My problem with Alarmist is that I don't think it will do much, especially if it's the only PR. It's a named townie so no matter what it has that, but given the cult and the polygamist, I think who is recruited will depend more on who the cult leader is than on any information the Alarmist has access to. It might deter the cult from any obvious town leader, but even if it does it's job perfectly callforjudgement is right in that all that does is force a slightly worse but not bad strategy.
What if I put in a mason group of 2? (Know that the other is not the cult leader, can talk to each other, can be recruited)
Then if the cult leader went without recruiting/waited too long, the masons would control the town and the leader would be in a bad position.
Who said that?
Chamber. It's all a conspiracy.
Or is it?
In post 2497, JasonWazza wrote:Make a anti-cult doctor would be my suggestion (can block the recruit essentially) this gets rid of most of the problems with the setup in my opinion (can't bring LYLO a day ahead as easily, can't just recruit the towniest of the town.)
That role's called Alarmist, and I guess it would help (scum would be more inclined to recruit earlier than later if they knew their recruitment wouldn't be guaranteed, meaning choices would become more meaningful). However, the problem still remains that scum's best strategy is to recruit on N2 or not at all (with both having the same EV). If scum attempts to recruit on N2, then if it works, fine, if it doesn't work (say you hit an alarmed player), still fine, you just don't recruit and go for the solo win. And you still don't have a groupscum team until D3. The only real change adding an Alarmist does, then, is to increase town win rate slightly due to the chance that scum miss with their recruit when it's 1:3 or 2:4 overnight, a 33% or 25% chance respectively (recruiting successfully wins scum the game in those settings, so they have no reason to do anything but randomize their target, or aim for a claimed Alarmist if there is one).
I think it changes the optimal strategy more then what your giving it credit for, though it does seem to be very powerful at stopping the win from being a day early (is that even all that bad?)
My problem with Alarmist is that I don't think it will do much, especially if it's the only PR. It's a named townie so no matter what it has that, but given the cult and the polygamist, I think who is recruited will depend more on who the cult leader is than on any information the Alarmist has access to. It might deter the cult from any obvious town leader, but even if it does it's job perfectly callforjudgement is right in that all that does is force a slightly worse but not bad strategy.
What if I put in a mason group of 2? (Know that the other is not the cult leader, can talk to each other, can be recruited)
Then if the cult leader went without recruiting/waited too long, the masons would control the town and the leader would be in a bad position.
Alarmist also means more trust in the townies at all times (your not about to start distrusting the towniest guy because night just went by.)
The problem i see occuring with a masonry is basically, if you recruit one, the other is essentially recruited for you (because they would generally trust each other.)
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
In post 2497, JasonWazza wrote:Make a anti-cult doctor would be my suggestion (can block the recruit essentially) this gets rid of most of the problems with the setup in my opinion (can't bring LYLO a day ahead as easily, can't just recruit the towniest of the town.)
That role's called Alarmist, and I guess it would help (scum would be more inclined to recruit earlier than later if they knew their recruitment wouldn't be guaranteed, meaning choices would become more meaningful). However, the problem still remains that scum's best strategy is to recruit on N2 or not at all (with both having the same EV). If scum attempts to recruit on N2, then if it works, fine, if it doesn't work (say you hit an alarmed player), still fine, you just don't recruit and go for the solo win. And you still don't have a groupscum team until D3. The only real change adding an Alarmist does, then, is to increase town win rate slightly due to the chance that scum miss with their recruit when it's 1:3 or 2:4 overnight, a 33% or 25% chance respectively (recruiting successfully wins scum the game in those settings, so they have no reason to do anything but randomize their target, or aim for a claimed Alarmist if there is one).
I think it changes the optimal strategy more then what your giving it credit for, though it does seem to be very powerful at stopping the win from being a day early (is that even all that bad?)
I would say it is bad if it turns endgame into a game of chance.
My problem with Alarmist is that I don't think it will do much, especially if it's the only PR. It's a named townie so no matter what it has that, but given the cult and the polygamist, I think who is recruited will depend more on who the cult leader is than on any information the Alarmist has access to. It might deter the cult from any obvious town leader, but even if it does it's job perfectly callforjudgement is right in that all that does is force a slightly worse but not bad strategy.
