Changes to Normal Games (update September 2022)

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Post Post #645 (isolation #0) » Wed Jun 16, 2021 8:28 am

Post by Cook »

Does a Traitor Vigilante surrender if the main contingent dies?
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Post Post #663 (isolation #1) » Tue Jun 22, 2021 4:24 pm

Post by Cook »

isn't moonlight dancer just a superstar?

can you even attach modifiers to roles that have no powers (e.g. vanillas)?
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Post Post #682 (isolation #2) » Wed Jun 23, 2021 10:17 am

Post by Cook »

In post 673, TemporalLich wrote:2-Shot Townie would be an example of a red herring modifier - do you really think "Twice in the game during night, you have no special abilities." makes sense?
was thinking about this, and it's like a gated death miller (which could be interesting for a scum role in a theme game)

Welcome! You are a
Mafia 2-Shot Activated Death Miller
.
• During the night you may activate your ability for this night and the day following.
• If you die when your ability is active, you will flip as a
Vanilla Townie
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Post Post #684 (isolation #3) » Wed Jun 23, 2021 11:06 am

Post by Cook »

In post 683, Jake The Wolfie wrote:The term you're looking for is Death-Godfather
and the term i originally used!

but i swapped it out
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Post Post #689 (isolation #4) » Fri Jun 25, 2021 2:40 pm

Post by Cook »

the real question is not what a backup traitor would do, but what would a backup goon do in the hands of a traitor?

i'd say

Welcome! You are a Mafia Traitor Backup Goon.

You have no special abilities.
You are a member of the Mafia along with XXX and YYY. They know there is a Traitor. They do not know who you are.

Once a Goon dies, you will become a Goon and join the main contingent of the Mafia.
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Post Post #695 (isolation #5) » Sun Jun 27, 2021 9:13 am

Post by Cook »

In post 694, Not_Mafia wrote:Is there a difference between those being roles and being a modifier for a vanilla townie?
Vanilla Cops.
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Post Post #730 (isolation #6) » Sun Jul 18, 2021 5:39 am

Post by Cook »

i'm willing to run a few open games where this is the case
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Post Post #732 (isolation #7) » Sun Jul 18, 2021 3:08 pm

Post by Cook »

I also propose
Gunbearer
and
Gunless
, which have the following abilities/modifiers:

Welcome! You are a
Mafia Traitor Gunbearer
.

You do not have access to the Mafia PT. Your partners are XXX and YYY. They do not know who you are but know you exist. If you are the only remaining Mafia member you will surrender and the Mafia will lose.

You have access to the Mafia's factional kill. At night you may send me the name of a player. Assuming no interference with your action, that player will die.


so then you can modify this ability.

Welcome! You are a
Mafia Multitasking Roleblocker 2-Shot Compulsive Gunbearer
.

You have access to the Mafia's factional kill.

Twice in the game at night you must send me the name of a player. Assuming no interference with your action, that player will die.

In addition at night you may send me the name of a player. Assuming no interference with your action, that player's action will be blocked.
You may perform both of these actions in the same night.


...or give it to a Townie/SK.

Welcome! You are a
Serial Killer 1-Shot Novice Gunbearer
.

At night you may send me the name of a player. Assuming no interference with your action, that player will die.

In addition, once in the game (but not on Night 1), you have access to the Mafia's factional kill. At night you may send me the name of a player and indicate you are bearing the gun. Assuming no interference with your action, that player will die.


and Gunless is a modifier that does the reverse.

Welcome! You are a
Gunless Mafia Rolestopper
.

You do not have access to the Mafia's factional kill. The game does not end if you are the last member of the Mafia remaining.
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Post Post #734 (isolation #8) » Sun Jul 18, 2021 3:19 pm

Post by Cook »

In post 733, Ythan wrote:You have notably interesting and clever thoughts on mafia mechanics (notably even in a forum about mafia) and I've thought so for a while now.
Thank you!
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Post Post #740 (isolation #9) » Wed Jul 21, 2021 5:10 am

Post by Cook »

Pressured

Role ceases to function when eliminating a member of its faction would cause that faction's loss.

ELo

Role only functions when the town not eliminating scum would cause a loss.

