2 Mafia Godfathers
1 Mafia Goon
1 Tracker
1 Cop
1 Miller
7 Vanilla
Day Start
Mod Notes: I was considering making the miller a death miller, but that might be a little too much. I thought it was a little stacked against the town so I added the day start and the odd number of players.
The entire idea revolves around having two Godfathers. Add a cop in order to investigate the GFs, throw in a normal Mafia goon so he has something to investigate, throw in a Miller to screw the Cop up further, and throw in a Tracker for town balance so they have a good investigation role.
So I was hoping to run this setup in the open game queue when my turn came, but it got superceded by a current request for a two of four game. But I'd still like to see this game happen if there's interest:
Track me if you can:
2 trackers
1 doctor
3 townies
2 mafia (one of whom is a roleblocker)
1 serial killer
Mod notes: Day start. SK is not NK-immune and only has 2* kills
*(it's been recommended by farside that the SK only have 1 kill, but I prefer the 2-kill version)
On a long enough timeline, the survival rate for everyone drops to zero.
-Fight Club
veerus wrote:So I was hoping to run this setup in the open game queue when my turn came, but it got superceded by a current request for a two of four game. But I'd still like to see this game happen if there's interest:
Track me if you can:
2 trackers
1 doctor
3 townies
2 mafia (one of whom is a roleblocker)
1 serial killer
Mod notes: Day start. SK is not NK-immune and only has 2* kills
*(it's been recommended by farside that the SK only have 1 kill, but I prefer the 2-kill version)
I like the non-investigation immune & non-nk immune SK with double kill idea, but my first reaction was that it probably should be saved for a larger setup.
I see that the role does play a part of your design, and it may be better off for it.
Your setup may be too swingy and too dependent night moves for some people. I think your game just offers a different flavor of mafia from what is typical here.
With really swingy games I feel it is important to limit the time investment of players: that it only has nine players helps. I suggest 1.5*(number of living players) as a deadline length. Day 1 would last at most 13.5 days and the following days would be much shorter. The mechanic where days left before the deadline when a lynch occurs are banked and added on to the next day's deadline might be a good idea.
I expect that I will be willing to nominate this after a little more discussion.
How many hours did you spend designing this seup and tweaking it? It seems pretty polished to me.
Mafia RB would not be allowed to submit a kill and roleblock in the same night.
Also, Adel, I see your point about limiting the time investment in swingy games, but I'm not sure I agree that strict deadlines of less than 2 weeks are a good thing in this game. After N1, there are up to 5 actions to analyze and having 9 days (assume 3 townies die before start of D2) to analyze them in is not feasible. If a relative deadline has to be imposed, I would recommend one that is based on the number of actions possible the night before with a minimum of 10 days. So D1 would be deadlined at 10 days. D2 would last as long as 20 days (4*(number of actions available)) and so on.
As for the time spent, I'd been toying with the idea in my head for about a week, but once I started putting it on paper, it came out on the first try (except that in the original version the SK had no limit on the kills).
On a long enough timeline, the survival rate for everyone drops to zero.
-Fight Club
because the doctor can produce only innocents when a player is saved while the cop can pinpoint scum.
I think a doctor in such a game is too swingy
swingy, to my mind, implies that it can have bad consequences for town as well as scum. That's not true here.
Yeah in my mind a doc does have "bad" consequences for both sides. If the Doc misses his protections he's played as a vanilla townie. Thus you're playing a 2:6 game, which is incredibly unbalanced. If the Doc gets a protect he confirms two gauranteed living innocents and adds an extra lynch to the game with one night. Quite a big swing to me.
While the cop is also swingy (since he can hit goons, he's most likely to get an surviving innocent before claiming near end game, which is fairly balanced.