Page 1 of 2

mastina's Mini Normal Review the Third

Posted: Sat Apr 29, 2017 4:59 am
by Nexus
mastina wrote:OPENING POST:
Mini Normal Numbers:

Not Another Normal Game


Current Game Status.
Current Game Deadline.
Players.
Basic Rules.
Game Events.

Current Gamestate
N/A.

Moderator BackgroundThis game is moderated by mastina.
This game was designed by mastina.
This game was reviewed by *Reviewer*, *Reviewer*, and *Reviewer*.
This game's backup moderator is (well I don't have one right now--I don't strictly speaking need one, but it'd be nice)

Players












Spoiler: Alive (13)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
Spoiler: Dead (0)
None yet!

  • Standard site rules are in place; you should REALLY know these by now.
  • Deadlines:
    Days are three weeks (or until lynch); nights are three days (except weekend-nights which're four). Failure to submit an action or obtain majority on a lynch, and it is forfeit.
  • Voting
    must be bolded or in vote tags to be counted. If I recognize who it's for, it counts.
  • I'll send out
    Prods
    after three days, but will poke players on request before then. They must post within two days and cannot let themselves receive five prods, or they'll be replaced.
  • Have fun, but
    don't be a jerkass
    . Seriously, I'll force-replace you if you prove toxic to the game's atmosphere.

  • MISCELLANEOUS:
    1. I do allow contentless "
      bah
      " posts with no restriction other than lacking game content.
    2. <<< Pure, bolded black within these marks is my modding color. There's no way to accidentally use these; DON'T USE THEM. >>>
    3. Golden rule? ASK! I'll do what I can to answer. Got a complaint? Raise it, and I'll do what I can.
    4. Loophole abuse
      will be treated just as seriously as (if not moreso than) the actual crime. Seriously. Just don't. The game's meant to be FUN, and if you're seeking loopholes, you're not in the right game. (For instance, I take
      very
      poorly to prod-dodges. Just announce V/LA.)

  • GAME SPECIFIC:
    1. This game is explicitly 10:3 town:mafia.
    2. Any and all game topics will remain open the entire game.
    3. The mafia may both kill and action.
    4. This game was reviewed for normalcy/balance by *name*, *name*, and *name*.
    5. The following is the sample town PM:
      Vanilla Townie wrote:Welcome to Mini Normal *Number*,
      Playername
      .
      You are a
      Vanilla Townie
      .
      Your only weapons are your voice and your vote.

      You win when all threats to the
      town
      are eliminated, and at least one member of your faction is alive.

      The game thread is here.
      Please confirm your role via PM.

      Good luck and have fun!


  • Separate post:
    Notable Events
    :

    Role PMs are sent.
    Day One begins.
    Spoiler: D1 Events
    (Votecounts, Replacements, etc.


    Current Votecount
    :
    (N/A)



    SETUP:
    10-3 town-scum
    Town:

    Loyal Cop
    Ascetic Townie
    Weak Doctor
    Macho Neapolitan
    VT x6

    vs.

    Mafia:

    Non-consecutive Roleblocker
    Goon x2

    -Loyal Cop gets results as "Town", "Not Town" (not possible in setup but would be the result of a miller), or "No Result".
    -Neapolitan gets results as "Vanilla Townie", "Not Vanilla Townie", or "No Result".


    Role PMs:
    Vanilla Townie wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Vanilla Townie
    .
    Your only weapons are your voice and your vote.

    You win when all threats to the
    town
    are eliminated, and at least one member of your faction is alive.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Loyal Cop wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Town Loyal Cop
    .
    During the night, target a player. You will receive results in the form of "Playername is Town", "Playername is Not Town", or "No result".
    Your night action will only succeed if targeting your own faction (town). Should you target someone not of your faction, your night action will fail.

    You win when all threats to the
    town
    are eliminated, and at least one member of your faction is alive.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Macho Neapolitan wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Town Macho Neapolitan
    .
    During the night, target a player. You will receive results in the form of "Playername is a Vanilla Townie", "Playername is Not a Vanilla Townie", or "No Result".
    You cannot be protected by any protection role; should you be targeted for a nightkill, you will die.

