Just mind games in this setup, I think, especially in a 3 or 4 person endgame. For closed setups there are a number of other mechanics that could build on it.zoraster wrote:just out of curiosity, what reason would a mentor have in revealing himself to his protege?
[OLD] Open Setup Ideas and Discussion
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Adel Crystalline Logick
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Elephant Hell Townie
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Dictator Mafia
2 Rebels
6 Citizens
3 Bodyguards
1 Dictator
Daystart. Rebels = Mafiosi, and when the last one dies they may make a vengeance kill (during the day). Citizens = Townies. Bodyguards = 1-shot Doctors, who are also aware of each other's identities and the Dictator's identity. Dictator = Survivor, aware of his Bodyguard's identities.
If the Dictator dies, the remaining Bodyguards become Mafiosi with full night-talking and a nightkill, and the remaining Rebels (if there are any) become Masons with no nightkill or vengeance kill.
In game 1 (Dictator alive), roles have the following win cons:
Rebels: cannot win yet
Citizens: win if Rebels are dead and Dictator is alive
Bodyguards: win if Rebels are dead and Dictator is alive
Dictator: wins if Rebels are dead and he is alive
In game 2 (Dictator dead), roles have the following win cons:
Rebels: win if Bodyguards are dead and at least one non-Bodyguard is alive
Citizens: win if Bodyguards are dead and at least one non-Bodyguard is alive
Bodyguards: win if all non-Bodyguards are dead and at least one Bodyguard is alive
1) Is this normal enough? I'm not sure, edging towards it not being normal.
2) Is the alignment change alright? It doesn't fall prey to a few of the major problems of, for example, Cults (one difference being that the change is fully expected and another being that the change is universal, so the same tells apply before and after). However, it's still an alignment change so...
3) Does the setup marginalise the townies?-
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Netopalis Mafia Scum
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I think it's far too swingy, and alignment changes are generally frowned upon in normal games. I also think that the townies are pretty much useless, yeah...My posts are best read in the calm, reassuring voice of Morgan Freeman. I don't sound anything like him, but they sound best that way.
Temporarily retiring following the end of my current obligations.-
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dramonic Survivor
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day1:
Dictator: Bodyguard are A, B and C.
Vote:self
there, ruinedI'm a hoot
Stream: twitch.tv/dramonic
-If you stick your ear close enough to the game thread you can actually hear dram suffer in real life.-Beeboy
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nhammen Mafia Scum
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You really really need to simulate that setup to see.
Because the alignment change isn't really an alignment change, I think the setup is fine. But it might be hella swingy. And game 1 isn't what you think. Citizens always have, You win if A) The Rebels are dead and the Dictator is alive or B) The Dictator and all Bodyguards are dead, and one non Bodyguard remains.
If all Bodyguards die, and all Rebels are alive, it is in the towns best interest to kill the Dictator.
Also, it is interesting to note that there are situations in which the Bodyguards would want to kill the Dictator.-
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nhammen Mafia Scum
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Makes no sense. Why would the Dictator do this? He is a survivor.dramonic wrote:day1:
Dictator: Bodyguard are A, B and C.
Vote:self
there, ruined-
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Elephant Hell Townie
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It is effectively an instant win for the Rebels and Citizens, yes. In this situation the Rebels can claim and can't be countered, so no matter how long it takes they'll outnumber the Dictator in the end. To prevent this from happening there's a moderately large number of Bodyguards (which also means that they can afford to gambit and have two claim Rebel)If all Bodyguards die, and all Rebels are alive, it is in the towns best interest to kill the Dictator.
I've discussed this for a little while with someone else, and we came to the general conclusion that it's not in the Bodyguards' favour to betray the Dictator at any point other than potential endgames. If they out him at any time in a non-endgame scenario the Rebels can kill him at their leisure, so the Citizens will also turn, but the Rebels also have no incentive to kill the Dictator immediately. The situation becomes 2 Vig/Masons and 6 Townies vs 3 1-shot Doc non-communicating, non-killing Mafiosi and 1 Survivor. That and the Survivor and 'Mafia' oppose one another.Also, it is interesting to note that there are situations in which the Bodyguards would want to kill the Dictator.
