Ok, but all Stoofer games will lack the paranoia that gets Sane cops lynched because they might be a Cult leader that doesn't die when trying to recruit scum, he just fails. Plus he's unnightkillable with a post restriction that he must claim cop.Mr Stoofer wrote:Discuss:You will never see any of these in a Stoofer game.
- Jester
- Scum Mason (unless Masons are
explicitlytold: "He/she may be Scum")
- Survivor win conditions (except for an SK)
- Millers, who do not know they are Millers (unless the existence of a Miller is publicly announced to the Town at the start of the game)
- Any random role
That paranoia is funny.
Anyway:
Jester - Kind of messes with people trying to find scummy people. So I guess that one has no place is mafia. (Although it adds an interesting spin on the game. A day 1 claim of scummy is always funny to see and jesters add massive WIFOM options.)
Scum Mason (unless Masons are explicitly told: "He/she may be Scum") -Hate, hate, hate... This one is out.
Survivor win conditions (except for an SK) - It's not game destroying, but isn't a particularly nice role. I don't really have a problem with it.
Millers, who do not know they are Millers (unless the existence of a Miller is publicly announced to the Town at the start of the game) - Is nasty, that one should be out too.
Any random role - I like random roles... Although I'm not sure which random roles in particular you have in mind. Ones with dice rolls at the end of the day which make something interesting happen are interesting. Ones with a 25% of killing yourself when you didn't actually know that 25% existed, is a pain in the ass. But if someone knows there is a 50% chance they can protect someone, 25% chance they will do nothing and 25% the person will die, they can choose how and when to use their ability. On the other hand, targetting people without being told what could happen is fairly bad, I'm not that keen on those.
-----------
Cults - Ewwww. Out.
----------
Exceptions: Any game called "Bastard Mod Mafia" all bets are off and any game that points out obviously that such roles exist. Also, strong hints or roles fitting makes them ok because they are guessable.
As long as the mod wasn't bastardly to me while lying about it, I don't mind.
Brotherhood was used somewhere, although it's not on the wiki here. I'm sure I learned masons = confirmed town, brotherhood = talk at night... I'm just trying to remember where.Flea wrote:If I have Masons in a game where there is a possibility for one or more of them to be scum, I won't call them Masons...
Now I need to make up a new rolename...
Posting: "You are in an ante natal class with X and X, you don't know what weird cravings they are getting." Doesn't confirm them as town, but it doesn't confirm them and that's fine, even if they are town.Yos2 wrote:2. Scum masons are fine. More then that, the possibility of scum masons is absolutly necessary, IMHO.
On the other hand posting: "You share a room with X and X, you are with them all night and are a light sleeper, you know they arn't doing anything at night." is 100% wrong if they are scum or even power-roles because of the lie you just told. People only know what their role is because of what the mod tells them. It's totally wrong.
Bah, then why do you even assign roles? Why not give everyone the same pm:There's nothing wrong with calling someone a doc and making him a vig, either. At least, not in a large game where he's got a fair shot of figuring it out before he wipes out a third of the town, heh. It kind of a nasty surprise, sure, but it's also fun and requires people to think about what's going on; and of course, you've got to balance the game with the ASSUMPTION that the paranoid doc will knock off a good guy or two before he figures out his role, but that's ok.
Congratulations, you have no clue what you are, who you are, what you do or what you want. You can target someone each night, but you have no idea what it does... You have no idea what you win with or whether it is even possible to win at all. Good luck.
The game is based on the mod's pms and posts. It gives the game structure. If no one knows what they are doing, then the game is messy. It's ok if people are half expecting the game to get messy, but bastard modding is generally bad.
The last time I remember seeing the "are you a jester?" was at MBF in an ongoing game. (And it was a question, which made it doubly awesome.)Cicero wrote:1. The only worthwhile use for the existence of the jester role is to get someone to say "wait! he might be a jester!" when the clueless-noob attracts all the votes on day one.
Yep, the usefulness of masons is pretty much all about the alignment confirm, IMO. Otherwise they don't do anything useful and just have something to do when the game goes to night. (Unless they do have other roles and the cop is one of them and investigates his mason buddy and uses him/her as a way of logging his/her results. Although being paired up with an investigation immune scum would really hurt then.)The beauty of masons imho is that they know they are each town so it provides an end-game impediment that scum must find and eliminate. If I don't know my mason buddies' alignment I don't see the point.
I totally agree. Unless the game is "Bastard Mod Mafia", in which case all bets are off. But the clue is there... A regular game with the mod lying all over the place is totally wrong.Adele wrote:The mod shouldn't lie to the players.
But you still know. Replacing while knowing who is scum is bad... I'd prefer the role to be mod killed rather than to be replaced by someone who knows all the scum's alignments.TSS wrote: However, if you reveal information that was yours as part of a previous alignment -- the names of your former cult buddies once you've been deprogrammed, for instance -- I will BURNINATE you.
Edit:
Whenever I use quote="name" more than 5 times, I have a 75% chance of messing up the tags... You should make that one of your laws Stoofer. *Sigh.*