Search found 9 matches

by speedchuck
Thu Jan 11, 2018 2:05 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

I guess stump can be a huge positive for town (not a handicapped role like bastard cop), but when considering balance, I'd agree with JJJ. Having a possible extra day to find scum is pretty big, and that one extra vote could do it.
by speedchuck
Thu Mar 15, 2018 6:56 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

JaggedJimmyJay wrote: Thu Jan 11, 2018 3:30 am Strongly pro-civilian

• Open setup heavy in unique roles (if reveals are legal)
I want to talk about this because you said, in your Greece sign-up thread, that it doesn't work. I agree that it doesn't work by itself. However...
speedchuck wrote: Thu Dec 07, 2017 11:56 am Soup Kill: At night, instead of making the group Night Kill, a witch (mafia) may instead choose to drink Soup. Doing so allows them to Match a player to an Innocent role one at a time until they are incorrect or choose to stop. Each correctly Matched player dies.

A successful Match will only give the 'so and so died' message. On an incorrect match, the message is 'Xanthippe the Witch attempted to Soupkill Yolanda the [incorrect role], but failed', but if no players have been killed that night with Soup, the identity of the Witch is not revealed - 'A Witch attempted to Soupkill Amelia the [incorrect role], but failed'.
This is the counter. This is possibly my favorite mechanic in any mafia game ever, this and things like it. I've played 4 games with the 'soupkill' mechanic, and not only does it allow for awesome multi-kills, but it provides options for claiming should the players think it worth it and natural consequences for when it wasn't worth it.

I've got a game with this mechanic lined up as a side-mission, but it'd be really cool to see stuff more like it. From a balance perspective, what do you think of it?
by speedchuck
Thu Mar 15, 2018 7:08 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

JaggedJimmyJay wrote: Thu Mar 15, 2018 7:05 pm
speedchuck wrote: Thu Mar 15, 2018 6:56 pm
JaggedJimmyJay wrote: Thu Jan 11, 2018 3:30 am Strongly pro-civilian

• Open setup heavy in unique roles (if reveals are legal)
I want to talk about this because you said, in your Greece sign-up thread, that it doesn't work. I agree that it doesn't work by itself. However...
speedchuck wrote: Thu Dec 07, 2017 11:56 am Soup Kill: At night, instead of making the group Night Kill, a witch (mafia) may instead choose to drink Soup. Doing so allows them to Match a player to an Innocent role one at a time until they are incorrect or choose to stop. Each correctly Matched player dies.

A successful Match will only give the 'so and so died' message. On an incorrect match, the message is 'Xanthippe the Witch attempted to Soupkill Yolanda the [incorrect role], but failed', but if no players have been killed that night with Soup, the identity of the Witch is not revealed - 'A Witch attempted to Soupkill Amelia the [incorrect role], but failed'.
This is the counter. This is possibly my favorite mechanic in any mafia game ever, this and things like it. I've played 4 games with the 'soupkill' mechanic, and not only does it allow for awesome multi-kills, but it provides options for claiming should the players think it worth it and natural consequences for when it wasn't worth it.

I've got a game with this mechanic lined up as a side-mission, but it'd be really cool to see stuff more like it. From a balance perspective, what do you think of it?
To ensure I follow properly -- in this scenario the witch would potentially be able to kill more than one civilian in one night phase via this matching method. True or no?
Chainkill for every role you successfully match. Until you get it wrong or stop.
by speedchuck
Thu Mar 15, 2018 10:18 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

JaggedJimmyJay wrote: Thu Mar 15, 2018 7:09 pm
speedchuck wrote: Thu Mar 15, 2018 7:08 pm Chainkill for every role you successfully match. Until you get it wrong or stop.
And this is done only once, or whenever the witch wants?
On any night, the scum can forgo their nightkill and try to chainkill the townies.

Downside: No guaranteed kill at all. If the first choice is wrong, then there is no kill. If mafia get greedy and guess wrong on any guess but the first, they get revealed.
Upside: If mafia knows/guesses 5 roles correctly, for example, they can kill five roles in one night.

