I hate humanity, so i created this setup to punish them. Certainly unbalanced. Probably fun and (obviously) cringe. Of course i plan run it... Maybe, if it passes review.
Yes, it smells like War in The Palace, Friends and Enemies and Vengeful Mafia, i mostly taked them as... Eh. How you spell it. Ah don't mind it.
Or perhaps someone else already did it, who know! It's hard to be original these times.
Spoiler: 9 Players:
1.
Town Vigilante
2.
Vanilla Townie
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Mafia Traitor
7.
Mafia Traitor
8.
Mafia Goon
9.
Mafia Goon
Spoiler: 11 Players:
1.
Town Mason Vigilante
2.
Town Mason Backup Vigilante
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Mafia Traitor
8.
Mafia Traitor
9.
Mafia Informed Traitor
10.
Mafia Goon
11.
Mafia Goon
Spoiler: 13 Players:
1.
Town Mason Vigilante
2.
Town Mason Backup Vigilante
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Vanilla Townie
8.
Mafia Traitor
9.
Mafia Traitor
10.
Mafia Traitor
11.
Mafia Goon
12.
Mafia Goon
13.
Mafia Goon
Spoiler: 15 Players:
1.
Town Mason Vigilante
2.
Town Mason Backup Vigilante
3.
Town Mason Backup Backup Vigilante
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Vanilla Townie
8.
Vanilla Townie
9.
Mafia Traitor
10.
Mafia Traitor
11.
Mafia Traitor
12.
Mafia Informed Traitor
13.
Mafia Goon
14.
Mafia Goon
15.
Mafia Goon
Game Settings:
Daystart.
Daytalk.
Eliminations are compulsive. Plurality.
When Night knocks, minor faction at moment of daystart perform nightkill (It means, if Town was minority, Vigilante/Masons can kill someone, if Mafia was minority, Mafia Goons can kill someone). Nightkills are compulsive.
Traitors do not know, who mafia is and don't count for majority. If Traitor informed, he KNOWS who starting Mafia Goons are.
Mafia/Masons/Vigs can't target self or their partners for any kills/heritages.
At any moment, Masons/Vigilante can privately choose one living person via
HERITAGE: PLAYER
in PT. If Masonry fully wiped out/Vigilante dying, chosen person convert in Town Mason Vigilante/Town Vigilante, joining their PT (Vigilante have one provided). If chosen person aligned with Mafia, Mafia win instead.
At any moment, Mafia can choose one living person via
HERITAGE: PLAYER
in PT. If all informed mafia wiped out, chosen person convert in Mafia Goon, joining their PT. If chosen person aligned with Town, Town win instead.
If somehow they didn't choose before moment of wipeout, their faction lose instead.
If game lasted for final three (2vs1), then faction of person who was eliminated at this day loses.
Town wins, if all Mafia was wiped out, OR Mafia was tricked in choosing Town aligned player as convert OR Mafia eliminated in final 3.
Mafia wins, if all Town was wiped out, OR Masons/Vigilante was tricked in choosing Mafia aligned player as convert OR Town eliminated in final 3.
Samples of PM:
Spoiler: Vanilla Townie
Spoiler: Town Vigilante
Spoiler: Converted Town Vigilante
Spoiler: Town Mason Vigilante
Spoiler: Town Mason Backup Vigilante
Spoiler: Converted Town Mason Vigilante
Spoiler: Mafia Goon
Spoiler: Converted Mafia Goon
Spoiler: Mafia Traitor
Spoiler: Mafia Informed Traitor
Fun fact: Hilariously, it's still fits Normal Criteria. Somehow.
I more need replies about clearity of rules and balance (I think it's lolbalanced and swingy as fuck). Do you understand them? If no, there's some signs:
1. Converts are more recruits and potentially can pass before all faction die. For example, at any moment Mafia Goons can privately (in PT) choose any living Player. After all Mafia Goons dead, check happens: If player chosen by them is Mafia aligned (Traitor), he turns in Mafia Goon. If chosen player is town aligned (Vigilante/Mason/Vanilla Townie), Town wins.
Player who was turned in Mafia Goon can as well choose someone, and same checks happens when he die. And again-again, before there's no mafia anymore/choice was wrong.
Same with Vigilante/Masons, but they need choose TOWN players, otherwise Mafia win.
2. Faction with less members at moment of day perform nightkills. For example, day starts, there's 5 Townies, 4 Mafia. Mafia in minority, even if elimination on town happens and it turns in 4 Towns, 4 Mafia, Mafia will perform nightkill. Afterwards, day starts and balance will depend where shot was happen.
3. If game lasted for final three, then there will be no converts anymore. Last elimination happen, if Townie executed, Town loses, if Mafia executed, Mafia loses. Pretty simple.
4. Traitors don't know who mafia is or other traitors. Informed Traitors know who starting Mafia Goons are, but again, not other traitors.
It’s a little confusing, but I’m intrigued. The role PMs are fantastic. I’d go with either the 9 or 11 player version, but until I fully wrap my head around the mechanics, I can’t tell if it’s close to balanced.
In post 2, TemporalLich wrote:any reason why the masons don't just have a kill that works like a factional kill? I know that's non-standard but that seems to be what is intended.
Backup Backup Vigilante sounds too funny.
But yeah, probably factional kill looks better. Will rewrite that.
Remade with using "Factional kill" instead of Mason Backup Vigilantes...
There's still vigilante in 9 players.
Also remade role pms a bit.
Spoiler: 9 Players:
1.
Town Vigilante
2.
