The town power roles no longer function once the linked scum dies.
Posted: Sat Jul 10, 2010 9:01 am
by Alduskkel
I wonder at what point it would be correct play for the Scum to NK one of their own.
Re: Open Setup Ideas and Discussion
Posted: Sun Jul 11, 2010 1:38 am
by ooba
I was thinking up an idea for the mini theme queue (since I am not sure how "normal" it is). However it is an open setup so thought I'll post it here to see if its balanced\viable and such:
Setting is a nuclear submarine where two foreign spies have infiltrated the ship. The spies manage to shot the captain in his quarters and grievously wound him. They hear footsteps outside and flee. The captain is carried to the medical station; here he tells the medic the ship control-code and dies. Unfortunately for the crew, the only people who know how to operate the main control unit are the spies and the second-in-command.
12 people
2 spies
1 medic (secret-sharer; not a doc or anything - just the guy who starts out with the code)
1 second-in-command
8 crew
Day start
- every day, we have a lynch
- every night, the secret-sharer HAS to share the code with another person
- every night, spies get to kill one person
Town wins
- if spies are lynched (or)
- the code reaches the second-in-command
Spies win if
- they overpower town i.e standard 50% of people remaining condition (or)
- the code reaches either of them
- none of the remaining townies know the code
Killing in night happens only after secret sharing. If the secret-sharer is lynched\killed, one of the other townies knowing the secret becomes the secret-sharer. (if more than one, chosen at random)
Posted: Sun Jul 11, 2010 5:50 am
by Max
Could be over day one or night one.
Presumably the code sharer would claim if about to be lynched. But a spy would counter claim. If the second-in-command is killed then the mafia must kill people that are more scummy as they want as many people with the code to stay alive (so the medic chooses one of them).
It's definitely a theme.
Re:
Posted: Sun Jul 11, 2010 6:15 am
by ooba
Max wrote:Could be over day one or night one.
Presumably the code sharer would claim if about to be lynched. But a spy would counter claim. If the second-in-command is killed then the mafia must kill people that are more scummy as they want as many people with the code to stay alive (so the medic chooses one of them).
It's definitely a theme.
True. What I had in mind was the simple concept of "One guy having a code and wanting to pass it to another person. If they pass it to scum they lose." - somehow cant get it down to my liking.
Posted: Sun Jul 11, 2010 8:48 am
by Max
Don't make it compulsory? And make it so that if the code-carrier dies day 1 then someone new is randomly selected. A bit unfair but it prevents the game from ending day one.
EDIT: Though possibly just not making it compulsory is good enough.
Posted: Sun Jul 11, 2010 10:56 am
by FakeGod
I think all players who knows the code should be able to share it with another person if they want. It's more realistic.
And why medic? Can't you just have 9 crew and select 1 at random to start with the code?
Posted: Sun Jul 11, 2010 10:58 am
by FakeGod
and lol, what if toward the end, crew decides to mass claim by citing the code...
OK "CREW" TELL ME RIGHT NOW WHAT THE FIRST LETTER OF THE CODE IS
Posted: Sun Jul 11, 2010 11:29 am
by StrangerCoug
farside22 wrote:
StrangerCoug wrote:
DOUBLE F11... WELL, KIND OF
Split the 18-player game in two and independently generate each half. Half 1 is the standard F11; half 2 replaces the cop, doc, and roleblocker with a tracker, watcher, and ninja respectively. Then combine them back together.
There could also be a game with just the second half, a good name being
NINJA MAFIA
.
SC does that mean this game is 18 players?
I'm planning on putting it up for the next open game phase and I want to make sure I understand it completely first.
Sorry for the disappearance post-transfer. Yeah.
Re: Open Setup Ideas and Discussion
Posted: Sun Jul 11, 2010 6:05 pm
by TwoHeadedCyclops
I'd like to nominate another vengeful game. I'm angry I missed the two recent ones and I'd definitely sign up for it.
Posted: Mon Jul 12, 2010 1:36 am
by Max
OK "CREW" TELL ME RIGHT NOW WHAT THE FIRST LETTER OF THE CODE IS
Simple, make it so that the Code is a computer code that humans can't read and they are passing around a memory chip/copies of it.
Re:
Posted: Mon Jul 12, 2010 4:04 am
by Mr. Flay
Max wrote:Simple, make it so that the Code is a computer code that humans can't read and they are passing around a memory chip/copies of it.
QFT
Posted: Mon Jul 12, 2010 10:08 am
by Skruffs
Could also use wi-fi or bluetooth to pass copies from individual PDAs.
Posted: Mon Jul 12, 2010 3:28 pm
by Simenon
Hi Skruffs!
Nominate The More You Know Mafia
Re-nominate C9++
Fiasco wrote:12 players. Night start. No unusual mechanics. Roles are selected as follows:
First, generate 7 letters from the following distribution:
50% T
15% C
10% D
10% V
10% M
5% B
MOD NOTE: I will generate a random number from 1-100 7 times from random.org. If it lands 1-50, it's a T, 51-65 = C, 66-75 = D, 76-85 = V, 86-95 = M, 96-100 = B.
Then turn the letters into roles using the following tables. Probabilities are for 0 letters, 1 letter, etc.
