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Post #15 (isolation #0) » Fri Sep 22, 2017 7:49 am
Postby Gamma Emerald »
I like it. It reduces the specificity of informedness mafia can have (4 possible setups in all three cases instead of 2 in one and 4 in another).
PEdit: That makes it more risky I guess.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post #92 (isolation #4) » Sat Sep 23, 2017 8:55 am
Postby Gamma Emerald »
In post 90, callforjudgement wrote:I'm worried that this setup will lead to a lot of mod errors. My experience is that very few players and mods really understand NAR, and it's very relevant in some setups.
Here's an example (which I expect many people to get right but many to get wrong): scum RB kills town RB and blocks town JK, town RB blocks scum RB, town JK jailkeeps the scum RB. What happens?
Spoiler: What actually happens
Even though the scum RB takes precedence when there's an action loop, and there
is
an action loop here (the scum RB and town JK cross-blocking), there's also an action that isn't interfered with: nobody is trying to prevent the town RB's action (the kill attempt wouldn't count as stopping an action). So by NAR's Golden Rule, that triggers first, blocking all the scum RB's actions. The jailkeep on the scum RB also therefore succeeds, although it doesn't matter because the scum RB couldn't act anyway (it would matter if someone tried to vig the RB, as it'd cause that to fail).
EDIT: Based on discussion in this thread, a second example: scum RB kills and blocks town RB, town RB blocks town JK, town JK jailkeeps scum RB. What happens?
Spoiler: What actually happens
We now actually do have an action loop involving all the actions but the kill (and the kill is potentially blocked as part of the loop). So we pick the scum roleblock to automatically succeed (as it's the first action in tiebreak order). That works, blocking the town RB. As a result, nothing is blocking the town JK, so the scum RB is jailkept; their roleblock has already happened but their kill hasn't, and so the kill doesn't go through.
In other news, I agree that a clearer way to represent the setup is needed. What about this?: (it uses different die rolls but is mathematically equivalent, and makes the structure of the setup clear)
This looks nice.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post #206 (isolation #7) » Sat Sep 30, 2017 9:37 pm
Postby Gamma Emerald »
Odd day actually sounds alright to me, maybe make it day 1? That way you can have them be walked through to basics but not be completely handheld through it.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”