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Posted: Tue Sep 06, 2011 3:27 pm
by Quaroath
Junpei wrote:
Shadow Dancer wrote:@Junpei: What if you focussed more on the whole even-oddness issue, Adding an odd-even killing mafia team, odd/even night PRs and an invstigative role that can detect odd/eveness of a player...
What about making the jesters a team/lover pair? There is a fundamental problem with having too many independent game ending wincons in a game which is that no matter what alignment a player gets his chances of winning are vastly diminished, doesn't really help one's motivation to feel screwed from the get-go.


I don't know how I feel about a jester lover/team pair. I feel like independence is what the role Jester is all about. I will consider your odd/even theme-ing as a possible solution though.


make the jester and vig lovers >_<

Posted: Tue Sep 06, 2011 3:27 pm
by Quaroath
The above was tongue in cheek

Posted: Thu Sep 08, 2011 8:58 am
by DonJosh
DonJosh wrote:Unnamed Setup
2 Mafia Goons
1 Cop
1 Bodyguard/Jailkeeper (Mafia chooses)
7 Townies


Bumping this to next page...
Also number of VTs is subject to change based on balance.

Posted: Thu Sep 08, 2011 10:54 am
by DonJosh
If nobody reviews my setup, I am going to assume it is perfect.

Posted: Thu Sep 08, 2011 2:12 pm
by Hoopla
DonJosh wrote:
DonJosh wrote:Unnamed Setup
2 Mafia Goons
1 Cop
1 Bodyguard/Jailkeeper (Mafia chooses)
7 Townies


Bumping this to next page...
Also number of VTs is subject to change based on balance.


It's probably close to balanced (9p over 11p is probably better) but doesn't seem that interesting, imo. Not sure how many scumteams will pick Jailkeeper over Bodyguard.

Posted: Thu Sep 08, 2011 2:18 pm
by DonJosh
Why not?
Bodyguard makes Follow the Cop work once.
Jailkeeper prevents it altogether.
Another option is to make him a Weak or Paranoid Jailkeeper who dies when he targets scum, but I dont like this.

Posted: Thu Sep 08, 2011 2:28 pm
by Hoopla
You can't play a Follow the Cop strategy if you don't know if a Bodyguard exists or not.

Posted: Thu Sep 08, 2011 2:30 pm
by Cogito Ergo Sum
Jailkeeper is much stronger than Bodyguard, especially when there aren't that many scum (e.g. once 1 scum dies, jailkeeper becomes cop-like)..

Posted: Sun Sep 11, 2011 11:32 am
by izakthegoomba
Mayo SuperScum

1 Mafia Doctor
1 Mafia Roleblocker
1 Mafia Goon

1 Bulletproof Serial Killer

2 Compulsive Vigilantes
6 Doctors


• Daystart
• Each Doctor protects against a single nightkill
• Nobody can target themselves
• If a Compulsive Vigilante fails to submit a nightkill, they will target a random player
other than themselves

• Kill flavours are not distinguished


This aims to address balance issues in Mayo Clinic - in particular, fixing a breaking strategy I recently encountered.

It gives the Mafia an RB, which let's them mess up plans the town make, and makes the SK non-compulsive, hopefully letting them "take a third option" if in a difficult situation. Also, it bars all players from targetting themselves (academic aside from the docs, but should be spelt out clearly anyway), and subsequently stops the vigs randomly targeting themselves (which is just plain stupid).

This setup will hopefully mean crazy night phases, while allowing daytime scumhunting and preventing breaking strategies.

I'm pretty new to designing games, so I really appreciate any help and comments.

Posted: Sun Sep 11, 2011 8:46 pm
by Quilford
Are you saying that the docs cannot target each other or that vigs cannot target each other?

I think not.

Posted: Sun Sep 11, 2011 8:58 pm
by izakthegoomba
@Quilford no, just that no role can self-target.

For example, a doc can't protect themself.

Posted: Sun Sep 11, 2011 9:07 pm
by Quilford
They couldn't do that in the first place.

"makes the SK non-compulsive, hopefully letting them "take a third option" if in a difficult situation"
What are these difficult situations?

Posted: Mon Sep 12, 2011 4:20 am
by Thomith
I still think the SK should be compulsive but that is just me.

Posted: Mon Sep 12, 2011 11:46 am
by IceGuy
Pledge of Allegiance - Semi-Open Edition


Open game for 13 players. Before the game begins, every player PMs the mod whether he wants to be town or anti-town.

Then the setup is determined by the following list:

1 anti-town: 1 Serial Killer, 12 Townies
2 anti-town: 2 Mafia Goons, 1 Cop, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies

0 anti-town: Choose a number between 1 and 3 (n). Randomly choose n slots and make them anti-town. Select a setup from the above list.
m>6 anti-town: Choose a number between m-6 and m-4 (n). Randomly choose n anti-town slots and make them town. Select a setup from the above list.

In both of these cases, post publicly that there is at least one slot whose alignment has changed.

Posted: Mon Sep 12, 2011 11:54 am
by Cobblerfone
My initial reaction was no, because it sounds like it would be too meta-y. As long as you make sure that the setup and only the setup (not role distribution) is chosen that way it looks pretty good to me. Well except for this:

IceGuy wrote:6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies


Oh, and if you have two werewolves they know exactly what setup they're in but the mafia don't. Best to make it mafia families instead.

Posted: Mon Sep 12, 2011 9:49 pm
by Quilford
Yes and as a result they get no NK.

I like the setup.

Posted: Tue Sep 13, 2011 12:51 am
by Cobblerfone
Quilford wrote:Yes and as a result they get no NK.

I like the setup.


No that's only if they have three members. In which case they don't know which setup they're in.

Posted: Tue Sep 13, 2011 2:03 am
by Quilford
Ah okay yep, misread.

Just randomly assign two names to the families pregame and everything should be okay.

Posted: Wed Sep 14, 2011 7:10 am
by Amrun
I don't understand how it's generated.

Posted: Wed Sep 14, 2011 10:09 am
by IceGuy
Amrun wrote:I don't understand how it's generated.


- Every player PMs the mod with the alignment he wishes to receive.
- The mod counts alignment choices.
- If less than one or more than six players selected "anti-town", some players' alignments are changed randomly.
- The setup is selected depending on the number of anti-town players.
- Everybody gets his role PM with the chosen alignment (or the changed alignment) and a random role.

Posted: Wed Sep 14, 2011 10:15 am
by Tragedy
Basically a semi U-Pick.

Posted: Wed Sep 14, 2011 10:22 am
by Quaroath
Okay. Fail whale made me laugh. Hehetrolololol

Posted: Wed Sep 14, 2011 10:28 am
by Amrun
IceGuy wrote:
Amrun wrote:I don't understand how it's generated.


- Every player PMs the mod with the alignment he wishes to receive.
- The mod counts alignment choices.
- If less than one or more than six players selected "anti-town", some players' alignments are changed randomly.
- The setup is selected depending on the number of anti-town players.
- Everybody gets his role PM with the chosen alignment (or the changed alignment) and a random role.


This is cool.

Nominate this Set Up

Posted: Wed Sep 14, 2011 10:37 am
by Tragedy
Nominate Pledge of Alliance (Semi-Open)


I like the fact that there's no Doctors. Poor Cop will die once he claims, apparently.

@Quaroath: Thanks for loving the Fail Whales. :P

Posted: Wed Sep 14, 2011 11:51 am
by DonJosh
Third Pledge of Allegiance