MeLo

Role only functions when the town eliminating one of their own would cause a loss.
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Post Post #752 (isolation #10) » Fri Jul 23, 2021 3:55 pm

Post by Cook »

Vaporizer just functions as a Combined Goon Personal Alien.

That works.

I've used Personal Rolestopper in a game before for a traitor – it's fairly useful.
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Post Post #784 (isolation #11) » Fri Sep 17, 2021 2:37 pm

Post by Cook »

factional neighbor actions?

do it in a theme first, mini theme queue’s empty
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Post Post #790 (isolation #12) » Fri Sep 17, 2021 4:08 pm

Post by Cook »

In post 789, Ythan wrote:I'd be interested in a just huge game with no special mechanics to make it bearable.
run a 30 player mountainous game
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Post Post #817 (isolation #13) » Sat Sep 18, 2021 12:54 pm

Post by Cook »

reflexive fruit vendor
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Post Post #822 (isolation #14) » Sat Sep 18, 2021 2:15 pm

Post by Cook »

1-shot activated reflexive fruit vendor
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Post Post #862 (isolation #15) » Sat Sep 18, 2021 6:19 pm

Post by Cook »

In post 857, Jake The Wolfie wrote:the only game that's in sign ups right now is Cook's Pick your
Poison
Policy game
YES GOOD FILL PLEASE
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Post Post #866 (isolation #16) » Sat Sep 18, 2021 9:16 pm

Post by Cook »

i would 100% be down for running "almost normal" games. mini theme seems to be my jam for a queue. push the boundaries. see what you can get away with.

or, in the opposite direction, take Basic roles. they're the roles and modifiers you should fundamentally know to start your mafiascum career. whitelist changes — i'm in charge of it — but it's really low-level stuff like 1-shot cop. you would expect to see 1-shot cop or an ungated doctor in your average mafiascum game.

is normal about being a cross-section of mafiascum? or is it about seeing how you can work within limits to create mechanics and dynamics interfacing?
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Post Post #882 (isolation #17) » Mon Sep 20, 2021 3:05 pm

Post by Cook »

gonna toss out the name suggestion Allies
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Post Post #903 (isolation #18) » Mon Sep 27, 2021 11:20 am

Post by Cook »

can we alias
Alien
to
Abductor
to help differentiate the faction and the role?
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Post Post #910 (isolation #19) » Tue Sep 28, 2021 2:04 am

Post by Cook »

instead of aliasing it to abductor can we add abductor as an alternate name for alien?
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Post Post #912 (isolation #20) » Tue Sep 28, 2021 3:49 am

Post by Cook »

was asking to add another name to a normal role

i figured it would be good practice to ask the NRG before doing something to the wiki page
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Post Post #924 (isolation #21) » Mon Nov 15, 2021 6:08 am

Post by Cook »

I am willing to test this idea in a game.
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Post Post #934 (isolation #22) » Sat Nov 27, 2021 8:21 am

Post by Cook »

In post 932, Datisi wrote:
In post 928, Kerset wrote:How about
Survivalist - role which contains this modifier will fail, if the caster dies while using it
what happens if a survivalist jailkeeper targets the mafioso who is attempting to kill the said survivalist jailkeeper
i would say the jailkeep roleblocks the mafioso, the kill is prevented
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Post Post #936 (isolation #23) » Sat Nov 27, 2021 9:06 am

Post by Cook »

modifier, even if not ultimately normal, would still be useful to describe some action resolution, for instance my standard that recruitment is stopped by kills
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Post Post #957 (isolation #24) » Sun Mar 06, 2022 2:54 pm

Post by Cook »

In post 955, Umlaut wrote:Ridiculous questions about backups that will probably never come up in practice but that made me say "hmmm":

If a 1-Shot Backup Tracker tries to track someone before a Tracker has died (who knows why, maybe they misunderstood the role PM), does this failed attempt use up their one shot?

