Normal Idea Mafia Discussion

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Post Post #50 (ISO) » Sat Jan 06, 2024 5:58 pm

Post by Cook »

In post 45, Aureal wrote: See, I don't know if that's the only thing, just the only thing that I noticed for obvious reasons. :lol: Figuring out if there's others would require a lot of effort going through all the roles to check them against the updates, so I figured that it's probably just all staying as is, as a testament to what was Normal at the time.
In post 48, RH9 wrote:
In post 47, Alianna wrote: I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I'd say that changing them (passively) all to Simultaneous will make them more aligned with the Normal guidelines.
In post 49, Alianna wrote:
In post 48, RH9 wrote:
In post 47, Alianna wrote: I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I'd say that changing them (passively) all to Simultaneous will make them more aligned with the Normal guidelines.
Yeah, an update is necessary if we want the roles to be in accordance with the new Normal guidelines (which I would prefer).
I'm gonna go through and update all of the roles (also gave Alianna mod privs on the deck to doublecheck me) to fit with the new Normal guidelines (Multitask -> Simultaneous, etc.)

I am considering also opening the deck up for 100 more roles now that the guidelines have changed? It would be under the Complex Normal list. Jury's still out on whether or not it should allow Experimental roles.
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Post Post #51 (ISO) » Sat Jan 06, 2024 6:01 pm

Post by Cook »

*this would happen after NIM redux fires and finishes though.
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Post Post #52 (ISO) » Sat Jan 06, 2024 6:03 pm

Post by TemporalLich »

I think experimental normal roles should be allowed in normal idea mafia

the idea of collaborative decks is to be experimental with role ideas, after all
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Post Post #53 (ISO) » Tue Jan 09, 2024 4:18 pm

Post by Alianna »

NIM Redux has filled and should launch soon. The following list of changes will be in effect.
  • There will be a minimum of one vanilla townie and a maximum of one groupscum goon.
  • I will reroll any setup that would cause an entire faction to be functionally vanilla.
  • I will reroll any setup that would completely prevent an entire anti-town faction from killing.
  • I am adding a rule that if a night action conflict can't be resolved by either the Golden Rule or the priority list here, the conflicting actions all fail.
  • The role deck will be edited to reflect the new role names and to remove the multitasking modifier, replacing it with the simultaneous modifier when applicable.
  • Inherent multitasking will be enabled.
Last edited by Alianna on Wed Jan 10, 2024 12:29 pm, edited 1 time in total.
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Post Post #54 (ISO) » Wed Jan 10, 2024 10:42 am

Post by Alianna »

All of the above edits to the role deck have been completed.
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Post Post #55 (ISO) » Wed Jan 10, 2024 12:15 pm

Post by Aureal »

Does this SK run afoul of the rule against an antitown faction not being able to kill?
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Post Post #56 (ISO) » Wed Jan 10, 2024 12:33 pm

Post by Alianna »

In post 55, Aureal wrote: Does this SK run afoul of the rule against an antitown faction not being able to kill?
That was the example Python gave, but now that I read it, I don't think it would actually break such a rule. It only prevents the SK from killing before they're the last anti-town player left.
I know I said changes were final, but I did make one more tweak to that rule for the sake of simplicity and clarity. That SK role is still legal.
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