    You win when all threats to the
    town
    are eliminated, and at least one member of your faction is alive.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Ascetic Townie wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are an
    Ascetic Townie
    .
    Any non-killing actions targeting you will fail.

    You win when all threats to the
    town
    are eliminated, and at least one member of your faction is alive.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Weak Doctor wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Town Weak Doctor
    .
    During the night, target a player. Should your target be targeted for a nightkill, you will prevent their death.
    If you successfully target a non-town-aligned player with your night action, you will die.

    You win when all threats to the
    town
    are eliminated, and at least one member of your faction is alive.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Mafia Goon wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Goon
    .
    Your partners are
    X
    (
    Goon
    ), and
    Y
    (
    Nonconsecutive Roleblocker
    ).
    You may talk in this private topic at any time.

    During the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Mafia Nonconsecutive Roleblocker wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Nonconsecutive Roleblocker
    .
    Your partners are
    X
    and
    Y
    , both
    Goons
    .
    You may talk in this private topic at any time.

    During the night, you may target a player. Any night action they will perform will fail.
    You may not use your roleblock on consecutive nights.

    Should you choose to, during the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!

    Posted: Tue May 23, 2017 5:57 am
    by mhsmith0
    Town:
    Loyal Cop
    Ascetic Townie
    Weak Doctor
    Macho Neapolitan
    VT x6

    vs.

    Mafia:
    Non-consecutive Roleblocker
    Goon x2


    So if you presume that the ascetic claims (which basically always should happen), then you have a modified follow the cop setup (cop and doc less strong than usual), but you also have an additional decent investigative (neapolitan) even if it is nerfed a bit by macho modifier.

    Some comparisons:
    1874 - tracker/backup tracker/doc/joat vs full rb
    1850 - cop/doc/vig vs full rb
    1794 - cop/doc/gunslinger vs full rb and encryptor

    1839 - IC/tracker/bg/backup bg/neighborizer vs odd night rb

    Off the top of my head, I think scum needs a bit more here, but will mull it over.

    Posted: Tue May 23, 2017 6:09 am
    by mykonian
    I think the main danger here is that you create too many inno's, mastina. You have 3 roles that potentially churn them out, so it's pretty easy to run into a massclaim situation where the game is figured out by PoE mechanically.

    Posted: Tue May 23, 2017 6:38 am
    by mastina
    In post 2, mykonian wrote:I think the main danger here is that you create too many inno's, mastina. You have 3 roles that potentially churn them out, so it's pretty easy to run into a massclaim situation where the game is figured out by PoE mechanically.
    The focus on the game was to be more investigative-PR heavy and less reliant on protection...while also preventing the town from getting hard innocents. A weak doctor doesn't know if their target was saved successfully; a loyal cop doesn't know what would cause a failed investigate.
    In post 1, mhsmith0 wrote:Off the top of my head, I think scum needs a bit more here, but will mull it over.
    I can make the roleblocker be full, but I was concerned that a full-roleblocker against a town filled with modifiers (weak doctor protecting scum being blocked prevents the weak doctor from investigating; weak doctor protecting town being blocked prevents the protect altogether; loyal cop already can't get results on mafia and roleblocking them creates a false guilty) would be TOO strong for the scum.

    I also thought an alternative to non-consecutive would be 2x-roleblocker.
    Basically the concern is that a full-roleblocker for the scum nullifies the town altogether.

    If you think that a full-roleblocker would be balanced though, that's not a hard change for me to make.
    (I do realize that creates a bit of a swingy setup where early RB lynch = near-guaranteed town win; RB not being lynched = scum have a huge advantage, which is one reason why I have it gated in the first place, to reduce the power it'd give them while still giving them an edge. However, I don't have an issue turning it from gated to full, even if that produces a slightly-more-swingy setup.)

