Open Draft Mafia

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Open Draft Mafia

Post Post #0 (isolation #0) » Thu Apr 08, 2021 5:45 am

Post by MURDERCAT »

Recently, Gypyx (with help from Jingle and Datisi) put together a very cool game centered around drafting roles from randomly generated packs. A lot of people, including myself, really liked the mechanic and so I’ve taken it upon myself to try to turn it into an open setup similar to Great Idea Mafia so that it can be run again and again. I’ve also made changes to the overall design that I hope will take a really cool one-off and transform it into something that would be fun to run semi-regularly.

First and foremost, this thread is for discussion of the idea and mechanics. Once sufficient discussion has taken place, I will create a wiki page detailing the completed setup (EDIT: wiki page has been created). At that time, this thread will hopefully become something like the Grand Idea thread, where you can suggest booster sets to add to the wiki. Only packs that receive enough interest will be added.

SetupThe setup is designed for 10 townies and 3 mafia, though it could theoretically be modified to run with any numbers with similar balance.

All games are played with a base deck of 104 roles. Optionally, the moderator can add in as many additional boosters of 13 cards as they wish. Information about the boosters being used in the setup should be provided to all players. At the beginning of the game, 65 roles are selected from the role list (base pack plus boosters)
without replacement
(meaning a role on the list a single time can appear in the list only a single time). These roles are then distributed across 13, 5-role packs.

At the beginning of the game, each player receives a single, randomly chosen pack. Each night, all players pick a single role from their pack and, optionally, perform a single action from their “hand” of roles. Actions can be used the same night they are picked. Night specific actions can still be chosen on any night but may only be used on the night specified. The mafia team also decides the number of slots down the playerlist to move when passing packs. This number must be less than the current number of alive players minus one (i.e. the packs must actually be passed). This number is revealed at daystart.

Spoiler: example
Playerlist:

Gypyx
The worst
datisi
jingle
Sirius9121

Gypyx has a pack with a Cop and a 2-shot vig, he picks Cop
If the mafia chooses 2 slots, datisi will receive a pack with a 2-shot Vigilante at the start of the next night
If the mafia chooses 2 slots and The worst is the nightkill, Jingle will receive a pack with a 2-shot Vigilante at the start of the next night


Packs are received at the beginning of each night. A pack that is owned by a player who dies or is eliminated is removed from the game. Player alignment and picked roles (but not the rest of the pack) are revealed upon flip. Pack passing is executed after all other night actions, all other actions are resolved using natural action resolution.

The game starts with Day 1. Mafia has daytalk but no multitasking, with the exception of a factional nightkill which can be performed alongside a pack action.


Spoiler: Base Pack
  1. Vanilla
  2. Vanilla
  3. Vanilla
  4. Vanilla
  5. Vanilla
  6. Vanilla
  7. Vanilla
  8. Vanilla
  9. Vanilla
  10. Vanilla
  11. Vanilla
  12. Vanilla
  13. Vanilla
  14. Vanilla
  15. Vanilla
  16. Vanilla
  17. Vanilla
  18. Vanilla
  19. Vanilla
  20. Vanilla
  21. Vanilla
  22. Vanilla
  23. Even-Night Neighborizer
  24. 1-shot Neighborizer
  25. Neighbor
  26. Neighbor
  27. Neighbor
  28. Mason
  29. Mason
  30. Multitasking
  31. Multitasking
  32. Multitasking
  33. N1 Tracker
  34. N2 Tracker
  35. N3 Tracker
  36. N4 Tracker
  37. N5 Tracker
  38. N1 Watcher
  39. N2 Watcher
  40. N3 Watcher
  41. N1 Follower
  42. N2 Follower
  43. N3 Follower
  44. N1 Voyeur
  45. N2 Voyeur
  46. N3 Voyeur
  47. N4 Vigilante
  48. N2 Gunsmith
  49. N3 Gunsmith
  50. N4 Gunsmith
  51. Delayed Gunsmith
  52. Odd-Night Doctor
  53. Odd-Night Doctor
  54. Even-Night Doctor
  55. Even-Night Doctor
  56. 2-shot Doctor
  57. 2-shot Doctor
  58. 2-shot Doctor
  59. N2 Jailkeeper
  60. N3 Jailkeeper
  61. N3 Traffic Analyst
  62. N4 Traffic Analyst
  63. 1-shot Psychologist
  64. 1-shot Novice Psychologist
  65. 1-shot Detective
  66. 1-shot Novice Detective
  67. 1-shot Hider
  68. 1-shot Hider
  69. 1-shot Hider
  70. 1-shot Commuter
  71. 1-shot Commuter
  72. 1-shot Commuter
  73. Announcing Motion Detector
  74. Complex Motion Detector
  75. Odd-Night Motion Detector
  76. Even-Night Motion Detector
  77. 2-shot Motion Detector
  78. Loud Fruit Vendor
  79. Simple Fruit Vendor
  80. 1-shot Loyal Fruit Vendor
  81. 3-shot Fruit Vendor
  82. Novice Fruit Vendor
  83. Announcing Checker
  84. 1-shot Disloyal Checker
  85. Even-Night Checker
  86. Odd-Night Checker
  87. Self Checker
  88. 1-shot Bulletproof
  89. 1-shot Bulletproof
  90. Vengeful
  91. 1-shot Activated Strongman
  92. 1-shot Activated Strongman
  93. 1-shot Activated Strongman
  94. 1-shot Activated Strongman
  95. 1-shot Activated Ascetic
  96. 1-shot Activated Ascetic
  97. 1-shot Rolecop
  98. 1-shot Rolecop
  99. 1-shot Rolecop
  100. 1-shot Roleblocker
  101. 1-shot Roleblocker
  102. 1-shot Roleblocker
  103. 1-shot Roleblocker
  104. 1-shot Roleblocker


