Open Draft Mafia

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Post Post #6 (isolation #0) » Thu Apr 08, 2021 7:54 am

Post by Jingle »

Ego. I’ll check for broken roles/roles with a disproportionate impact for one alignment later.
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Post Post #7 (isolation #1) » Thu Apr 08, 2021 7:56 am

Post by Jingle »

I’m assuming all roles will be normal versions unless explicitly marked otherwise.
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Post Post #27 (isolation #2) » Thu Apr 08, 2021 2:01 pm

Post by Jingle »

In post 26, MURDERCAT wrote: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?
Greatest Draft Idea Mafia:

At the beginning of the game you get three draft packs that have attached alignments. You pick one to be your alignment, one to be your draft pack, and one to discard face up. Every draft pack is generated separately so repeats are possible and setups without an appropriate number of scum are rerolled.
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Post Post #29 (isolation #3) » Thu Apr 08, 2021 2:05 pm

Post by Jingle »

Also every third day (RL day, not in game day) you replace a player at random.
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Post Post #32 (isolation #4) » Thu Apr 08, 2021 2:30 pm

Post by Jingle »

Aight, looking at this now:

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.

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.

IIRC, the original setup had the nightkill as multitasking by default, is that unchanged?

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.

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?

MD/FV/Checker/RC/RB all have potential to mix in alternative gates. Odd night FV or Complex Checker or Announcing MD.

Ascetic can probably be buffed to Commuter.

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.)

I would like to see detective and psychiatrist added in some form, possibly as simply as 1 shot versions.

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.
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Post Post #33 (isolation #5) » Thu Apr 08, 2021 2:34 pm

Post by Jingle »

Do you want suggestions for alternative packs here MC, or are we waiting to see if the vanilla version garners enough interest first?
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Post Post #45 (isolation #6) » Fri Apr 09, 2021 3:25 pm

Post by Jingle »

In post 37, MURDERCAT wrote:Also Jingle, is it balanced?
I don't know that this is a setup where someone can definitively say it's balanced. It depends too much on how the packs are randomized.

I think as it is your list is within the realm of playable (although if people have suggestions I encourage them to voice them), and I don't see any particular interactions that could break the game on their own, but there are simply too many moving parts and too many scenarios to account for to ever go "Yup, this is a balanced setup." It's kind of like how GIdea games are inherently not guaranteed to be balanced, but are still a ton of fun for people who shouldn't be policy limmed D1.
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Post Post #63 (isolation #7) » Sun Apr 11, 2021 10:24 am

Post by Jingle »

When you frame it like that I definitely see putting the investigation integrity roles into a booster pack that can be mod discretion added as a net positive change.

I'm also personally biased to protectives being far more interesting than investigatives, but that's a preference thing and I feel like I'm probably in the minority there.
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Post Post #77 (isolation #8) » Sun Apr 11, 2021 2:50 pm

Post by Jingle »

In post 72, Isis wrote:By that logic the rolecop would always see vanilla townie
There's an argument to be made that rolecop and vanilla cop could be variant versions of the role instead of actual rolecop/vanilla cop for this setup.

I would say from a game design stance only having the benefits of the role until it's used makes players actively choose more, which I think is probably a good way to lean on a design like this. Either way would be fine as long as it's consistent though.
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