    Posted: Tue May 23, 2017 6:41 am
    by mastina
    *Not getting hard guilties. (Misspoke there, but should be obvious. Neapolitan gets hard innocents but not hard guilties; loyal cop gets hard innocents but not hard guilties; weak cop unless there's two deaths gets neither hard innocents nor hard guilties.)

    Posted: Tue May 23, 2017 1:13 pm
    by mykonian
    yeah, my issue is all those roles do create hard inno's. All 3 of them. If you give that 1 or 2 nights, it's not outlandish that there are fewer non-inno's left than mislynches and the game gets broken the moment they claim. Like, there's a host of scenarios, even where they overlap, where scum don't get lynched in the first 2 days, where there's a counterclaim, where the start of day 3 town has virtually won, they just need to claim.

    Posted: Tue May 23, 2017 4:42 pm
    by mastina
    The thing about that though, is that if the mafia fail to kill and/or block the town's roles with them also not eliminating enough of the innocent results...
    ...Then I'm honestly not sure I see that as a problem? That'd be bad mafia play and they'd be punished accordingly.

    The town doesn't have hard guilties. Cop investigating scum, not definitive.
    Neapolitan investigating scum, not definitive.
    Weak doctor, not definitive.
    Ascetic not instantly claiming, realistically possible. (It happened my last game.)
    Neapolitan dieing while protected thanks to being Macho, possible.
    Neapolitan investigating the cop or the weak doctor, possible.

    There's just so many ways the town can do things
    wrong
    .
    So if they do things RIGHT, then I don't think it's that much of an issue.

    Which is why I again think: I can make the roleblocker full if that'd alleviate your concerns (I have no problem with that at all), but I really don't think the mafia actually NEED that extra strength to win.

    Posted: Wed May 24, 2017 10:28 am
    by mykonian
    In post 6, mastina wrote:The thing about that though, is that if the mafia fail to kill and/or block the town's roles with them also not eliminating enough of the innocent results...
    ...Then I'm honestly not sure I see that as a problem? That'd be bad mafia play and they'd be punished accordingly.
    Day 3, 9 alive say they killed one of the pr's, that means there are potentially 4 inno's already flying around, on top of the claims which could eat a lynch perhaps. Even then, that's 5 potential lynches left, scum need the only two mislynches left. And that's leaning a couple of things towards scum already. Say there is a correct lynch, and they need to lynch more townies as a result?

    This is a problem, there's too many. Even if half scum's shots are on key pr's, they are still not in the clear. And then you have a boring game where scum potentially know they have lost, town doesn't really have to scumhunt anymore, and everybody is waiting for the game to end. It's not a good idea to risk flooding a town with innocent results.

    Posted: Wed May 24, 2017 12:09 pm
    by mastina
    I think the important question to ask would be: how likely are things to happen?
    Yeah
    , it is possible the scum get fucked over--the question is whether that is a high enough probability to warrant boosting their power.

    My concern is that it
    isn't
    that likely, and thus, by boosting the scum power, things will swing the other way:
    The likelihood of the scum stomping the town skyrockets; the likelihood of the town winning (yet alone in a landslide) plummets.

    When the town's got a negative utility (who only has a 50% chance of claiming), every role of theirs is ambiguous to at least some extent, and they're up against a full roleblocker PAIRED WITH the scum's nightkill (giving the scum TWO ways of shutting down the town's roles per night), who can dispose of one of their roles with impunity (the Neapolitan is powerless to both kill and block)...

    ...Well, that's something I as a town player would complain about because I'd feel that it was unreasonable to expect the town to overcome. This, not even going into how scum can easily fakeclaim in the setup and probably get away with it. I'm just concerned that giving the scum a full roleblocker gives them too much control, too much leverage, over the result of the game.

    They have the knowledge of what's real and what isn't. (Barring town fakeclaims.) They have the information of who each other are. They have the nightkill. They'd have the block. They'd basically have free reign over the game, especially if the town has the misfortune to out one or two of their PRs early.

    That's a lot they have that the town has to overcome--and barring luck, my concern is they won't.

