PF makes a good point, Puchik. While your analysis is correct, statistically, the town also has to weigh the impact of lynching the potential true Cop versus the statistical chance that he's mafia. Is 67% enough to warrant the fact that maybe we just have a poorly-playing cop? Maybe, maybe not. But without a counter-claim, most people would be willing to believe the claimant, at least enough to live through the night and come back with a "result".
The impact of lynching the potential cop is significant, however, with the mafia having a roleblocker (as was almost surely obvious in the game), revealing the true cop turns him essentially into a vanilla townie - which is also quite bad.
I understand people would not want to keep their votes on a claimed power role. It is all very much setup-dependant, person-dependant and situation-dependant.
This strategy did work in my recent mafiascum game - a near-lynch mafioso claimed doc; I implored the town to just go ahead with the lynch and not out the real doc. What use would THAT be? The real doc would've been nightkilled at once, and whether we LYNCH or REVEAL the real doc, it means no more protection, right? The guy got lynched and turned out mafia. The doc (and the cop) lived till the end of the game.
Of course, it was easy for me to implore the lynch in such situation... because *I* was actually the doc and knew he was lying, but the rest of the town deserve credit for trusting my argument and taking the leap of faith.
So, if you want to agree to disagree with me, it's fine. It's all situation-dependant anyway. Just letting you know that sometimes, lynching a claimed power-role WITHOUT a counterclaim can work too.
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My Mafia stats:
Won/Lost/Draw/Ongoing: 5/1/1/2 Town/Scum/Ongoing: 7/1/1
Survived/Lynched/Nightkilled/Ongoing: 4/2/2/1
Overall lynched in my games: 8 allies, 15 enemies
This is more of a "setup" question... are there any pure NoNo rules when it comes to making mafia games? Like... don't make all mafia vanilla, or no mafia double posters, no unkillable townies(or mafiasos), no one time lynch pass mafias... ect.
What is a mafia double poster?
Nothing that you have listed seems very far out there.
There are definate limits, such as sticking a role with 20 different abilities, but I cannot list any good ones without spoilerizing other peoples' mafia games.
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I meant, double voting (along w/ other voting restrictions and abilities). Double Voting is always concidered a protown ability (unless you're Az :anger: ), and giving a mafiaso that much power, and giving him/her a "clear" ticket just seems... broken to me... has any1 ever played in a mafia game w/ a double voter in the mafia? (or a mafiaso w/ a posting restriction... etc.)
Im sure a mod will throw it out there once in a while, but generally Double votes are used to balence out abiiltes of town and mafia.
Meanwhile, remember, abilities are always stronger for mafia, since they know who the town is (except for the SK). So a mafia double voter would be especially powerful for the mafia to simply overpower the town in voting off another townie.
The town would have to be very powerful for the Mafia to have a multi-voter.
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I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
How do you word a lover's role so that they don't automatically think that one of them is scum and the other isn't. I was under the impression that it was standard procedure that the 2 lovers (no matter what their alignment) had a win condition in addition to the townie or scum win condition that if they are the last two players, they win.
I have a question. Is it right to push for a claimed mason to reveal his partner? I think so however many seem to think otherwise I would enjoy hearing reasons why.
How do you word a lover's role so that they don't automatically think that one of them is scum and the other isn't. I was under the impression that it was standard procedure that the 2 lovers (no matter what their alignment) had a win condition in addition to the townie or scum win condition that if they are the last two players, they win.
Is this referring to HS mafia? Id mention in the townie's (since the mafia one has no problem either way) pm that revealing his lover would cause him and 2 of his random townie frands would be modkilled. The 3 townie for 1 mafia trade isnt so appealing id think, and should keep him quiet.
I mean i doubt youd have to carry out the modkillings, but it would quiet the townie lover.
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I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
Lovers sound like masons. Do they have anything else other than that? (A targetted ability.)
You can simply word the pm to say "You are ____. You and your lover (mason) ____ may communicate nightly (or whatever). In addition, you both _____.
