I haven't balanced it or anything but would anyone find this mechanic interesting?
x Townies
x Mafia Goons
x1 Mafia Cop*
x1 Vigilante
x1 Doctor
I might add other roles too, maybe a roleblocker or something.
Mafia do not know who each other are.
Mafia do not have any out-of-thread communication. Kills rotate. (i.e. N1, Scum #1 gets kill, N2, Scum #2 gets kill, etc.)
*Like a regular cop, gets 'Innocent' or 'Guilty'
Posted: Wed Apr 20, 2011 11:54 am
by Herodotus
Mafia may kill each other; that will harm their faction greatly because their best players are most likely to be killed.
You shouldn't include so many PR's. See Stoofer's 4th Law.
Posted: Wed Apr 20, 2011 12:24 pm
by drmyshottyizsik
Three Way Vanilla
x7 Townies
x2 Mafia A Goons
x2 Mafia B Goons
Posted: Wed Apr 20, 2011 4:10 pm
by Crazy
drmyshottyizsik wrote:Three Way Vanilla
x7 Townies
x2 Mafia A Goons
x2 Mafia B Goons
2:2:9 Is already the standard for mountainous 2 scum-team games, I believe.
Posted: Thu Apr 21, 2011 2:27 am
by chkflip
DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
Posted: Thu Apr 21, 2011 2:42 am
by Tasky
Town will on average have 3.33 PowerRoles but scum has the Tools to take down most of towns PR.
The interesting part of this setup is that scum has to do a lot of guesswork too, since they need to find out which powerroles are in the game and which tool (strength or stealth) to use.
Maybe one could tweak the VT/Cop/Vig probabilities to 50:25:25.
Another good thing about the setup is that scum can usually fakeclaim with some degree of security if they feel like it.
Posted: Thu Apr 21, 2011 2:47 am
by Tasky
chkflip wrote:
DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
How about: Cop claims and investigates, one Faith-Healer claims and protects Cop. other Faith healer protects first Faith Healer while staying hidden.
In order to thwart this strategy scum would have to claim Faith Healer immediately, and then kill the cop, but then that scum would be obvious. (basically trading a NK on cop for a scum-lynch)
otherwise they would need to first find and kill the second FH, then kill the first one giving the cop enough time to win the game by investigations
and, there is the issue of both FH protecting each other for two unkillable townies.
probably you should add the rule of FH's being unprotectable (competing religions and whatnot)
Posted: Thu Apr 21, 2011 3:21 am
by Empking
FH's only work 50% of the time.
Posted: Thu Apr 21, 2011 3:35 am
by Tasky
Empking wrote:FH's only work 50% of the time.
ooh. ok, that clears the issue.
must have missed that part.
Posted: Thu Apr 21, 2011 3:37 am
by Mist7676
chkflip wrote:
DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
Second
Posted: Thu Apr 21, 2011 4:53 am
by wierdalexv
Herodotus wrote:Mafia may kill each other; that will harm their faction greatly because their best players are most likely to be killed.
You shouldn't include so many PR's. See Stoofer's 4th Law.
Yes, I guess they would. It's sort of the point that this is possible, but should there be a Mafia Doc instead of a Mafia Cop to make it less likely?
Good point about the power roles. Should I have one bulletproof instead of the vig and doc? Then it would look like
x?
Vanilla Townies
x2
Mafia Goons
x1
Mafia Doc
x1
Bulletproof townie
or something of that sort.
Posted: Thu Apr 21, 2011 5:09 am
by Herodotus
Or you could remove all docs, BPT's, RB's, JK's, etc. and make all the goons bulletproof. Then whenever a kill fails, the goon who took the shot knows who one of their partners is.
Some would say the whole idea is "not mafia" because the informed minority has so little information.
Posted: Thu Apr 21, 2011 3:08 pm
by Quilford
3 Mafia Goons
6 Oracles
You are an
Oracle
. Every night you may PM me the name of one person. If you die, the roles of the people you have named in your PMs to me are publicly revealed.
Night start.
Thoughts?
Posted: Thu Apr 21, 2011 3:09 pm
by Mist7676
Quilford wrote:3 Mafia Goons
6 Oracles
You are an
Oracle
. Every night you may PM me the name of one person. If you die, the roles of the people you have named in your PMs to me are publicly revealed.
Night start.
Thoughts?
Second
Posted: Thu Apr 21, 2011 3:15 pm
by Faraday
chkflip wrote:
DarthYoshi's 13p Faith Plus One!
3x Mafia Goons
2x Town-aligned Faith Healers
1x Town-aligned Sane Cop
7x Vanilla Townies
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
I think hero's fix where there's one effective/one ineffective is probably better than both having 50% chances.
Posted: Thu Apr 21, 2011 3:42 pm
by Herodotus
Quilford wrote:Thoughts?
Looks familiar.
And quite broken; the town should win most games just based on the investigations. Try simulating it using random actions (and a No Lynch on Day 1 unless the first person killed had investigated mafia.)
Posted: Thu Apr 21, 2011 4:15 pm
by animorpherv1
Third Faith Plus One IF Faith Healers are unprotectable
Posted: Fri Apr 22, 2011 5:03 pm
by DarthYoshi
Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).
In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.
Posted: Fri Apr 22, 2011 5:17 pm
by animorpherv1
DarthYoshi wrote:Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).
In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.
methinks if a FH protects another FH, the %chance of it working should be lowered to 0%. Otherwise, if the FH protects another FH, and random.org continually lets it go, the mafia aren't gonna be able to kill the FH.
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
Scum can WIFOM that.
Like crazy
Posted: Sat Apr 23, 2011 12:55 pm
by animorpherv1
Also,
Partner Dethy
players
2 mafia, 6 Cops. Each Cop has a partner, which may or may not be a mafia member. Mafia can be partners with another mafia. Sanities are still unknown, and mafia still have a QT to themselves if they aren't partner
The Sanities are normal Sane, Insane, Naive, Paranoid