    Posted: Mon May 29, 2017 12:33 am
    by mykonian
    in the first 2 nights, they have one roleblock, 2 kills. If they kill one of the 3 key pr's, you are still not safe from a game broken by massclaim. If they just block one, still have 5 potential innos in a 13p game. I don't agree with the design that if they don't target all the town in the correct order you can accept that your game will be broken. If there's just one actual correct lynch on scum, you have even more time to create x inno's. You are asking for scum to have a perfect game, or accept that your game could very well suck in the later stages as nobody has to scumhunt anymore.

    There's nothing wrong with information roles providing innocents. There is something wrong when it's easy to make half your remaining town innocent.

    Posted: Mon May 29, 2017 12:22 pm
    by mastina
    In post 9, mykonian wrote:in the first 2 nights, they have one roleblock, 2 kills. If they kill one of the 3 key pr's, you are still not safe from a game broken by massclaim. If they just block one, still have 5 potential innos in a 13p game. You are asking for scum to have a perfect game, or accept that your game could very well suck in the later stages as nobody has to scumhunt anymore.
    And I just don't think it's asking the scum to play a perfect game. It's asking them to play a reasonably plausible game.

    The scum, on D1, have 10/13 unknowns. For 3 nights, that's 3/10 chances just off of D1 stats alone to hit a PR.
    A D1 mislynch on a VT makes it 3/9 chances to hit a PR.
    A D2 mislynch on a VT makes it 3/8 chances to hit a PR.

    The worst-case scenario of the roleblocker lynched (which making the RB full wouldn't fix anyway) still makes that 2/10 and then 2/9 chances.

    And keep in mind there's multiple PRs to hit.

    On N1, the mafia have one/two methods of hitting a PR.
    If a VT mislynch,
    -They have a 3/9 chance of blocking a PR. (One third.)
    -They have a 3/9 chance of killing a PR. (One third.)
    -Combined, they have a 6/9 chance of preventing a PR from getting a result.

    If a Goon mislynch,
    -They have a 3/10 chance of blocking a PR. (Still almost one-third.)
    -They have a 3/10 chance of killing a PR.
    -Combined, they have a 6/10 chance of preventing a PR from getting a result. (3/5ths. Still a majority.)

    On N2, the mafia have one method of hitting a PR.
    -If the mafia hit a PR with the nightkill after a D1 VT lynch, then...
    *If a VT mislynch, they have a 2/8 chance of hitting a second PR. (One fourth.)
    *If a Goon lynch, they have a 2/9 chance of hitting a second PR.
    -If the mafia hit a VT with the nightkill after a D1 VT lynch, then...
    *If a VT mislynch, they have a 3/7 chance of hitting a PR. (Almost half.)
    *If a Goon lynch, they have a 3/8 chance of hitting a PR. (3/8ths.)
    -If the mafia hit a PR with the nightkill after a D1 Goon lynch, then...
    *If a VT mislynch (placing game at 2-6-2 relevant roles-irrelevant roles-mafia), they have a 2/6 chance of hitting a second PR. (One third.)
    *If a second goon lynch (in which case the mafia's playing a terrible game?), they have a 2/7 chance of hitting a second PR.
    -If the mafia hit a VT with the nightkill after a D1 Goon lynch then...
    *If a VT mislynch (placing game at 3-6-2 relevant roles-irrelevant roles-mafia), they have a 3/6 chance of hitting a PR. (One half.)
    *If a second goon lynch (in which case the mafia's playing a terrible game?), they have a 3/7 chance of hitting a PR.

    Hitting a PR N2 prevents them from getting a result.

    The total math there is if perfect (VT mislynch both days),
    -6/9 (N1) + 2/8 (N2; hit a PR N1);
    -6/9 (N1) + 3/7 (N2) as results. (I'm ignoring the very-realistic scenario of a PR lynch for the purposes of this math. Also ignoring the mafia PR being lynched since making the roleblocker full doesn't stop that math-wise.)

