Logical Idea Mafia

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Logical Idea Mafia

Post Post #0 (isolation #0) » Sat Jun 26, 2021 6:09 am

Post by TemporalLich »

Vanilla Townie


You have no special abilities.




Yep it's another collaborative deck...

This one is kinda special though, as bastard mechanics and dynamics are not allowed in this collaborative deck, and this deck ideally should be able to be ran in the Theme Queue without specifying the game as having bastard mechanics and dynamics.

Bastard mechanics and dynamics that will not be allowed in Logical Idea Mafia:

Cults - Cults tend to give a bad feeling among non-bastard Mafia players. Cults are typically associated with mid-game alignment changes anyway.

Mid-game alignment changes - Your alignment and wincon should not be altered during the game. Examples include Judas and Psychiatrist.

Moderator dishonesty that cannot be reasonably anticipated - Godfather, Tailor, Miller, Ninja, and mechanics like that are generally fine. Telling someone they are a reflexive doctor when they're actually a PGO is not. Neither are Death Millers or non-Reliable cops. Keep Death Millers out of this setup.

Post dependent roles and post restrictions - Posts should be able to be made organically. Lie Detectors, inventors that give roles based on posts, and post restrictions lead to contrived posting.

Secret Win or Lose Conditions - If you're adding something like a game-ending Condemner that may cause unanticipated losses, it needs to announce that it exists.

Non-randomness in player role/alignment generation - Don't add role cards that alter the setup's role generation en masse.

Mod discretion cards - These allow the moderator to hand-pick an aspect of your role card, which is non-randomness in player role card generation.

Direct moderator influence during the game - If your card allows the moderator to manipulate the game at their discretion during the game it doesn't belong here.

Outside discussion - Don't add roles that allow the game to be discussed outside of the game thread and its own PTs while it is ongoing.

Adding players midgame - Don't allow players to be added into the game after the setup is randed. Pregame and card picks is after the setup is randed.

External pulls - Don't add cards that tell you to pull from other sources. If it's small enough, list it on the card itself. If it's too large, think of another role card. Rerolls are fine, and constrained rerolls such as "roll from this user's ISO on Logical Idea Mafia" are also fine.

These are rules against counterintuitive play that isn't considered bastard. They are currently repealed, but the text is kept for historical reasons in case reinstating these roles is desired.

Anything resolving with a random element - Players should be able to rely on a course of action without being left in the dust by the RNG.

Alignments that win when voted out (Jesters) - While they aren't bastard, they encourage illogical play sometimes and are chaotic.

Action redirection - Actions should target your target. Roles like Bus Driver and Lightning Rod lead to chaotic games.


FAQ:

Q: Isn't this another ill-conceived idea for a collaborative deck?
A: Why yes it is!

Q: Someone didn't post a role at the top of their post! What do I do?
A: You are a Vanilla Townie. Also let that person know they should add a role at the top of their post.

Q: Someone posted a bastard role! What do I do?
A: You are a Vanilla Townie. Also let that person know their role needs to be changed.

Q: Wow! X posted a role that really god damned broken! I want to run Logical Idea Mafia, what do I do?
A: Veto that role. That is, reroll the role and say that role is vetoed.

Q: The alignment of the role isn't stated...
A: If the description doesn't mention win con, assume it's town.

Q: Can I take a role from another collaborative deck?
A: Yes, but please make sure it follows the rules of this deck.

Q: What's the point of this thread?
A: Once this reaches 200 posts, I might use it in a micro game.
Last edited by TemporalLich on Tue Mar 19, 2024 7:46 am, edited 3 times in total.
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Post Post #2 (isolation #1) » Sat Jun 26, 2021 7:05 am

Post by TemporalLich »

Mafia 2-shot Role Cop


Twice in the game during night, you may learn a player's role.



In post 1, Cook wrote:I recommend that more decks be used specifically up to a post count like Word Disassociation or DOAR and then
locked
afterwards.
I have changed DoAR so it will be locked at #999 or after a month long drought of posting.

The size 300 will remain as DoAR Classic.
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Post Post #4 (isolation #2) » Tue Jul 13, 2021 7:38 pm

Post by TemporalLich »

Chocolate Townie


You are a named Townie. You have no special abilities.




This role was completely changed, the original role is here:

Spoiler:
Locking until further notice.


This was an idea that had bad implementation. The demand for a non-bastard collaborative deck is much lower than I had anticipated.

Oh, and you are a Named Townie. You have no special abilities.
Last edited by TemporalLich on Fri Mar 22, 2024 12:38 pm, edited 2 times in total.
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Post Post #5 (isolation #3) » Fri Mar 04, 2022 1:55 am

Post by TemporalLich »

Town Jailkeeper


Each night, you may prevent someone from acting and protect them from kills.