Randomly Generated Setup (out of date)
Spoiler: Pack 1
  1. N2 Voyeur
  2. 1-shot Disloyal Checker
  3. Neighbor
  4. N2 Watcher
  5. Loud Fruit Vendor


Spoiler: Pack 2
  1. 1-shot Commuter
  2. 1-shot Bulletproof
  3. N5 Tracker
  4. Complex Motion Detector
  5. N4 Gunsmith


Spoiler: Pack 3
  1. N3 Watcher
  2. 1-shot Activated Strongman
  3. Mason
  4. Delayed Gunsmith
  5. N2 Jailkeeper


Spoiler: Pack 4
  1. 1-shot Roleblocker
  2. N1 Tracker
  3. 1-shot Activated Strongman
  4. N3 Follower
  5. N1 Voyeur


Spoiler: Pack 5
  1. Vanilla
  2. N3 Jailkeeper
  3. Even-Night Checker
  4. Multitasking
  5. 1-shot Hider


Spoiler: Pack 6
  1. 3-shot Fruit Vendor
  2. Odd-Night Checker
  3. 2-shot Doctor
  4. N4 Vigilante
  5. Multitasking


Spoiler: Pack 7
  1. N2 Gunsmith
  2. 1-shot Detective
  3. Mason
  4. 1-shot Commuter
  5. N2 Follower


Spoiler: Pack 8
  1. Vanilla
  2. Vanilla
  3. 1-shot Bulletproof
  4. Vanilla
  5. 1-shot Psychologist


Spoiler: Pack 9
  1. N4 Tracker
  2. Vanilla
  3. Odd-Night Doctor
  4. 1-shot Activated Ascetic
  5. Novice Cop


Spoiler: Pack 10
  1. 1-shot Activated Ninja
  2. Vanilla
  3. Novice Fruit Vendor
  4. Announcing Motion Detector
  5. 2-shot Doctor


Spoiler: Pack 11
  1. 1-shot Hider
  2. N3 Tracker
  3. 1-shot Hider
  4. N3 Voyeur
  5. Even-Night Doctor


Spoiler: Pack 12
  1. Announcing Checker
  2. N3 Gunsmith
  3. Vanilla
  4. Vanilla
  5. 1-shot Loyal Fruit Vendor


Spoiler: Pack 13
  1. N2 Tracker
  2. 1-shot Rolecop
  3. Vanilla
  4. Vanilla
  5. 1-shot Activated Ninja
Last edited by MURDERCAT on Sun Apr 11, 2021 10:11 am, edited 6 times in total.
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Post Post #1 (isolation #1) » Thu Apr 08, 2021 5:45 am

Post by MURDERCAT »

Reserved for pack list
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Post Post #2 (isolation #2) » Thu Apr 08, 2021 5:48 am

Post by MURDERCAT »

