Eggman wrote:1. I will be attending a summer camp from the 5th to the 22nd, but I will be able to check in on the thread every morning and night. (It's from 12-5, so that leaves plenty of time for the night.)
2. The game will have 9 players.
3. My backup mod will be MURDERCAT. Please include him in the review process as well!
4. I do not have any modding experience as of now: however, two other users and I will soon be modding what qualifies as a Mini Normal game on another site. I'm also going to run a separate Mini Theme game on the same site, as soon as I can finish writing up the flavor.
5.
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Eggman's Mini Normal Review
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Eggman's Mini Normal Review
Eggman has a 13p mini normal to review. Please be aware all reviewers must pass the final version and this topic will be made public after the game has ended.
Reviewers: Antihero, Marquis, Cephrir
Last edited by N on Fri Nov 04, 2016 2:12 pm, edited 2 times in total.- Antihero
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Cephrir he/himSurvivor
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I'm not sure that naming abilities is normal, but I didn't check.
The JOAT should not be informed if his shot or protect worked or not.
I don't believe bulletproofs are informed when their vest is used up. In addition, the name of this role as presented is Town One-Shot Bulletproof, not Town Bulletproof.
Also, yes, this is scumsided."I would prefer not to." --Herman Melville,Bartleby the Scrivener- Eggman
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I think the one-shot Bulletproof should be notified if his vest is popped so that he can know to start playing like a Vanilla Townie. How would you know if it wasn't a JOAT doc save?
Naming the abilities was just something silly I came up with based on my time at another site.
How could I make it less scum-sided? Would increasing the player roster to add another investigative role, VT, and goon work for that?- Cephrir
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Cephrir he/himSurvivor
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You wouldn't.
This is a Normal game, so there are certain standards that are in place, and I'm pretty sure that would be among them."I would prefer not to." --Herman Melville,Bartleby the Scrivener- Cephrir
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Cephrir he/himSurvivor
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Oh wow, I just realized this is 9 players and not 13. I thought it was scumsided with four extra vanilla townies.
"I would prefer not to." --Herman Melville,Bartleby the Scrivener- Cephrir
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1) your discretion. USUALLY on this site bp's aren't told when their vest is popped, but some of the older mods doIn post 3, Eggman wrote:I think the one-shot Bulletproof should be notified if his vest is popped so that he can know to start playing like a Vanilla Townie. How would you know if it wasn't a JOAT doc save?
Naming the abilities was just something silly I came up with based on my time at another site.
How could I make it less scum-sided? Would increasing the player roster to add another investigative role, VT, and goon work for that?
2) allowing ANY potential to use flavor to deduce alignment / veracity of a claim is off limits. that's why attaching flavor to game-related mechanics like roles and abilities is a no-no in normals. sorry. (once you're eligible for the theme queue you have a lot more freedom)
3) 13p is the maximum for it to still be a mini. anything bigger, you're getting into large territory.
ok, so right now you've got 1 scum pr + 2 goons vs 1 strong town pr + 2 weak prs + 7 vts.
you don't have enough protective power in this setup to justify giving scum a strongman. you've also got the joat's one-shot vig kill that's going to put town at even numbers (anti-town)
for us to get closer to balanced, there needs to either be more town power and less scum power or more town power (emphasis on protection).
you can:
>ditch the strongman and go w/ an all goon team. then add a decent town PR.
>keep the strongman and add a town jailkeeper. then upgrade that tracker to a stronger investigative like a watcher or a cop.
>split the killing power off from the joat and give town a 2-shot vig and put in ???? something else for the joat.
long and short of it: town needs more power, scum may need lessThe distance between insanity and genius is measured only by success.- Cephrir
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The strongman might be fine, I guess, since hitting the bulletproof would just put the town on evens anyway, but I think having the strongman is a weird design decision (at that point.... why have a bulletproof at all?)
A one shot role cop would be cool"I would prefer not to." --Herman Melville,Bartleby the Scrivener- Marquis
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The second one is a bit townsided; I'd accept that with a full Mafia Rolecop and one of the last two PRs removed.
The first one I like more, noting that the Tracker's been buffed to a Watcher. 8:3 is an inherently scumsided distribution, but I do like how you're using the Traitor to mediate that slightly. Still, town could benefit there from a slightly stronger PR than the non-consec doc; perhaps a full Bodyguard if you want to keep the protective aspect, or something investigative/manipulative seeing as it's a Role Cop they're up against now and not a Strongman.link in bio- Marquis
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Scratch that, for the 9p (second) one you'd probably need to make only one of those changes, though I'm a bit more iffy on the balance there.
Not sure how much you'd like to bring it up to 11p for certain, but I think it usually makes for a more interesting/committed game. And I think the setup you've presented for the 11p is also both more interesting and clearer balance-wise.link in bio- Antihero
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^thisIn post 18, Marquis wrote:The second one is a bit townsided; I'd accept that with a full Mafia Rolecop and one of the last two PRs removed.
The first one I like more, noting that the Tracker's been buffed to a Watcher. 8:3 is an inherently scumsided distribution, but I do like how you're using the Traitor to mediate that slightly. Still, town could benefit there from a slightly stronger PR than the non-consec doc; perhaps a full Bodyguard if you want to keep the protective aspect, or something investigative/manipulative seeing as it's a Role Cop they're up against now and not a Strongman.The distance between insanity and genius is measured only by success. - Antihero
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