    66% chance of stopping at least one PR N1 with a chance of stopping two. (I know I'm simplifying here a bit so I need to do it in more detail but for this post this'll have to do since my mind's too scatterbrained to crunch the absolute most in-depth version of these numbers.) 25% of stopping a second PR N2; 42% of stopping a PR N2 if the NK missed.
    At least 16% chance of stopping two of the three PRs in the first two nights if a PR is killed N1. (The actual odds I believe are higher than this.)
    At least 29% chance of stopping two of the three PRs in the first two nights if a PR isn't killed N1. (The odds may or may not be higher than this.)

    That's assuming purely random play and not taking into account how the mafia won't be roleblocking their nightkill, how the ascetic if claimed is not a valid target for the block (and probably not kill either), and the mafia as the informed minority and possessing daychat will have an active ability to bounce off of buddies the ability to search for breadcrumbs. (Not to mention the obvious chance of town players claiming their role, which slants odds in the scum's favor significantly as they can kill OR block the doctor and can block the cop/neapolitan.) And I'm reasonably sure that's within the realms of normal math.

    If a VT lynch D1 and a Goon lynch D2:
    -6/9 (N1) + 2/9 (N2; hit a PR N1);
    -6/9 (N1) + 3/8 (N2) as results.
    At least 14%; At least 25%. Same caveats as above, same assumptions as above.

    If a Goon lynch D1 and a VT lynch D2:
    -6/10 (N1) + 2/6 (N2; hit a PR N1);
    -6/10 (N1) + 3/6 (N2) as results.
    At least 20% of hitting TWO of the three PRs that are a threat; At least 30% of hitting at least one. Same caveats as above, same assumptions as above. (I may need to crunch the full math numbers on this one in particular since this would imply that mafia's chances of winning actually vastly improve upon a D1 goon lynch...though in hindsight I can kinda buy that anyway since that matches what my personal experience has been anyway.)

    Those are all the combinations in which the mafia don't play a terrible game. (Mafia lynches both D1 and D2; mafia losing their PR D1 or D2 with them not using it N1.)


    Admittedly: this is the math from the mafia point of view.
    Not the town point of view.
    And not the combined point of view.
    And as I mentioned already, not going into all of the combinations which can happen with their odds and numbers properly interacting. (I'm beginning to understand why you can get a degree and make a living off of just pure simple math. :P)
    But while I'm sure math nerds/statisticians may cry a little at my shortcuts/math failures here, it doesn't need to be exactly precise numbers-wise to convey the general point.

    If the mafia are lynched two days in a row, they played a bad game.
    If the mafia failed to stop any of the three power roles two days in a row, they played a bad game.
    If the mafia failed to stop any of the roles N1, they played a sub-optimal (borderline-bad) game in of itself. (This is slightly more excusable than the other two, but still.)

    When you also take into account how the town can't get hard guilties (short of the weak doctor death WITH a second nightkill, which by the way places the game on evens with no way to get off of them unless the doctor previously stopped a kill), the mafia have a lot of freedom in movement. They can't be caught. They have some soft-guilties on them, sure. Neapolitan, and No Result. But these aren't hard guilties, because it can be reasonably expected for the No Result to be a roleblock (especially with a roleblocker actually on the fucking mafia roster); it can be reasonably expected of a mastina game to have a duplicate ascetic (albeit unlikely); it can be reasonably expected of a mastina game to have a rolestopper as EITHER alignment; it can be reasonable for it to be a jailkeeper; it can be reasonable for it to be a commuter; it can be reasonable for me to use my non-standard role on a Hider. All of these are things I can and mostly already HAVE done.

    And all the mafia player has to do to dodge the Neapolitan result is claim a non-vanilla role. Literally any role, at all, whatsoever. They have no way of being caught in a fakeclaim unless they fakeclaim VT. I don't think you're properly weighing the amount of strength impunity to freely claim whatever the fuck they want to gives the scumteam. (Admittedly it is often poorly utilized, but it's still something they have as an option.)