When you get down to endgame scenarios, things change, but not too much. For example:
1 Rebel left
1 Citizen
3 Bodyguards
1 Dictator
If the Bodyguards try to lynch the Dictator then they'll come up against resistance in the form of the Citizen, the Rebel and the Dictator, all of whom know the situation and will lose if the Dictator is lynched. The Bodyguards won't be able to easily secure a lynch unless they obscure the Dictator's identity. I think in the above scenario it would be better for the four anti-town players to just try lynching one of the remaining two, trying to avoid distinguishing between the Dictator and themselves, and then lynch the other on the following day. In summary, any situation where the Bodyguards want to kill the Dictator is probably a good situation for them to win without killing the Dictator.
I'm just thinking about endgame scenarios though; you may have been considering something different.
In response to both, I think that thereshouldbe a few instances where betraying the Dictator is good for either the Citizens or the Bodyguards.
...Generally, though, this seems like a clusterfuck of 'playing to win with current win con' and 'playing to win for future win con' playing.-
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nhammen Mafia Scum
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I really like this idea though. The change in win conditions isnt really a change. There is no randomness to it. It is all predictable.
I was actually thinking of:
2 Rebels
1 Citizen
3 Bodyguards
1 Dictator
If anyone votes for the Dictator, the Bodyguards quicklynch the Dictator for the win. If the Citizen is lynched, the game is in LYLO (Edit: NM... Bodyguards still win). Since they don't know who the Citizen is, it is better for them to lynch the Dictator.
Even in your situation, the Rebel does NOT want the Dictator dead at that point. In fact, in your situation, the Rebel cannot win. At all. But the game isn't over because other winners haven't been decided... Bad.
Edit: Oh, sorry, forgot to take out the part about not wanting the dictator dead. I realized later that this meant the Rebels already lost.
Final Edit: You know what... I didn't think my scenario through entirely.Last edited by nhammen on Wed Dec 16, 2009 2:55 pm, edited 2 times in total.-
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nhammen Mafia Scum
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1 of each left.
Lynch Dictator and Bodyguard wins. If Dictator or Bodyguard are not lynched, then 50% Rebel lynched (all others win), 50% Citizen lynched (Rebels win 25% and Bodyguard wins 25%).
But Dictator would claim before being lynched, as in this case, only Bodyguard wants him dead. Rebel wants to save him for after Bodyguard. Hmmm... if Bodyguard dies, Rebel wins. Everyone cannot die and win. If Dictator claim is believable, everyone would claim it. Thus, nobody would believe this claim.-
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farside22 Mafia Mum
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Albert B. Rampage Survivor
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Both sides have a more than reasonable chance of winning, although town is slightly favored as I said.farside22 wrote:ABR you don't think your game is a bit one sided with the mafia having no power roles to speak of?
Considering that the town mislynches, the vig misses, the mafia kills and the hider dies, the town is at LYLO day 2.Guard your honor. Let your reputation fall where it will. And outlive the bastards.-
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Albert B. Rampage Survivor
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farside22 Mafia Mum
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I think the mafia should get a RB for this game.Albert B. Rampage wrote:
Both sides have a more than reasonable chance of winning, although town is slightly favored as I said.farside22 wrote:ABR you don't think your game is a bit one sided with the mafia having no power roles to speak of?
Considering that the town mislynches, the vig misses, the mafia kills and the hider dies, the town is at LYLO day 2.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.-
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Albert B. Rampage Survivor
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Sanjay Mafia Scum
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Mafia RB seems like the odd man out (the other two minimize the value of scum hunting). What don't you like about mafia roleblockers?Don't fake the funk on a nasty dunk.-
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Albert B. Rampage Survivor
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It doesn't make the game more fun to play. In fact, it makes the game much less fun to play. The PRs who get blocked are unhappy, the mafia doesn't know that they successfully RB'd half the time. No RB forces the mafia to make good decisions, not NK one claimed PR and block the other.