If there are two Backup Trackers, does one dying activate the other one (since a Backup Tracker is a Tracker with a modifier)?
i would resolve the targeting issue as if a backup was a scheduling restriction ("cannot target until someone of this role is dead") and thus the target is wholly invalid. no shot is taken.

the second, under your logic would result in the backup tracker's scheduling restriction being cleared. i'm not sure if this is Role As Intended, though.
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Post Post #1084 (isolation #25) » Sun Jun 25, 2023 11:54 am

Post by Cook »

is disabler normal

(disabler is reverse enabler, while alive, disabler prevents roles of its type from functioning)
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Post Post #1092 (isolation #26) » Thu Jun 29, 2023 6:45 am

Post by Cook »

logic here:

all Mafia (except Traitors and Doctors)
= Mafia Doctor does
not
have gun
Cops
= Cop
does
have gun
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Post Post #1093 (isolation #27) » Thu Jun 29, 2023 6:51 am

Post by Cook »

Mafia Combined Doctor Disloyal Checker
gets you the same thing as a Mafia Coptor, except it doesn't show up to Gunsmiths. Drop the combined part if you want them to be separate.

Welcome! You are a
Mafia Doctor Disloyal Checker
.

You have access to the Mafia's hideout, where you can talk with your scum buddies {SCUM BUDDIES HERE, IF THIS IS MISSING YOU SHOULD TELL ME} and submit your faction's one kill per night.
You additionally can send me the name of a player, prefixed by
CHECKER:
. Assuming no interference with your action, you will learn if your check succeeded or not. Your check will only succeed on people who are not the same alignment as you.
You can also send me the name of a player, prefixed by
DOCTOR:
. Assuming no interference with your action, you will protect your target from kills the night you target them.
You may not do both of these things in the same night.

Your Mafia PT is {HERE, IF THIS IS MISSING YOU SHOULD TELL ME}. Confirm by replying with your role and alignment. You may also post in your PT and I will count that as a confirmation.
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Post Post #1094 (isolation #28) » Fri Jun 30, 2023 9:03 pm

Post by Cook »

what's the normal status of geriatric rules
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Post Post #1097 (isolation #29) » Tue Jul 04, 2023 5:48 pm

Post by Cook »

are/should Earls (named townies that know they are named townies) be normal?

you can emulate them with an Informed Backup X, where the information is "You are a Named Townie".
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Post Post #1127 (isolation #30) » Thu Jul 27, 2023 9:53 am

Post by Cook »

In post 1126, Not_Mafia wrote: Parkinson's Law applies to mafia too, when deadlines are too long the days just stretch out a lead to player fatigue
every day should be a 72 hour blitz, got it
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Post Post #1144 (isolation #31) » Wed Aug 30, 2023 3:30 pm

Post by Cook »

In post 1143, Random Nurse wrote:
In post 1142, Alisae wrote: Why is it that a multiball game can be considered normal?
It’s a game type that I think only rly appears in open and normal queues. I don’t remember the last time a multiball game was ran outside of those queues (third parties don’t count here)

They used to, but they bring too much swing in smaller games, so are limited to larger games (which is fine). I'd prefer to keep the multiball option open in large normal games.

If there was some clever way to reduce swinginess in Mini Normal multiball games I would love to hear a solution. I wish that Normal games could incorporate (allow as an option) the accrual of $$$ each Day phase for either the "Town," "Townies," and "Scum." By calibrating it in such a way it could reduce swinginess quite a bit. Say for example Scum gets $50,000 each Night to do things, but a NK costs $100,000 to perform, thus making it so at best they'd have to wait two Nights to commit a NK without spending $$$ on anything else. I think if this layer of complexity could be introduced as a NORMAL function of Normal games, that, I think, could be quite beneficial.
write a theme around it
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Post Post #1146 (isolation #32) » Wed Aug 30, 2023 3:37 pm

Post by Cook »

In post 1145, Random Nurse wrote:
In post 1144, Cook wrote:
In post 1143, Random Nurse wrote:
In post 1142, Alisae wrote: Why is it that a multiball game can be considered normal?
It’s a game type that I think only rly appears in open and normal queues. I don’t remember the last time a multiball game was ran outside of those queues (third parties don’t count here)

They used to, but they bring too much swing in smaller games, so are limited to larger games (which is fine). I'd prefer to keep the multiball option open in large normal games.