    Yes
    , there is the risk of an innocent build-up. The weak doctor's innocents however are indefinite. The cop/neapolitan may get hard innocents, but overlapping targets (especially with the nightkill) can and will lessen their numbers. Yes, there is the theoretical risk of getting three innocents N1, and three more N2. Theoretically.

    But I just don't think it's going to be a likely scenario. I think that the town's natural lack of advantages, and the mafia's natural advantages, will serve to even further enhance the stats against a town lockdown, and make it so that even as-is the mafia have a strong ability to remove the town's few strengths from them.

    Again. I can compromise: I can make the mafia's non-consecutive roleblocker be a full-roleblocker if that would make you happy. (I still hold that'd make the game go from even to landslide scum victory, but I'm not omniscient nor am I perfect so I'm willing to take the gamble on me being wrong and you being right there.)

    But the mafia don't need a second PR here. That'd push things from "mafia have a reasonably tough game, but winnable by both" to "mafia are just going to fucking dominate no matter what".

    Posted: Mon May 29, 2017 12:35 pm
    by mastina
    *Made a typo at the beginning there. For 2 nights, not for 3 nights.

    The game has three key PRs.
    Yet each of those key PRs, and this is the crucial part, are already gated. The key PRs are already weakened. They already have built-in weaknesses. The Neapolitan if claiming is dead: no doctor protection. That, plus it doesn't get hard guilties. The weak doctor if claiming is useless: blocked or killed, whichever the mafia team fancies. The loyal cop can't get hard guilties.

    All of these make things much harder for the town to actually use their roles. There's no synergy between the doctor and the neapolitan. There's synergy between the doctor and the cop, and some synergy between the neapolitan and the cop, but these combos can be shattered easily by any mafia interference. Killing the doctor; blocking the investigatives; blocking the doctor; killing the Neapolitan for free. Alternatively, if the town doesn't believe all three PR claims (and given all have an investigative aspect to them, they may not), the town might very well lynch, saaaaay, the loyal cop, the strongest of their three. (Weak doctor-macho Neapolitan have an obvious connection to one another, whereas loyal cop...doesn't.)

    This also doesn't factor in how if the mafia make the right results, and/or the town make the wrong results, you can end up with fake guilties: the neapolitan investigating the loyal cop. The loyal cop investigating a town player and being roleblocked, creating a pseudo-guilty on town. A doctor having poorly breadcrumbed (it can happen) and targeting scum, yet falsely leaving the impression of having targeted town.

    When you factor in all these restrictions on the town, and you throw into the mix a roleblock and the scum's nightkill, PLUS the scum being the informed minority, then it's not at all unreasonable to expect the town to perform sub-optimally and an average scumteam to perform well.

    Yes
    , a strong town will dominate this game.
    Yes
    , a weak scumteam will lose this game.

    But I feel like an average town against an average scum, in this setup, is a fair even match, with approximately equal chances for both sides to win or lose.

    Posted: Fri Jun 02, 2017 10:25 pm
    by Nexus
    How much effect would adding a full RBer to the scumteam have?

    Posted: Fri Jun 02, 2017 10:34 pm
    by mastina
    It'd give them a slight boost, which I personally think would be more than enough, which is why I'm willing to make that compromise.

    Posted: Fri Jun 02, 2017 11:46 pm
    by Nexus
    Myko? Smith?

    Posted: Sun Jun 04, 2017 6:22 am
    by mhsmith0
    Sorry things have been nuts for me lately. I'll look at this tomorow night.

    Posted: Mon Jun 05, 2017 1:21 am
    by mykonian
    In post 14, Nexus wrote:Myko? Smith?
    I think I've been pretty clear about what I think the glaring issue with this setup is, and I don't think it being intentional makes that alright. I don't think a RB is going to make things alright either, it's teetering too close to the edge and I think that's a poor idea, I don't want to leave it up to how actions go if the game happens to end poorly by design.

    But at this point I'm arguing the same point in every post, and I feel I've made it clear. I'm not going to agree with mastin so smith can say his word and we'll see where it goes from there.

