In post 3649, Guy_Named_Riggs wrote:Also in regards to bastard games
I heard of a series of games called "Mind Screw" where they were apparenty roles that relied on others, and just a whole bunch of other mayhem. I don't know if the players knew what coming the first game (check in the completed large them games) but they somewhat knew what to expect in the later games
Oh my god I'm
old
.
"I, too, would prefer to know the Xalxe of my demise." - Felissan, 2022
- On this day in history: mundanity, and terror, and food, and love, and trees -
Because you live in the city
*gets the picture reference*
I did not expect anyone to get the joke, I am pleasantly surprised
Also; in general game bastardry is divided into 2 categories. The normal kind of Bastard Modding is basically doing something that the players don't expect (Cult in a game advertised as 'normal') while 'True' Bastard Modding is when the mod actively lies to and works against the players. The most common form of this is roles with powers that don't work the way they say they work but it can get very complicated very quickly.
When executed correctly, a bastard mod game is hilarious fun for all involved. But they're by far the hardest kind of game to execute correctly and the vast majority of bastard mod games fall hard.
"SAULRES you are THE man! Fav mod eva, no contest!" - Bert; "Saulres is a fantastic mod, if he is running a game everyone needs to join it." - FuDuzn
Nominated for Paperback Writer Scummie 2013 and 2014!
On permanent
In post 3647, Mehdi2277 wrote:Bastard is essentially anytime the mod lies or does something really unpredictable. A role no one's ever heard of anything similar if the game isn't marked with strange roles could be considered bastard. I really only consider lies to be true bastard though while unpredictable is more fine to me.
Cult and jester tend to fall in the unpredictable since it can really screw with how you need to be playing if you don't know they exist
. Lynchers I think are just fine (although some hate it since it really comes down to luck in whether your target is easy or tough to lynch) and survivors are awful but not bastard.
Exception being anything notified beforehand is no longer considered bastard since it makes it expected. A semi-open game that says there is a cult isn't bastard (same with pretty much any role if you give advance warning).
Mechanics can also be bastard, but it usually applies to roles simply because roles are used more than mechanics in most games.
let me state that the overwhelming majority of the games I have played were games where the roles were not stated ahead of time.
I got burned something fierce in one of the few games I have played with a cult. I was impersonating my mentor with his permission (he gave me the account for that time period only) while he took over another player's account. the only clue was the use of the word "seems" but it was neutralised by the way he died. I was scum and was all :dinorage: over it cos town did not see it coming but one of my scum partners did. we just couldn't stir up enough interest about it cos it seemed too far fetched and I bussed my teammates
hard
including a newb scum and I still feel bad about it after all of this time.
so I gmed a game with a cult leader and defanged him quite a bit with 5 players in a 28 player game that he could not recruit and his recruits had a posting restriction but could keep their night actions. it fit the flavour. he tried to recruit 2 of the non recruitable players and then was vig-killed. it was my favourite role.
I think I am starting to agree with you on survivor roles. I think a lot of indies try to play protown in order to boost their meta but it is very hard to ignore your win condition since you will tend to cater to those who seem interested in keeping you alive and it screws up your reads since it allows a scum/indie dynamic which allows them to work together. it could totally be a conscious choice but an unconscious one too.
Is told he's scum (and gets in night meetings), but wins with the town.
Headcrab:
Aligned with the mafia. Every night, can pick one person that he can remove the vote of for half a day. If he picks someone with any type of protection or weapon better than their fists, the headcrab dies.
scum don when you only view as town when you don't make the kill. also with 2 nonscum role blockers in the game. it is super sweet when it is an 18 player game and there are only 3 scum and you have lost both of your teammates by d2.
Fwiw, I think I figured out the optimal play for the player-who-doesn't-know-their-wincon role. You should claim, then help town.
The reasoning goes as follows: you want to survive, because this helps you no matter what your wincon. Also, you probably are town, just for balance reasons. Town shouldn't want to kill you except very near the end of the game; not knowing your wincon, you're unlikely to participate in quickhammers, and you can't coordinate with the scum, and can't really help them in any way any once you've claimed that you don't know your alignment. Scum, on the other hand, probably shouldn't kill you just on the offchance you're sided with them, and help them win a day earlier as a result. Helping town reduces the risk that they policy lynch you; also, it's more fun.
If you have a night action (and also don't know what it does), point it at people who look scummy. That way, it's no great loss if it does something bad to them, and will probably has no effect if it does something good to them (unless you block a vig shot, in which case you'll at least learn what it does if the vig claims); and it's more likely to be useful if you're an investigative role.