If there was some clever way to reduce swinginess in Mini Normal multiball games I would love to hear a solution. I wish that Normal games could incorporate (allow as an option) the accrual of $$$ each Day phase for either the "Town," "Townies," and "Scum." By calibrating it in such a way it could reduce swinginess quite a bit. Say for example Scum gets $50,000 each Night to do things, but a NK costs $100,000 to perform, thus making it so at best they'd have to wait two Nights to commit a NK without spending $$$ on anything else. I think if this layer of complexity could be introduced as a NORMAL function of Normal games, that, I think, could be quite beneficial.
write a theme around it

What do you mean, please?
you should write a theme game with this mechanic and then design a closed and otherwise normal setup above it too

i'm sure some people'd like to play it
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Post Post #1182 (isolation #33) » Wed Sep 06, 2023 5:13 am

Post by Cook »

point of order on "-Immune" 's wiki page: passive abilities shouldn't be phrased that way. assuming that "Ascetic-Immune Jailkeeper" is immune to ascetic stopping their actions, phrase it as "You are/this action is immune to effects of the role 'Ascetic'."
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Post Post #1198 (isolation #34) » Wed Sep 06, 2023 12:41 pm

Post by Cook »

In post 1197, TemporalLich wrote: Ninja is a modifier, though interpreting the factional kill modifying version of Ninja as a passive role is a fair intepretation

I'm wary of modifying the factional kill (I'm the one who gave names to roles capable of using modified factional kills)... if a factional kill must be modified and there is no option to use an unmodified factional kill, that doesn't feel Normal to me.

I'd name the modifier Stealthy, though Silent is a good name as well. Ninja would be the passive role that modifies the factional kill.

Speaking of modifiers, I'd name the modifier version of Strongman Unstoppable, with Juggernaut being the non-gendered Strongman as a role alias.

pedit: yeah, I don't exactly agree that active and passive roles are separate domains considering you can turn a passive role into an active role with the Activated modifier and you can turn an active role into a passive role with the Reflexive modifier (note that the Reflexive modifier is not Normal!).
i would also like to propose Astral as an alternative rename, from Town of Salem. i think it is a little too "flavorful" to be used as a generic modifier, though.

"Silent" to me also feels like it'd do something else other than hide from actioncops.
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Post Post #1212 (isolation #35) » Thu Sep 07, 2023 7:54 am

Post by Cook »

In post 1207, Alisae wrote: Traitor I don’t think effects hunting that much but it is a very difficult role to play well.
U do bring up a point that I don’t rly remember the last time traitor or multiball was ran outside of the normal/open queues.

If the normal queue is supposed to be representative of what is popular on the site, why is something niche like multiball that is very rarely run outside of the normal queue normal? Just doesn’t make sense to me.
i've run multiball several times in semi-open setups

traitor... that's a bit trickier to say. maybe investigate and see if there's traitors in any games in recent memory?
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Post Post #1217 (isolation #36) » Thu Sep 07, 2023 8:45 am

Post by Cook »

In post 1213, Alisae wrote: Let me rephrase
Multiball is rarely seen in the theme queues.
I think you would have to break down how many large theme queues had multiball games.

Actually, I think the only place to really find multiball larges IS the normal queue.
I don't recall the last time a multiball game was ran as a mini theme but I think it would be rare to see one.
3d20, two years ago, comes to mind
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Post Post #1227 (isolation #37) » Thu Sep 07, 2023 2:34 pm

Post by Cook »

In post 1226, DkKoba wrote: I would like to once again propose a modular addition to Normals that disables Nighttalk rather than Daytalk for non-Factional chats.
made a role for that in GIM
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Post Post #1278 (isolation #38) » Tue Sep 19, 2023 4:02 am

Post by Cook »

what if you let mafia have multiple kills if they have membership above X number and banned multiball from normals
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Post Post #1281 (isolation #39) » Tue Sep 19, 2023 4:10 am

Post by Cook »

this loses the ability for scum to crosskill, but also makes reading the game possibly easier since all scum are fully informed of each other

i think 5:16 or 4:17 would be balanced for this maybe. you need a vig and probably a mafia doc as well
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Post Post #1282 (isolation #40) » Tue Sep 19, 2023 4:13 am

Post by Cook »

maybe something smaller

the goal here is the game always ends by d5 or 6
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Post Post #1289 (isolation #41) » Sat Sep 23, 2023 6:54 am

Post by Cook »

we've brought it up before but i would be interested in experimenting with Jingle's Earl idea (confirms itself as Earl to anyone who targets it)
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