    Posted: Wed Jun 07, 2017 6:41 pm
    by Nexus
    smith?

    Posted: Wed Jun 07, 2017 6:43 pm
    by mhsmith0
    Sorry. I promise to say something usdful tomorow morning. I've been ridiculously wiped out after a ridiculous workweek, and don't want to half ass something here while groggy. Apologies again for letting things slip.

    Posted: Fri Jun 09, 2017 3:07 pm
    by mhsmith0
    "tomorrow morning" has arrived :P

    Town:
    Loyal Cop
    Ascetic Townie
    Weak Doctor
    Macho Neapolitan
    VT x6

    vs.

    Mafia:
    Roleblocker
    Goon x2

    So baiscally I certainly see the concern that town can acumulate a shit-ton of clears (and I think that justifies making the roleblocker full instead of odd night). HOWEVER, you also have two important "fucking with results" potential from the roleblocker
    1) Loyal cop gets roleblocked, presumes he got a guilty (regardless of actual result)
    2) Weak Doctor gets roleblocked, presumes he got an innocent (regardless of actual result)

    There's also a legitimate change of the weak doctor not only failing to protect anyone, but also hitting scum early resulting in a double kill and one less mislynch for town, which is a pretty big potential detriment (weak doc is net positive, but there are serious risks). So basically... I think I'm fine with this setup, provided that roleblocker is full and not gated. I think town has too much to give scum less than a full roleblocker.

    And yes, i say that knowing full well that two outcomes are VERY possible
    1) roleblocker dies early, town steamrolls off of all its hard clears
    2) weak doc hits scum without crumbing, or hits scum but is roleblocked, and scum get a MASSIVELY easier road to victory

    So yeah, it's swingy as fuck, but I'd accept it as balanced for mini normal meta.

    Posted: Fri Jun 09, 2017 3:09 pm
    by mhsmith0
    I'd also say that loyal is a substnatial nerf to cop's functionality, since he needs to be targeting for town instead of scum, as hitting scum gives a non-reliable "result". Normal cop would be pretty OP for town here.

    Posted: Fri Jun 09, 2017 3:10 pm
    by mhsmith0
    I mean, tbh I don't really love a setup that's heavy on in investigative power from a "setups that smith likes" type of thing, but I think it's pretty reasonably within mini normal norms. Probably a touch more townsided than what I tend to pass, but not unreasonably so, especially since a lot of it is swing anyway.

    Posted: Fri Jun 09, 2017 6:43 pm
    by mastina
    Mafia Goon wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Goon
    .
    Your partners are
    X
    (
    Goon
    ), and
    Y
    (
    Roleblocker
    ).
    You may talk in this private topic at any time.

    During the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Mafia Roleblocker wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Nonconsecutive Roleblocker
    .
    Your partners are
    X
    and
    Y
    , both
    Goons
    .
    You may talk in this private topic at any time.

    During the night, you may target a player. Any night action they will perform will fail.

    Should you choose to, during the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Updated roles; the rest are the same.

    Posted: Fri Jun 09, 2017 6:49 pm
    by mhsmith0
    You forgot to remove one of the "non consecutive" :P

    Posted: Fri Jun 09, 2017 6:53 pm
    by mastina
    Mafia Goon wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Goon
    .
    Your partners are
    X
    (
    Goon
    ), and
    Y
    (
    Roleblocker
    ).
    You may talk in this private topic at any time.

    During the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!
    Mafia Roleblocker wrote:Welcome to Mini Normal *Number*,
    Playername
    .
    You are a
    Mafia Roleblocker
    .
    Your partners are
    X
    and
    Y
    , both
    Goons
    .
    You may talk in this private topic at any time.

    During the night, you may target a player. Any night action they will perform will fail.

    Should you choose to, during the night, you may select a player to kill. You must specify who is performing the kill.

    You win when you control 50% of the living and nothing can prevent this.

    The game thread is here.
    Please confirm your role via PM.

    Good luck and have fun!