The base pack is designed to be a fairly "normal" setup. Things like voting interactions, redirection, pack investigation, etc, should (and will!) be included in packs. As Jingle pointed out in the review thread, there are some interactions that need to be clarified. These will be specified eventually on the wiki page, assuming anyone is interested in this. I'll make role PMs as well.
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Post Post #3 (isolation #3) » Thu Apr 08, 2021 5:50 am

Post by MURDERCAT »

A ideas for a flashier name than "Open Draft Mafia" will also be appreciated
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Post Post #5 (isolation #4) » Thu Apr 08, 2021 6:01 am

Post by MURDERCAT »

They can pick it and it will have no effect. Town who picks mason will be added to a mason thread.
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Post Post #8 (isolation #5) » Thu Apr 08, 2021 7:59 am

Post by MURDERCAT »

In post 6, Jingle wrote:Ego. I’ll check for broken roles/roles with a disproportionate impact for one alignment later.
In post 7, Jingle wrote:I’m assuming all roles will be normal versions unless explicitly marked otherwise.
Thanks! Definitely curious to get feedback about overall balance. That is a safe assumption, most of the roles are normal and the ones that aren't should be straightfoward enough (but of course feel free to ask questions, stuff like mason and neighbor are obviously unique here).
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Post Post #10 (isolation #6) » Thu Apr 08, 2021 8:10 am

Post by MURDERCAT »

Spoiler: draughts pack
  1. 1-shot Checker
  2. 1-shot Checker
  3. 1-shot Checker
  4. 1-shot Checker
  5. 1-shot Checker
  6. 1-shot Checker
  7. 1-shot Checker
  8. 1-shot Checker
  9. 1-shot Checker
  10. 1-shot Checker
  11. 1-shot Checker
  12. 1-shot Checker
  13. 1-shot Checker


Coming up with roles that do stuff that are not super useful is hard lol.
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Post Post #13 (isolation #7) » Thu Apr 08, 2021 8:26 am

Post by MURDERCAT »

It's bulletproof that works once. I think it's normally just called 1-shot bulletproof, but I wanted to be explicit that it isn't activated.
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Post Post #16 (isolation #8) » Thu Apr 08, 2021 8:30 am

Post by MURDERCAT »

Thanks! The benefit of having the setup run once is worth a lot! And happy to have suggests for places to increase shots, this is definitely a jumping off point and I have no clue if it is balanced or anything.
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Post Post #19 (isolation #9) » Thu Apr 08, 2021 8:54 am

Post by MURDERCAT »

If it's not confusing, I'm perfectly happy to just call it 1-shot bulletproof
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Post Post #21 (isolation #10) » Thu Apr 08, 2021 12:11 pm

Post by MURDERCAT »

In post 20, Ircher wrote:Yeah, I think reflexive bulletproof is more confusing. Bulletproof is after all a normal role, and without the activated modifier, it's considered a passive in normal games.
Done!

Draft Idea is definitely an option, I personally find it difficult to keep all of them straight, but if people think it's better than Draft Mafia I'm fine with it
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Post Post #23 (isolation #11) » Thu Apr 08, 2021 12:37 pm

Post by MURDERCAT »

I am certainly willing to accept that conclusion. I do think that scum:

1. Gets a lot of insight into the strength of many town player's roles do to the passing mechanics
2. Has a lot of interesting fake claim strategies
3. Gets to "burn" a lot of useful roles

but I am certainly more worried about it being town-sided than scum-sided.
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Post Post #26 (isolation #12) » Thu Apr 08, 2021 1:21 pm

Post by MURDERCAT »

New tagline for greatest idea players: If you like picking stuff, what if I told you there was a setup where you get to pick stuff 5 times?
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Post Post #28 (isolation #13) » Thu Apr 08, 2021 2:02 pm

Post by MURDERCAT »

We never stopped to think if we should
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Post Post #31 (isolation #14) » Thu Apr 08, 2021 2:22 pm

Post by MURDERCAT »

Also, in terms of balance, I think it's worth pointing out that diffusion of power seems to be scum sided.
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Post Post #35 (isolation #15) » Thu Apr 08, 2021 2:37 pm

Post by MURDERCAT »

In post 33, Jingle wrote:Do you want suggestions for alternative packs here MC, or are we waiting to see if the vanilla version garners enough interest first?
Will look through your other post in a bit but definitely go for it, seems like there is interest
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Post Post #36 (isolation #16) » Thu Apr 08, 2021 3:38 pm

