Death By Irony
FGM
The Former Mandate of Heaven/Current Gastard Night Mod
I'm my own mind-altering substance!
Posts: 109
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Post by Death By Irony on Mar 20, 2008 21:09:55 GMT -5
Actually, you guys have seen all of these setups in one form or another before. But this time I invite you guys to rain on my parade (or give me gushing praise, whichever floats your boat ;D) before I inflict one of these setups on an unsuspecting group of mafia addicts. Setup 1: Rebel Scum (Semi-Open Theme, the theme is mostly mod-flavor) - Setup - Four Goons
Two of the following roles (duplicate roles possible): *Cop (may investigate each Night, 100% sane) *Doctor (may protect each Night, 100% effective) *Vigilante (may kill each Night) *Tracker (see who targeted whom each Night)
Plus an additional Mafiate, chosen out of the following: *Godfather (investigates as Innocent), if there is a Cop *Serial Killer (kills one each Night), if there is a Doctor (and no Cop) *Scum Roleblocker (stops one Night action), if there is a Vigilante (and no Cop or Doctor) *Scum Investigator (sees the rolename of a player), if there is a Tracker (and no Cop, Doctor, or Vigilante)
18 Vanilla
(Mini version:
3 Goons
One of the following: *Cop *Doctor *Tracker
One of the following: *SK *Scum Roleblocker *Scum Rolename Investigator
8 Vanilla)
Mafiates win if they reach a majority (scum = town), or nothing can prevent the same.
Town wins if all of the anti-town factions are dead.
The Serial Killer (if there is one) wins with the Mafia or as his own faction. (The SK does not count towards the Mafiate's win condition.)
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Death By Irony
FGM
The Former Mandate of Heaven/Current Gastard Night Mod
I'm my own mind-altering substance!
Posts: 109
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Post by Death By Irony on Mar 20, 2008 21:14:24 GMT -5
Setup 2: Down at the Precinct 7 Bad Cops (i.e. Mafia)
1 Sane Detective (accurate results) 1 Insane Detective (inaccurate results) 1 Paranoid Detective (always guilty) 1 Naïve Detective (always innocent) 1 Manic-Depressive Detective (inaccurate on Even Days, guilty on Odd) 1 Delusional Detective (innocent on Even Days, inaccurate on Odd) 1 Schizophrenic Detective A (innocent on Even Days, guilty on Odd) 1 Schizophrenic Detective B (guilty on Even Days, innocent on Odd) 1 Junior Detective (takes over for the first Detective who dies, receives predecessor's results)
1 Jailer (protown role-blocker)
Undercover FBI Agent (SK, Nightkill immunity?)
8 Incompetent Cops (i.e. Town)
(Mini version:
3 Goons
3 Cops of any sanity from the above (no repeats)
1 Roleblocker
1 SK
5 Vanilla)
Current notes: *Death doesn't reveal sanity *Cops cannot self-investigate *Jailer as a Combo RB/Doc, maybe? *Too many scum? *Need better sanity variants (but no random/probabilistic ones please!)
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Death By Irony
FGM
The Former Mandate of Heaven/Current Gastard Night Mod
I'm my own mind-altering substance!
Posts: 109
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Post by Death By Irony on Mar 20, 2008 21:15:27 GMT -5
Setup 3: Emergency Room 7 Quacks (i.e., mafia)
1 Normal Doctor (100% effective) 1 Self-Sacrificing Doctor (dies if protect target is targeted by killer(s)) 1 Wimpy Doctor (dies if protects Mafia) 1 Useless Doctor (0% effective) 1 Inconsistent Doctor A (100% Even, 0% Odd) 1 Inconsistent Doctor B (0% Even, 100% Odd)
1 Resident (takes over for the first Doctor that dies)
1 Anesthesiologist (roleblocker)
3 Janitors (masons)
1 Insane Asylum Escapee (SK, Nightkill immunity?)
8 Patients
(Mini version: 3 Goons
3 Doctors of any effectiveness from the above (no repeats)
1 Roleblocker
1 SK
5 Vanilla)
Current Notes: *Death does not reveal effectiveness *Too many players?