Win condition:
All mafia (or whatever) are killed.
The evil one would just have another line stating that, "You are mafia along with ___. ___, ___ as well as being the lover. You may communicate with them as normal." Their win condition would reflect their mafia status.
Actively denying the other person's involvement in the opposing mafia gives it away faster than not mentioning it at all.
EDIT: Reread the post. Well, you simply wouldnt give the secondary win condition to the non-scum lover (the win if are only two alive one).
Lovers sound like masons. Do they have anything else other than that? (A targetted ability.)
You can simply word the pm to say "You are ____. You and your lover (mason) ____ may communicate nightly (or whatever). In addition, you both _____.
Win condition:
All mafia (or whatever) are killed.
The evil one would just have another line stating that, "You are mafia along with ___. ___, ___ as well as being the lover. You may communicate with them as normal." Their win condition would reflect their mafia status.
Actively denying the other person's involvement in the opposing mafia gives it away faster than not mentioning it at all.
EDIT: Reread the post. Well, you simply wouldnt give the secondary win condition to the non-scum lover (the win if are only two alive one).
I think vecna that D_M had the idea that each lover would try and direct attention away from their counterpart, despite knowing if one was scum.
Hmmm, Acutally DM perhaps it wouldve been a better idea to only tell the role-name of each lover to them. So Agent Dark would know the role name of his lover, and his lover would only know that his lover was the goth kid, but not who was teh goth kid specifically.
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I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
At mafiascum I've just been nightkilled on night 1 as a mason (lucky bloody mafioso!).
Having tasted the role only briefly I was wondering if some experienced players could describe a few tactics for mason partners so that they can best benfit the town.
How far should you distance yourself from one another? How should you provide a concerted attack without revealing your masony-goodness?
as long as you can prove you are a townie anything you do up till the moment you come clean is just an information gathering exercise.
And I would lynch you on principle, due to the fact that you were disrupting the normal flow of the town, and allowing mafia (who would obviously be smart enough to do any stupid crap while you pulled your moves) to fade into the background or just complain about the same things that a normal townie would, thus negating your "information gathering" which I doubt you would be even greater than 50% right with (because you cannot anticipate the actions of the mafia, or townies who might be like me and just get pissy that you pulled stupid crap.)
Plus, to prove masons town for sure, you have to lynch both of them (See Town Mafia on MTGN, where I was a mafia member who also was mason'd with stupid_kid, a townie.) Even if we assume this scenario will not happen, what if both "masons" are just mafia working together? What was that? The inspector should check? Well then you either gave up your cop to eliminate 2 mafia, OR you gave up your inspector to find out that they are town.
So overall, I would find it in the town's best interest to remove a noisemaker as you yourself would prove to be, even if you were "proven".
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Sorry, basically, I was hoping to figure out a wording for the lover roles that would work whether both were town or one was town and the other mafia. (Yes I realize I screwed up that role PM in HS Mafia.) I agree that I should have just said what role was their lover partner and not mentioned an extra win condition.
I agree with Vecna about the mason thing. Acting scummy will get townies and scum on your case alike and if you are actively being scummy they won't have to work to put together a good case against you, after all you could be a god-father who wants to get investigated and "cleared".
The reason "acting scummy" is "acting scummy" is it's unhelpful to the town. If you have some way to clear yourself or probably clear yourself, you can afford to push your gut instinct and not be auto-lynched if it turns out you're wrong (and perhaps draw out a scum who was a bit too eager to try and get you lynched for pushing a wrong bandwagon). But it's not a good idea to deliberately mess with the town. Ever.
For example, while Azrael deserved a last chance to make sense on day 1 of WD2 rather than to be speed-lynched by the multivoter, he most certainly deserved his bandwagon. NEVER screw with the town just because you think you can clear yourself. It confuses everyone and gives scum an easy ride because they'll blend in with the actual townies calling for your head and pointing out scum "tells".
in general, what happens if a vig targets a mafia who is targetting the vig for a nightkill? also what happens if the vig targets a mafia who is targetting somebody else for a nightkill and does the same thing happen if a mafia targets a vig who is targetting somebody else
plz tell me if im being too confusing lol
Usually, kills happen at the same time, so a mafia and a vig who target each other would kill each other. The other situations are also fairly basic in this way. All targets of nightkills die simultaneously.
