In post 5098, Cogito Ergo Sum wrote:Whereas in regular nightless you'd get someone non-scummy lynched? I'd argue you have more incentive to not get rid of the scummiest in Popcorn since they in turn get a kill if town.
I don't understand what you're trying to say here. My point is that in regular games, town players behaving scummy are a big problem, since they create mislynches. In this game, they are less of a problem
Re: Whiskers' doc/vig combo, seems simpler to just make it one role? That's a role I actually considered using at some point.
Makes it slightly stronger during the game because it eliminates crosskills, but slightly weaker in endgame because it results in less confirmed town. Actually, I like that variant better.
In post 5101, bird1111 wrote:Weakened Mafia:
1 Voteless Mafia Goon
1 Mafia that is unable to make the nightkill
1 Vote detecting Cop (ie detects whether or not the target can vote)
1 Nightkill detecting Cop (ie detects whether or not the target can commit a nightkill)
3 Vanilla Townies
The voteless mafia goon's attempts to vote should be counted as normal.
First day requires four to lynch. If four players have been reached, there are three possibilities:
- Lynch goes through, the voteless goon is in the other three. Repeat on D2.
- Lynch doesn't go through, the voteless goon is in the four players voting. Replace one player on the wagon by another; when the lynch happens, you know who the voteless goon is.
Together with the cops this should allow town to steamroll the scum.
In post 5105, Mehdi2277 wrote:
Killess Goon
Goon
4 Vanilla Town
Cop
Does that sound better or worse to everyone else?
That's too swingy. If the goon is lynched D1 town has practically won.
Also, you need a rule against no-lynches - otherwise town automatically wins when they lynch the goon.
In post 5106, Whiskers wrote:
The problem with this, that I'm trying to avoid (by the needlessly-complicated Neighbourhoods) is that during the day, they just say, "Okay, we all will elect this guy as Executioner." And they all agree to do that.
Even if you make it 2 scum, 2 town can vote, they just hypo-elect.
I'm aware of that, but what stops town doing the same in "nightlynch" scenarios?
...huh. Yeah, that might work.
Still, that's electing a Vig each night. I want a secret-count Nightlynch (instead of a nightkill).
May be able to do it by adding a couple of Lynchers... Two Mafia, Two Lynchers (targets rolled randomly, leaves game after win), Seven VTs. Everybody gets one vote in the day, one vote at night.
Mafia would both vote for their choice of nightkill. Lynchers would each vote for their respective target. Town would vote for scumreads.
This still doesn't keep them from deciding who to Nightkill during the Day.
2 Scum, 1 Lyncher, Seven VTs, and the scum & lyncher have two votes apiece? that works for the first day; after the D1 Lynch, it's 6VT votes : 6 non-town votes.
After that, scum and Lyncher have a whole lot more power: Night 2 is (presumably) 4 non-town votes : 4 mafia votes : 2 lyncher votes.
N3- 2VT : 4M : 2L. (4 players.)
Actually, that looks alright. The worse town does at catching scum, the more control they gain over their NK-- the more it becomes normal Mafia.
What do you do in the case of several players having the same number of votes?
The last (imo) kink is that once the lyncher leaves the game there's an unusual number of players. Simplest fix to me is make it a Night-Lyncher, "Beloved Princess"-type. If his target is lynched during the day, He does Not win. If his target is lynched at Night, he wins, exits the game, and Day-Phase is skipped.
I think that role is next to impossible to win with.