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Posted: Fri Jan 02, 2009 5:36 pm
by Alduskkel
Mafiaplayer wrote:The next time the thread he swum to turns to day, he will be in that game with the role he chose.
He can change his role?!?!?

Posted: Fri Jan 02, 2009 5:37 pm
by Mafiaplayer
(Oops, sorry. I meant with his role).

Posted: Sat Jan 03, 2009 2:59 am
by Max
Seol wrote:
Max wrote:If the game is not over in two weeks both boats are destroyed and the Mod Wins
You're only saying that to make us blow each other up. You and your wacky social experiments - the Batman will stop you!
I am actually considering running this as a large theme, do you want to back-up?

Posted: Thu Jan 08, 2009 6:13 pm
by Adel
Mr. and Ms. Smith
Mr. Smith (SK) (nk-immune)
Mrs. Smith (SK) (nk-immune)
1 Watcher
x townies

Daystart

x = number of townies necessary to balance setup. x = 6?

Mr. and Mrs. Smith are SKs, with the win condition "you win if you are the last player alive". If one ever targets the other, they get a qt thread to use for the rest of the period of night, and each following period of night, and their win conditions are changed to read "you win if either you or your spouse outlives the entire town"

Posted: Thu Jan 08, 2009 6:53 pm
by shaft.ed
so if the watcher ever sees a Smith target another it's game over.

Interesting mechanic.


nominate with 6 vanilla, though 7 may be more balanced

Posted: Thu Jan 08, 2009 6:57 pm
by Mafiaplayer
How about the following-
8 townies
1 cult leader
1 cult leader
If 1 cult leader recruits the other, than everyone who is culted loses and all the people who are still townies win.
If either of the cult leaders is lynched, then the other cult wins with the town.

Posted: Thu Jan 08, 2009 8:15 pm
by Fiasco
In setups with alignment change, always specify whether players should play to their current or their expected final win condition.

Posted: Thu Jan 08, 2009 8:19 pm
by Mafiaplayer
In this game you should play for expected final.
Really, it's a war between cults and the townies are just caught up in the middle. Like Godzilla vs. King Kong.

Posted: Fri Jan 09, 2009 2:54 pm
by Hoopla
shaft.ed wrote:
so if the watcher ever sees a Smith target another it's game over.


Interesting mechanic.

nominate with 6 vanilla, though 7 may be more balanced
The best SK strategy would be to try and find the other to improve your win %, but even then they will only ever target each other once, if ever - for the watcher to catch this sequence, the chances seem pretty low.

7 vanillas seems more balanced, with two kills per night. The SK's would never waste a kill to try and fool the town into thinking they're together when they aren't, so throwing in a pro-town protection role (instead of a 7th vanilla - I'm thinking a Weak Doc) would be a good way to balance it, as town now get deprived of knowing if they're playing against a team.

Either way I'd play this set-up.

Posted: Fri Jan 09, 2009 2:56 pm
by Adel
Fiasco wrote:In setups with alignment change, always specify whether players should play to their current or their expected final win condition.
???

expected final, always.

Posted: Fri Jan 09, 2009 3:07 pm
by Lord Gurgi
Adel wrote:
Fiasco wrote:In setups with alignment change, always specify whether players should play to their current or their expected final win condition.
???

expected final, always.
Nah, they should play to whichever one they feel like. If they feel like playing the odds, let them.

Posted: Fri Jan 09, 2009 3:12 pm
by shaft.ed
Hoopla wrote:
shaft.ed wrote:
so if the watcher ever sees a Smith target another it's game over.


Interesting mechanic.

nominate with 6 vanilla, though 7 may be more balanced
The best SK strategy would be to try and find the other to improve your win %, but even then they will only ever target each other once, if ever - for the watcher to catch this sequence, the chances seem pretty low.

7 vanillas seems more balanced, with two kills per night. The SK's would never waste a kill to try and fool the town into thinking they're together when they aren't, so throwing in a pro-town protection role (instead of a 7th vanilla - I'm thinking a Weak Doc) would be a good way to balance it, as town now get deprived of knowing if they're playing against a team.

Either way I'd play this set-up.
Not a big fan of weak doc's up against single player scum since they can end a SK's game with a single "protection." Would prefer something like a bodyguard or tough townie (survives one NK attempt). Actually a townie that survives a single NK attempt would add some "have they joined forces" WIFOM to the mix.

Posted: Sat Jan 10, 2009 3:25 am
by iamausername
Lord Gurgi wrote:
Adel wrote:
Fiasco wrote:In setups with alignment change, always specify whether players should play to their current or their expected final win condition.
???

expected final, always.
Nah, they should play to whichever one they feel like. If they feel like playing the odds, let them.
That'd be expected final, with the expectation that their win condition won't change, no?

Posted: Sat Jan 10, 2009 11:07 am
by Lord Gurgi
iamausername wrote:
Lord Gurgi wrote:
Adel wrote:
Fiasco wrote:In setups with alignment change, always specify whether players should play to their current or their expected final win condition.
???

expected final, always.
Nah, they should play to whichever one they feel like. If they feel like playing the odds, let them.
That'd be expected final, with the expectation that their win condition won't change, no?
It's whatever they feel like, based upon the players, their own skill, their notoriety, and their ego.