Thread is revived for now, but the rules are changed:

Some rules have been added or changed to reflect the changes of how the Mini Theme queue determined games to be bastard. These are that non-randomness in role generation are not allowed at all, mod discretion role cards are not allowed, outside discussion is not allowed, and adding players midgame is not allowed. (and that moderator lies is changed to moderator dishonesty)

The counterintuitive play rules are repealed unless people want them reinstated. The post dependent roles and post restriction rule has
not
been repealed as that's now considered to be bastard.
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Post Post #6 (isolation #4) » Tue Mar 19, 2024 7:38 am

Post by TemporalLich »

Town Divine Protector


Each night, you may render a player immune to actions from non-Town-aligned players.




Another attempt to determine if a collaborative deck without bastard mechanics is something that is interesting to play and/or create roles for.
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Post Post #10 (isolation #5) » Tue Mar 19, 2024 8:58 am

Post by TemporalLich »

Mafia Enforcer


You may roleblock the target of your factional kill.
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Post Post #22 (isolation #6) » Thu Mar 21, 2024 10:05 am

Post by TemporalLich »

Werewolf 2-shot Alignment Cop


Twice in the game during night, you may learn a player's alignment.
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Post Post #25 (isolation #7) » Fri Mar 22, 2024 12:35 pm

Post by TemporalLich »

Town Inner Sanctum Keeper


You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.

Mod Note: Mason Feasibility Clause applies to this role - Add "Inner Sanctum Keeper" to another random Town-aligned player's role if any Inner Sanctum Keeper was generated.




Should the Mason Feasibility Clause apply to Logical Idea Mafia games?
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Post Post #29 (isolation #8) » Sat Mar 23, 2024 6:33 pm

Post by TemporalLich »

Town Neapolitan


Each night, you may learn if a player is a
Vanilla Townie
or
not a Vanilla Townie
.



In post 26, SmileyDude1 wrote:I think mason feasibilty clause would be a good idea given we're including mason type roles yeah. I'd argue it'd be kind of misleading to not do so since it could lead to players who draw mason-type roles inadvertently being equivalent to a named townie while their role PM suggests otherwise.
yeah I agree

the mason feasibilty clause also means generating more masons is always a good thing as you always get one extra mason
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Post Post #58 (isolation #9) » Wed Mar 27, 2024 4:56 pm

Post by TemporalLich »

Town 2-shot Role Cop


Twice in the game during night, you may learn a player's role.
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Post Post #59 (isolation #10) » Wed Mar 27, 2024 4:56 pm

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Town 2-shot Alignment Cop


Twice in the game during night, you may learn a player's alignment.
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Post Post #61 (isolation #11) » Thu Mar 28, 2024 7:03 am

Post by TemporalLich »

Town Peaceful Archon


If you die for any reason, nobody dies the next Night.
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Post Post #62 (isolation #12) » Thu Mar 28, 2024 7:04 am

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Werewolf Racketeer


You may rolestop the target of your factional kill.
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Post Post #76 (isolation #13) » Thu Mar 28, 2024 5:36 pm

Post by TemporalLich »

Reroll but make the role Town-aligned


Reroll, but change the role's alignment to
Town
.

If the resulting role doesn't make sense as Town (this includes roles that can't be Town such as the Hypogean, and roles that modify factional abilities such as the Enforcer), you are a
Vanilla Townie
.




Trying to make a town-aligned reroll in this setup to avoid role cops getting unintended guilties
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Post Post #77 (isolation #14) » Thu Mar 28, 2024 5:40 pm

Post by TemporalLich »

Bulletproof Survivor Hypogean


You are immune to kill actions.

You are in a PT with other Hypogeans, who are confirmed to not be Town-aligned.

Mod Note: Mason Feasibility Clause applies to this role - Add "Hypogean" to another random non-Town-aligned player's role if any Hypogean was generated.
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Post Post #78 (isolation #15) » Thu Mar 28, 2024 5:51 pm

Post by TemporalLich »

Reroll but make the role
Mafia
or
Werewolf
-aligned


Roll a d2 to determine if this role is
Reroll but make the role Mafia-aligned
(Result of 1) or
Reroll but make the role Werewolf-aligned
(Result of 2).

If the role is
Reroll but make the role Mafia-aligned
:

Reroll, but change the role's alignment to
Mafia
.

If the resulting role doesn't make sense as Mafia (this includes roles that can't be Mafia such as the Mason, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Mafia Goon
.

If the role is
Reroll but make the role Werewolf-aligned
:

Reroll, but change the role's alignment to
Werewolf
.

If the resulting role doesn't make sense as Werewolf (this includes roles that can't be Werewolf such as the Monk, and roles that modify non-standard factional abilities such as the Shrouder), you are a
Werewolf
.




Trying to make a scum-aligned reroll in this setup to avoid role cops getting unintended clears
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Post Post #150 (isolation #16) » Tue Apr 02, 2024 5:38 pm

Post by TemporalLich »

Town Mediator


Each night, you may target two players to prevent them from targeting each other the next Night.

The targets are informed that they were mediated and who they can't target.




I'd like if more players post roles here ideally, so there is more actual collaboration in a collaborative deck
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