KittyTacky's Mini Normal Review, May 2023 (Released)
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DkKoba They/ThemSurvivorThey/Them
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u know whats funny is that informed info is going to have the opposite effect intented considering site meta-
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DkKoba They/ThemSurvivorThey/Them
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looks like mechwise scum have little to play with when it comes to claiming however town has not much going for it either
chances are town will assume at most 1 bodyguard could be mafia and thats it.
the swing chance of multikills can be discarded here as it is very low chance
the TA and BG combo however is likely to be a problem here, I am thinking that replacing the rolecop with a 1 shot strongman is reasonable to give scum the tools to prevent a follow the cop scenario while still not having egregious counterplay.-
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DkKoba They/ThemSurvivorThey/Them
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vig = IC
2/3 BG will be considered conftown
TA will just be auto-nightkill if claimed
Town Finder could go either way here
so 5-6 slots that are mislimmable in a place where scum must kill 4, I'd like to perhaps make the TA Odd Night, give mafia 1 shot strongman and remove the Rolecop to minimize the chances of town simply winning by pure luck of rand + night actions while recognizing that vig is a likely mislim enabler for scum here.-
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DkKoba They/ThemSurvivorThey/Them
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as in too good for town?In post 5, Flavor Leaf wrote: Yeah, I don't love the TA here either, don't necessarily hate it, but it's sorta mid.-
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DkKoba They/ThemSurvivorThey/Them
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right i think scenarios like that are fringe and arent really fully accountable for, that tends to be an accelerated game of scum playing poorly, although the guilty is just unfortunate in that scenario.-
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DkKoba They/ThemSurvivorThey/Them
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The finder is very fine here.In post 12, KittyTacky wrote:
Seems fine tho.In post 4, DkKoba wrote: vig = IC
2/3 BG will be considered conftown
TA will just be auto-nightkill if claimed
Town Finder could go either way here
so 5-6 slots that are mislimmable in a place where scum must kill 4, I'd like to perhaps make the TA Odd Night, give mafia 1 shot strongman and remove the Rolecop to minimize the chances of town simply winning by pure luck of rand + night actions while recognizing that vig is a likely mislim enabler for scum here.
idk what to do with the finder however. The more I look at it the more I see it as superfluous. But without it the setup feels a little bare and I want that slot to have something to do at night.-
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DkKoba They/ThemSurvivorThey/Them
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It will make the vig more likely to shoot as they'll feel it's not as risky for any prs to die / can be protected once they do confirm themselves
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DkKoba They/ThemSurvivorThey/Them
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I'm mostly fine with the setup in 15, will let FL chime in b4 I pass-
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DkKoba They/ThemSurvivorThey/Them
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Also quoting to ping: it is to my understanding that strongman kill would not trigger a bodyguard deathIn post 0, implosion wrote:KittyTacky wrote: ↑ I forgot the process, am I doing this right?
I want a bodyguard-"themed" setup but the specifics I am flexible about. Can I have the review PT?
The idea here is that vig is borderline negative utility until enabler dies. Considering making it (night-specific?) compulsive too so it doesn't play super safe and holster until that happens. I don't really like the TA, I want town to have a TI but I want to nerf Follow-The-TI a bit more.-
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DkKoba They/ThemSurvivorThey/Them
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Alright @kitty ya just need to write up the role PMs for us to review-
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DkKoba They/ThemSurvivorThey/Them
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I also think informing Bodyguards of the chain mechanic is probably going to inspire host OGI of clearing each other so I think it's best not to include that, it is a logical conclusion that the saves would trigger a chain reaction based on the role description so if they try to make such a plan in game I'm sure someone will point it out.. and if they don't that is towns fault tbh xD-
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DkKoba They/ThemSurvivorThey/Them
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Actually 1 more thing - what is the resolution for multiple bg on the same target? @implo-
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DkKoba They/ThemSurvivorThey/Them
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Ok I have an idea. Make 1 or 2 simple
Or perhaps this:
1 simple
1 odd night
1 even night-
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DkKoba They/ThemSurvivorThey/Them
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that is I am rolling with the assumption that all BG protecting 1 target would die - as the wording and description on wiki implies that it would resolve at once and thus all would die in their place, and resolving it otherwise would require arbitrary or RNG mechanics.-
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DkKoba They/ThemSurvivorThey/Them
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makes me want to either remove a vig shot or turn the vig into an activated IC and add power elsewhere, if we are preserving the bodyguards.-
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DkKoba They/ThemSurvivorThey/Them
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you open the possibility of too many kills in 1 night and bringing the game to mlimlo because a non BG PR claimed on day 1(a plausible scenario)In post 31, KittyTacky wrote: The bodyguards must be kept, not really comfortable gating them either.
I do not think, assuming BG mechanics are that saving the same target means all die, that this can be passed due to that.
D1:
Town eliminated
13->12
N1:
3 BG on 1 PR, 1 vig shoots outside and shoots town:
12->8
3 v 5
MLIMLO-
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DkKoba They/ThemSurvivorThey/Them
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DkKoba They/ThemSurvivorThey/Them
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Current state is impassableIn post 36, implosion wrote: Poke - this would be next if it's ready, looks like it needs a little more.
I do have an idea to keep the 3 bodyguards ungated - a global informed that tells everyone there is more than 1 bodyguard in the setup.
This makes the bg a little less limmable but also will make stacking less likely-
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DkKoba They/ThemSurvivorThey/Them
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/pass and label as complex in sign-ups
I fear this will turn out super swingy but now that town has the power to make informed decisions with volitile roles it won't be disastrous-
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DkKoba They/ThemSurvivorThey/Them
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quoting to pingIn post 36, implosion wrote: Poke - this would be next if it's ready, looks like it needs a little more.-
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DkKoba They/ThemSurvivorThey/Them
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ah ok, well then i strongly suggest a complex label
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