Yellow and Blue designations make each Tracker unique for claiming purposes.
Thought it up about ten-fifteen minutes ago with three named trackers instead of two and a BG but I thought through it and realized it needed tuning, and still does. Is there anybody that isn't tired that could help me find any holes in the setup?
Realquick: what results do the trackers get if their target is roleblocked?
Does the Bodyguard die if his target is targetted?
Seems townsided, (comparing to 2of4,) with three PRs, all of them different.
In post 4452, Whiskers wrote:Realquick: what results do the trackers get if their target is roleblocked?
Does the Bodyguard die if his target is targetted?
Seems townsided, (comparing to 2of4,) with three PRs, all of them different.
They get "You were blocked". Bodyguard dies in the place of his target if his target is killed.
Well... "No result" is the same thing-- I guess in the case of a tracker, you get a "no action was performed," which actually makes the roleblocker way more effective.
If the target PR is blocked, the Tracker shouldn't be able to tell the difference between that and a VT/inactive Goon. Anything else just overpowers the Tracker role even further than usual.
An idea I had a really long time ago, just found it looking through some old word documents:
The idea is that once you're dead, you're still not out of the game. Dead townies can give their thoughts, the cop can relay his results, and the mafia can WIFOM their hearts out. The role is only helpful if the dead players decide to stay active in the QT, however I'm not sure if that's a good or bad thing. I don't think it's too bad, at least concept-wise, but I'd love to hear whatever thoughts you have on it.
Edit: Hey, just realized this is my 1,000th post on-site!
I'm back, sort of. Not a lot of free time to play, but I'm planning to be modding some mish mash and stuff this winter.
Eragon Mafia, a 17-Player Large Theme, will be coming to the large theme queue soon(ish) if all goes well. If you're interested, PM me to pre-in.
In post 4462, wierdalexv wrote:An idea I had a really long time ago, just found it looking through some old word documents:
The idea is that once you're dead, you're still not out of the game. Dead townies can give their thoughts, the cop can relay his results, and the mafia can WIFOM their hearts out. The role is only helpful if the dead players decide to stay active in the QT, however I'm not sure if that's a good or bad thing. I don't think it's too bad, at least concept-wise, but I'd love to hear whatever thoughts you have on it.
Edit: Hey, just realized this is my 1,000th post on-site!
I don't think players like those sorts of Dead QTs.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
I agree with Empking, and I think this doesn't work well in an Open setup.
The reverse is far more interesting, but again it doesn't really work in an Open setup--it's a role I saw in Call of Cthulhufish, iirc: there is a dead (town?) player who still has a vote.
In post 4460, Mr. Flay wrote:If the target PR is blocked, the Tracker shouldn't be able to tell the difference between that and a VT/inactive Goon. Anything else just overpowers the Tracker role even further than usual.
The tracker role is OP now?
I understand the complaints against Cops and Watchers, but Trackers? Really now?
I think it might need more town, looking at it again. The point is that there is a variable amount of doctors, which gives Mafia some room in a massclaim.
There will be no kisses tonight
There will be no holding hands tonight
'Cause what is now wasn't there before and should not be
I think it might need more town, looking at it again. The point is that there is a variable amount of doctors, which gives Mafia some room in a massclaim.
Swingy as hell.
Edit: Eh, maybe a bit less than I thought. But still swingy.
@thesupertriomusical on Instagram, come see it if you’re in LA area, I wrote it!
Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.
Discuss.
"Fuck you. I opened up my heart to you and you stabbed it a thousand times." - Gamma, to me, right before confessing to being the town vig and murdering my scum partner N1.
In post 4472, chkflip wrote:Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.
Discuss.
They're... tricky. It's really (REALLY) hard to make a balanced and/or fun game with them.
In post 4472, chkflip wrote:Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.
Discuss.
Unannounced
cults in a non-bastard game are a horrible idea. If you let people know that there is/could be a cult in the game beforehand, it's not nearly as bad, since they know what they're getting in to. And in a bastard game, of course, pretty much anything goes.
(Mostly) on hiatus until further notice. Planet MafiaScum 2 will be modded by Inspi and JDGA - go check it out!