What if I put in a mason group of 2? (Know that the other is not the cult leader, can talk to each other, can be recruited)
Then if the cult leader went without recruiting/waited too long, the masons would control the town and the leader would be in a bad position.
Alarmist also means more trust in the townies at all times (your not about to start distrusting the towniest guy because night just went by.)
The problem i see occuring with a masonry is basically, if you recruit one, the other is essentially recruited for you (because they would generally trust each other.)
If they knew the other could be recruited, why would they? I thought it would be more of a liability than an asset to recruit one because the neighbors aspect makes them more able to determine the other's alignment than that of a regular townie.
Who said that?
Chamber. It's all a conspiracy.
Or is it?
In post 2501, JasonWazza wrote:Alarmist also means more trust in the townies at all times (your not about to start distrusting the towniest guy because night just went by.)
OK, I agree with this, in so much as it would help make the town slightly less paranoid. I don't think it'd end the paranoia, though, due to the risk that the Alarmist was converted or picked the wrong player.
I'd like someone to talk over a fairly simple closed 13p with.
It is loosely based on the switch mechanic and in some ways is a trial of a slightly larger and utterly insane game I hope to run at some point in the probably-distant future.
-inspired political thriller large game with numerous changes to the normal mechanics. I've never introduced a setup before, so I'd appreciate it if someone would help me design it/make it interesting while considering balance before I suggest it.
Thanks
The name's Edosurist. People call me Edos.
I'm back from hiatus (again), so please don't make me leave again (x4) by calling me
Edo
,
Edoist
(pronounced E-do-ist or e-DOIST? I'm not quite certain), or
Endoperson
.
Wiki (will eventually get updated) | Looking for a reviewer for a 24-themed (slightly) bastard mini.
Looking for people to review a mini theme idea I have. Fairly simple mechanic and roles, so not a hard job. I basically just need an extra few set of eyes to help clarify and clearly define things so that there's no confusion/ambiguity when the game's run. (Also to tweak balance, since I only took my best guess at it.)
Can someone review my setup and maybe be my comod?
It's a mini theme 95% complete. Also If anyone is familiar with "Going Postal" from Terry Pratchett could they help me with flavor?
Windows hasn't detected any keyboard. Press Enter.
I'd like a couple of reviewers for a mini theme. It's pretty far out there. So if you feel like you can review a wacky setup, but hate playing one, this is the perfect game for you to review!
I'm looking for a couple reviewers for a ~17 player large theme based on the Star Wars: Knights of the Old Republic games. I'd like at least one reviewer to have flavor knowledge, but it's not a requirement.
Edit: Got it, thanks borkjerfkin and Natirasha!
Last edited by Kdub on Sat Mar 08, 2014 2:07 pm, edited 1 time in total.
In post 2508, LeMidget wrote:Looking for a reviewer for a 9P with a neat little voting and night mechanic. Hopefully I'll get around to modding it here on Mafiascum.
Need a new guy for this because old guy hasn't responded for a while. Please.
In need of a reviewer/reviewers for;
Heroes of Might and Magic Mafia, 13player Mini-theme game.
Flavor knowledge not required.
I particularly need help with balance and how to run a game where players pick their flavor/roles.
In post 2512, Antihero wrote:I'm going to run another Antihero Mafia mini theme sometime soon. it's pretty simple and it follows normal mechanics. thanks in advance.
Still need this! thnx in advance. 4/3/14
still need this
The distance between insanity and genius is measured only by success.
In post 2512, Antihero wrote:I'm going to run another Antihero Mafia mini theme sometime soon. it's pretty simple and it follows normal mechanics. thanks in advance.
Still need this! thnx in advance. 4/3/14
still need this
I'll review this.
EDIT: Wow, thought I'd PM'd that.
Last edited by Belisarius on Wed Mar 12, 2014 3:03 am, edited 1 time in total.
Looking for someone to provide an external perspective on a Large (16p) Normal setup I've prepared - not only regarding balance but also 'normalcy' issues.
In post 2523, undo wrote:Looking for someone to provide an external perspective on a Large (16p) Normal setup I've prepared - not only regarding balance but also 'normalcy' issues.
Thank you!
When you /in to the queue, you'll be assigned a review team from the Normal Review Group who'll look at that for you (always normalcy, also balance on request, and most people do make the request).