I haven't balanced it or anything but would anyone find this mechanic interesting?
x Townies
x Mafia Goons
x1 Mafia Cop*
x1 Vigilante
x1 Doctor
I might add other roles too, maybe a roleblocker or something.
Mafia do not know who each other are.
Mafia do not have any out-of-thread communication. Kills rotate. (i.e. N1, Scum #1 gets kill, N2, Scum #2 gets kill, etc.)
*Like a regular cop, gets 'Innocent' or 'Guilty'
I'm back, sort of. Not a lot of free time to play, but I'm planning to be modding some mish mash and stuff this winter.
Eragon Mafia, a 17-Player Large Theme, will be coming to the large theme queue soon(ish) if all goes well. If you're interested, PM me to pre-in.
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
"Fuck you. I opened up my heart to you and you stabbed it a thousand times." - Gamma, to me, right before confessing to being the town vig and murdering my scum partner N1.
Town will on average have 3.33 PowerRoles but scum has the Tools to take down most of towns PR.
The interesting part of this setup is that scum has to do a lot of guesswork too, since they need to find out which powerroles are in the game and which tool (strength or stealth) to use.
Maybe one could tweak the VT/Cop/Vig probabilities to 50:25:25.
Another good thing about the setup is that scum can usually fakeclaim with some degree of security if they feel like it.
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
How about: Cop claims and investigates, one Faith-Healer claims and protects Cop. other Faith healer protects first Faith Healer while staying hidden.
In order to thwart this strategy scum would have to claim Faith Healer immediately, and then kill the cop, but then that scum would be obvious. (basically trading a NK on cop for a scum-lynch)
otherwise they would need to first find and kill the second FH, then kill the first one giving the cop enough time to win the game by investigations
and, there is the issue of both FH protecting each other for two unkillable townies.
probably you should add the rule of FH's being unprotectable (competing religions and whatnot)
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
Or you could remove all docs, BPT's, RB's, JK's, etc. and make all the goons bulletproof. Then whenever a kill fails, the goon who took the shot knows who one of their partners is.
Some would say the whole idea is "not mafia" because the informed minority has so little information.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
I think hero's fix where there's one effective/one ineffective is probably better than both having 50% chances.
are you thinking of me when you're with somebody else?
Looks familiar.
And quite broken; the town should win most games just based on the investigations. Try simulating it using random actions (and a No Lynch on Day 1 unless the first person killed had investigated mafia.)
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).
In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.
On hiatus from any new mafia commitments.
Jesus loves you. But that doesn't mean you're town.
James 2:13
DarthYoshi wrote:Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).
In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.
methinks if a FH protects another FH, the %chance of it working should be lowered to 0%. Otherwise, if the FH protects another FH, and random.org continually lets it go, the mafia aren't gonna be able to kill the FH.
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
GreyICE:
Cult: You're playing monopoly, when all of a sudden someone grabs the gameboard and throws it across the room. Then plops down a risk board. And then tells you you were playing risk all along. And that you now have 5 armies left, and control two countries in the middle of Africa.
2 mafia, 6 Cops. Each Cop has a partner, which may or may not be a mafia member. Mafia can be partners with another mafia. Sanities are still unknown, and mafia still have a QT to themselves if they aren't partner
The Sanities are normal Sane, Insane, Naive, Paranoid