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Posted: Sat Feb 21, 2009 1:20 pm
by Caboose
Xylthixlm wrote:Doc with no power roles to protect just keeps mafia from killing all the good scumhunters.
That's the point.
I thought "swingy" was what Kort thought it was.
Posted: Sat Feb 21, 2009 1:25 pm
by zwetschenwasser
zwetschenwasser wrote:Moo Mafia:
3 vanilla townies
2 millers
1 cop
1 doctor
1 hider
1 mafia executioner
1 mafia goon
Add a nightstart?
Posted: Sat Feb 21, 2009 1:26 pm
by Caboose
Get rid of the executioner.
Posted: Sat Feb 21, 2009 2:24 pm
by zwetschenwasser
Then it's a guaranteed town win.
Posted: Sat Feb 21, 2009 2:39 pm
by Caboose
I don't like roles that screw with the day. Also, this set-up is going to lead to a follow-the-cop game and the miller claiming first post.
Moo Mafia:
3 vanilla townies
2 millers
1 cop
1 doctor
1 hider
1 mafia executioner
1 mafia roleblocker
1 mafia goon
Posted: Sat Feb 21, 2009 2:41 pm
by zwetschenwasser
Sounds good:
Moo Mafia:
3 vanilla
2 miller
1 cop
1 doctor
1 hider
1 mafia roleblocker
1 mafia goon
Posted: Sat Feb 21, 2009 3:14 pm
by Shanba
Blank Mafia
6 townies
2 doctors
2 mafia roleblockers - can kill and roleblock on the same night
day start
Posted: Sat Feb 21, 2009 3:14 pm
by Seraphim
No One Suspects the Spanish Inquisition!
2 Mafia Godfathers
1 Mafia Goon
1 Tracker
1 Cop
1 Miller
7 Vanilla
Day Start
Mod Notes: I was considering making the miller a death miller, but that might be a little too much. I thought it was a little stacked against the town so I added the day start and the odd number of players.
Posted: Sat Feb 21, 2009 3:16 pm
by Xylthixlm
Needs more simple, playable setups.
Posted: Sat Feb 21, 2009 3:20 pm
by Shanba
Xylthixlm wrote:Needs more simple, playable setups.
That was the idea
Posted: Sat Feb 21, 2009 3:21 pm
by zwetschenwasser
Posted: Sat Feb 21, 2009 3:27 pm
by Shanba
Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
Does it start day 1 - night 2 or day 1 - night 1?
Posted: Sat Feb 21, 2009 3:28 pm
by Xylthixlm
Shanba wrote:Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
Does it start day 1 - night 2 or day 1 - night 1?
...
You need to ask?
Posted: Sat Feb 21, 2009 3:31 pm
by Seraphim
Also, what about my set-up makes it unplayable?
The entire idea revolves around having two Godfathers. Add a cop in order to investigate the GFs, throw in a normal Mafia goon so he has something to investigate, throw in a Miller to screw the Cop up further, and throw in a Tracker for town balance so they have a good investigation role.
Posted: Sat Feb 21, 2009 4:38 pm
by animorpherv1
Xylthixlm wrote:Shanba wrote:Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
Does it start day 1 - night 2 or day 1 - night 1?
...
You need to ask?
Posted: Sat Feb 21, 2009 5:04 pm
by Alduskkel
Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
This setup needs a name.
Also, is it balanced?
Posted: Sat Feb 21, 2009 7:43 pm
by veerus
So I was hoping to run this setup in the open game queue when my turn came, but it got superceded by a current request for a two of four game. But I'd still like to see this game happen if there's interest:
Track me if you can:
2 trackers
1 doctor
3 townies
2 mafia (one of whom is a roleblocker)
1 serial killer
Mod notes: Day start. SK is not NK-immune and only has 2* kills
*(it's been recommended by farside that the SK only have 1 kill, but I prefer the 2-kill version)
Posted: Sat Feb 21, 2009 8:19 pm
by Adel
veerus wrote:So I was hoping to run this setup in the open game queue when my turn came, but it got superceded by a current request for a two of four game. But I'd still like to see this game happen if there's interest:
Track me if you can:
2 trackers
1 doctor
3 townies
2 mafia (one of whom is a roleblocker)
1 serial killer
Mod notes: Day start. SK is not NK-immune and only has 2* kills
*(it's been recommended by farside that the SK only have 1 kill, but I prefer the 2-kill version)
I like the non-investigation immune & non-nk immune SK with double kill idea, but my first reaction was that it probably should be saved for a larger setup.
I see that the role does play a part of your design, and it may be better off for it.
Your setup may be too swingy and too dependent night moves for some people. I think your game just offers a different flavor of mafia from what is typical here.
With really swingy games I feel it is important to limit the time investment of players: that it only has nine players helps. I suggest 1.5*(number of living players) as a deadline length. Day 1 would last at most 13.5 days and the following days would be much shorter. The mechanic where days left before the deadline when a lynch occurs are banked and added on to the next day's deadline might be a good idea.
I expect that I will be willing to nominate this after a little more discussion.
How many hours did you spend designing this seup and tweaking it? It seems pretty polished to me.
Posted: Sat Feb 21, 2009 8:33 pm
by Lord Gurgi
Is the RB either/or or both?
Posted: Sat Feb 21, 2009 9:17 pm
by Adel
veerus wrote:
2 mafia (one of whom is a roleblocker)
can the mafia role-blocker both role-block and kill in the same night?
Posted: Sat Feb 21, 2009 10:03 pm
by Lord Gurgi
I feel ignored.
Posted: Sat Feb 21, 2009 10:36 pm
by Adel
I couldn't tell if my question was the same as your's or not, so I posted it. I was just trying to be concise. You are loved.
Posted: Sun Feb 22, 2009 6:12 am
by veerus
Mafia RB would not be allowed to submit a kill and roleblock in the same night.
Also, Adel, I see your point about limiting the time investment in swingy games, but I'm not sure I agree that strict deadlines of less than 2 weeks are a good thing in this game. After N1, there are up to 5 actions to analyze and having 9 days (assume 3 townies die before start of D2) to analyze them in is not feasible. If a relative deadline has to be imposed, I would recommend one that is based on the number of actions possible the night before with a minimum of 10 days. So D1 would be deadlined at 10 days. D2 would last as long as 20 days (4*(number of actions available)) and so on.
As for the time spent, I'd been toying with the idea in my head for about a week, but once I started putting it on paper, it came out on the first try (except that in the original version the SK had no limit on the kills).
Posted: Sun Feb 22, 2009 7:48 am
by shaft.ed
Korts wrote: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.
Yeah in my mind a doc does have "bad" consequences for both sides. If the Doc misses his protections he's played as a vanilla townie. Thus you're playing a 2:6 game, which is incredibly unbalanced. If the Doc gets a protect he confirms two gauranteed living innocents and adds an extra lynch to the game with one night. Quite a big swing to me.
While the cop is also swingy (since he can hit goons, he's most likely to get an surviving innocent before claiming near end game, which is fairly balanced.
Posted: Sun Feb 22, 2009 8:10 am
by Mr. Flay
Blank Mafia is...interesting. I'm not sure it would work; we should try it in real-time first.
Nom/second
Bugs Bunny though. That looks like fun, and it's actually less swingy than figuring out if Glork gets Scum or Town in a regular 2:10 game.