Theme Test Market

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chenhsi
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Post Post #1666 (isolation #0) » Sat Jun 21, 2008 9:09 am

Post by chenhsi »

4th edition DnD sucks

3.5 DnD is better, and so is GURPS
I lost the game.
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Post Post #1935 (isolation #1) » Tue Oct 28, 2008 12:04 pm

Post by chenhsi »

dahill1 wrote:
skitzer wrote:I had a crazy idea.

What if you take a simple 12 player setup (basic 12 player, etc.) and made it so that each role was played by 2 people. Everyone knew who the pairs were, and each pair of players shared a vote, role, and were lynched/killed together. The pairs could talk anytime they wanted to, but mafia (or masons) would talk at night like usual.

I'd call it "Siamese Twin Mafia". Ask if you have any confusions,
http://www.mafiascum.net/forum/viewtopic.php?t=4007
I played a similar version of that, but quite different. It was also a 12 player setup, with 3 cop pairs, 1 vig pair, and 1 doc pairs. The remaining 2 were doublevoters + masons. There were 3 mafia. We didn't know that it was a setup like this though, except for ourself, and we didn't share a vote, nor lynch/kill together. Basically, either of us could send in a target for our action; the action would only be made if both people targeted the same person.

Problem was, the 3 scum were in different power pairs. They were in 2 of the cop pairs, and in the vig pair. There was also no reason in the role to suspect that our ally was scum.

http://www.artofproblemsolving.com/Foru ... p?t=209921

It really has nothing to do with this, but I'm still annoyed about the unfairness of that game.
I lost the game.
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Post Post #1938 (isolation #2) » Tue Oct 28, 2008 3:51 pm

Post by chenhsi »

iLord wrote:Chenhsi, for the last time, that set-up was not broken:
iLord wrote:There were 12 pairs - of course at least one person had to have a scum mason, unless I was forcing the mafia to be screwed with having to claim their partner when the town claimed theirs.

Scum winning Night 2 was because of a weak town, and an easily swayed vig.

Generally, both townmasons should have submitted the same target. This actually increased the power of those roles because they had "two lives."

The only control the scum had over the power roles is how skilled they were at convincing the other mason. If they submitted a different action and nullified the power, they should've been under instant suspicion.

Unfortunately, the town played pretty messily (some people didn't even claim their list before being lynched), messing up night actions and the such, and the scum were able to easily win, explaining your skewed opinion of the set-up.
It was too broken!
I lost the game.
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Post Post #1945 (isolation #3) » Sat Nov 01, 2008 8:08 am

Post by chenhsi »

iLord wrote:
Stock Market Mafia!


Complete with bidding money on players instead of votes!
You mean like the one that failed at AoPS? Like the game 32 or something...
I lost the game.
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Post Post #1947 (isolation #4) » Sat Nov 01, 2008 5:27 pm

Post by chenhsi »

Yeah, I meant the bidding system.
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Post Post #2047 (isolation #5) » Thu Jan 29, 2009 7:03 pm

Post by chenhsi »

Isn't the necromancer + zombie a bit broken?

So assuming the doctor manages to fail at targeting scum... and the zombies don't target each other... and the necromancer isn't lynched...

D1: 1 Necromancer
D2: 1 Necromancer, 1 Zombie
D3: 1 Necromancer, 3 Zombie
D4: 1 Necromancer, 7 Zombie

Any cult group that can grow that fast is bad.
I lost the game.
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