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Posted: Tue Feb 19, 2013 4:28 am
by Venmar
Cults are hard to control, and I feel one of the simplest ways to ensure they dont get out of hand is to make it all dependable on the cult leader. As in, with the cult leaders death, the whole cult suicides with his downfall. Cults get ridiculous if they survive and branch off even if the initial leader dies.

Posted: Tue Feb 19, 2013 9:11 am
by Siveure DtTrikyp
I think it looks alright - if cult targets themselves they lose the ability, right? So it's really swingy, but that's probably the only thing I can really see wrong with it.

Posted: Tue Feb 19, 2013 12:20 pm
by Cheery Dog
Cults are swingy however you do it. The leader gets killed night 1 - not a problem, they survive to endgame? - cult win
They're just a broader form of survivor.

Posted: Tue Feb 19, 2013 1:32 pm
by Leafsnail
All scum tends to win if they survive to the endgame!

Posted: Tue Feb 19, 2013 3:07 pm
by Oversoul
Why not just have timed death but with a cult that starts off with 2/3 people

Posted: Wed Feb 20, 2013 8:36 am
by callforjudgement
I've seriously considered a cult that starts with 3 members, but upon successfully recruiting, whoever performed the recruit dies.

This is mathematically similar to a standard 3-man scumteam (e.g. in terms of EV), but more powerful because it screws both with ability to scumhunt, and with power roles.

Posted: Wed Feb 20, 2013 9:36 am
by quadz08
I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.

Turns out someone else had thought of it years ago. >_>

Posted: Wed Feb 20, 2013 10:59 am
by Siveure DtTrikyp
You are an Infiltrator.

If you are recruited into a cult, your wincondition does not change, but all other effects apply.

Posted: Wed Feb 20, 2013 11:06 am
by callforjudgement
In post 982, Siveure DtTrikyp wrote:You are an Infiltrator.

If you are recruited into a cult, your wincondition does not change, but all other effects apply.

Wrong thread. Worst Role Ideas exists. And giving town access to the list of scum is always a bad idea. Even when you think you've tried triple-sure to make sure it isn't.

Posted: Wed Feb 20, 2013 1:39 pm
by Venmar
In post 981, quadz08 wrote:I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.

Turns out someone else had thought of it years ago. >_>

That sounds really cool.

Posted: Thu Feb 21, 2013 10:42 am
by Sanjay
In post 983, callforjudgement wrote:
In post 982, Siveure DtTrikyp wrote:You are an Infiltrator.

If you are recruited into a cult, your wincondition does not change, but all other effects apply.

Wrong thread. Worst Role Ideas exists. And giving town access to the list of scum is always a bad idea. Even when you think you've tried triple-sure to make sure it isn't.


People don't care if their role idea is good or bad. They just post it in whichever one of the two threads they see first.

Posted: Thu Feb 21, 2013 5:01 pm
by Venmar
In post 984, Venmar wrote:
In post 981, quadz08 wrote:I came up with what I thought was a terribly clever idea of a "virus" role. Player knows he'll die on N1, and must choose a player to infect. That player then gets the same role PM: you're dying tonight, choose someone to infect. The virus has to survive until x point, and everyone infected wins.

Turns out someone else had thought of it years ago. >_>

That sounds really cool.

Except now that I think about it, it is a much weirder version of a cult. Pretty broken too if a mafia player gets infected imo.

Posted: Fri Feb 22, 2013 7:32 am
by MattP
You are a 1-shot Innocent Child Maker

You may target a player once during the game at night phase. Should you successfully target a town-aligned player, they will become an innocent child during the following day phase.

(Please note that the mod can choose to have the innocent child start the day phase flipped or unflipped, whatever. I think this is a neat idea for a new kind of investigation role if not already done)

Posted: Fri Feb 22, 2013 11:48 am
by Lurker
This one is curtosey of another site:

You are a DUAL COP.

You are a cop in a PM with XXX. (Mod note: Both are town)

Each night one of the two of you can investigate one person. Both of you recieve the results. You can both talk at night.

If one of you dies, the other still gets all the results and can continue as if a normal sane cop.

You and your partner win with the town.

Posted: Fri Feb 22, 2013 11:50 am
by mastin2
I seem to recall EpicMafia uses something similar.

Butyeah, I think that'd be called a cop-mason.

Posted: Fri Feb 22, 2013 2:12 pm
by Mr. Flay
Let's make an Even More Unstoppable Cop. Fantastic!

Posted: Sat Feb 23, 2013 5:25 am
by YYR
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!

It's better than an unkillable, innocent child, cop that the site I used to play on ran in most setups. Fun times.

Posted: Sat Feb 23, 2013 5:59 am
by Lurker
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!


It was from a game that had a ninja-janitor, a role-blocker that if role-blocked the same target 2 times in a row they died, and a mafia godfather that was also 50% bulletproof, due to the SK with 1 shot deathproof, self-watching, and a free fake claim.

Posted: Sat Feb 23, 2013 7:47 am
by MattP
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!

I think a 1-shot Inno child maker is just as balanced as a fulltime cop???? Maybe just me

It would also add an interesting layer if the player didn't auto-inno child confirm because the cop would have no way of knowing their result and a player doesn't exactly want to confirm inno child unless they have to

Posted: Sat Feb 23, 2013 7:50 am
by MattP
I also think it would only be workable in a large setup anyway.

Posted: Sat Feb 23, 2013 7:53 am
by The Baltimore Sun
He might have been commenting on lurker's role :p

Posted: Sat Feb 23, 2013 8:13 am
by Mr. Flay
TBS is correct.

Posted: Sat Feb 23, 2013 9:46 am
by callforjudgement
In post 993, MattP wrote:
In post 990, Mr. Flay wrote:Let's make an Even More Unstoppable Cop. Fantastic!

I think a 1-shot Inno child maker is just as balanced as a fulltime cop???? Maybe just me

It would also add an interesting layer if the player didn't auto-inno child confirm because the cop would have no way of knowing their result and a player doesn't exactly want to confirm inno child unless they have to

Yeah, a shot of innocent child making is considerably better than a shot of cop if it doesn't auto-reveal. If it does, I suspect it's at least marginally better, but not by much.

In an offsite game I helped design, there's the opposite, a role that publicly confirms someone as scum if they are (and otherwise does nothing). The complication is that the players know (were told by the mod at the start of the game) that it exists in both Sane and Paranoid versions (i.e. the Paranoid version just causes anyone it targets to be announced as being scum), so the results are potentially hard to rely on.

Posted: Sat Feb 23, 2013 10:00 am
by MattP
That's bastard. So nbd :P

Posted: Sat Feb 23, 2013 10:21 am
by callforjudgement
In post 998, MattP wrote:That's bastard. So nbd :P

I'm of the opinion that it's very hard to be bastard in an Open. Dethy is not a bastard setup.