i think this setup would be close to balanced in the one scenario where (1) everyone believes the informed townie claims and (2) scum doesn't claim a power role. in that scenario, the two informed townies are kind-of-masons, and the game would be close to passable range. (i say close since they're still weaker than a pair of masons since they cannot communicate with each other, but anyway.)
however, i think that exact scenario is very unlikely to happen.
the information received on n1 and n2 is very much useless since scum definitely isn't going to publicly claim encryptor, and due to the fact that there's only two scum, it can be argued that the daytalk is "lost" as soon as one of them dies anyway since the other scum doesn't have anyone to talk to.
the only scenario where that information isn't useless is if one of the informed townies claims their information, and then the other backs them up, saying they received the same information. however, if this happens on d3 (meaning before either of them gets the info that they're not the only informed townie), it could be argued that one of them is scum (since informed is more often a scum role than a town role anyway), and depending on the player base, they might be expecting weird interactions in setups. so it's not a clear exactly, and a smart fakeclaim form scum could get them killed.
so yeah, this feels way too weak for town. did you have any additional ideas for the setup?
Posted: Sat Mar 19, 2022 11:28 pm
by RH9
In post 6, Datisi wrote:i think this setup would be close to balanced in the one scenario where (1) everyone believes the informed townie claims and (2) scum doesn't claim a power role. in that scenario, the two informed townies are kind-of-masons, and the game would be close to passable range. (i say close since they're still weaker than a pair of masons since they cannot communicate with each other, but anyway.)
however, i think that exact scenario is very unlikely to happen.
the information received on n1 and n2 is very much useless since scum definitely isn't going to publicly claim encryptor, and due to the fact that there's only two scum, it can be argued that the daytalk is "lost" as soon as one of them dies anyway since the other scum doesn't have anyone to talk to.
the only scenario where that information isn't useless is if one of the informed townies claims their information, and then the other backs them up, saying they received the same information. however, if this happens on d3 (meaning before either of them gets the info that they're not the only informed townie), it could be argued that one of them is scum (since informed is more often a scum role than a town role anyway), and depending on the player base, they might be expecting weird interactions in setups. so it's not a clear exactly, and a smart fakeclaim form scum could get them killed.
so yeah, this feels way too weak for town. did you have any additional ideas for the setup?
I considered replacing the
Informed Townies
with an
Informed Mason
and
Mason Encryptor
.
Spoiler: Results For Informed Mason
You know that if a certain member of the
Mafia
dies,
Daytalk
will be lost for all players, but eliminating the other will cause only the
Mafia
to lose it.
Posted: Sun Mar 20, 2022 12:00 am
by Datisi
so that would be...
1x town informed mason
1x town mason encryptor
5x vanilla townie
vs
1x mafia encryptor
1x mafia encryptor enabler
i think this is passable. i'll wait to see if rc's fine with the setup first, though.
Posted: Sun Mar 20, 2022 9:46 am
by RH9
If he's fine with it, I will make the new Role PMs.
Posted: Sun Mar 20, 2022 10:07 am
by RH9
In post 9, RH9 wrote:If he's fine with it, I will make the new Role PMs.
For the
Masons
.
It will probably go like the following.
Posted: Sun Mar 20, 2022 10:09 am
by RH9
I will work more on that when I get back from school.
When I'm done, I will post the new sample PMs here.
Posted: Sun Mar 20, 2022 1:41 pm
by RadiantCowbells
i have given this a great deal of thought and i am going to contact implosion about it before I say anything further
Posted: Sun Mar 20, 2022 3:10 pm
by RadiantCowbells
I'm fine with the final setup I think
Posted: Sun Mar 20, 2022 5:27 pm
by RH9
Got that.
Posted: Sun Mar 20, 2022 5:38 pm
by RH9
Though, when I post the sample Role PMs, may you check for any errors?
Posted: Sun Mar 20, 2022 7:31 pm
by RH9
Here is the updated setup and Role PMs.
Posted: Sun Mar 20, 2022 7:38 pm
by RH9
In post 16, RH9 wrote:Here is the updated setup and Role PMs.
EBWOP
I fixed some minor errors in the Sample Role PMs. (In other words, forgetting the list tag for the
Mafia
PM.)
I also made some minor changes to the vocabulary.
Posted: Sun Mar 20, 2022 8:32 pm
by RadiantCowbells
I'll look over the role pms tomorrow
Posted: Sun Mar 20, 2022 9:18 pm
by RH9
Also, would I be permitted to change the word 'dead' to 'departed' and 'alive' to 'remaining'? (And change 'die' to 'depart'?)
Posted: Sun Mar 20, 2022 9:24 pm
by RH9
In post 19, RH9 wrote:Also, would I be permitted to change the word 'dead' to 'departed' and 'alive' to 'remaining'? (And change 'die' to 'depart'?)
(I mean when I run the game for the OP. I am aware that flavour isn't allowed in Role PMs.)