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Post by NAF1138 on Mar 21, 2008 10:51:24 GMT -5
Setup 3: Emergency Room 7 Quacks (i.e., mafia)
1 Normal Doctor (100% effective) 1 Self-Sacrificing Doctor (dies if protect target is targeted by killer(s)) 1 Wimpy Doctor (dies if protects Mafia) 1 Useless Doctor (0% effective) 1 Inconsistent Doctor A (100% Even, 0% Odd) 1 Inconsistent Doctor B (0% Even, 100% Odd)
1 Resident (takes over for the first Doctor that dies)
1 Anesthesiologist (roleblocker)
3 Janitors (masons)
1 Insane Asylum Escapee (SK, Nightkill immunity?)
8 Patients
(Mini version: 3 Goons
3 Doctors of any effectiveness from the above (no repeats)
1 Roleblocker
1 SK
5 Vanilla)
Current Notes: *Death does not reveal effectiveness *Too many players? Too many players, yes. Also, I think the inclusion of a SK tilts the balance towards scum too heavily. I would get rid of the sk and the useless doc, one of the 50% docs and one of the scum. This makes your worst case senario Night 1 for town not SO bad. I would give it a Night start too, to shake out some of the kinks. Maybe give the janitors night talk abilities and cut them down to just 2 players. That drops you down to 23 players which will keep the game from dragging out for a long time. Maybe get rid of another quack and give the godfather a bounus one shot Night kill (blockable). 22 players with powers that balance each other fairly well. The potential for up to 3 deaths on a single Night and 1 lynch per day cycle the fastest this game will end...still too long. Scratch that, put the sk back in and loose another quack. 4 quacks one with a bounus kill + an sk = 24.5 points potential for 4 deaths in a single Night. 2 deaths on an average Night. 5 docs (including backup) 2 person Night talk masonry = 18 points. If you make the roleblocker a survivor (so you keep the kill rate as high as possible, the 7 vanilla = 25 points Give it a Night start. 20 players and the game won't last forever and it is fairly balanced and should stay self balanced.
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Death By Irony
FGM
The Former Mandate of Heaven/Current Gastard Night Mod
I'm my own mind-altering substance!
Posts: 109
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Post by Death By Irony on Mar 21, 2008 22:23:07 GMT -5
If you make the roleblocker a survivor (so you keep the kill rate as high as possible, the 7 vanilla = 25 points What do you mean by this?
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Post by NAF1138 on Mar 21, 2008 23:10:58 GMT -5
If you make the roleblocker a survivor (so you keep the kill rate as high as possible, the 7 vanilla = 25 points What do you mean by this? A pro town role blocker in a game like this would be neutral in terms of balance so would a survivor (someone who wins with either side as long as they are alive at the end of the game) but a survivor will give you a higher kill rate/Night because they will never block a kill. A role blocker might block a doc power, but odds are, since they win with the town, they won't too often
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Death By Irony
FGM
The Former Mandate of Heaven/Current Gastard Night Mod
I'm my own mind-altering substance!
Posts: 109
[ Exalt | Smite ]
Karma:
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Post by Death By Irony on Mar 29, 2008 15:52:03 GMT -5
So, NAF, you suggest the following: 4 Quacks
4 Docs
1 Backup
1 Survivor RB
1 SK
2 Masons
7 Vanilla ...and a Night Start. I'm not a fan of Night Starts, though, unless the Town is allowed to strategize at Night (or at least that first one). I also forgot to note, in the E.R. setup the Docs are not allowed to self-protect...would this change the balance?
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Post by NAF1138 on Mar 31, 2008 11:49:45 GMT -5
So, NAF, you suggest the following: 4 Quacks
4 Docs
1 Backup
1 Survivor RB
1 SK
2 Masons
7 Vanilla ...and a Night Start. I'm not a fan of Night Starts, though, unless the Town is allowed to strategize at Night (or at least that first one). I also forgot to note, in the E.R. setup the Docs are not allowed to self-protect...would this change the balance? hmm, yeah it would. Without a self protect for the Docs you could go with a Day start and be fine or you can make the masonry a Day an Night talk masonry. The Night start serves two purposes in this game. It allows information to be shared at the start of the first Day and get some folks dieing fast; it is also a neutral balance point. Day start is pro town, only a little, but it's enough. But I think the above is a decent balance if the scum get a bonus kill. You may want to throw one of the Docs a self protect ability to help out the town a little bit more.
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