"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
Dormitory mafia doesn't seem like it needs an RA to be interesting
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
In post 50, Isis wrote:I feel like S_S is probably a RA irl
lolnope I'm a mega introvert. And I live at home rather than in a dorm.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
The main reason the RA is in the game is to make the positioning matter more. I do also like the pair investigation, though.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
I'll update it to this, for now. This fixes the issue cfj was describing. The roleblock was added to prevent town from just leashing one BG to the RA each night until the end of time.
I was playing around with which actions do or don't allow diagonals. I think letting the roleblock allow diagonals makes it cost-free because it's too hard to figure out who might have roleblocked you, so it's orthogonal only. As for the bodyguard I don't think having it disallow diagonals provides that much protection for the RA, if we assume scum is in Room 2 or 3 and can RB someone as well.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
I like the mechanics, although you should note that this doesn't make use of the matrix behaviour at all; it'd work just the same with 9 separate named locations that weren't arranged in any way.
I originally thought that this was townsided, but after thinking about it a bit more I changed my mind. It may well be balanced or even scumsided.
In post 58, borkjerfkin wrote:2-2 -> 2-0 -> 3-1 66%: doesn't end the game in #1 or #2 and tells you definitively where you are
The idea is that every route gives town 66% chance to win, and scum has to lead townies towards deadly one.
I don't see how that makes the setup reasonably balanced. If there is a quasi-breaking strategy, why would town not follow it and maximize their chances?
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In post 62, Kerset wrote:The idea is that every route gives town 66% chance to win, and scum has to lead townies towards deadly one.
Why not add a fourth configuration so it's 50%? That would feel less annoying for scum, I think.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
In post 58, borkjerfkin wrote:2-2 -> 2-0 -> 3-1 66%: doesn't end the game in #1 or #2 and tells you definitively where you are
The idea is that every route gives town 66% chance to win.
I'm thinking about this more; If I'm town 2-0 I definitely don't ever vote for 1-0 because I know it loses me the game (and in fact I know exactly who all the scum are), so I don't ever really see that being the first lynch; I feel like 2-2 just gets run up every D1 as a matter of course. Certain town players have perfect information which makes this even weirder and arguably not mafia. I dunno.
In post 58, borkjerfkin wrote:2-2 -> 2-0 -> 3-1 66%: doesn't end the game in #1 or #2 and tells you definitively where you are
The idea is that every route gives town 66% chance to win, and scum has to lead townies towards deadly one.
I don't see how that makes the setup reasonably balanced. If there is a quasi-breaking strategy, why would town not follow it and maximize their chances?
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
I mean people do run 70% town EV setups and I hate them and want them to stahp
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
I'm wondering if the RA in my setup should be unblockable. Blocking the RA wasn't really something I thought of when I added the block.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Do you even want to roleblock someone other than the RA? If you spy and get "no result", the info that mafia is in an adjacent room seems better than the info you were trying to get.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"