Ether wrote:Forest Fire:
Maybe! It'll be kind of weirdly long for a micro, between the tree stumps and the fact that mafia won't be killing most nights. If you hate how you always die in mafia games and you have to stop talking, this is the game for you. This might be townsided, but it's hard to say, because as we've just established, towns are kind of dumb.
Modern Trio:
Eh, seems all right. (Gaolers aren't really modern, though. They've been around for a long, long time. That doesn't make them any less classy.)
Grey Flag Nightless:
I do like setups that force scum to behave differently. At nine players and only one nightkill across the game, it's a large enough game that I'd kind of expect those EVs to mean it's a bit townsided in practice. I'm probably overestimating town, though.
09:12:
I think the clock format is interesting, but the roles themselves just seem haphazardly thrown in. There doesn't seem to be any rhyme or reason to what obscure roles got added (why do you need both a follower and a rolecop?), or what got paired up with what. (Do the babysitter and the mafia roleblocker really need to be together? Can't you just let the poor thing have its vengekill?) I guess at least the strongman was sandwiched between two protective roles
(what happens when a jailer and a doctor target each other? This needs to be determined beforehand)
, so there's that. I say all this, but I wouldn't be surprised if it's fun to play.
Kill All Townies:
Huh. Maybe? It's hard to think about how a game of this would actually go. But I kind of like the idea of keeping town lynches up when they're often drowned out in multiball games, and it's an interesting strategy element for scum. I'm not sold on giving the town a vig, though...and at the same time, this setup still faces the standard multiball issue that town can lose the majority entirely while the game still lurches on.
Elemental Large:
The whole schtick seems completely arbitrary. Is there any strategy to which kill to use? Then eventually you kill two doctors, and the other two become completely useless except as named townies, because even if a scumbag dies, its teammates will pick up its element anyway. The serial killer makes this swingier, but it can be outed at any point by the tracker--there isn't a ton of concern for its wellbeing, and honestly just not that much reason for it to exist. I think a large game with scum themed as elements could be interesting, but this isn't the way to do it.