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Post #114 (isolation #3) » Tue Apr 07, 2015 9:34 pm
Postby Bicephalous Bob »
Scum can overdraw in small street.
One pattern I expect to see a lot is that scum will turn a few townies bulletproof and have one of their own claim to be turned bulletproof after a night of not turning anyone, forcing town to lynch in the bulletproof pool. Scum can also opt to play the game partially killless or with white flag enabled to make up for both recruiting a fourth player and having expensive roles.
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Post #116 (isolation #4) » Wed Apr 08, 2015 6:39 am
Postby Bicephalous Bob »
In post 115, Ether wrote:I mean...I guess forcing the scum to self-handicap a ton is giving town something where the roles themselves are more useful as a puzzle to solve than as what they actually do?
Enabling white flag for better roles isn't self-handicapping as much as it's a simple trade-off. The setup is perfectly playable for scum without overdrawing pre-game, although it limits the number of solid game plans. While approaching the setup as scum's puzzle will definitely be a part of the game, scum have enough ways to keep the town guessing.
(Roles like the public vanilla and the mafia rolecop action suggest that this is not actually a Small Town setup at all, just a split role/alignment game.)
It's not a smalltown setup, no. I called it smalltown-like because it shares smalltown's main characteristic, the public fixed role list.
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Post #118 (isolation #5) » Wed Apr 08, 2015 9:01 am
Postby Bicephalous Bob »
In post 117, Ether wrote:Enabling white flag is self-handicapping, if they choose that.
Turning lots of townies bulletproof and letting them know is self-handicapping, especially when townies chosen for their incompetence get replaced, if they choose that.
Having 3 scum in a 17-player game is self-handicapping, if they choose that.
Restricting scum to only a small selection of roles that the town can see is self-handicapping, if they choose that and can't keep town convinced that they chose a different option.
this is just another way of saying, "scum decide on the setup but they can't have everything without offering up something"
Many of the roles here are filler roles as far as the town's concerned, so maybe it'd work out in the end, but it all just fits together really awkwardly for me.
all roles are either useful to the town or game-changing in town's possession
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Post #125 (isolation #6) » Sat Apr 11, 2015 2:42 am
Postby Bicephalous Bob »
In post 110, Ether wrote:I think the clock format is interesting, but the roles themselves just seem haphazardly thrown in. There doesn't seem to be any rhyme or reason to what obscure roles got added (why do you need both a follower and a rolecop?), or what got paired up with what.
The town rolecop is put between the roleblockers so he can't have a definite guilty on either, while the follower gets the same result on the mafia rolecop and the tracker.
(Do the babysitter and the mafia roleblocker really need to be together? Can't you just let the poor thing have its vengekill?)
Good point, I should probably switch the babysitter and the doc.
I guess at least the strongman was sandwiched between two protective roles (what happens when a jailer and a doctor target each other? This needs to be determined beforehand)
The doctor is blocked. NAR is pretty clear on that.