(.8%, 5%, 16%, 27%, 27%, 16%, 5%, .8%; exactly 50% of all games have a serial killer)
Mafia GF appears to cops as a townie (Added: Both sanities). Mafia Spy learns one targeted player's role type each night (T/C/D/V/M/B). (The SK can tell the mod how he wants to appear to the Spy; if the Spy investigates the SK, the SK is notified.)
DI = each kill bypasses single doc protect (but not more)
BI = bypasses single roleblock attempt each night (but not more)
KI = survives one kill attempt each night (but not more)
CI = appears to cops as a townie (Added: Both sanities)
SI = appears to mafia spy as desired
RB = has a roleblock ability usable once
No role can target itself.
All kills are indistinguishable.
The mafia and SK know their own abilities. Mafia and SK abilities, cop sanity, and millerhood are not revealed on death.
Last team standing wins. If everyone dies, SK wins or mafia and town draw.
Game is wonderful.
Re:
Posted: Mon Jul 12, 2010 11:58 pm
by The Fonz
Alduskkel wrote:I wonder at what point it would be correct play for the Scum to NK one of their own.
Interesting point. That setup is just a jumping-off point for discussion atm, since i'm wondering if it's massclaim-susceptible at the moment. The optimal act given MC there, i think, is for the cop enabler to CC cop. Which then, depending on whether the cop or enabler gets lynched, either leaves 2:8 (possibly plus a vigkill), with a confirmed townie and a vig who can shoot once more (assume scum shoot the doc) or 2:7 with dead doc and cop, and a vig who can shoot once more (since if the real cop is lynched, the vig assuredly shoots the enabler). Or does it even pay for town to keep both alive in that scenario?
Posted: Tue Jul 13, 2010 7:32 am
by yabbaguy
SCREAMING, HANDS WAVING IN AIR, OUT OF MY SEAT "OOH OOH OOH" SECOND
C9++
Why has this not happened yet? Half the entertainment is just spinning the random setups!
(Note, since it's my Marathon, yabbaguy-modified ruleset being quoted: The original rule was that it was fixed 3 millers on a single C, and I also put my own objective interpretation on Mafia GF as appearing townie to either sanity (and miller, too). In retrospect, I'm not sure if the original intent was to have sanity skewing and GF skewing simultaneously.
Also, Mafia flips "Mafia" and nothing else. That was an outright error, and I think doing it as Marathon made me forget in the high-speed environment.)
Also, in response to everyone's favorite question:
Posted: Tue Jul 13, 2010 8:57 am
by Max
S(enile)-9
9 Players
1 Mafia, 1 Senile Mafiate, 1 Senile Cop, 1 Senile Doc, 5 Town
2 Mafia, 1 Senile Doc, 6 Town
2 Mafia, 1 Senile Cop, 6 Town
1 Mafia, 1 Senile Mafiate, 7 Town
The term "senile" means that they are capable of forfeiting their ability and receiving one off actions. (Unlike 1-Shots these have pre-determined targets)
You are the
Senile Cop
, once per game you may spend the night reading through all of your notes you took in your time in the force and find one live player you are certain are innocent.
You win with town
(Will receive a random town-aligned player confirmed to be innocent)
You are the
Senile Doc
. Once per game you may come out of retirement to protect one random live town player from a mafia kill. Unfortunately because you're blind you are not sure who's house you are visiting, but your guide dog will take you to a town player.
You win with town.
You are the
Senile Mafiate
. Once per game (instead of killing) you may drug one town power (at random if both use their ability that night) and alter their aid's actions (i.e. edit the cops notes/lure the doc's guide dog) action redirect it to a town player of your choice.
Now, the Advisor (same actions as governor: prevents lynches) knows who the Beloved Princess is. The Bodyguard also knows who the Princess is. The Advisor and Bodyguard do not know each other, and the Princess (or Prince, I suppose) knows who both are. No talking between them.
I'm open to changing this a bit, but I wanted a set up where a princess could actually be used, and not be as much a hinderance to the town. So, the Advisor can prevent lynches during the day, and Bodygaurd at night (unless there is a super townie who they want to protect instead).
The town power roles no longer function once the linked scum dies.
I like the concept, it reminds me of the mechanic Tit for Tat (another open game) uses, where deaths on a particular side trigger a power for the other team. The right play for the vigilante in this set-up is to only shoot once as to not drop the number of lynches the town gets (unless the doctor makes a save). But I don't think people would play this role well or consider that idea, which makes the game very swingy.
A cop claiming Day 1 is also dangerous for scum, unless they can nail the doctor early or decide to counterclaim the cop. I'd consider switching in a Jailkeeper for a Doctor, which is a powered up role but doesn't sync with the other two town powers at all. It's playable as a 12 player set-up, but 13 would be an improvement as it gives the vig two shots (if necessary) and three mislynches, or four mislynches if the vig doesn't kill.
Posted: Fri Jul 16, 2010 8:54 am
by Socrates
If the cop claims, the doc enabler should counterclaim him (or possibly get the drop on him by claiming first), that way if the counter fails, then the doc is disabled and the scum are free to kill the cop. two power roles dealt with for the price of 1 scum in even the worst case scenario (and even better if the scum is believed) seems like an even trade.
I hope that game gets chosen, because I would love to play it.
Posted: Fri Jul 16, 2010 11:51 am
by mask man
open setups(less player ones suck, ones with multiple mafia factions may be extremely wonky.):