Overkill 1: Serenity/Firefly (GAME OVER)
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Sorry about not doing more to try to balance this from a flavor perspective--I wasnt/am not super familiar with the flavor, so I didn't realize the roles would be such giveaways. I did propose a few options in the setup thread to curb flavor gaming and while we did go with flavor-on-flip, it clearly wasn't enough.
I think the best approach, really, is to either give scum a means of punishing flavor gaming (not fun, but can work) or to make flavor not intrinsically tied to alignment (somewhat against the spirit of staying true to the theme in most cases imo but most people seem to prefer this).- Varsoon
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Also-also if you want more kills to absolutely go through, ensure that scum gets a Strongman kill or just run a public mechanic where 1 kill will ALWAYS succeed and that way town protectives are just around to try to keep it down to one kill. Really depends on how you want to approach the notion of OVERKILL and implement that. Obviously, here, we overlooked how much town would be able to keep its protective roles alive while also clearing enough others as town. I think, as rule of thumb, if you don't do something like a guaranteed strongman, there should be less protective roles than kills in the game and could even tie this to having protective roles that stop being capable of protecting once potential killers are eliminated.- Varsoon
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But yeah I think the setup, either by role-design or public/semi-public mechanic should have at least 1 kill every night if you really want to stick with the OVERKILL thing and not have a huge amount of swing. When NO KILLS happen, it puts protective roles in really privileged positions.
It doesn't have to be like giving scum infinite strongman, either. I envision a public mechanic where it's confirmed one kill will always succeed--if every kill is blocked, then the kill that becomes 'strongman' is determined privately by preset parameters.- Varsoon
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I'd thought I'd done something similar in FFT, but it's actually kinda the opposite.
It was known only to scum that, while they could submit multiple kills, only one would every resolve, if possible--and their factional kill had higher priority than the 'Job Class' abilities, which were usually the means that players had towards stopping kills. Scum also couldn't be killed. Basically, since the setup only had 2 scum players in it, I tried to mitigate swing REALLY HARD with private mechanics. I wish I would've been a little more transparent about some of the mechanics, though, since town put all their eggs in a mass-protection play that could have never played out well for them.
Subject: FFTACTICS MAFIA : THE CHURCH OF GLABADOS
Varsoon wrote:Spoiler: THE LUCAVI'S FACTIONAL ABILITIES- Varsoon
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Man that hidden-scum post-pregame recruit mechanic was golden and I can never do it again, at least, not any time soon while it's within fresh enough mod meta for people to suspect it.
I probably should watch Firefly though.
I saw some episodes back when I was young when I used to watch stuff like Sliders and Xena when it came on SciFi. - Varsoon
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