I know that games without mafia RBs are more fun.Guard your honor. Let your reputation fall where it will. And outlive the bastards.-
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farside22 Mafia Mum
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I still feel the mafia is up shit creak without something to counter the town's PR.Albert B. Rampage wrote:It doesn't make the game more fun to play. In fact, it makes the game much less fun to play. The PRs who get blocked are unhappy, the mafia doesn't know that they successfully RB'd half the time. No RB forces the mafia to make good decisions, not NK one claimed PR and block the other.
I know that games without mafia RBs are more fun.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.-
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Pomegranate Mafia Scum
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^^^ I agree.Show"You're a silly Pom. Silly silly girl." -Fate
"I didn't want to use you Pom... I never killed you. I didn't endgame you it was my evil buddies!
Sowwy >_<" -scumFate.
"Pom was on my "I will not kill, and I shall seek vengeance upon the death of them" list." -CSL-
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Sanjay Mafia Scum
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Albert B. Rampage Survivor
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Incognito Not Rex
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Dominant town strategy for Crackville is to use hypo-hide (having each player claim a person to hide behind during the Night before Day 1 ends), which could make things really really difficult for the scum especially with the Hider Tracker in the mix.
This doesn't sound too fun either.Albert B. Rampage wrote:Considering that the town mislynches, the vig misses, the mafia kills and the hider dies, the town is at LYLO day 2.[ooc][color=black]patrickgower2006 (8:12:03 PM): all beer tastes same to me
patrickgower2006 (8:12:07 PM): like dish water
If you see Patrick drinking dish water, please try and stop him. Friends don't let friends drink dish water.[/color][/ooc]-
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Pomegranate Mafia Scum
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It doesn't sound too likely either.Incognito wrote:
This doesn't sound too fun either.Albert B. Rampage wrote:Considering that the town mislynches, the vig misses, the mafia kills and the hider dies, the town is at LYLO day 2.Show"You're a silly Pom. Silly silly girl." -Fate
"I didn't want to use you Pom... I never killed you. I didn't endgame you it was my evil buddies!
Sowwy >_<" -scumFate.
"Pom was on my "I will not kill, and I shall seek vengeance upon the death of them" list." -CSL-
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Albert B. Rampage Survivor
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Oh, that's smart. I just thought of a perfect scum ability: they can turn off the auto-hider kill if the hider hides with them.
This way, their optimal play is to leave it ON, but if the town tries hypo claim or something like that the town gets burned.Guard your honor. Let your reputation fall where it will. And outlive the bastards.-
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zoraster He/HimDisorganized CrimeHe/Him
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I'm not getting much bite from the theme test market, so I thought I'd float it here. This isn't for the open queue (it'll be a large theme), but since it is a completely open game (ideally there should be absolutely no hidden or closed elements), I thought discussion here would be good.
Thoughts about balance (is 15 a side the right number to make it?)? Do you think this would be fun to play? I wanted to keep the game as vanilla as possible to accentuate the mechanic involved, but it's possible I could be convinced to add a power role or two if it makes sense.
I like the way the town gets to play off the other game. In some ways the towns are playing for a common purpose (if one town lynches a mafia member, that mafia member can't cause any harm in their game later on), in other ways they're opposed (the teleporter might try to teleport scummy people to the other game or pull good scum hunters). Also, it creates a cohesiveness between two separate games that I think gives an interesting flavor to the game. I love that each mafia side could get super greedy and go for a DOUBLE win. It'd be a huge coup for any scum team, and probably worthy of a scummy nomination just for accomplishing it.
Some questions about order of actions:
Within the same game is (1) Mafia Kill (2) Town Teleporter (3) Mafia Teleporter make sense?
Between games, how do we resolve tension? Should the town that goes into night first have its teleporter/mafia kill's actions go first? Or should it be that whichever game ends night has its teleporter/mafia kill's actions go first? This could be problematic in a situation where a teleporter is attempting to pull a player but that player is also being shot at by the mafia.
Last question: I've made the mafia teleporter's 1-shot because I don't want people to get TOO frustrated with how much player swapping is going on. Does anyone think I should up this to a 2-shot power?
EDIT: Oh! Last and most important question: given that the town will always have a teleporter, are there any breaking strategies that you can think of? For example, would it be an effective strategy for the teleporter to always claim since this is likely to clear the person and the mafia can't do anything about it until the night?.-
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TheButtonmen Buns of Steel
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