But seriously, I don't know. I think it is rather powerrole invested, and town is too weak to face the really powerheavy (and numerous!) scum. 3-7 means that in 1 day, you've reached lylo.
(gandalf, a drunk is a RB, iirc)
Posted: Wed Sep 22, 2010 8:34 am
by mallowgeno
mykonian wrote:Framed Drunk Open:
10 players
Comments Plox
EPIC MAFIA.
But seriously, I don't know. I think it is rather powerrole invested, and town is too weak to face the really powerheavy (and numerous!) scum. 3-7 means that in 1 day, you've reached lylo.
(gandalf, a drunk is a RB, iirc)
Yeah in case I didn't make it clear:
Drunk=Roleblocker
Janitor=The role of the victim will only be revealed to the janitor. 1 use only.
It could maybe start as a night start with 5 vanilla townies? That gives the town 2 mls or is that too much?
Posted: Wed Sep 22, 2010 9:11 am
by drmyshottyizsik
Ok guys be super critical about this one,
Mixed Mason Mafia
Posted: Wed Sep 22, 2010 9:14 am
by gandalf5166
Lol. So many masons, it's practically an autowin.
Posted: Wed Sep 22, 2010 10:08 am
by mykonian
@flinter. Seems to be a decent setup. I don't see a lot going wrong with that. Town might be a bit on the weak side, though. It seems newby games with only a cop are mostly lost. Since the tracker can't get innocent reports, and can only get a guilty on one of the scum, it is less strong then "half" a cop.
Sorry mallow, but you would need a lot more. At least 3 more, and then I'm still wondering if it is really balanced.
Mallow, lets assume a normal mini. It usually has 12 players now, of which 3 are scum. We see that these setups are very often won by scum.
So, a balanced setup with 3 scum and 9 (2 more then your initial setup), would need some clear town power, and a rather weak scum. Your game has a strong scumteam (all have a power, and all are quite strong), and town is only compensated with 2 strong powerroles. So, with these roles you are looking at a 13 or a 15 player setup.
@shotty: You could have thought that one through better. Massclaim leaves at most 14 players which can still be scum (just see which mason group is claimed double). This means that at the start of the game, you have already 5 players confirmed. This combined with a shared cop and a vig means that on day 3 already people can have figured out who all the scum must be (since there are no other possibilities anymore)
Posted: Thu Sep 23, 2010 1:16 am
by dramonic
@Shotty's setup:
The mafia can't win this. Massclaim on day 1.
If scum all claim alone -> 7p confirmed town + 6p confirmed non-scum.
If scum claim as a block -> 5p confirmed + 6p confirmed non-scum.
If scum claims in 2 groups of 2 -> 9p confirmed, scum is doomed.
If scum claims 1 and 3 -> 4p confirmed + 6p confirmed non-scum.
Case 1, 2 and 3 are literally impossible for scum to win (and case 3 is impossible to win for lovers too)
Case 4 is impossible too, if town has half a brain.
Posted: Fri Sep 24, 2010 2:34 am
by The Fonz
Nobody Special wrote:I just can't wrap my brain around having a Pacifist GF in a closed setup. That seems rather bastardly.
The big problem is that it makes 'no lynch to investigate' the optimal play for town.
Posted: Mon Sep 27, 2010 8:24 am
by Katsuki
Setup idea:
11 players
2 Vig
2 BP goons
7 VTs
Allows for worst case 2 mislynches for town.
Thoughts?
Posted: Mon Sep 27, 2010 8:56 am
by gandalf5166
Assuming they're one shot bulletproof? Although it doesn't make much of a difference, because if a kill disappears, vig claims shot and target gets lynched.
Posted: Mon Sep 27, 2010 9:10 am
by Slaxx
9 Players
Simple No Protective Roles Game
1 Tracker
1 Cop
5 Vanilla Townies
1 Godfather (Inno on cop reports)
1 Mafia Ninja (Can't be tracked)
I ran something similar of this and it was slightly broken (JK instead of Tracker, Goon instead of Ninja), but I love the idea of no protective PRs, especially in an open setup where mafia knows they can kill freely.
Posted: Mon Sep 27, 2010 2:23 pm
by mallowgeno
five Cops ran into a bar...
1 Sane Cop
1 Insane Cop
1 Naive Cop
1 Paranoid Cop
1 Retired Cop (Shoots any player that visits him, cannot be night-killed)
4 Vanilla Townies
1 Stalker
1 Roleblocker
1 Traitor (Doesn't know who mafia are, mafia don't know who he is)
Cop sanities are not revealed upon death, the mod will simply state that they were a cop.
Roleblocker doesn't block Retired cop and dies if they try to role block him.
Posted: Mon Sep 27, 2010 3:34 pm
by Katsuki
gandalf5166 wrote:Assuming they're one shot bulletproof? Although it doesn't make much of a difference, because if a kill disappears, vig claims shot and target gets lynched.
No, not even one-shot. Though, I'd love to hear opinions as to which is better balance wise.
I feel that there is more than enough of a buffer to allow for straight up BP.
Posted: Mon Sep 27, 2010 4:45 pm
by Mr. Flay
Katsuki wrote:Setup idea:
11 players
2 Vig
2 BP goons
7 VTs
Allows for worst case 2 mislynches for town.
Thoughts?
If both Goons are BP, why would a vig
ever
shoot? As a hypocop? Too risky.