Their wincon could be to die (as jester) but yeah, probability dictates it isn't. Optimal play is to troll the town by pushing the limits of crazy claims and gambits without fear of breaking site rules for lack of wincon
jester who is a lover of a lyncher who must lynch the jester, who are also both a lover of a survivor and all know each others roles, but no one else in the setup does.
jester wants the survivor and the lyncher to live
jester wants himself to die
lyncher wants the survivor to survive but only until the jester is lynched
the survivor wants everyone to live
If they get nightkilled they are fucked.
Good luck to survivor
"TeCh was a textbook pro-town obv town all-around town townie.
the entire town decided to lobotomize itself and lynch the most obvious townie in the game" crypto
"Techno played a hell of a scum game, one of my best newbie scum players" bv310
"Tech, you carried my fat ass, that Vig shot took more balls then I had" AP
- innocent child that when activates causes a random townie to die.
- VT that isn't really a VT and is scum-aligned but doesn't know it.
- treestump that is mafia-aligned
- vig that has to kill every night and if he hits scum the town loses
- entire playerlist gets reassigned roles and alignment every night
- lyncher who wins whenever anyone is lynched in a setup that heavily encourages no lynches, or alludes to it, and actually has no scum
- a game where everyone is town just to fuck with them
- a game where everyone is scum but there is stated to be no scumchat or knowledge of scumbuddies
- a player that must limit his posting to once every two days (normal time) or dies (forced to lurk)
- a player that can't say the words scum or town or will die
- a player who wins if there is a no lynch
- a special jester that wins if nightkilled N1, and if not is ejected from the game
"TeCh was a textbook pro-town obv town all-around town townie.
the entire town decided to lobotomize itself and lynch the most obvious townie in the game" crypto
"Techno played a hell of a scum game, one of my best newbie scum players" bv310
"Tech, you carried my fat ass, that Vig shot took more balls then I had" AP
. Whenever someone says a particular, preordained word that only the mod is aware of, you become activated. If left unactivated all game, you win with the town. If activated, you win with the scum.
In post 3662, TeChNoWC wrote:- innocent child that when activates causes a random townie to die.
A "not so" Innocent child.
This reminds me of a book I read recently...
You are an
Innocent Mason 1-shot bulletproof Child
with XXXXX, who is your identical twin, but not really.
At the start of the game, neither of you will be mod-confirmed town. You will be able to chat in a QT.
However, only one of you is the original Innocent Child; the other is a magical copy. Both of you possess half of a magical locket.
Once both of you PM the mod to join the locket together, the magical copy will die, while the original Innocent Child will live on as a mod-confirmed Innocent Child. If one of you happens to be targetted by a killing ability, the locket will be destroyed and the same thing will happen (the magical copy dies and the original lives on modconfirmed)
You both win with the town.
Probably should put the base role behind some I've seen here…
You are a
Voluntarily Suicidal Townie
. At any point in the game, you may commit suicide, which causes you to die. (Unlike being modkilled, you still keep your win condition.) You win with the town.
I've also seen this used as a night ability, rather than any-time ability. The role is a slight positive, but not by much; the main time you'd want to trigger it would be if you were about to be lynched.
In post 3669, callforjudgement wrote:
I've also seen this used as a night ability, rather than any-time ability. The role is a slight positive, but not by much; the main time you'd want to trigger it would be if you were about to be lynched.
So it's just an early self-hammer? why would you do that?
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
. At any point in the game, you may commit suicide, which causes you to die. (Unlike being modkilled, you still keep your win condition.) You win with the town.
I've also seen this used as a night ability, rather than any-time ability. The role is a slight positive, but not by much; the main time you'd want to trigger it would be if you were about to be lynched.
tbh I think that role sounds like it would be fun. you could be all melodramtic about it to the point of obviousness in order to lighten the mood.
In post 3662, TeChNoWC wrote:- innocent child that when activates causes a random townie to die.
A "not so" Innocent child.
This reminds me of a book I read recently...
You are an
Innocent Mason 1-shot bulletproof Child
with XXXXX, who is your identical twin, but not really.
At the start of the game, neither of you will be mod-confirmed town. You will be able to chat in a QT.
However, only one of you is the original Innocent Child; the other is a magical copy. Both of you possess half of a magical locket.
Once both of you PM the mod to join the locket together, the magical copy will die, while the original Innocent Child will live on as a mod-confirmed Innocent Child. If one of you happens to be targetted by a killing ability, the locket will be destroyed and the same thing will happen (the magical copy dies and the original lives on modconfirmed)
You both win with the town.
Not as bad as I thought...
This actually could be quite cool in the right large theme.