What?! Look at the initial post; he is dead. Deceased. Kaputt. Indefinitely horizontal. In mafia games, you see, people are occasionally "killed off," and when that sad event occurs, he or she is no longer allowed to post, on account of rigor mortis and what-have-you.
'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
I think the general order is:
(Redirects)
Role Blocks,
Protection Roles,
Killing Roles,
Investigation Roles
With specialties thrown in where appropriate.
Of course a mod could change any of these.
I think investigation roles do work even if they are killled, but its just kind of hard for an investigator to spill their knowledge if they're night killed :wink2:
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Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
For all practical purposes, there's no reason to layer investigations and kills seperately. If a mod decides to invent a role where the distinction matters, he will almost certainly have to make the call himself, based on the situation. There's no logical reason to do one before the other.
What?! Look at the initial post; he is dead. Deceased. Kaputt. Indefinitely horizontal. In mafia games, you see, people are occasionally "killed off," and when that sad event occurs, he or she is no longer allowed to post, on account of rigor mortis and what-have-you.
'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
I've got a question: What happens if someone has been behaving in an incredibly unruly and disruptive manner, but is the godfather of a group of mafia. How do you effectively neutralize him without having this time bomb ruin the game for everyone?
I've got a question: What happens if someone has been behaving in an incredibly unruly and disruptive manner, but is the godfather of a group of mafia. How do you effectively neutralize him without having this time bomb ruin the game for everyone?
Kill him. :mad1:
EDIT: Are you a mod, or a member of the mafia in this scenario?
EDIT: Are you a mod, or a member of the mafia in this scenario?
I'm the mod of this scenario.
Here's the thing though. Let's say, hypothetically speaking, the person in question happens to run the mafia games on a given site, and has been proven to use such powers recklessly. What then?
I would suggest sucking it up and just leaving the site.
Not trying to imply something of someone, especially something that happened ages ago and nothing of the sort has happened since, is good too.
I would solve it by simply not replacing inactives with people who have conversed with other players.
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Here's the thing though. Let's say, hypothetically speaking, the person in question happens to run the mafia games on a given site, and has been proven to use such powers recklessly. What then?
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Kill him. :mad1:
Or, I suppose you could always try diplomacy first. Talk things out. Kindly ask him not to ruin the game, and shift GF responsibilities or replace him if worst comes to worst.
I have a hypothetical - assuming the game was constructed expressely with this in mind (ie no easily provable townie roles), how would allowing any players to converse with each other in private at any time affect the game?
I have a hypothetical - assuming the game was constructed expressely with this in mind (ie no easily provable townie roles), how would allowing any players to converse with each other in private at any time affect the game?
There's a discussion about this currently going on at 'Scum. With a properly designed setup, there's nothing inherently wrong with letting players communicate all they want, but the biggest effects are that the in-thread talk will likely decrease, as well as becoming harder to follow (for spectators, at least) because a lot of the action is taking place outside the thread.
A properly set-up game which allowed for everyone to be privately comparing PMs and trying to privately persuade each other of each other's guilt would be entertaining, but it wouldn't have any real reason to take place in thread at all and it wouldn't be mafia.
You'd just have everyone asking each other for their opinions until someone discovers that someone else has been sh... um, poop-talking behind their back, at which point they tell everyone else to lynch the liar.
This game could be known as "high school"
Public conversation (whether in words or in a message board thread) is what mafia is. The ability to talk where others can't see, limit information and co-ordinate activity is an ability, and a power one (the major mafia advantage, and the reason not everyone on the town side is a mason). Giving everyone that kind of messes up the point.
