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Posted: Fri Feb 20, 2009 11:13 am
by ac1983fan
mykonian wrote:
PokerFace wrote:
ac1983fan wrote:
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
This looks pretty cool on principle

Is it balanced and has it been
seconded
yet?
I've played something like this before, and it is hard enough with only one scum. I think town will lose quite often by misrecruiting.
Well you could do this:
2 Scum
1 Recruiting Mason
1 Backup Recruiting Mason
5 Townies

The backup becomes the recruiting mason once the original recruiting mason dies, but doesn't learn who was in the original mason group. He/she starts a new mason group, which can include members of the old mason group. This would effectively be the same as putting a deputy in a game with a cop. Mafia can nighttalk, Masons
cannot
nighttalk, however, all masons are informed when a new mason joins the group. Daystart.

That seems a little more balanced... another way could be:
1 Scum
1 Recruiting Mason
1 Traitor
6 Townies

The traitor could be recruited into the mason group. This would effectively be the same as putting a miller in a game with a cop. Mafia can nighttalk, Masons
cannot
nighttalk, however, all masons are informed when a new mason joins the group. Daystart.

Posted: Fri Feb 20, 2009 11:30 am
by Lord Gurgi
Adel wrote:
Lord Gurgi wrote:
farside22 wrote:
Lord Gurgi wrote:
farside22 wrote:
farside22 wrote:I'm thinking for the next round of games to sign up for to do
Carbon 14
again. I found the game well balance and many enjoyed playing (well except those killed early.)
Discussion on the game is welcomed.
Also saw this game getting 2 or three noms:

Two of Four b9

So again thoughts on both games. Yes or no. Problems or disagreement?
Carbon-14: Seems that massclaim is the best thing to do after nolynch day one. That should keep the town in confirmed players for the rest of the game. It is important that there is no discussion day one, though.
This depends on many factors.
Who did the mafia kill that night 1? Counter claiming is the bomb thing to do as scum or claiming said role first.
No lynch without discussion is the best way to preserve both of the investigators. Counterclaiming assures that the scum dies. Then it's just a witch hunt for the last scum. I should also say that whatever happens, counterclaiming is only a good idea for the mafia if there are 5 alive.
I figured that the best town tactic is:
no lynch -> cop claim if guilty Else hypocop + no lynch again
Sure.

Posted: Fri Feb 20, 2009 11:32 am
by Caboose
What the point of having the masons if they can't talk?

Posted: Fri Feb 20, 2009 11:35 am
by SensFan
Confirmed innocence.

I still prefer the one when they can talk, though.

Posted: Fri Feb 20, 2009 1:29 pm
by Shanba
Nominate Friends and Enemies

Nominate Vengeful


That's how we do it, yeah?

Posted: Fri Feb 20, 2009 11:36 pm
by Empking's Alt
Bird C9 V.2


2 Mafia

1 Macho Cop
1 Doc
5 Townies

Posted: Sat Feb 21, 2009 9:00 am
by Lord Gurgi
Why are you still trying to push a setup with a cop and a doc? The solution is not to try and weaken one or the other, it's to get rid of one or the other.

How do people feel about:

2 Mafia

1 Cop
5 Townies

Day Start

Posted: Sat Feb 21, 2009 9:04 am
by Korts
I'd rather have

2 Mafia

1 Doctor
5 Townies,

because the doctor can produce only innocents while the cop can pinpoint scum.

Posted: Sat Feb 21, 2009 9:05 am
by shaft.ed
Korts wrote:I'd rather have

2 Mafia

1 Doctor
5 Townies,

because the doctor can produce only innocents when a player is saved while the cop can pinpoint scum.
I think a doctor in such a game is too swingy

Posted: Sat Feb 21, 2009 9:07 am
by Lord Gurgi
shaft.ed wrote:
Korts wrote:I'd rather have

2 Mafia

1 Doctor
5 Townies,

because the doctor can produce only innocents when a player is saved while the cop can pinpoint scum.
I think a doctor in such a game is too swingy
Or doctors suck altogether. Doctors can keep a mafia-raper like Glork alive.

Posted: Sat Feb 21, 2009 9:08 am
by shaft.ed
you need to turn mafia-raper into some sort of role now

Posted: Sat Feb 21, 2009 9:25 am
by Lord Gurgi
shaft.ed wrote:you need to turn mafia-raper into some sort of role now
<snip> No. That's a bad idea.

Posted: Sat Feb 21, 2009 10:25 am
by zwetschenwasser
Moo Mafia:
3 vanilla townies
2 millers
1 cop
1 doctor
1 hider
1 mafia executioner
1 mafia goon

Posted: Sat Feb 21, 2009 10:34 am
by Xylthixlm
2:10 Bugs Bunny
("What's up, doc?")
2 mafia
1 doctor
9 townies

Posted: Sat Feb 21, 2009 10:44 am
by Lord Gurgi
Moo Mafia should die.

Bugs Bunny includes a doc. Thus it should also die.

Posted: Sat Feb 21, 2009 10:52 am
by Xylthixlm
Doc with no power roles to protect just keeps mafia from killing all the good scumhunters.

Posted: Sat Feb 21, 2009 10:55 am
by zwetschenwasser
Is Moo completely unbalanced? Can it be tweaked? Is it hopelessly lost simply because it has a doctor to protect power roles?

Posted: Sat Feb 21, 2009 11:04 am
by Lord Gurgi
zwetschenwasser wrote:Is Moo completely unbalanced? Can it be tweaked? Is it hopelessly lost simply because it has a doctor to protect power roles?
It's pointlessly complicated. What the heck is a mafia executioner, anyway? What the heck is the hider for? Why is the mafia only two strong going up against that?

Posted: Sat Feb 21, 2009 11:05 am
by Lord Gurgi
Xylthixlm wrote:Doc with no power roles to protect just keeps mafia from killing all the good scumhunters.
Die die die.

Posted: Sat Feb 21, 2009 11:10 am
by zwetschenwasser
you can kill someone with half the votes required for a lynch once in the game. The millers also help the two person scum group.

Posted: Sat Feb 21, 2009 11:17 am
by Korts
shaft.ed wrote:
Korts wrote:I'd rather have

2 Mafia

1 Doctor
5 Townies,

because the doctor can produce only innocents when a player is saved while the cop can pinpoint scum.
I think a doctor in such a game is too swingy
swingy, to my mind, implies that it can have bad consequences for town as well as scum. That's not true here.

Posted: Sat Feb 21, 2009 11:19 am
by Korts
Oh yeah and

nominate Bugs Bunny 2:10


Simple solution to the 2:10 curse.

Posted: Sat Feb 21, 2009 11:19 am
by Xylthixlm
I think "swingy" means something like "reduces the effect of skill on the outcome".

Posted: Sat Feb 21, 2009 11:21 am
by Korts
Ah but in that case cop is more swingy in Gurgi's proposed setup than if we substitute it with a doc.

Posted: Sat Feb 21, 2009 11:26 am
by Alduskkel
How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start