In post 629, quadz08 wrote:I think the current proposed setup is Quilford's:
Mafia Goon | Mafia Goon | Town Cop |
Town Jailkeeper | Town Roleblocker | Mafia 1-Shot Strongman |
Mafia Rolecop | Town Tracker | Town Doctor |
Pick any row, column, or diagonal with three cells.
Add Mafia Goons and Vanilla Townies as necessary for 2:7.
I think that 5 town PRs and 2 Mafia PRs is too many to introduce in a game. Even though the mafia will always know 5-6 setups that aren't in play, most newbies will have to learn and account for all the PRs. They're not stupid, but this can fog focus on the normal mechanics of the game. I'd eliminate:
Roleblocker: If Roleblocker hits killing scum, does he stop a kill? If he does, then there are too many ways to stop a kill (every setup but 2 Goons and a Cop has protection). If not, then he's more likely to hurt town. (In this matrix, he'd be pro-town to hit the rolecop or the strongman if that strongman is targeting the JK's protection -- do we need the complexity?) Roleblocker could work, but I think it's too much in this matrix.
Tracker: It's not an intuitive role like Cop or Doctor. Except for setups with a Strongman, the mafia need to worry about tracker targeting them. None of the tracker's results instantly tell him anything (visit dead body and you're scum/roleblocker; visit living body and you're scum/doctor/roleblocker, visit no one and you're scum/VT), so the role becomes most important in narrow circumstances, where he can be game-deciding. Too much.
1-shot Strongman: The role itself isn't too complex, but if it's used to balance Doc/Cop and JK/RB then those games can become town autowin very quickly if he's lynched Day 1. There can be some questionable nightactions -- Jailkeeper targets Strongman, Roleblocker blocks the kill: is the 1-shot used up? There are better ways to solve Follow the Cop (Jailkeeper and Cop?). Too many rulings have to be made for the specifics.
Half of this matrix's setups use those roles.
In post 666, Cogito Ergo Sum wrote:I tried my hand at the matrix format. Rows and columns:
Town Jailkeeper | Vanilla Townie | Mafia Goon |
Mafia Roleblocker | Town Cop | Town Doctor |
Town Nonconsecutive Commuter | Mafia Goon | Town Tracker |
There's a little less power generally which is good and we avoid the strongman. RB issues still exist (both in RB vs. JK and RBlynch being really bad for the scum in the Cop-Doc set-up) but are lessened (you don't need to decide on an order-based resolotion or NAT (what if the jailkeeper targets the roleblocker who targets someone else?) and the disastrous RBlynch only occurs in one of the two set-up). The commuter is admittedly a little inelegant.
In post 677, quadz08 wrote:I just find strongman less complicated and more useful for understanding the game. But I"m pretty sure that's just because of how my brain works. *shrug*
What results does Cop get if he hits Commuter mid-commute? What happes if the Commuter is Roleblocked?
Aside from the Commuter (I think it's too complicated), I think this matrix works a little better.
I made some quick ones with these guidelines: No more than 5 PRs total, no game should have 2 ways to stop a kill, better to have too few nightactions than not enough:
Vanila Townie | Mafia Rolecop | Vanilla Townie |
Mafia Roleblocker | Cop | Doctor |
Named Townie | Vanilla Townie | Mafia Goon |
Named Townie | Mafia Goon | Vanilla Townie |
Cop | Jailkeeper | Roleblocker |
Mafia Goon | Vanilla Townie | Named Townie |
Vanilla Townie | Cop | Godfather |
Mafia Goon | Miller | Cop |
Doctor | Mafia Goon | Vanilla Townie |