I actually plan on running a game with unlimited private conversations between mafia/masons/etc. Not for anytime soon, but eventually.
Highroller: Actually, the best thing to do would be not attempting to troll said player many many months after the incident, because further attempts will be reported, and we wouldnt want you in trouble, would we?
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Alternatively, you could just leave the thread open at night...if anything, it would be easier to follow. Sure, you lose the "espionage" factor...but I'd take a simpler setup over a more interesting mechanic.
There's a discussion about this currently going on at 'Scum. With a properly designed setup, there's nothing inherently wrong with letting players communicate all they want, but the biggest effects are that the in-thread talk will likely decrease, as well as becoming harder to follow (for spectators, at least) because a lot of the action is taking place outside the thread.
A minimum limit on posting, perhaps? Honestly, though, I would think it more likely that (barring confirmable or clearable players obv obv obv) it would have very little effect, at least for the first 2 or 3 days - as no one non-scum can really tell who is or is not scum, at least at the beginning of the game it benefits the town to keep most conversation inside the thread. Essentialy, talking outside the thread runs too high a risk of giving free info to scum to be worthwhile. Later in the game, as patterns of behavior clear people, more talking will occur, and the game will "slow down" a little - not too much, I don't think. Also, as for the cop problem - one way of solving that might be to have the cop send an anyonymous note with the results of his findings to a random townie each night and not even finding them out himself.
Also, as an axiom: the town will win or lose almost entirely based on the amount and reliabilty of data it gets. (as opposed to killings).
And what chance does the mafia have to spot him then ? An investigator ? It's not about game skill anymore.
I think it was discussed that the way to get around cops breaking the game is to make cop investigations uncertain through either sanity issues or GF/miller roles. Or you could nerf the cop role in a variety of other ways. Heck, why even bother with having a cop at all?
(which he will be sure to have checked over thoroughly by Vecna PRIOR to starting the game.)
I can think of quite a few ways to mess with a cop role that would make them wonder about their investigations... the problem is keeping the town from lynching them off the bat after a bad decision.
I know in D&D the DM can flub a roll on purpose to keep a game fun, how strict should a host be about his own rules? I could have ignored the roll that let the SK essentially kill himself and kept the game going for one more day, but the question is should I have?
I believe there was a game on 'Scum where every player was a cop (of some level of sanity).
I know in D&D the DM can flub a roll on purpose to keep a game fun, how strict should a host be about his own rules? I could have ignored the roll that let the SK essentially kill himself and kept the game going for one more day, but the question is should I have?
I personally don't approve of mod interference, except when correcting a design error that would break the game (or things like modkills and replacements). As long as the design is not broken, unfortunate (and fortunate) events should be allowed to happen.
But I think this is mostly a matter of opinion, and I can see the reasoning for the other side.
Err, does everyone know that the set up is this way (as in 9 cops, 3 mafia) or do people think its a normal mini game? Cuz if its the latter, id imagine the mafia getting very good odds on that game. (Curious, Naive cops think everyone's good, Paranoid think everyone's bad, but what are retired or insane cops?)
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I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
Insane cops get the opposite of the correct result on all investigations (Town turn up Scum, Scum turn up Town).
Retired Cops come out of retirement when a Cop is killed.
Ah okay. My guess is he wouldnt'be retired for long :-). Yeah that would be alil too confusing to me. Ill stick to themed games
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Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
Basic role information can be found on mafiascum (for all variations of cop that are considered standard, and much more)
@Draygn:
There should be no mod interference, because if the mod would prefer one player to fail in their nightkilling (or protecting, or inspecting) then the mod is biased toward a side, which I would infer means that the game may have been built with bias, not balance, in mind.
The extent of Mod "fudging" should be done before the game even happens. (If the DM doesnt wait to see the mafia be all the power players, or none of them, or some situation like that which was determined by RNG, he should fix it slightly, or perhaps rerandomize things (of course, before roles have been sent.)