Posted: Mon Sep 27, 2010 6:13 pm
by Katsuki
If 2 goons and 1 BP GF?
I guess that would make it a bit more balanced huh.
And would mean 12-man I spose.
Posted: Mon Sep 27, 2010 6:14 pm
by Katsuki
^Already see flaw
I don;t think adding a doc would help alleviate that either...
Maybe add say 2 BP townies. :/ But then that'd just become a claim-at-start thing...
Posted: Tue Sep 28, 2010 12:45 am
by mykonian
mallowgeno wrote:five Cops ran into a bar...
1 Sane Cop
1 Insane Cop
1 Naive Cop
1 Paranoid Cop
1 Retired Cop (Shoots any player that visits him, cannot be night-killed)
4 Vanilla Townies
1 Stalker
1 Roleblocker
1 Traitor (Doesn't know who mafia are, mafia don't know who he is)
Cop sanities are not revealed upon death, the mod will simply state that they were a cop.
Roleblocker doesn't block Retired cop and dies if they try to role block him.
translation for MS: a retired cop is a PGO, a stalker is a Rolecop. It might actually be about balanced, but it has too many pr's to be normal.
Posted: Tue Sep 28, 2010 4:06 am
by bv310
So it's a 9-3 with the potential for a Night 3 loss at the earliest? Sounds pretty balanced to me.
Posted: Tue Sep 28, 2010 9:53 am
by mykonian
bv310 wrote:So it's a 9-3 with the potential for a Night 3 loss at the earliest? Sounds pretty balanced to me.
?
town lynches scum day 1, scum kills the PGO night 1, day 2 the last lynch.
Or, town mislynches, scum kills, all cops investigate the PGO, game over. (N1)
Posted: Tue Sep 28, 2010 10:00 am
by bv310
^Touche. I meant the D3 comment like this:
D1 Mislynch
N1 PGO gets a kill, Mafia gets a kill
D2 is now 6-3
Mislynch plus two kills N2 makes it 3-3 and game over.
Yeah, it made sense in my head before I typed it out.
Posted: Tue Sep 28, 2010 10:27 am
by Herodotus
Mr. Flay wrote:
Katsuki wrote:Setup idea:
11 players
2 Vig
2 BP goons
7 VTs
Allows for worst case 2 mislynches for town.
Thoughts?
If both Goons are BP, why would a vig
ever
shoot? As a hypocop? Too risky.
Lynch efficiency. If a player is certain to be lynched if they're alive the next day, shoot them. If they're town, at least the town gets to try a different lynch. In a very vague sense, it's like treestump mafia. Whenever a townie stumps, a townie dies -- but the town gets some benefit since a different person can be lynched.
Posted: Tue Sep 28, 2010 10:46 am
by Twomz
Hammerloss
3 scum
8 townies
Nightless, the player who hammers a lynch loses his vote. Each side has to eliminate all members of the other side and scum win if there is no way for the town to lynch. (If there is no lynch, the player who had the most votes on them first that day loses their vote, hammers count for no lynches as well)
Posted: Tue Sep 28, 2010 11:49 am
by drmyshottyizsik
It was a nice and peaceful day in the town of Shottyville, when a man decided he wanted to get married. So he went to shotty strips Gentleman's Cub. But sudenly, the lights go black and a scream is heard. When the lights come back on, all the doors are locked and all to be seen it a dead Waiter hanging from the ceiling. After a few seconds, a note falls out of his pocket that reads.
"You will never leave
We will kill you all
The only way out is to get all three keys
-Signed
The Owner"
Welcome to
Trapped in a Gentleman's Club Mafia
The town wins when all threats to the town are eliminated, or for flavor sake, all three parts of the key are acquired.
Posted: Tue Sep 28, 2010 12:28 pm
by Andrius
drmyshottyizsik wrote:It was a nice and peaceful day in the town of Shottyville, when a man decided he wanted to get married. So he went to shotty strips Gentleman's Cub. But sudenly, the lights go black and a scream is heard. When the lights come back on, all the doors are locked and all to be seen it a dead Waiter hanging from the ceiling. After a few seconds, a note falls out of his pocket that reads.
"You will never leave
We will kill you all
The only way out is to get all three keys
-Signed
The Owner"
Welcome to
Trapped in a Gentleman's Club Mafia
The town wins when all threats to the town are eliminated, or for flavor sake, all three parts of the key are acquired.
Given that its become habit of me to critique shotty's setups:
1) The note is signed "The Owner". In a massclaim, the person who claims "The Owner" will be auto-scum.
2) You have- essentially- a Mafia Framer and a Self-Framer, while the Cop isn't even a full Cop. Randomocity sucks; make him Odd-Night or Even-Night Cop for no random elements.
3) You have 2 Roleblockers in the Mafia faction.
4) All the people who work in the club are scum. Massclaim can break it.
5) When does the Bartender win?
6) Are the best man and groom masons, or neighbors?
Posted: Tue Sep 28, 2010 12:33 pm
by drmyshottyizsik
If this is run as an open set up then mass claim would kill it any way, so scum would just claim gentleman.
Odd night cop sounds good.
Didn't mean to do that. Get rid of bouncer and make him a vannilla mafia member
Yes that was the point and mass claim always kills scum if they claim scum
When he is all alone, or if one mafia one town and him remain he wins.
Nieghbors