SIR Disease Mafia - Review Thread

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SIR Disease Mafia - Review Thread

Post Post #0 (ISO) » Wed Apr 08, 2020 1:02 pm

Post by Ircher »

This thread is for reviewing SIR Disease Mafia, a large theme I'm thinking about running.

Quick Links:

1. Review Thread
2. Signups Thread
3. MathBlade's Vote Scrubber Thread
4. Game Thread
5. Mod PT


Access List:

1. Ircher (Moderator)
2. Jingle
3. SirCakez
4. Covid 19 (Moderator)
5. Everyone else.
Last edited by Ircher on Fri Aug 28, 2020 3:50 pm, edited 8 times in total.
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Post Post #1 (ISO) » Wed Apr 08, 2020 1:02 pm

Post by Ircher »

Basic Information:

Name = SIR Disease Mafia
Number of Players = 21
Faction Ratio = 19 Town : 2 Mafia
Bastard = 100% Yes --> Cults, Midgame Alignment Changes

Win Conditions:

Town Win Condition: Eliminate the mafia conspirers and all infected players.
Alternative Town Win Condition: Have half or more of all living players gain permanent immunity to the disease.
Infected and Mafia Win Condition: Gain parity with the town.

Public Setup Information:

1. All win conditions are public.
2. Mafia possess daytalk.
3. Unless otherwise noted, mafia are multitasking.
4. Mafia possess a nonstandard factional kill. Each individual mafia member is also able to infect a new player each night.
5. The game begins with 19
Susceptible Town
and 2
Mafia
.

Role List:

1. Town Quarantiner --> Each night, you may select to quarantine two players. These players are unable to infect new players and cannot be infected that night.
2. Town Social Distancer --> You cannot be infected.
3. Town Social Distancer --> You cannot be infected.
4. Town Healer --> Each night, you may heal a player. If they are infected, they recover and gain immunity to the disease.
5. Town Vaccinator --> Each night, you may target a player. They become immune to the disease for two nights (excluding this night) if they do not already have it. If they have it, they die instead. (This resolves after infection.)
6. Vanilla Townie
7. Vanilla Townie
8. Vanilla Townie
9. Vanilla Townie
10. Vanilla Townie
11. Vanilla Townie
12. Vanilla Townie
13. Vanilla Townie
14. Vanilla Townie
15. Vanilla Townie
16. Vanilla Townie
17. Vanilla Townie
18. Vanilla Townie
19. Vanilla Townie
20. Mafia Conspirer --> Each night, you may attempt to infect a player. Infected players must spread the disease to other players on subsequent nights. Town power roles lose their ability upon being infected, but regain it when they recover.
21. Mafia Conspirer --> Each night, you may attempt to infect a player. Infected players must spread the disease to other players on subsequent nights. Town power roles lose their ability upon being infected, but regain it when they recover.

On the third night after being infected (including the night of infection), a player recovers from the disease and gains permanent immunity. Mafia are allowed to kill one infected player each night.

Role PMs:

1. Town Quarantiner
Spoiler: Town Quarantiner
Welcome, {Player}, to SIR Flu Mafia!
You are a
Town Quarantiner
.

Each night, you may target two players. You will force these players to self-isolate preventing them from infecting other players. In addition, others cannot infect these players.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


2. Town Social Distancer
Spoiler: Town Social Distancer
Welcome, {Player}, to SIR Flu Mafia!
You are a
Town Social Distancer
.

You cannot become infected because you practice social distancing and avoid highly contagious environments.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


3. Town Social Distancer
Spoiler: Town Social Distancer
Welcome, {Player}, to SIR Flu Mafia!
You are a
Town Social Distancer
.

You cannot become infected because you practice social distancing and avoid highly contagious environments.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


4. Town Healer
Spoiler: Town Healer
Welcome, {Player}, to SIR Flu Mafia!
You are a
Town Healer
.

Each night, you may attempt to heal a player. If they are infected, they will immediately recover and gain permanent immunity to the disease.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


5. Town Vaccinator
Spoiler: Town Vaccinator
Welcome, {Player}, to SIR Flu Mafia!
You are a
Town Vaccinator
.

Each night, you may attempt to vaccinate a player. If your target does not possess the disease, they become temporarily immune to the disease for two nights excluding the night of vaccination. If your target possesses the disease (including on the night of vaccination), you will kill them instead.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


6. Vanilla Townie
Spoiler: Vanilla Townie
Welcome to SIR Flu Mafia!
You are a
Vanilla Townie
.

You have no special abilities other than your vote and your voice. Try to avoid becoming infected!

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.


7. Mafia Conspirer
Spoiler: Mafia Conspirer
Welcome, {Player}, to SIR Flu Mafia!
You are a
Mafia Conspirer
.

You are a member of the mafia and may talk to your fellow conspirer at anytime. More information will be provided in a separate pm.