Posted: Sat Jan 10, 2009 12:22 pm
by Korts
Bang Bang Boom Mafia


2 Mafia; group abilities: kill, roleblock, protect; may use two of three group abilities on any given night

2 Bombs (killer dies if they are NK'd; this is a passive ability and cannot be blocked)
2 Vengeful Townies (get a vengeful kill if they are lynched)
2 Vigilantes
3 Vanilla Townies

Night start

Posted: Sat Jan 10, 2009 12:24 pm
by Adel
new definition for "swingy": similar to "Bang Bang Boom Mafia"

Posted: Sat Jan 10, 2009 12:43 pm
by Simenon
Predestination Mafia

3 Mafia Goons
2 Ordered JOATs
7 Townies

Every night Ordered JOATs choose one player to investigate, one player to kill, one player to protect, and one player to roleblock. At the beginning of the game, the moderator randomly sets a list for the JOAT's night action (night one investigate night two kill etc.). On any given night, only the action on the list will go through; the rest will be blocked.

Posted: Sat Jan 10, 2009 12:44 pm
by Korts
While in the shower, I had a more thorough think about Bang Bang Boom.

Both the Mafia Doctor and the RB can perform only one of the kill and their night actions while both are alive; if one of them dies, the other can perform both actions. Basically they have the choice of protecting vs. blocking while both of them are alive.

I also think maybe the Doctor should be able to self-protect in this setup.

Posted: Sat Jan 10, 2009 12:50 pm
by Adel
could you make the RB and Doc protect team abilities, and the scum team can only commit two actions per night (choice of NK, RB, or Doc) regardless of who is still alive? That would make it a little less swingy, and with the doc self protect, make the scum team a little bit more resilient. I think it would make for an interesting game where the scum team may choose NOT to commit nks on some nights.

Posted: Sat Jan 10, 2009 4:00 pm
by chenhsi
Simenon wrote:
Predestination Mafia

3 Mafia Goons
2 Ordered JOATs
7 Townies

Every night Ordered JOATs choose one player to investigate, one player to kill, one player to protect, and one player to roleblock. At the beginning of the game, the moderator randomly sets a list for the JOAT's night action (night one investigate night two kill etc.). On any given night, only the action on the list will go through; the rest will be blocked.
If the JOAT roleblocked or protected, will he/she be told which action they did?

Posted: Sun Jan 11, 2009 12:36 am
by Korts
Adel wrote:could you make the RB and Doc protect team abilities, and the scum team can only commit two actions per night (choice of NK, RB, or Doc) regardless of who is still alive? That would make it a little less swingy, and with the doc self protect, make the scum team a little bit more resilient. I think it would make for an interesting game where the scum team may choose NOT to commit nks on some nights.
This is a good idea, and consistent with the whole concept of the setup. Editing the setup.

Posted: Sun Jan 11, 2009 2:33 pm
by Adel
Korts wrote:
Bang Bang Boom Mafia


2 Mafia; group abilities: kill, roleblock, protect; may use two of three group abilities on any given night

1 Bomb (killer dies if they are NK'd; this is a passive ability and cannot be blocked)
2 Vengeful Townies (get a vengeful kill during the next night if they are lynched, this kill can be protected by the doctor, but can not be blocked)
2 Vigilantes
4 Vanilla Townies

Night start
Edited to what I think makes it balanced.

I want to allow the mafia to be able to protect any player against the vengeful kill. That would allow the scum to play WIFOM games with the directed vengeful kill.

I am a little worried about a day 1 massclaim + directed vengeful and vig kills breaking the setup.

what do you think?

Posted: Mon Jan 12, 2009 3:48 am
by Korts
You have a point with the vengeful kill; but protecting themselves against a directed vengeful kill would defeat the whole purpose of the vengeful townies, since giving the scum protection against their kill takes the edge of town gained by the "double lynch". The vengeful townie is a double-edged role anyway, and can help scum just as much as hurt them.

Day 1 massclaim doesn't break the setup, IMO. One scum can fakeclaim bomb, while the other claims vengeful; the vigs likely wouldn't target claimed bombs, and taking out a vengeful townie also hurts town by taking a vengeful kill away, so they wouldn't target vengeful townies either, or else very reluctantly. Massclaim only helps scum very likely; it outs the powers that be, while, with the above tactic, gives vigs a 2/3 possibility of hitting town PRs. Even if both vigs shoot claimed vengeful townies, the fake bomb will definitely survive and the vigs will risk four town deaths in a night not counting a mafia NK if they both decide to shoot that night.

Short answer: no, I don't think massclaim ruins the game; it makes for a much more puzzle-like game, but scum still will have a fair chance.

Posted: Mon Jan 12, 2009 12:54 pm
by popsofctown
Adel wrote:Mr. and Ms. Smith
Mr. Smith (SK) (nk-immune)
Mrs. Smith (SK) (nk-immune)
1 Watcher
x townies

Daystart

x = number of townies necessary to balance setup. x = 6?

Mr. and Mrs. Smith are SKs, with the win condition "you win if you are the last player alive". If one ever targets the other, they get a qt thread to use for the rest of the period of night, and each following period of night, and their win conditions are changed to read "you win if either you or your spouse outlives the entire town"
nominate, this is really school, i like the lack of confusing mechanics. Did i just say really school? Man, i am excited about going to college. >_> Really cool is what i meant.

I thought x had to be >= 7, but i'm a newb

Posted: Tue Jan 13, 2009 5:47 am
by BlakAdder
Second Mr. And Mrs. Smith