Here's a game where myself and a scum partner sealed our victory by chainkilling 4 townies in one night.
by speedchuck
Thu Mar 15, 2018 10:44 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

JaggedJimmyJay wrote: Thu Mar 15, 2018 10:41 pm
speedchuck wrote: Thu Mar 15, 2018 10:18 pmthey get revealed.
The whole team, or the player doing the guessing?
The player.
by speedchuck
Thu Mar 15, 2018 10:58 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

In that game, we had two townclaims I think. Hard to recall.

I find the dynamic of the mechanic good because there is no toeing the line without possibly alerting the mafia. And the punishment for claiming is natural, out of the hands of the host.

It still requires balance, possibly even more meticulous balance than with a normal open setup. I wouldn't know how to balance it, due to those strong/weak roles you're talking about.
by speedchuck
Fri Mar 16, 2018 12:38 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

Golden wrote: Thu Mar 15, 2018 11:01 pm
JaggedJimmyJay wrote: Thu Mar 15, 2018 10:53 pmIf I have a concern, it's that this mechanic might invite claim behavior which ends up dictating who the mafia team has to kill to survive. Without that free agency, they are handicapped.
It would probably dictate mafia kill strategy from the off. You are forced to kill people who don't claim or hint over people who do. Conversely, as a civilian, it would potentially behoove you to claim or hint in the short term, or create a metagame in which you claim or hint at things you are not. It's certainly an interesting mechanic, but I tend to think town playing well could virtually ensure it was effectively Fool's Gold.
That's a good thing, in my opinion.
by speedchuck
Fri Mar 16, 2018 6:11 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

dunya wrote: Fri Mar 16, 2018 6:03 pm
Dragon D. Luffy wrote: Fri Mar 16, 2018 9:05 am
dunya wrote: Thu Mar 15, 2018 7:22 pm
Golden wrote: Thu Mar 15, 2018 7:17 pm I disagree with the green most wholeheartedly, but I understand the rationale. When you host, what I find is that in most cases they slowly drop away anyway, but if they do stay it's generally not to plot, it's to hang out, and it keeps the morale high associated with being mafia (which is a rather thankless task). As a civilian, I don't really agree that the reason you lynched someone was to get them out of chat. It was because you caught them and they were bad. Or to get rid of their ability.
I don't mind if they stay to chat or whatever. But a dead scummer is dead and the players in the game believe him or her to be out of it and not influencing any scum decisions. He or she should have no influence on the game just like a dead townie shouldn't. Just cos they have BTSC and not a public thread doesn't make it ok.

It's like if there were two masons, and one died, does s/he go on playing the game in BTSC with the other mason, cos why not?

nah, it's bad.
Well obviously you exclude players who have info.

- Mafia
- Anyone with BTSC
- Cops/tracker/watcher with unclaimed results
- Anyone whose role was hidden when they died.
that's not what I meant. I meant the mafia team wanted a player dead, they sacrificed a NK to kill that player and were successful. Having that player, even if he/she is eligible because they didn't have any background power role info, replace an inactive or whatever, isn't fair on the mafia team. The player who was killed and is now a replacement, with his/her reads and biases that the mafia team didn't want influencing the game anymore and successfully got rid of, has returned. To haunt them a second time!

I would never allow dead players to return, personally. :shrug:
What if that player got lynched the first time?
by speedchuck
Fri Mar 16, 2018 6:34 pm
Forum: The Drawing Board
Topic: JJJ's Hosting Balance Worksheet
Replies: 116
Views: 3772

Re: JJJ's Hosting Balance Worksheet

dunya wrote: Fri Mar 16, 2018 6:15 pm same deal for me. It messes up the balance of the game. The mafia could have pushed that lynch. Or even not, town lynched them. They get a second chance at reading that player more accurately.
True, but the player could be a different alignment now.

I'm with DDL on this. 3-4 players get killed in mafia games before anyone has really strong, hard opinions. The D1 lynch guy isn't going to break balance if he hops back in, unless he knows something that hasn't been revealed.

I might be biased. I've replaced back into games at least 5 times, because I used to get lynched early as vanilla town every game.

Modkills are better than inactivity or late-game replacements, though.

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