Commonly Asked Questions on Mafia Theory

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Post Post #250 (ISO) » Sat Mar 06, 2021 1:28 pm

Post by callforjudgement »

A tie on 0 is almost impossible in practice (especially as people would be worried about votes just before the deadline to snipe the elimination), and anything else is resolved deterministically.

Arguably, it might be better to let the scum choose secretly in the case of a tie, but in practice the exact rules don't matter much and there probably isn't need to go to extremes like that.
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Post Post #251 (ISO) » Mon Apr 05, 2021 10:48 pm

Post by KittyTacky »

Is there a way to balance a SK in a large-ish (15-17 players) non-multiball game? I want to host one off-site and I want the SK to have a decent chance (maybe slightly lower than maf/town but still a massive threat). I'm fine with stacking lots of multitasking actions and a bunch of modifiers, but is there a more elegant way than making a ridiculously-stacked role?
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Post Post #252 (ISO) » Tue Apr 06, 2021 1:38 am

Post by Gypyx »

well, an SK doesn't need to be that strong really, i'm no expert, but there has been quite a few succesful SK games here so i'd advise checking those
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Post Post #253 (ISO) » Tue Apr 06, 2021 4:31 am

Post by callforjudgement »

In post 251, KittyTacky wrote:Is there a way to balance a SK in a large-ish (15-17 players) non-multiball game? I want to host one off-site and I want the SK to have a decent chance (maybe slightly lower than maf/town but still a massive threat). I'm fine with stacking lots of multitasking actions and a bunch of modifiers, but is there a more elegant way than making a ridiculously-stacked role?
If it's a Theme-ish type of game, let them pick up power roles from the other players somehow (the simplest approach is to gain the powers of players they kill, but you often see more interesting variations). That's the mechanic that's produced some of my favourite SK incidents, because it lets them become something of a mastermind later in the game if they survive the early game.
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Post Post #254 (ISO) » Tue Apr 06, 2021 4:41 am

Post by Ythan »

The fun of being third party can make up for a small disadvantage.
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Post Post #255 (ISO) » Tue Apr 06, 2021 9:01 am

Post by Cook »

In post 251, KittyTacky wrote:Is there a way to balance a SK in a large-ish (15-17 players) non-multiball game? I want to host one off-site and I want the SK to have a decent chance (maybe slightly lower than maf/town but still a massive threat). I'm fine with stacking lots of multitasking actions and a bunch of modifiers, but is there a more elegant way than making a ridiculously-stacked role?
If you have kill flavors, make the SK cremate its victims so that they only flip to the SK initially, then flip to everyone at a later date, and grant the SK a 1-Shot of each of the killed player's abilities. Combine with multitasking, could work.
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Post Post #256 (ISO) » Sat Jun 05, 2021 1:34 pm

Post by Shirou »

In post 251, KittyTacky wrote:Is there a way to balance a SK in a large-ish (15-17 players) non-multiball game? I want to host one off-site and I want the SK to have a decent chance (maybe slightly lower than maf/town but still a massive threat). I'm fine with stacking lots of multitasking actions and a bunch of modifiers, but is there a more elegant way than making a ridiculously-stacked role?
I think the SK being immune to investigatives and also being a 1-shot or 2-shot BP is enough to give it a fair chance of winning although a bit lower than town/mafia.

The suggestion of them gaining the powers from their kills isn't bad either, but I do think that depending on the setup or if the SK can stack up powers, that may be a bit too powerful in late-game.

Only my opinion though.
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