there's 3 of them... idk there's not much difference, mainly the masons can confirm who the other masons are at least due to having three of them, would a sk mason/neighbor be to much?
I would set it up to were the mafia member and the sk could be on the same mason group,,, tehehe that wuold be fun,
But that's good because 64.6% is more fair than 60% for a 3.5-day game. Though I still see it as town-slanted and prefer the 6p version.
I think it's more elegant, too, to just say that the townie dies on lynch but the mafia only get to kill when a goon is lynched. I think this will get you to the same place most of the time.
Nominate: At least one of the retalitory mountainious games
- I have to say that I find the 64.6% chance the best.
Carbon - 15
2 Mafia OR 2 Werewolves
5 Vanilla Townies
The players are split into three groups: Two Masons, Two Monks and Three Un-Afilliated. Masons are guaranteed no mafia, Monks are guaranteed no werewolves.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Nominate: At least one of the retalitory mountainious games
- I have to say that I find the 64.6% chance the best.
My first
second
. I'm quite in love with the setup.
Thirded
Routine day with a dirt cheap brush
Then a week goes by and it goes untouched
Then two, then three, then a month
Then the rest of your life, you beat yourself up
Awsome, but, why Goon over RB and what do you think of the PGO being unknown? I just realized that the PGO could claim day 1 and would be pretty much a confirmed townie.
Awsome, but, why Goon over RB and what do you think of the PGO being unknown? I just realized that the PGO could claim day 1 and would be pretty much a confirmed townie.
The RB being used is bad play making the role just an annoyance to the set up.
If the PGO being confirmed is a big problem for you:
Empking's 7p Trap
2 Goons (Goons are told which set up is in play.)
1 Jailkeeper OR PGO
1 Jailkeeper
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Key:
1 in a RB, CP, DC grants town a power role.
CP = Cop
RB = Roleblocker
DC = Doctor
SPR = If there are two power roles, scum gets the one not taken otherwise. Cop is changed to Role Cop.
Rest of the game is townies.
The only problem I see is Town drawing RB and CP and leaving scum with DC. Maybe just ban that particular setup.
Interested in doing a Dept. Heaven Large Theme. If you're interested in ironing it out, drop me a line.
gandalf5166 wrote:So you just generate 4 binary numbers?
Well, you could do it like that OR you could write it out:
Town RB, Town Cop, Scum Doctor (fff)
Town Cop, Town Doc, Scum RB
Town RB, Town Doc, Scum Role Cop
Town Cop
Town Doc
Town RB
Mountainous
Day start, Goons and VT's investigate as Vanilla. The substitute for role-cops over masons is obviously a lot less powerful, as any confirmed innocents are going to be one-way knowledge only (and might not happen at all), so you won't have that block of confirmed townies planning together. To compensate for this watering down, I've given the town a 4 mislynch vs. 3 lynch game, and also the chance to catch a scumbag via their investigations, as a result of Tracker must be scum. Whilst the Tracker is alive for scum, it operates as a pseudo-rolecop which balances against the perks I've added for town.
IDK about this.
Misslynch D1 and town NK by both Werewolf and SK and werewolves has won D2. Need more town roles.
What if Werewolves only win if they're the only faction rather than by endgaming? That way they would have to lynch the SK.
Werewolfs would still control 50% of the votes if there is a mislynch D1 and just NK on town players. If either a townie/SK votes a non-werewolf, they could just wagon that vote and still win that game.