Post by MURDERCAT »

In post 32, Jingle wrote: Watcher is disproportionately powerful for town on late days. Scum virtually has to pick those roles early and town never will, which I think is a flaw. Thus I think N4 and 5 watcher should be nixed.
Replaced with 1-shot Detective and 1-shot Psychologist for now.
In post 32, Jingle wrote: Neighbor needs to be clarified as to whether it adds you to an established neighborhood and whether all of the neighborhoods are linked. It also needs to be clarified whether the people in said hood are noted at the beginning of the hood or not. Normally I think that's a QOL choice that should be a yes, but specifically for this setup there is a scum utility in secretly being part of the neighbor thread. I don't think 5 Neighbors is a particularly good use of slots either. I think 3 Neighbors who all are added to a Neighborhood that exists from the beginning of the game is fine.
Neighborhood is created on game start and players are added when it is chosen from a pack (that was the idea at least). I think there is no mod announcement when a player is added to the hood, they can post or not if they choose (seems more fun). Happy to drop the number down if there's good replacements, will come back to this.
In post 32, Jingle wrote: IIRC, the original setup had the nightkill as multitasking by default, is that unchanged?
@Gypyx
can you confirm, after a brief look I couldn't find it. But yes, that is the case here, factional nightkill can be performed alongside pack actions.
In post 32, Jingle wrote: N3/4/5 Cop is an odd choice thematically, but I assume it's to allow the Godfather time to be chosen. I think I would suggest making the 5 a novice instead (can't be used the night after it's chosen) because a N5 cop is probably going to be pretty easy to play around. Same with the N5 Gsmith, although I don't think I'd double up on what it's turned into. Amnesiac or Delayed seem like decent options.
Time for scum to play around it, also it forces trade offs in decision making. If there is N1 cop you always take it, but do you take N3 cop on N1? You make sure scum doesn't burn it but you also might die before you use it and maybe that N1 tracker has utility now? Agreed about N5 Cop and gsmith, changed to novice and delayed.
In post 32, Jingle wrote: Doctor probably doesn't need to be gated so harshly, and it should be made explicit whether it turns you into a Gsmith godfather and how long that lasts. Also, if someone drafts vig and doctor and is checked by a Gsmith, does that return a guilty?
Oh good one. Docs are now even and odd night, plus I added a couple of 2-shot docs to replace 2 of the neighbors. I think doctor makes you a gsmith godfather, unless you are a vig as that seems like the most fun. But if that's awful we could not do that.
In post 32, Jingle wrote: MD/FV/Checker/RC/RB all have potential to mix in alternative gates. Odd night FV or Complex Checker or Announcing MD.
Yeah, I have added in random gates that I think are interesting or funny, including Self Checker, which I think is
really
funny.
In post 32, Jingle wrote: Ascetic can probably be buffed to Commuter.
I put both in /shrug
In post 32, Jingle wrote: Framer can probably be buffed to affect all investigations. (An investigative targeting your target receives the most damning result: I.E. can kill for gunsmiths or visited scumkill for trackers.)
Is there a name for this? Gunna call it universal framer if not.
In post 32, Jingle wrote: I would like to see detective and psychiatrist added in some form, possibly as simply as 1 shot versions.
Used to replace the watchers.
In post 32, Jingle wrote: Neighborizer could replace neighbor or vanilla slots as it's a 0 utility role that is net fun for a lot of people and will naturally gravitate to those people who enjoy hoods.
I was thinking that, but wondered if it was better in a booster. But now that 2 of the neighbors have been removed, I will add it in. I'm guessing you are imagining this creating a different hood from the other one?
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Post Post #37 (isolation #17) » Thu Apr 08, 2021 3:41 pm

Post by MURDERCAT »

Also Jingle, is it balanced?
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Post Post #39 (isolation #18) » Thu Apr 08, 2021 4:35 pm

Post by MURDERCAT »

:O

I considered putting it there but grand idea isn't so I put it here too
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Post Post #43 (isolation #19) » Thu Apr 08, 2021 4:56 pm

Post by MURDERCAT »

You are welcome to move it if you have the power!

