borkjerfkin Micro Normal Review


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Post Post #2 (isolation #0) » Wed Dec 28, 2016 10:58 am

Post by borkjerfkin »

I copied that from someone else's ruleset forever ago (and have used it in i think literally every game i have ever modded) I will just change it to say majority
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Post Post #3 (isolation #1) » Wed Dec 28, 2016 10:59 am

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I didnt say half plus two anywhere though
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Post Post #4 (isolation #2) » Wed Dec 28, 2016 11:03 am

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If its pro town its pro town. I have no prior art, just the knowledge that setups are generally more scumsided than they seem
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Post Post #5 (isolation #3) » Wed Dec 28, 2016 11:04 am

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i have no problem giving scum some power if we need to
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Post Post #6 (isolation #4) » Wed Dec 28, 2016 11:08 am

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If we give scum power, I would change 2x goon to (1x odd-night rolecop 1x even night rolecop) as something a little different from 1x rolecop 1x goon
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Post Post #9 (isolation #5) » Wed Dec 28, 2016 11:34 am

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Interesting how far off the mark I was. Micros are hard.

I really want the mason pair, and I want something else besides that that increases level of interest. If that's just to give scum power then so be it.
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Post Post #10 (isolation #6) » Wed Dec 28, 2016 11:36 am

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In post 7, callforjudgement wrote:Rules look fine (a very pedantic reading of "days will be exactly two weeks long" implies you have to hold twilight out until the original deadline ends, but I don't think anyone would interpret it like that). I'm assuming this is not a daytalk setup because you didn't say it was (and in a Normal, you'd have to), but you should probably be more explicit about that.
There's no daytalk; I will add that to the setup-specific post I make.
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Post Post #11 (isolation #7) » Wed Dec 28, 2016 11:38 am

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I guess maybe my issue is I have a warped idea about how powerful a mason pair is; they're probably more power in smaller setups than I was budgeting for too.
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Post Post #12 (isolation #8) » Wed Dec 28, 2016 11:52 am

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could change the roleblocker to even night and give scum a 1x/2x day-rolecop or something, i dunno.
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Post Post #13 (isolation #9) » Wed Dec 28, 2016 11:54 am

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I would want to change the whole setup to yes daytalk if I did that.
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Post Post #14 (isolation #10) » Wed Dec 28, 2016 11:55 am

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or give an encryptor or whatever. it's not super important that the masons get daytalk -- i'd actually prefer the masons not to be able to talk at all.
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Post Post #16 (isolation #11) » Wed Dec 28, 2016 12:58 pm

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I would argue the value of that scum pr is essentially nil

Are we saying that 2 mason vs goons is townsided as a baseline? I am curious if there is any precedent there
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Post Post #17 (isolation #12) » Wed Dec 28, 2016 1:01 pm

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Closest thing i can see to this setup is that 7p science one, which has scum winning 8 of 9. Town gets an extra lynch here.
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Post Post #20 (isolation #13) » Wed Dec 28, 2016 1:49 pm

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I thought they stopped running c9 because that particular variation was like impossible to win for town
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Post Post #21 (isolation #14) » Wed Dec 28, 2016 1:51 pm

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I mean if you guys say 2 masons is balanced i am fine with that, i just really didnt think it would be
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Post Post #23 (isolation #15) » Wed Dec 28, 2016 2:07 pm

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Probably insufficient sample size anyway (only two documented runs of the setup, one of which is mistakingly labeled as a town win)
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Post Post #27 (isolation #16) » Thu Dec 29, 2016 3:46 am

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In post 24, Marquis wrote:I think Masons not having daytalk really struggle, especially if scum does. As in, with just that and VTs against scum I'd consider it scumsided - the strength in Masons imo comes equally from being able to coordinate votes/claims/reads strategies or whatever, as much as the "get out of lynch free" card that the Mason claim inherently provides does.

sorry if that made no sense it's late

but I also think a Town RB vs 2 goons is also townsided. in the sense that even though we might often call scumsided setups balanced, the potential guilting or clearing situations a RB provides are just so... clear-cut? that like it can instantly flip a game for town or turn a slight advantage into a steamroll. idk. I don't think I've ever been comfortable seeing that available right out the gate.
You ok with 2 masons vs goons and no daytalk for anyone? That is what I am leaning toward.
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Post Post #28 (isolation #17) » Thu Dec 29, 2016 3:53 am

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I think the soft-confirmability of a third town PR is a bit of an issue in a 9p and it's something I didn't take into account. Not sure I feel comfortable adding a 3rd town PR and nothing else - scum would absolutely have to have something in order for anyone to believe that 2 masons + third minor PR claim that that claim isn't legit.
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Post Post #29 (isolation #18) » Thu Dec 29, 2016 3:56 am

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At the same time I don't think anyone can look at this vs any of the 2 PR matrix 6 setups and say that this is townsided in the least. The masons encourage scum to do nothing but keep their head down and claim VT.

Maybe I give daytalk to everyone, but does that help town?

I'm starting to think this setup is not well suited to this game size.
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Post Post #30 (isolation #19) » Thu Dec 29, 2016 3:59 am

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Maybe masons is the wrong way to go here.

Roleblocker + innocent child maybe. Not sure scum would need anything vs that.
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Post Post #31 (isolation #20) » Thu Dec 29, 2016 4:18 am

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still seems strictly worse than JK9 though
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Post Post #33 (isolation #21) » Thu Dec 29, 2016 10:01 am

Post by borkjerfkin »

ok let's do it. I'm willing to run that (with nighttalk only) if everyone is willing to sign off on that.

Obviously you can discount the roleblocker PM.
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Post Post #36 (isolation #22) » Fri Dec 30, 2016 7:10 am

Post by borkjerfkin »

what do you think marquis?
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