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That's my stance on the issue now. I just figured the player's would never buy it (and in coming up with the role, I never dreamed the sk would become their own target from the night previous-- his victims died 24 hours after infection).
And yes, I am kicking myself repeatedly for changing a role mid-game. I just suddenly felt bad that out of 23 players I had 1 vanilla townie. *Sigh* It was certainly a learning experience for me though. Granted-- it helped that I had a great batch of players (even WOLG- lol).
That's my stance on the issue now. I just figured the player's would never buy it (and in coming up with the role, I never dreamed the sk would become their own target from the night previous-- his victims died 24 hours after infection).
And yes, I am kicking myself repeatedly for changing a role mid-game. I just suddenly felt bad that out of 23 players I had 1 vanilla townie. *Sigh* It was certainly a learning experience for me though. Granted-- it helped that I had a great batch of players (even WOLG- lol).
Yeah thats a peculiar interaction that you couldnt have predicted with two weird roles. Of course it was awesome flavorwise, and LJustus wont complain! (Though CC might, he basically led the town then became anti town and died lol)
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Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
I think I prefer Texas Justice to Groza Classic (aka ****tons O' Cops).
Texas Justice, if you were wondering, is 4 Scum...and 16 1-shot vigs.
Someone mentioned a game with all mafia and 1 townie. Thatd be fun
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Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
V/LA: 3/21-3/24 & 3/27-3/29
I understand people would not want to keep their votes on a claimed power role. It is all very much setup-dependant, person-dependant and situation-dependant.
This strategy did work in my recent mafiascum game - a near-lynch mafioso claimed doc; I implored the town to just go ahead with the lynch and not out the real doc. What use would THAT be? The real doc would've been nightkilled at once, and whether we LYNCH or REVEAL the real doc, it means no more protection, right? The guy got lynched and turned out mafia. The doc (and the cop) lived till the end of the game.
Of course, it was easy for me to implore the lynch in such situation... because *I* was actually the doc and knew he was lying, but the rest of the town deserve credit for trusting my argument and taking the leap of faith.
So, if you want to agree to disagree with me, it's fine. It's all situation-dependant anyway. Just letting you know that sometimes, lynching a claimed power-role WITHOUT a counterclaim can work too.
Won/Lost/Draw/Ongoing: 5/1/1/2
Town/Scum/Ongoing: 7/1/1
Survived/Lynched/Nightkilled/Ongoing: 4/2/2/1
Overall lynched in my games: 8 allies, 15 enemies
Twomz's Trading thread
Nothing that you have listed seems very far out there.
There are definate limits, such as sticking a role with 20 different abilities, but I cannot list any good ones without spoilerizing other peoples' mafia games.
Celtic word for a computer spelling mistake.
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Twomz's Trading thread
3CB and 4CB5CB!Meanwhile, remember, abilities are always stronger for mafia, since they know who the town is (except for the SK). So a mafia double voter would be especially powerful for the mafia to simply overpower the town in voting off another townie.
The town would have to be very powerful for the Mafia to have a multi-voter.
Logical Reasoning is dead; Long Live Stupidity
How do you word a lover's role so that they don't automatically think that one of them is scum and the other isn't. I was under the impression that it was standard procedure that the 2 lovers (no matter what their alignment) had a win condition in addition to the townie or scum win condition that if they are the last two players, they win.
Town/Mafia/Other - 14/6/3
Win/Lose/Tie - 11/12/0
Nk/lynched/Survived - 16/4/3
Is this referring to HS mafia? Id mention in the townie's (since the mafia one has no problem either way) pm that revealing his lover would cause him and 2 of his random townie frands would be modkilled. The 3 townie for 1 mafia trade isnt so appealing id think, and should keep him quiet.
I mean i doubt youd have to carry out the modkillings, but it would quiet the townie lover.
Logical Reasoning is dead; Long Live Stupidity
You can simply word the pm to say "You are ____. You and your lover (mason) ____ may communicate nightly (or whatever). In addition, you both _____.
Win condition:
All mafia (or whatever) are killed.