I did say something similar in the cop is a terrible role thread a while back, but here I think the cop shots have enough counterplay to be interesting (personally).
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Post Post #46 (isolation #20) » Fri Apr 09, 2021 5:34 pm

Post by MURDERCAT »

If you, Isis and Gypyx all think it looks playable, that's good enough for me! Getting started on a wiki page tomorrow! Also I rerolled the example base setup if anyone wants to reexamine for balance.

In the meantime, pack discussion?

Spoiler: Scum Power Booster
  1. Godfather
  2. 1-shot Universal Framer
  3. 1-shot Universal Framer
  4. 1-shot Activated Strongman
  5. 1-shot Activated Strongman
  6. 1-shot Activated Ascetic
  7. 1-shot Activated Ascetic
  8. 1-shot Activated Ninja
  9. 1-shot Activated Ninja
  10. 1-shot Rolecop
  11. 1-shot Rolecop
  12. 1-shot Roleblocker
  13. 1-shot Roleblocker


Spoiler: Ice Cream Booster
  1. Vanilla
  2. Vanilla
  3. Vanilla
  4. Vanilla
  5. Vanilla
  6. Vanilla Cop
  7. 2-shot Neapolitan
  8. 2-shot Neapolitan
  9. Even-Night Neapolitan
  10. Odd-Night Neapolitan
  11. 2-shot Announcing Vanillaiser
  12. 2-shot Announcing Vanillaiser
  13. D3 Innocent Child


Spoiler: Friendly Neighborhood Booster Pack
  1. Neighbor
  2. Neighbor
  3. Neighbor
  4. 1-shot Neighborizer
  5. 1-shot Neighborizer
  6. 1-shot Friendly Neighbor
  7. 1-shot Friendly Neighbor
  8. Mailman
  9. Mailman
  10. Even-Night Babysitter
  11. Odd-Night Babysitter
  12. 3-shot Fruit Vendor
  13. D3 Innocent Child


Spoiler: Pack Shenanigans Booster
  1. 2-Shot Pack Swapper (you get the pack of the player you swap with at the start of the next night)
  2. Even-Night Pack Swapper
  3. Odd-Night Pack Swapper
  4. 3-Shot Pack Thief (steal a random role from a pack, replace it with vanilla; received at start of next night)
  5. Even-Night Pack Thief
  6. Odd-Night Pack Thief
  7. 2-Shot Pack Investigator (learn the contents of a players pack)
  8. Even-Night Pack Investigator
  9. Odd-Night Pack Investigator
  10. 2-Shot Draft Blocker (Prevents a player from receiving the role they pick the following night [it is still removed from the pack])
  11. Even-Night Draft Blocker
  12. Odd-Night Draft Blocker
  13. 1-Shot Pack Randomizer (reshuffle all packs for the following night)
Last edited by MURDERCAT on Sat Apr 10, 2021 2:26 am, edited 1 time in total.
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Post Post #47 (isolation #21) » Fri Apr 09, 2021 5:36 pm

Post by MURDERCAT »

Modifiers could probably be more interesting, but just getting some ideas out there
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Post Post #49 (isolation #22) » Sat Apr 10, 2021 2:29 am

Post by MURDERCAT »

Draft roleblocker is great, added

Ice Cream Booster is my favorite theme though lol
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Post Post #50 (isolation #23) » Sat Apr 10, 2021 4:53 am

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Post Post #51 (isolation #24) » Sat Apr 10, 2021 4:57 am

Post by MURDERCAT »

Also I'm going to run this over the memorial day weekend marathon, so wish me luck
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Post Post #53 (isolation #25) » Sat Apr 10, 2021 5:02 am

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Yeah I think it will work fine 7:2 if I have to. Ircher did it for a Grandest Idea game though, so it's at least possible
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Post Post #55 (isolation #26) » Sat Apr 10, 2021 5:09 am

Post by MURDERCAT »

Yeah I will probably code something to do it, tbh
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Post Post #57 (isolation #27) » Sat Apr 10, 2021 6:35 am

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Besides cop, what would you change? Also do you dislike it from a mechanical standpoint or a balance standpoint?
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Post Post #59 (isolation #28) » Sun Apr 11, 2021 3:10 am