At the beginning of each night, you will receive a list of currently infected players. The virus possesses a killswitch, but the process of activating it is rather laborious. Thus, you may kill up to one infected player each night.

You are already vaccinated and immune to the disease.

Each night, you may select a player to infect with your virus. Infected players must infect a new player each night.

You win when the mafia and infected players gain parity with the town or when nothing can prevent the same.


8. Mafia Conspirer
Spoiler: Mafia Conspirer
Welcome, {Player}, to SIR Flu Mafia!
You are a
Mafia Conspirer
.

You are a member of the mafia and may talk to your fellow conspirer at anytime. More information will be provided in a separate pm.

At the beginning of each night, you will receive a list of currently infected players. The virus possesses a killswitch, but the process of activating it is rather laborious. Thus, you may kill up to one infected player each night.

You are already vaccinated and immune to the disease.

Each night, you may attempt to infect a player with your virus. Infected players must infect a new player each night.

You win when the mafia and infected players gain parity with the town or when nothing can prevent the same.


9. Infected Player
Spoiler: Infected Player
Oh no! You have been infected with the disease!
Each night you must attempt to infect another player. You have lost any previous powers you may have possessed.

You win when the mafia and infected players gain parity with the town or when nothing can prevent the same.


10. Recovered Player
Spoiler: Recovered Player
You have recovered from the disease and gained permanent immunity from it.
You have also regained any powers you may have had before infection.

You win when all mafia conspirers and infected players are dead.
Alternatively, you win when a majority of living players gain permanent immunity to the disease.
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Post Post #2 (ISO) » Wed Apr 08, 2020 6:43 pm

Post by Jingle »

Whats resolution order on prs/Infection/NK?

Does Infection work like a roleblocker? (Resolves before night actions?)

D1 2 antitown votes max
D2 4 antitown votes max
D3 8 antitown votes max
D4 16 antitown votes max

If there is no scum lynch D1/2 it's likely scum can autowin on D3.

Initial thoughts, swing level is crazy high. Game can be solved by D3, which is :/ Scum are disincentivized from killing before N3. Swing would reduce drastically if you increased the number of scum and made infection factional.
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Post Post #3 (ISO) » Thu Apr 09, 2020 3:46 am

Post by Ircher »

I'm gonna go with infection resolves first before PRs, so yes, that'll make it work like a roleblocker.

It's kind of the point that the disease spreads exponentially; that's how real diseases spread. I could change it, but I want to try other alternatives first. Mafia already get a list of who is infected. What if they got to choose who spreads the disease, up to half the infected? The other infected would still submit a target, but their action would do nothing. If I do go this route, I will mention the swingy aspect of the setup.
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Post Post #4 (ISO) » Fri Apr 10, 2020 4:39 am

Post by Jingle »

I think you misunderstood the suggestion. I was saying reduce the n1 infection rate to 1 (still an exponential model) but make a third scum. There are still 4 antitown votes D2, but the scumteam doesn’t have as much control over who gets infected and there is more of a chance for town to interfere, meaning a longer less swingy game. Scum also is less fragile about losing members meaning bussing to keep immunity limited is more viable. The infected are unlikely to claim early as well.

I assume quarantiner wins if they cross target with the infected, right?
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Post Post #5 (ISO) » Fri Apr 10, 2020 4:48 am

Post by Ircher »

Yeah Quarantiner should trump infection if the two target the same player.

And okay, I see. Yeah we could do that change.
---
1. Town Quarantiner --> Each night, you may select to quarantine two players. These players are unable to infect new players and cannot be infected that night. (Resolves before infection.)
2. Town Social Distancer --> You cannot be infected.
3. Town Social Distancer --> You cannot be infected.
4. Town Healer --> Each night, you may heal a player. If they are infected, they recover and gain immunity to the disease. (Resolves after infection.)
5. Town Vaccinator --> Each night, you may target a player. They become immune to the disease for two nights (excluding this night) if they do not already have it. If they have it, they die instead. (This resolves after infection.)
6. Vanilla Townie
7. Vanilla Townie
8. Vanilla Townie
9. Vanilla Townie
10. Vanilla Townie
11. Vanilla Townie
12. Vanilla Townie
13. Vanilla Townie
14. Vanilla Townie
15. Vanilla Townie
16. Vanilla Townie
17. Vanilla Townie
18. Vanilla Townie
19. Mafia Conspirer --> May factionally infect a single player and factionally kill a single infected player.
20. Mafia Conspirer --> May factionally infect a single player and factionally kill a single infected player.
21. Mafia Conspirer --> May factionally infect a single player and factionally kill a single infected player.
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Post Post #6 (ISO) » Sat Apr 11, 2020 8:14 am

Post by Jingle »

That looks balanced enough for government work. Neither faction is able to win before D3, and every action has increasing returns. It’s interesting that town should actually care more about mitigating spread than killing scum.