The evil one would just have another line stating that, "You are mafia along with ___. ___, ___ as well as being the lover. You may communicate with them as normal." Their win condition would reflect their mafia status.
Actively denying the other person's involvement in the opposing mafia gives it away faster than not mentioning it at all.
EDIT: Reread the post. Well, you simply wouldnt give the secondary win condition to the non-scum lover (the win if are only two alive one).
Celtic word for a computer spelling mistake.
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I think vecna that D_M had the idea that each lover would try and direct attention away from their counterpart, despite knowing if one was scum.
Hmmm, Acutally DM perhaps it wouldve been a better idea to only tell the role-name of each lover to them. So Agent Dark would know the role name of his lover, and his lover would only know that his lover was the goth kid, but not who was teh goth kid specifically.
Logical Reasoning is dead; Long Live Stupidity
Having tasted the role only briefly I was wondering if some experienced players could describe a few tactics for mason partners so that they can best benfit the town.
How far should you distance yourself from one another? How should you provide a concerted attack without revealing your masony-goodness?
And I would lynch you on principle, due to the fact that you were disrupting the normal flow of the town, and allowing mafia (who would obviously be smart enough to do any stupid crap while you pulled your moves) to fade into the background or just complain about the same things that a normal townie would, thus negating your "information gathering" which I doubt you would be even greater than 50% right with (because you cannot anticipate the actions of the mafia, or townies who might be like me and just get pissy that you pulled stupid crap.)
Plus, to prove masons town for sure, you have to lynch both of them (See Town Mafia on MTGN, where I was a mafia member who also was mason'd with stupid_kid, a townie.) Even if we assume this scenario will not happen, what if both "masons" are just mafia working together? What was that? The inspector should check? Well then you either gave up your cop to eliminate 2 mafia, OR you gave up your inspector to find out that they are town.
So overall, I would find it in the town's best interest to remove a noisemaker as you yourself would prove to be, even if you were "proven".
Celtic word for a computer spelling mistake.
SR
I agree with Vecna about the mason thing. Acting scummy will get townies and scum on your case alike and if you are actively being scummy they won't have to work to put together a good case against you, after all you could be a god-father who wants to get investigated and "cleared".
For example, while Azrael deserved a last chance to make sense on day 1 of WD2 rather than to be speed-lynched by the multivoter, he most certainly deserved his bandwagon. NEVER screw with the town just because you think you can clear yourself. It confuses everyone and gives scum an easy ride because they'll blend in with the actual townies calling for your head and pointing out scum "tells".
plz tell me if im being too confusing lol
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(Redirects)
Role Blocks,
Protection Roles,
Killing Roles,
Investigation Roles
With specialties thrown in where appropriate.
Of course a mod could change any of these.
I think investigation roles do work even if they are killled, but its just kind of hard for an investigator to spill their knowledge if they're night killed :wink2:
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Kill him. :mad1:
EDIT: Are you a mod, or a member of the mafia in this scenario?
I'm the mod of this scenario.
Here's the thing though. Let's say, hypothetically speaking, the person in question happens to run the mafia games on a given site, and has been proven to use such powers recklessly. What then?
Not trying to imply something of someone, especially something that happened ages ago and nothing of the sort has happened since, is good too.
I would solve it by simply not replacing inactives with people who have conversed with other players.
Celtic word for a computer spelling mistake.
SR
Or, I suppose you could always try diplomacy first. Talk things out. Kindly ask him not to ruin the game, and shift GF responsibilities or replace him if worst comes to worst.
There's a discussion about this currently going on at 'Scum. With a properly designed setup, there's nothing inherently wrong with letting players communicate all they want, but the biggest effects are that the in-thread talk will likely decrease, as well as becoming harder to follow (for spectators, at least) because a lot of the action is taking place outside the thread.
You'd just have everyone asking each other for their opinions until someone discovers that someone else has been sh... um, poop-talking behind their back, at which point they tell everyone else to lynch the liar.
