At first glance this seems townsided because the Masons can just claim Mason but not specify which Masonry they’re in… maybe the Mafia can be informed at the start of the game of one Mason in Masonry A and one Mason in Masonry B?
I tried to look at various scenarios of this in my head and I feel like a lot of the time the optimum strategy would be really unfun either to the maf or to the town, or even both.
I think if you want to have two masonries, you need to make more VTs + more maf, or smaller masonries, for it to work like a game of mafia. Because a proper game of mafia has an uninformed majority but here you're making the majority mostly informed.
In post 1327, DragonEater70 wrote:
I tried to look at various scenarios of this in my head and I feel like a lot of the time the optimum strategy would be really unfun either to the maf or to the town, or even both.
I think if you want to have two masonries, you need to make more VTs + more maf, or smaller masonries, for it to work like a game of mafia. Because a proper game of mafia has an uninformed majority but here you're making the majority mostly informed.
Yeah I suppose so, although the majority is 1. only partially informed and 2. can't reveal their information or they'll be double/triple killed
In post 1328, DragonEater70 wrote:
Like maybe 4 mafia, 3 masons, 3 masons, 7 VTs with the same masonry guess mechanic could be balanced AND fun to play.
Idk if this would fill so I'm gonna try and run the 13p setup above first
Last edited by T3 on Fri Feb 02, 2024 3:24 am, edited 1 time in total.
In post 1328, DragonEater70 wrote:
Like maybe 4 mafia, 3 masons, 3 masons, 7 VTs with the same masonry guess mechanic could be balanced AND fun to play.
Idk if this would fill so I'm gonna try and run the 13p setup above first
This is inspired by Enchant's game of the same name. The thing is that the previous version wasn't really a game of Mafia, since it didn't have an informed minority (it was uninformed majority vs uninformed minority). This version aims to fix that.
There was a game at some point with a higher amount of scum than usual(I think), not sure which game it was (it was probably PicoBlitz or DE Runs a Marathon Setup in the Open Queue, but maybe it was something else? I'm really not sure because I can't find it at all), and one of the players said "there was a game that Enchant ran in the past where there was a lot of scum and they just ganged up on one player" and then I looked and found the game. But I can't find that post for the life of me.
In post 1337, DragonEater70 wrote:
This is inspired by Enchant's game of the same name. The thing is that the previous version wasn't really a game of Mafia, since it didn't have an informed minority (it was uninformed majority vs uninformed minority). This version aims to fix that.
This is informed minority in exactly the same way as the previous game was, though? Just has less symmetry with the lack of mafia PT cop.
- One town player is a night 1 2x neighborizer; they can select two people to add to the same (new) neighborhood on night 1.
- Players treestump on death meaning they can continue to post in the various PTs. (Neighborizer ability cannot be used while treestumped/dead, but being killed on the same night does not prevent the neighborhood from being created.)
Would this be too scumsided? EV Project puts it at around 26% town win rate (see Named Townie 5-2), but I expect that all the neighborhoods would pull the win rate up a few percentage points.
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Thinking about a "Cultafia Lite" setup, with 2 Cult members out of 13 players who can recruit one player on night 1, and have a normal nightkill on all other nights. Town will have their PRs assigned randomly AFTER night 1 (the recruit never has a PR). Could such a setup be balanced and fun? What TPRs would work well here?
In post 1345, DragonEater70 wrote:
Thinking about a "Cultafia Lite" setup, with 2 Cult members out of 13 players who can recruit one player on night 1, and have a normal nightkill on all other nights. Town will have their PRs assigned randomly AFTER night 1 (the recruit never has a PR). Could such a setup be balanced and fun? What TPRs would work well here?
Balance should mostly play out the same as a non cult game except that you'll need to consider a few more things:
Town don't get any n1 actions (Because everyone is vanilla n1)
Scum can't snipe any PRs n1 (Because everyone is vanilla n1)
Game should start on evens instead of odds if there's no roles that'd change the number of kills per night like Doctor/Vigilante/etc. to avoid the game naturally ending up on MELO instead of ELO and the subsequent no-lim that comes along with it
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
There's a lot of interesting design space there, and you don't necessarily have to make it an evens setup. Alternatively, you could just make the recruit a factional D1 action if you wanted. Anything from vengeful to 1x BP BG can be used as a functional killstop. If you want generic advice on closed roles or a reviewer I'm usually down to help.
Balance wise, there's also the old cult standby of looking for people whose behavior shifted significantly and far less of the cult drawbacks (masons not being conftown, incentivizing playing things close to your chest on late days as town, recruits being just shy of sman by default), so dayplay is likely going to be slightly stronger for town.
Unique roles wise, you could do something like an Role-Change-Cop who detects if someone got a new role PM N1 (recruited or became PR). You don't run into any of the traditional cult related role problems (masons not being conftown, for example) so you could run just about any slightly scumsided closed with this tweak.