[SETUP]Miller Party

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BBmolla
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[SETUP]Miller Party

Post Post #0 (ISO) » Tue May 22, 2018 12:36 pm

Post by BBmolla »

Miller Party


13 Players

1 Mafia Tracker
1 Mafia Goon/Godfather

1 Werewolf Tracker
1 Werewolf/Alpha Werewolf

1 Town Cop
1 Town Seer
1 Town Simple Fruit Vendor
1 Town Hidden Miller
1 Hidden Hirsute Townie
4 Townies

  • At start of the game, the mod randomly gives one team a Godfather/Alpha Werewolf.
  • Mafia factions alternate night kills. It starts with the team who does not have a Godfather/Alpha Werewolf.
  • Hidden roles are told they are Vanilla Townies.
  • If one scum team is eliminated the other can then nightkill every night.
Last edited by BBmolla on Tue May 22, 2018 1:11 pm, edited 1 time in total.
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Mathdino
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Post Post #1 (ISO) » Tue May 22, 2018 12:45 pm

Post by Mathdino »

Alternating nightkills! How come more multiballs don't use this?

I like it. 3 conftown, unsolvable by night actions. Tracker essentially functions as a role cop lite.

Is it beneficial for the fruit vendor to never vend? To account for the possibility of getting tracked and killed.
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Post Post #2 (ISO) » Tue May 22, 2018 1:15 pm

Post by BBmolla »

Simple means it fails on anyone who is not vanilla, so it’s kind of like a weak cop.
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Post Post #3 (ISO) » Tue May 22, 2018 1:27 pm

Post by Fumuki »

The alternative nightkills are a really interesting aspect in my opinion, and I like the way that the night kill start by the faction that doesn't receive a Godfather/Werewolf as well. Kind of balancing it. Town power roles are good as well, and it gets even tricker trying to shoot who is "the cop" of your scum faction since you can end up wasting your night kill by not only giving a favor to the rival faction, as well hurting your own, because as long the Seer/Cop is alive there's the possibility of a scum of the rival faction getting a guilty.

Definitely would play.
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