What are the guidelines for how this stuff flips in a dead role pm?In post 33, implosion wrote:Informed: You know (some information about the setup). This information may be related to the setup, or to other players. It must be objective and accurate. For instance, an informed townie (or informed mafia) could be given any of the following:
You know that this setup has 10 town members and 3 mafia members.
You know that there is a rolecop in this game.
You know that there is a mafia rolecop in this game.
You know that (player) is a tracker.
You know that (player) is a town doctor.
You know that (player) is town. NOTE: if something like this is used, it must be non-random what player-slot is referred to. For example, if an informed townie is told that someone is town, it should be part of the setup specification that the player they are told is town is a randomly chosen vanilla townie, rather than a completely randomly chosen town player. Or it should be part of the setup specification that they are told that a specific power role is town.
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I'd like it if there were guidelines for things like thisIn post 82, Dunnstral wrote:
What are the guidelines for how this stuff flips in a dead role pm?In post 33, implosion wrote:Informed: You know (some information about the setup). This information may be related to the setup, or to other players. It must be objective and accurate. For instance, an informed townie (or informed mafia) could be given any of the following:
You know that this setup has 10 town members and 3 mafia members.
You know that there is a rolecop in this game.
You know that there is a mafia rolecop in this game.
You know that (player) is a tracker.
You know that (player) is a town doctor.
You know that (player) is town. NOTE: if something like this is used, it must be non-random what player-slot is referred to. For example, if an informed townie is told that someone is town, it should be part of the setup specification that the player they are told is town is a randomly chosen vanilla townie, rather than a completely randomly chosen town player. Or it should be part of the setup specification that they are told that a specific power role is town.
Is it normal if an informative role says someone is town and that gets revealed on their death when they didn't know it would reveal beforehand, for instance?- Dunnstral
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This gets a downvote from meIn post 240, OkaPoka wrote:i think an interesting role would be something like a town of salem jailor
or just the interrogation part and ability to execute- Dunnstral
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https://wiki.mafiascum.net/index.php?title=Beholder
I'd like to see this role renamed to journalist and made normal, and used as a replacement for a doctor in a setup with a cop (among other uses to the role, it would have to be implemented carefully in setups)
Possible variant: Only gets info if the person they're watching dies- Dunnstral
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There isn't supposed to be layers of complexity in normal gamesIn post 275, Wake1 wrote:
Layers of complexity. Added dimensions to the game.In post 273, popsofctown wrote:I'm not sure what is meant by layers.
Well that's your opinion, I think traitor is a fun role to beIn post 279, gobbledygook wrote:In its current iteration, the traitor is just not fun to play.
I'd be opposed to that, and it doesn't solve any of the problems Pops brought up. I think the role is fine as is, I don't necessarily agree that it's half a scum though - I think it's stronger than thatIn post 283, Menalque wrote:
I wouldn’t be opposed to Mafia being informed of traitor by default instead of the other way aroundIn post 271, gobbledygook wrote:I think traitor needs to be reworked again.- Dunnstral
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I wish I rolled gunsmith vig 1-shot JK backup cop in my normal games
I like this option the bestIn post 363, TemporalLich wrote:I prefer the idea of inherent multitasking being something the mod puts in the ruleset imo- Dunnstral
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My understanding is that Modkills are "standardized" so that becoming a neutral survivor always happens posthumously, which would trigger the backup role (since the role they backed uphasdied, even though they were changed to a different role after death)
I assume most list mods would rule that way, as they need to oversee modkills now. I guess my only problem is that the wiki uses very imprecise wording that conveys a different meaning, and which isn't what happens in practice:
Actually, there's an argument to be made that with the current wording, if a doctor protected someone on night 2, and they are modkilled day 3, the person they protected now dies, since their being a doctor is now "retconned" and they couldn't have submitted a protective action. Yes, that is what that word means... no, that word shouldn't be thereIn addition, players who are modkilled as a punishment (i.e. for causing deliberate harm) should have their roleretconnedto Survivor- Dunnstral
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Rolestopper visits the target so the Fragile player would die, only needs one rolestopper to do so
Edit: The two rolestopper thing doesn't have a "right" answer in itself, but if they both visit the fragile player at least one of them have to go into effect to stop the other, so all that matters is that the fragile player dies. I don't think this problem is specific to the fragile role though
Doctor only stops one death, which would be the one they caused from visiting the fragile playerIn post 397, TemporalLich wrote:Fragile should be an unavoidable death anyway since otherwise a Doctor would be able to safely target a Fragile role as an effective Visitor.
And it's fine to work like that, IMO- Dunnstral
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In post 423, skitter30 wrote:What would a scum backup doctor return to a gunsmith?
A backup doctor is a doctor with a modifier that prevents them from taking action until another doctor has died. They wouldn't have a gun, under normal rules.Normal version
Backup is treated as a modifier to a role, causing the role to be unusable and do nothing until another player with the same role (regardless of alignment) has died.- Dunnstral
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Note that in the case of an ascetic, they can still be targeted by abilities in a backup state, as their role does nothing. The key difference in the case of the doctor is that "investigate as having no gun" isnota passive property of the doctor.It's a passive property of the gunsmith, that they investigate doctors as having no gun. The backup role doing nothing does nothing to affect the gunsmith's result, because even though a backup doctor does nothing, itisa doctor with a modifier on it, and in normal games gunsmiths get no gun results on doctors.
A quick look at the Gunsmith role tells me that my interpretation is correct:
Normal Guidelines
In Normal games on mafiascum.net, a Gunsmith gets guilties on all Mafia (except Traitors and Doctors), Cops, Vigilantes, Gunsmiths, Role Cops, Vanilla Cops,Backups of roles with gunsand JoATs that have any of these listed powers.- Dunnstral
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What if I argued that the current rules do not make it clear whether masons count as having a neighborhood or a factional pt?In post 466, chennisden wrote:Mason loses PT access.- Dunnstral
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In post 895, Wake1 wrote:Looking for feedback, all.
If one were to make a single-ball with 34 players, what's the highest number of Mafia members you would include while keeping it balanced?
8. for every 4 players in the game past 1, you want 1 to be aligned with the mafia.
5 players = 1 mafia
9 players = 2 mafia
13 players = 3 mafia
17 players = 4 mafia
21 players = 5 mafia
...
33 players = 8 mafia- Dunnstral
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That gives you 4 scum in a 21 person game and 5 scum in a 34 person gameIn post 905, Not Known 15 wrote:For player sizes above 12 it is (with usual power) approximately thesquare rootof the player size, minus 0.5.
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