ~
I don't think it's possible to completely solve the game like in Dethy based on cop results, since there's a random cop and there's only 2 cops with 9 players.
Slightly more randomness is what Dethy needs. The setup's pretty popular, but also broken in town's favour, so it just needs some way to inject extra confusion to become a good setup.
One potential way to break it would be if town collectively voted on cop targets day 1, aiming both cops at the scummiest person they don't lynch. Day 2, the cops claim. If they get the same result (50% chance), now you have a confirmed townie or a confirmed scum, but don't know which. If they get opposite results, you lynch their target (they were looking scummy anyway, right?), discovering which cop is the sane cop, then the Doctor starts protecting them for the rest of the game. I'm not convinced that that strategy would be any more effective than just playing normally, though; there's a lot that can go wrong. (Not to mention the chance of the scum fakeclaiming cop.)
The other thing to note is that it's an Open with a bunch of power roles, meaning that even if town don't do anything with their power roles at all, it's effectively a setup with 3 Innocent Children if town simply massclaim, unless scum decide to fakeclaim Cop (which gives a bunch of confirmations in a different way). That puts a 2:9 setup at a bit more townsided than I'd want, on top of the chance that town actually manage to accomplish something with the power roles. I'm not sure how easy that is to fix, though.
(EDIT: I meant 2:7, not 2:9.)
Last edited by callforjudgement on Thu Oct 24, 2013 2:47 am, edited 1 time in total.
Crazier solution: give all power roles the same cop/doc role PM. Return random results to both the random cop and the doctor. This would make fakeclaiming easier.
only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which
Bicephalous Bob wrote:Crazier solution: give all power roles the same cop/doc role PM. Return random results to both the random cop and the doctor. This would make fakeclaiming easier.
only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which
How does anyone know it was a successful cop protect?
Yes Doctor can confirm the cops, on the off chance, but you risk that happening anyway, this just nullifys a follow the cop situation arising, it also makes it less likely for a massclaim of any kind to happen early on.
I want to create a popular Open Setup structure that becomes a part of standard Mafia play.
Factions are complex, and neat. The game in Open Setup would have 21 players.
The possibilities on what could be in this game are immense. But, once made, I want the setup to be permanent. ...I think Neutral factions with very certain wincons would be allowed in the Open Setup forum. One thing that sounds fun is having a Lyncher and a Lynchee, and only the Lyncher knows the Lynchee; however, the Lynchee can't be NK'd and is totally neutral along with the Lyncher. I'm also tinkering with the idea of a Serial Killer that's Bulletproof and is a Godfather... but can't kill anyone... so has to rely heavily on its wit.
Slot 1 ~ Lyncher (Wins when gets Lynchee lynched. Not part of Town.)
Slot 2 ~ Lynchee (Loses when lynched by Lyncher, wins when Lynchee dies; can't be NK'd. Not part of Town.)
Slot 3 ~ Serial Killer (Buffed with NK and investigation immunity, but can't kill anything)
Slot 4 ~ Neutral Faction A (Must kill factions B & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 5 ~ Neutral Faction A (Must kill factions B & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 6 ~ Neutral Faction B (Must kill factions A & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 7 ~ Neutral Faction B (Must kill factions A & C to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 8 ~ Neutral Faction C (Must kill factions A & B to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 9 ~ Neutral Faction C (Must kill factions A & B to win) (Doesn't need to kill Town or Scum) (Roleblocker/Doc/Tracker)
Slot 10 ~ Team A Mafia Goon
Slot 11 ~ Team A Mafia Roleblocker
Slot 12 ~ Team B Mafia Goon
Slot 13 ~ Team B Mafia Roleblocker
Slot 14 ~ Town Cop
Slot 15 ~ Town Doctor
Slot 16 ~ Town Jailkeeper
Slot 17 ~ Town Roleblocker
Slot 18 ~ Vanilla Townie
Slot 19 ~ Vanilla Townie
Slot 20 ~ Vanilla Townie
Slot 21 ~ Vanilla Townie
I'm not sure what to do if/when one of the three factions win. I Suppose they could keep playing, and decide whether to go after Town or Scum... or maybe I'd just have them win and then exit the game. I dunno. No faction can use two Doc/Cop/Tracker abilities during the same Night. One member of faction A can roleblock someone while the other investigates someone, but they can't both use the same ability; they can't NK, either.
What do you guys think? I really like factional gameplay.
A few things:
1) Just to be clear, who has a kill and who doesn't?
2) The "SK" is actually a survivor. This is a universally hated role, and for good reason: it sucks.
3) You have an awful lot of roleblocking capabilities. You have a plan for how to resolve all those in the event of a roleblocking chain?
The distance between insanity and genius is measured only by success.
If one faction is on fire and they are about to murder the last one of their opponents, he can just truthfully claim and the third party people will make sure he won't get lynched. This is a result of town being the minority.
If everyone knew everyone's role in this setup, no-one except the serial killer would get lynched.
only problem I can see with that is if a successful protect on a cop occurs, everyone knows it's the random cop. also if the doctor targets a cop and then that cop dies, then the remaining cop is random. half the fun is not knowing which cop is which
How does anyone know it was a successful cop protect?
Yes Doctor can confirm the cops, on the off chance, but you risk that happening anyway, this just nullifys a follow the cop situation arising, it also makes it less likely for a massclaim of any kind to happen early on.
good point
still not sure if it's too many PRs to have 3 claimable PRs in a 9 man game. I could just remove the doctor, but then I can't call it "Don't Follow the Cop"