What is the wincon of a player killed while infected?
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Post Post #7 (ISO) » Sat Apr 11, 2020 8:33 am

Post by Ircher »

If they are killed while infected, they still possess the infected win con, so they win with scum. I guess I could do it the other way too, whichever way you think more people would enjoy.

Another thing I thought of is that the social distancers should count as permanently immune to the disease since they can't get it. Let me know if that changes your perception of the setup's balance.

I'm also thinking it'll be public knowledge that players can recover from the disease over time, but not the specific amount of time it takes.
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Post Post #8 (ISO) » Sat Apr 11, 2020 10:36 am

Post by Jingle »

I think you should leave recovery to be questioned, otherwise infected players might keep playing to the town wincon. Or are more likely to, at least.
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Post Post #9 (ISO) » Sat Apr 11, 2020 10:37 am

Post by Jingle »

I was assuming distancers counted as immune. You might want to address the fact they can't be nightkilled, actually.

Maybe by forgoing infection the mafia kill can hit anyone?
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Post Post #10 (ISO) » Sat Apr 11, 2020 10:37 am

Post by Jingle »

In post 7, Ircher wrote:If they are killed while infected, they still possess the infected win con, so they win with scum.
This is better I think.
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Post Post #11 (ISO) » Sat Apr 11, 2020 10:44 am

Post by Ircher »

In post 9, Jingle wrote:I was assuming distancers counted as immune. You might want to address the fact they can't be nightkilled, actually.

Maybe by forgoing infection the mafia kill can hit anyone?
Yeah I think that still makes thematic sense to allow scum to forgo infection to kill someone of their choice. Though I think I want to make it X-Shot--probably 2 shot.

And alright, I'll keep recovery secret.
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Post Post #12 (ISO) » Sat Apr 11, 2020 10:46 am

Post by Ircher »

Also I'm going to need a backup mod? Would you be willing? The game won't enter signups until late April or early May, and I don't plan on flaking or anything like that. You may have to step in if I end up with an emergency VLA or something but that should only happen like once if at all.
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Post Post #13 (ISO) » Sat Apr 11, 2020 8:36 pm

Post by Jingle »

I should be available, just remind me when it’s about to start so I know to keep an eye on the thread.
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Post Post #14 (ISO) » Fri Apr 17, 2020 5:15 am

Post by Ircher »

SirCakez joins us.
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Post Post #15 (ISO) » Sat Apr 18, 2020 11:08 am

Post by SirCakez »

I have read through
I love this mechanic and idea but I'm a little confused
So infected people join scum basically, but they recover from the disease after a few days? But they don't revert to town?
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Post Post #16 (ISO) » Sat Apr 18, 2020 11:16 am

Post by Ircher »

When they recover after three days, they do revert to the town win condition.
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Post Post #17 (ISO) » Sat Apr 18, 2020 11:18 am

Post by SirCakez »

They aren't informed of the mafia right?
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Post Post #18 (ISO) » Sat Apr 18, 2020 11:22 am

Post by Ircher »

Nope! That would be... problematic to say the least.
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Post Post #19 (ISO) » Sat Apr 18, 2020 11:24 am

Post by SirCakez »

Gotcha. Does the infection rate ever go up? Like can they hit two after N1?
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Post Post #20 (ISO) » Sat Apr 18, 2020 11:26 am

Post by Ircher »

The mafia possess a factional infection which stays constant throughout the game. That said, infected players must also attempt to spread the disease, so the overall infection rate should be increasing somewhat exponentially.
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Post Post #21 (ISO) » Sat Apr 18, 2020 11:29 am

Post by SirCakez »

Ok
My one qualm (which is not really a serious qualm) is the heavy amount of VTs in the game. You could probably add some more weakish PRs like neighbors and Messengers to spice it up a bit.
But if you want a pretty vanilla game this works.
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Post Post #22 (ISO) » Sat Apr 18, 2020 11:32 am

Post by Ircher »

I could make roles 6-14 all neighbors. (1 gigantic 9p neighborhood.)

Oh I could also add a reporter role that reports the number of new infections each day. Though it might be problematic if that person gets infected and stops reporting stuff.
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Post Post #23 (ISO) » Sat Apr 18, 2020 11:34 am

Post by SirCakez »

Don't go too crazy with hoods lol. But I think one or two always make games more intriguing.
A reporter in that fashion might be wonky, like you noted. I was meaning a role that posts/sends anonymous messages. You could flavor it like a loudspeaker or something.
You could also do fruit vendors maybe?
Also a Vig type role maybe? Large themes tend to need the extra kills to move them along.
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Post Post #24 (ISO) » Sun Apr 19, 2020 9:39 am

Post by Jingle »

Neighborizors is interesting here, and might mean you just want the social distancers to be ascetic.

Most of the regular neutral EV roles have a slight town advantage attached due to the "provably not using their ability" nature of recruitment.

If you want a negative EV role, you could make someone who goes out each night, dying if they target an infected player.

I don't think you need a vig here, since the game is likely to go fast regardless with the alternate win conditions.
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