This game could be known as "high school"
Public conversation (whether in words or in a message board thread) is what mafia is. The ability to talk where others can't see, limit information and co-ordinate activity is an ability, and a power one (the major mafia advantage, and the reason not everyone on the town side is a mason). Giving everyone that kind of messes up the point.
Highroller: Actually, the best thing to do would be not attempting to troll said player many many months after the incident, because further attempts will be reported, and we wouldnt want you in trouble, would we?
Celtic word for a computer spelling mistake.
SR
Of course, who am I kidding?:tongue3:
(only Vecna may get that joke...)
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Also, as an axiom: the town will win or lose almost entirely based on the amount and reliabilty of data it gets. (as opposed to killings).
I think it was discussed that the way to get around cops breaking the game is to make cop investigations uncertain through either sanity issues or GF/miller roles. Or you could nerf the cop role in a variety of other ways. Heck, why even bother with having a cop at all?
(which he will be sure to have checked over thoroughly by Vecna PRIOR to starting the game.)
I can think of quite a few ways to mess with a cop role that would make them wonder about their investigations... the problem is keeping the town from lynching them off the bat after a bad decision.
I know in D&D the DM can flub a roll on purpose to keep a game fun, how strict should a host be about his own rules? I could have ignored the roll that let the SK essentially kill himself and kept the game going for one more day, but the question is should I have?
I believe there was a game on 'Scum where every player was a cop (of some level of sanity).
I personally don't approve of mod interference, except when correcting a design error that would break the game (or things like modkills and replacements). As long as the design is not broken, unfortunate (and fortunate) events should be allowed to happen.
But I think this is mostly a matter of opinion, and I can see the reasoning for the other side.
Something like that?
Battle Royale Mafia
(Come see who won!)
Err, does everyone know that the set up is this way (as in 9 cops, 3 mafia) or do people think its a normal mini game? Cuz if its the latter, id imagine the mafia getting very good odds on that game. (Curious, Naive cops think everyone's good, Paranoid think everyone's bad, but what are retired or insane cops?)
Logical Reasoning is dead; Long Live Stupidity
Retired Cops come out of retirement when a Cop is killed.
Battle Royale Mafia
(Come see who won!)
Ah okay. My guess is he wouldnt'be retired for long :-). Yeah that would be alil too confusing to me. Ill stick to themed games
Logical Reasoning is dead; Long Live Stupidity
I wouldn't mind running one but I don't think I qualify to host games yet.
Battle Royale Mafia
(Come see who won!)
Also, I have seen insane cops 2 different ways. Some get reverse results and others get random results.
@Draygn:
There should be no mod interference, because if the mod would prefer one player to fail in their nightkilling (or protecting, or inspecting) then the mod is biased toward a side, which I would infer means that the game may have been built with bias, not balance, in mind.
The extent of Mod "fudging" should be done before the game even happens. (If the DM doesnt wait to see the mafia be all the power players, or none of them, or some situation like that which was determined by RNG, he should fix it slightly, or perhaps rerandomize things (of course, before roles have been sent.)
Celtic word for a computer spelling mistake.
SR
And yes, I am kicking myself repeatedly for changing a role mid-game. I just suddenly felt bad that out of 23 players I had 1 vanilla townie. *Sigh* It was certainly a learning experience for me though. Granted-- it helped that I had a great batch of players (even WOLG- lol).
Yeah thats a peculiar interaction that you couldnt have predicted with two weird roles. Of course it was awesome flavorwise, and LJustus wont complain! (Though CC might, he basically led the town then became anti town and died lol)
Logical Reasoning is dead; Long Live Stupidity
Twomz's Trading thread
Texas Justice, if you were wondering, is 4 Scum...and 16 1-shot vigs.
Battle Royale Mafia
(Come see who won!)
Someone mentioned a game with all mafia and 1 townie. Thatd be fun
Logical Reasoning is dead; Long Live Stupidity
Battle Royale Mafia
(Come see who won!)