Night deadline has expired, but I'm going to need night actions, so please
Thanks!
This is totally valid. One bit of design philosophy that I think is pretty commonplace in the nrg is the idea that scum don'tbork wrote:The denunciation of strongman here kind of sounds like an indictment of strongmen in general
I think part of my point is that in this setup, missing a kill on n1 isn't necessarily a death sentence for scum, because there are going to be two town roles with false information about what stopped the kill. Maybe a roleblocker or a jailkeeper claims incorrectly and outs themself and gets a townie killed for no reason, or forces the other to claim too, and maybe both of them were wrong and it was the doctor. In a way, this actually is good design that reduces swing; because there are so many kill-stopping roles, it's pretty likely that a kill will be stopped at some point but the impact of it happening is reduced.fferyllt wrote:From my perspective, things went from "Wow, how lucky we hit the roleblocker on night 1" to "Wow, half of town were PRs. We had a 50% chance of targeting a PR on night 1 but there were FOUR different ways the kill could have failed. This game could have been all but lost after night 1."
I think looking at the first draft of the setup and seeing how it grew isn't that useful in this case because he sort of redesigned it fully because the first draft was just too off the mark in balance.fferyllt wrote:I don't think the final design of this game was a natural outgrowth of the design that NPOM envisaged when he came up with his initial design. It was something almost completely different. What kinds of lessons in design and balance was this supposed to teach?
I think taking issue with the vanilla cop in this setup/your take in general is generally defensible. It is true that it isn't really serving a particular purpose and I can see that in conjunction with the unusual power assortment being an issue. It is kind of a subtle issue in a way that I can imagine being really hard to catch in review, though; it's hard to predict at the review stage that the town will see a vanilla cop and the rest of the setup and speculate in this particular way about it, even if now after the game it seems obvious in retrospect. There is somewhat of a fine line that I think mastina was getting at in that players shouldn't be able toPrism wrote:My issue was that the setup included BOTH of the conflicting PRs and the red herring Vanilla Cop/no scum power. One was fine, both was absolutely not.