2 questions: never-ending story & non-English player

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Post Post #25 (ISO) » Sun Aug 07, 2022 10:10 am

Post by MegAzumarill »

I know of at least a few procedurally generated setups that could work in MS. (A variation of 3d20, Vanilla Idea, Mountainous.) May be nice to try out but not for an eternal game.
It would depend on the amount of chaos/ effort the mod wanted to put in, and probably wouldn't be suited for a queue.
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Post Post #26 (ISO) » Mon Aug 08, 2022 4:44 am

Post by Emollient »

What is a "procedurally generated" setup?
I know what it means in video games and programming in general, but I don't know what it means in the context of Mafia.
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Post Post #27 (ISO) » Mon Aug 08, 2022 5:39 am

Post by MegAzumarill »

In this context it just means to have a setup that can generate poayer's roles for any arbitrary number of players from a system.
(Like you suggested a dice roll that determines alignment)
You could also recursively define the setup to be more likely to generate town when town are low in numbers (comparitively) and more likely to generate scum if less exist.
I'd be inclined toward the first, which would be your suggestion as opposed to something like VI, which would be the latter. (At least in terms of generated roles rather than alive ones.
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Post Post #28 (ISO) » Thu Aug 11, 2022 12:22 am

Post by Emollient »

Got it! Yes, I also prefer the first option, even though I did consider the alternative you mention. But it is self-balancing anyway: even with a constant probability, less scum players means a lower probability of finding them (at least on the paper), which means Mafia will tend to grow when it's below 16%, and shrink when it's above.
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