[SETUP] 4 Faction's Gridlock

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[SETUP] 4 Faction's Gridlock

Post Post #0 (ISO) » Wed Nov 18, 2020 6:17 pm

Post by Jake The Wolfie »

This was adapted from TemporalLich's Two-Sided NewD3

4 Faction's GridlockOne row and one column are selected at random from the Mafia table to generate 1 Mafia role and 2 Anti-Mafia roles.

ABC
Mafia
Mafia Disruptor
Mafia Scout
Mafia Goon
1Cop, DoctorTracker, Friendly NeighborCop, Vanilla
2Jailkeeper, TrackerJailkeeper, Friendly NeighborJailkeeper, Vanilla
3Mason, MasonTracker, DoctorMason, Mason


Repeat this process on the Werewolf table to generate 1 Werewolf role and 2 Anti-Werewolf roles.

ABC
Werewolf
Werewolf Disruptor
Werewolf Scout
Werewolf
1Seer, GuardianWolfstalker, HermitSeer, Vanilla
2Wizard, WolfstalkerWizard, HermitWizard, Vanilla
3Monk, MonkWolfstalker, GuardianMonk, Monk


Repeat this process on the Cult table to generate 1 Cult role and 2 Anti-Cult roles.

ABC
Cult
Cult Disruptor
Cult Scout
Cultist
1Private Investigator, PaladinInquisitor, AthiestPrivate Investigator, Vanilla
2Con Artist, InquisitorCon Artist, AthiestCon Artist, Vanilla
3Nurse, NurseInquisitor, PaladinNurse, Nurse


Repeat this process on the Alien table to generate 1 Alien role and 2 Anti-Alien roles.
Note: Roll a second separate column for a second Alien role only.

ABC
Alien
Alien Disruptor
Alien Scout
Alien Redirector
1Conspiracy Theorist, VanillaParanormal Investigator, Regular CowConspiracy Theorist, Vanilla
2Mad Scientist, Paranormal InvestigatorMad Scientist, Regular CowMad Scientist, Vanilla
3Sentient Cow, Sentient CowParanormal Investigator, VanillaSentient Cow, Sentient Cow


Populate the rest of the player slots with 1 Mafioso, 1 Werewolf, 1 Cult Leader, 1 Alien Goon, and 20 Townies. You should end up with a 29 player setup.

After rolling for the setup used but before randing, you will need to roll four 4 sided dice (d4). If the first die lands 1, both Anti-Mafia roles are given to town, if the first die lands 2, one random Anti-Mafia role (a d2) is given to the Werewolf added to round out the setup. Follow this pattern for all other values. If the second die lands 1, both Anti-Werewolf roles are given to town, if the second die lands 2, one random Anti-Werewolf role (a d2) is given to the Mafioso added to round out the setup. Follow this pattern for all other values and for all other dice.

There should be
47,254,081
possible setups [!!!!].

All scumteams have multitasking and daytalk.

The Cult Leader can only convert town, they have a cooldown of 1 day, and a maximum cult size of 4.
Converted players retain their Non-Anti-Cult abilities.

The Aliens have only 2 nightkills.

The Alien Redirector gets to redirect the night action of any player to any other player for a night.

Disruptor roleblocks only Town.

Scout gets role, but gets No Result on Vanilla Townies or non-town.

Cops/Seers/Private Investigators/Conspiracy Theorists get results in the form of [Mafia/Werewolf/Cult/Alien]/Not [Mafia/Werewolf/Cult/Alien] respectively.

Doctor protects from the Mafia factional kill, Guardian protects from the Werewolf factional kill, Paladin protects from the factional convert.

Tracker/Wolfstalker/Inquisitor/Paranormal Investigator sees who a player targeted, but can't see the factional kill/convert of other factions. [Ex: Wolfstalker can't see the Aliens kill]

Jailkeeper/Wizard/Con Artist/Mad Scientist roleblocks their respective anti-faction and Town and protects from the faction ability of their anti-faction. [Anti-Faction here means whatever their role is supposed to be countering.]

Friendly Neighbor/Hermit/Athiest/Regular Cow informs their target that they are not their respective anti-faction.

Masons/Monks/Nurses/Sentient Cows share a PT with daytalk and know that they are not members of their anti-faction.

Disruptors act before Jailkeepers/Wizards/Con Artists/Mad Scientists.

In the event a Jailkeeper/Wizard/Con Artist/Mad Scientist targets one of the others, they are not protected.
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Post Post #1 (ISO) » Wed Nov 18, 2020 6:27 pm

Post by TemporalLich »

a quad-multiball NewD3?! I'm surprised this is possible
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Post Post #2 (ISO) » Wed Nov 18, 2020 6:30 pm

Post by Jake The Wolfie »

I would have put in the Alternate Mafia, but I was running low on creativity and sanity around The Cows.
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Post Post #3 (ISO) » Wed Nov 18, 2020 9:36 pm

Post by Awoo »

how do the endgames play out? what are the wincons?
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Post Post #4 (ISO) » Thu Nov 19, 2020 5:56 am

Post by Ircher »

I would play this. This looks fun!
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Post Post #5 (ISO) » Thu Nov 19, 2020 9:43 am

Post by Awoo »

Does the max cult size include dead cultists?
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Post Post #6 (ISO) » Thu Nov 19, 2020 10:56 am

Post by Jake The Wolfie »

In post 3, Awoo wrote:how do the endgames play out? what are the wincons?
Town wins when all scum players are dead.
Mafia/Werewolves/Cult/Aliens wins when all other factions are dead with them having the last member alive.

