I mean it's a mastina-generated game, that's usually the case.In post 1312, EeveeLution Army wrote:I really liked this concept.
My regrets here are mostly in missed opportunities. I lost a GOLDEN opportunity to make the ultimate pun/reference with a NecroDancer role; mcqueen's role is comparatively bland to others in the game; Moment's role is underpowered compared to the other roles in the game. I discussed in the spoilered dead topic a few ideas I had which would've strengthened their roles; I wouldn't implement all of them since that'd bounce the game into being absurdly townsided, but so much as one or two of them implemented would mean the setup wasn't scumsided.
Speaking of which:
Yep, as I pointed out in the spoilered dead topic,In post 1318, Slaxx wrote:@Mastina
I think the setup was fairly balanced. I think if town used it correctly though it could be townsided. I read your post in the spoilers thread and agreed with basically all of what you were saying. If town had been organized, it could have gotten two lynches per day and two pro-town NKs. I even tried to sell that strategy in the thread to try to get a hold of the reins as town leader but either people didn’t trust me or didn’t like the concept of turning it into double day.
tl;dr version, I feel theIn post 12, mastina wrote:For the record, almost responded to this in the mafia PT but decided better of it on the grounds that it could be seen as mod interference, so I'll make a note of it for him to see later, instead.In post 68, Slaxx wrote:This setup actually doesn’t feel scumsided from this angle. The two lynches are brutal and the mechanic with volunteering to pair is very informative.
Thesetupis scumsided. The mechanic was not factored into the town/scum EV of the setup in terms of townsidedness/scumsidedness. By that, I mean, the mechanic was treated as net-neutral. Between Blitz deadlines (which some people SWEAR to as being pro-town), plurality lynches (to ensure the town only no-lynched when choosing to, meaning they don't waste days), and the dance mechanic, it was my hope that these things would serve to counter the scumsidedness of the setup. It was my hope that the mechanics would serve as a balancing factor, to make the setup be more even, more fair.
But I advertised the setup as scumsided because I felt the idea of relying on mechanics as a balancing factor would be unfair on the players--there was simply no way to guarantee that the mechanics were pro-town, and every mechanic I mentioned could just as easily backfire on the town. They can and did plurality lynch a PR; the Blitz deadlines limits time to talk; they can get two town players killed at once, etc.
So he's actually kinda right, in a way. The setup is scumsided, but with proper utilization of mechanics, the game is not. I just felt that calling the game loosely balanced because of mechanics in an otherwise scumsided setup wasn't a fair call to make. Especially not given the swingy-as-fuck nature of said mechanics. The roles for this game are fairly low-swing, and what little swing IS involved mostly favors the scum. The mechanics for this game are some of the most swingy I've ever invented, and I felt uncomfortable saying that they favored the town.
So the game was probably balanced or close to, albeit highly swingy; the roles were undeniably favoring the scum.
Hope the players had fun with the game. Running blitzes are hard, even with help. But the punny name/theme was just too good to pass up on.