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What if I told you that the odds that scum has godfather in their first pack is ~14% and the odds that they have godfather or framer in their first pack is about 27%? And that doesn't account for them being in packs that are passed to them (which is controlled obviously.) It's a pretty real thing you have to play around I think, though you could definitely make an argument that towns wouldn't because they see 1/104 instead of 65/104. I could turn the godfather into 1-shot lawyer and then I would feel comfortable having 2 framers and 2 lawyers. The goal of the godfather is not really to allow scum to screw with all the results but to force town to acknowledge the investigations are not 100% and play around them, so if there needs to be more roles for that to be the case I'm down with it. If there's 2 framers and 2 lawyers, the odds that scum gets one in one of their first packs is 46%(!). I kinda like that idea anyway because godfather is low skill compared to lawyer and we are making town be skilled to use their PRs for the most part.
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Post Post #60 (isolation #29) » Sun Apr 11, 2021 3:14 am

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Don't check my math, I was a bit lazy and treated the events as independent when they aren't really (if you get a framer in a scum pack there are then fewer spots for lawyers) but they are close enough to illustrate the point.
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Post Post #62 (isolation #30) » Sun Apr 11, 2021 10:17 am

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Ok I thought about this some more and I decided the best thing is actually just to cut cops altogether as a lot of people don't like them in any situation anyway. If someone wants cops (with godfathers and framers or without) then they can just make a cop pack. I think this is a good change, so thanks :D

I also cut ninjas, because I agree there are places where that can ruin an endgame. Scum has been given more power in the form of role blockers and strongman shots, and town got another detective and psychologist.

But what about the gunsmith doctor interaction? I think there's enough doc shots where town is forced to play around this and it means there are interesting implications for anyone who has picked up a doc shot. But it is a false innocent, so I'm curious what you think.
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Post Post #65 (isolation #31) » Sun Apr 11, 2021 11:05 am

Post by MURDERCAT »

:)
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Post Post #67 (isolation #32) » Sun Apr 11, 2021 11:11 am

Post by MURDERCAT »

:D

I would be very happy if you did that
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Post Post #68 (isolation #33) » Sun Apr 11, 2021 12:52 pm

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If you pick a 1-shot doc and use the shot, are you still a 1-shot doc? Or have you "played the role" and no longer have it? This matters for things like gunsmith and rolecop. I'm basically looking for whatever is more natural here (which I am assuming is a permanent role change regardless of shots available) but if anyone disagrees I'm interested to hear.
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Post Post #69 (isolation #34) » Sun Apr 11, 2021 1:25 pm

Post by MURDERCAT »

Confusing interactions have hopefully been clarified on the wiki, but if anyone thinks of any more let me know.
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Post Post #74 (isolation #35) » Sun Apr 11, 2021 2:24 pm

Post by MURDERCAT »

Yeah this is what I was thinking about. I think it makes sense to frame it as picking role modifiers rather than putting roles into your "hand." That's more consistent with passive roles too. But I'm glad I asked, curious what others think
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Post Post #78 (isolation #36) » Sun Apr 11, 2021 2:56 pm

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It really depends on whether you think of it as a role modifier or as a JOAT shot. This is from the doctor wiki:
In Mafia hands, the Doctor role has an additional, unrelated effect: a Mafia Doctor kills without the use of a gun, and thus a Gunsmith will not see a gun when investigating a Mafia Doctor. (This effect does not occur if a Mafia member gains access to a Doctor action via some other means, e.g. a Jack of All Trades role.)
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Post Post #79 (isolation #37) » Sun Apr 11, 2021 2:57 pm

Post by MURDERCAT »

I'm curious if Gypyx has an opinion
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Post Post #83 (isolation #38) » Mon Apr 12, 2021 1:42 am

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Ok I think that leads to the least confusing outcomes as long as you accept that initial premise, so let's stick with that.
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Post Post #84 (isolation #39) » Tue Apr 13, 2021 12:43 am

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In post 2, Gypyx wrote:oh so you're moderating? name every role PM

ok
Role PMs are done!
https://wiki.mafiascum.net/index.php?ti ... e_Role_PMs
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Post Post #86 (isolation #40) » Tue Apr 13, 2021 12:53 am

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:D

Hopefully the mech is actually as fun in practice as the closed setup
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Post Post #88 (isolation #41) » Wed Jun 23, 2021 7:43 am

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Hopefully this goes well: viewtopic.php?p=12848129#p12848129
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Post Post #89 (isolation #42) » Wed Aug 04, 2021 3:54 am

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Post Post #93 (isolation #43) » Fri Mar 04, 2022 7:53 am

Post by MURDERCAT »

That is a super cool idea, would make for a great expansion or something as long as you get the proportions right
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