Caveat: Aliens will always win ties, and Cult will always lose ties.
Awoo wrote:Does the max cult size include dead cultists?
No. This is made up by the fact that they can only convert on every other night.
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Post Post #7 (ISO) » Thu Nov 19, 2020 1:15 pm

Post by Awoo »

If the d4 rolls cult, is the power given to the cult leader?

And if those town roles are given away, then you need to add more VT's to replace them.

It's a very interesting setup and would be fun to see run but I have many questions... ~_~
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Post Post #8 (ISO) » Thu Nov 19, 2020 1:26 pm

Post by Jake The Wolfie »

In post 7, Awoo wrote:If the d4 rolls cult, is the power given to the cult leader?
It is given to a random cult member
Awoo wrote:And if those town roles are given away, then you need to add more VT's to replace them.
More VTs yes, more players no.
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Post Post #9 (ISO) » Fri Nov 20, 2020 2:26 am

Post by Gypyx »

what does scout do?

also, the only possible step after this setup is to make another one with a Sk and a Replicant grid
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Post Post #10 (ISO) » Fri Nov 20, 2020 2:28 am

Post by Gypyx »

(oh uh forget the scout question)
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Post Post #11 (ISO) » Sat Nov 21, 2020 9:08 am

Post by Kerset »

It is tough to be a powerrole , which is able to detect 2/29 people. On the other hand there are ~8 named townies. As far as I see mason can't be a werewolf or alien, so every named townie has to be counterclaimed or becomes IC.
Cult got huge advantage, compared to every other fraction, which are going to struggle under roleclaim elimination.
Last edited by Kerset on Sat Nov 21, 2020 9:15 am, edited 1 time in total.
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Post Post #12 (ISO) » Sat Nov 21, 2020 9:13 am

Post by Awoo »

In post 11, Kerset wrote:Its tough being a powerrole , who is able to detect 2/29 people. On other hand there are ~8 named townies. As far as I see mason can't be a werewolf or alien, which is the true TP of this setup.
Cult has huge advantage, every other fraction is going to struggle under roleclaim.

The power roles get given to scum a lot. Read this:
After rolling for the setup used but before randing, you will need to roll four 4 sided dice (d4). If the first die lands 1, both Anti-Mafia roles are given to town, if the first die lands 2, one random Anti-Mafia role (a d2) is given to the Werewolf added to round out the setup. Follow this pattern for all other values. If the second die lands 1, both Anti-Werewolf roles are given to town, if the second die lands 2, one random Anti-Werewolf role (a d2) is given to the Mafioso added to round out the setup. Follow this pattern for all other values and for all other dice.
(the OP could really use a lot of cleanup considering the number of questions we are all asking)
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Post Post #13 (ISO) » Tue Dec 08, 2020 6:55 pm

Post by Gamma Emerald »

I think I’d rather have this be just standard killing factions
Also, what’s the full list of possible role PMs?
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Post Post #14 (ISO) » Thu Dec 10, 2020 5:59 am

Post by T-Bone »

I am interested in this product and/or service for the open queue.
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Post Post #15 (ISO) » Fri Feb 19, 2021 2:18 pm

Post by callforjudgement »

This setup has basically no town agency. In order for town to win, they need the anti-town factions to focus largely on each other and end up winning due to the crossfire (which is a fairly unsatisfactory way to win as town), and they have very little influence over whether that happens or not. (I'm not even sure which faction town are looking to eliminate; there may even be gamestates in which the correct move is to no-eliminate in order to give the scum more time to kill each other, and the best strategy for individual townies may well be aiming to get culted.)
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Post Post #16 (ISO) » Fri Feb 19, 2021 4:06 pm

Post by Cook »

In post 2, Jake The Wolfie wrote:I would have put in the Alternate Mafia, but I was running low on creativity and sanity around The Cows.
Call them "truthers" and "celebrities" for the Mason-type and FN-type, respectively, if you're feeling insane.

You can also change the name of Paranormal Investigator to the Anthropologist if you feel like it.

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Post Post #17 (ISO) » Fri Feb 19, 2021 4:07 pm

Post by Cook »

In post 9, Gypyx wrote: also, the only possible step after this setup is to make another one with a Sk and a Replicant grid
I'm gonna do it.
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Post Post #18 (ISO) » Fri Feb 19, 2021 8:19 pm

Post by Gypyx »

oh god oh fuck
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Post Post #19 (ISO) » Sat Feb 20, 2021 3:23 am

Post by Cook »

Just need to know if Replicants have any special mechanics
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Post Post #20 (ISO) » Sat Feb 20, 2021 3:37 am

Post by Gypyx »

it's another alien faction
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Post Post #21 (ISO) » Sat Feb 20, 2021 11:40 am

Post by Cook »

Limited nightkills as per usual?

Is it a Blade Runner reference?
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Post Post #22 (ISO) » Sat Feb 20, 2021 11:44 am

Post by Gypyx »

yes

and probably, idk
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Post Post #23 (ISO) » Mon Oct 18, 2021 10:34 pm

Post by Gypyx »

interested in running this in the near future, maybe with some modifications (more odds of town getting the PRs, cult nerf maaaybe Alien Buff (1-shot Factional Bulletproof could be interesting)
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Post Post #24 (ISO) » Mon Oct 18, 2021 10:59 pm

Post by T3 »

interesting
take away cult and aliens, replace it with another kiling faction
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