Search box -> Normal
https://wiki.mafiascum.net/index.php?title=Normal_Game
Roles which are explicitly Normal for Town only include:
Vanilla Townie, Friendly Neighbor, Innocent Child, Mason,, Vigilante, any roles listed as "for any alignment"Miller
Search box -> Miller
https://wiki.mafiascum.net/index.php?title=Miller
For obvious reasons, standard Millers are Town.
Normal Guidelines
A Miller that knows they are a Miller and flips as such is considered Normal on mafiascum.net. A Miller returns a guilty result if investigated by a Cop, "Miller" if investigated by a Role Cop, and "non-Vanilla" to a Vanilla Cop. The Normal variant of Miller specifically only produces a false guilty to a Cop and Seer, so for example, a Gunsmith will see them as having no gun (unless they have a gun for some other reason).
wrt balance in traitor games...
Subject: Srceenplay's Mini Normal Review
Subject: Srceenplay's Mini Normal Reviewmhsmith0 wrote:Last I checked mini normals with traitors were ballpark 50% town win rate
viewtopic.php?f=53&t=29549
some recent ones:
1954 town
PT cop, 2x masons, neighborizer, PT enabler
vs enctyptor, even roleblocker, traitor
1938 scum
JOAT (doc/jk/bg), 2-shot vig, gunsmith
vs neighborizer, JOAT (cop/rolecop), BP traitor
1895 town
neighbor/cop, neighbor, neighbor, fruit vendor, doc
vs odd roleblocker, even roleblocker, traitor
1814 scum
non-consecutive jailer, joat (voeur, bg, neapolitan, neighborizer, motion detector, follower), weak doctor, 2-shot commuter
vs goon, goon, traitor encryptor
1762 town
3-shot jailkeeper, gunsmith, 1-shot vig
vs goon, goon, traitor
etc
I'll explicitly take any and all comments wrt balance since it was my explicit suggestion on balance that was taken. I think in retrospect... balance was about correct. Scum outplayed town, but not massively so, and scum won. A gunsmith here would have been incredibly risky because it sets up a godfather (the traitor) who's completely unkillable by his faction, and can only be caught by the rolecop... and town didn't have enough power to justify that kind of "it probably won't happen, but if it DID happen then it's really bad news" outcome (and as it so happened, anti DID investigate mulch n1, so if he was a gunsmith instead of a cop, then town would have been in enormous trouble just on PR actions).mhsmith0 wrote:That is definiteli NOT a lot for town.In post 37, Srceenplay wrote:Gunsmith
Role Cop
Neighbourizer
Miller
6 VT
VS
Roleblocker Traitor
Goon
Encryption
Like, against the equivalent of a 3 goon team it's probably acceptable
But you have one strong role (gs - which scum can still BS around, and which will falsely clear the traitor and falsely guilty the rolecop), one situationally decent role (role cop can find two scum roles and verify the miller), a miller who's normally NU but can be cleared by rolecop (and GS? i admittedly forget on that one), and a neighborizer, which is completely useless most of the time.
Change gunsmtih to cop and you're probably fine here. Give town something small otherwise (even night doc?) and you're probably fine as well.