Vanilla Townie
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Mafia Traitor
7.
Mafia Traitor
8.
Mafia Goon
9.
Mafia Goon
Spoiler: 11 Players:
1.
Town Mason
2.
Town Mason
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Mafia Traitor
8.
Mafia Traitor
9.
Mafia Informed Traitor
10.
Mafia Goon
11.
Mafia Goon
Spoiler: 13 Players:
1.
Town Mason
2.
Town Mason
3.
Vanilla Townie
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Vanilla Townie
8.
Mafia Traitor
9.
Mafia Traitor
10.
Mafia Traitor
11.
Mafia Goon
12.
Mafia Goon
13.
Mafia Goon
Spoiler: 15 Players:
1.
Town Mason
2.
Town Mason
3.
Town Mason
4.
Vanilla Townie
5.
Vanilla Townie
6.
Vanilla Townie
7.
Vanilla Townie
8.
Vanilla Townie
9.
Mafia Traitor
10.
Mafia Traitor
11.
Mafia Traitor
12.
Mafia Informed Traitor
13.
Mafia Goon
14.
Mafia Goon
15.
Mafia Goon
Game Settings:
Daystart.
Daytalk.
Eliminations are compulsive. Plurality.
When Night knocks, minor faction at moment of daystart perform factional nightkill (It means, if Town was minority, Vigilante/Masons can kill someone, if Mafia was minority, Mafia Goons can kill someone). Nightkills are compulsive.
Traitors do not know, who mafia is and don't count for majority. If Traitor informed, he KNOWS who starting Mafia Goons are.
Mafia/Masons/Vigs can't target self or their partners for any kills/heritages. You also can't shot at dead.
At any moment, Masons/Vigilante can privately choose one living person via
HERITAGE: PLAYER
in PT. If Masonry fully wiped out/Vigilante dying, chosen person convert in Town Mason/Town Vigilante, joining their PT (Vigilante have one provided). If chosen person aligned with Mafia, Mafia win instead.
At any moment, Mafia can choose one living person via
HERITAGE: PLAYER
in PT. If all informed mafia wiped out, chosen person convert in Mafia Goon, joining their PT. If chosen person aligned with Town, Town win instead.
If somehow they didn't choose before moment of wipeout, their faction lose instead.
If game lasted for final three (2vs1), then faction of person who was eliminated at this day loses.
Town wins, if all Mafia was wiped out, OR Mafia was tricked in choosing Town aligned player as convert OR Mafia eliminated in final 3.
Mafia wins, if all Town was wiped out, OR Masons/Vigilante was tricked in choosing Mafia aligned player as convert OR Town eliminated in final 3.
So anyway i thought and decided it's not spicy enough (Remember that i hate humanity). Considering Mini Theme is kinda empty, i think it's not bad idea to aim there. So my main ideas now are:
1. Allowing discussing of game outside of thread, but only for players in it and between each other. Mostly for conspiracy games, and because i don't see any other way without GREAT AMMOUNT of PTs. I need to discuss it with listmod though, and put some faith in players to not abuse it.
2. At all times. Thread will be open for nights.
3. Remove Informed Traitor and replace it with PT Cop. For each side. PT Cop can find out someone who have access with PT (Masons and Conspirators) at this moment, but can't find out exactly who is who. This is important piece of information regardless, and every side will be happy to get it, but not too important in case PT Cop dies N1. It's still pretty much winnable.
4. Also about it. Mafia Goon renamed in Mafia Conspirator. It allows PT Cop flip as Mafia Conspirator PT Cop in case he was converted, so no one confused.
5. Multitasking on default, but it only matters if PT Cop converted. Obviously it's highly unlikely PT Cop will be rightfully converted, but if so, result should be powerfull enough.
It will turn very experemintal on nature, but i expect great results, if players will invest in game. Otherwise... Not much so.
So result will be:
13 Players
1. Town Mason
2. Town Mason
3. Town PT Cop
4. Vanilla Townie
5. Vanilla Townie
6. Vanilla Townie
7. Vanilla Townie
Daystart.
All PTs open at all times.
Players are allowed to communicate with each other outside of thread, as long as they alive.
Everyone multitasking. It's effectively only in effect if any PT Cop is converted.
Eliminations are compulsive. Plurality if majority not reached. If tie, first one to achieve vote will die.
When Night knocks, minor faction at moment of daystart perform factional nightkill (It means, if Town was minority, Masons can kill someone, if Mafia was minority, Mafia Conspirators can kill someone). Nightkills are compulsive.
Traitors do not know, who mafia is and don't count for majority.
Conspirators/Masons can't target self or their partners for any kills/heritages. You also can't shot at dead.
At any moment, Masons can privately choose one living person via
HERITAGE: PLAYER
in PT. If Masonry fully wiped out, chosen person convert in Town Mason, joining their PT. If chosen person aligned with Mafia, Mafia win instead.
At any moment, Mafia can choose one living person via
HERITAGE: PLAYER
in PT. If all informed mafia wiped out, chosen person convert in Mafia Goon, joining their PT. If chosen person aligned with Town, Town win instead.
If somehow they didn't choose before moment of wipeout, their faction lose instead.
If game lasted for final three (2vs1), then faction of person who was eliminated at this day loses.
Town wins, if all Mafia was wiped out, OR Mafia was tricked in choosing Town aligned player as convert OR Mafia eliminated in final 3.
Mafia wins, if all Town was wiped out, OR Masons was tricked in choosing Mafia aligned player as convert OR Town eliminated in final 3.