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INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 12:04 am
by a2thezebra
DISCLAIMER: At this stage of the game's design I'm looking primarily for feedback as to how balanced it is. If (and it's very likely) any updates are needed to fix balancing/paradox/contradictory issues, I will be updating this post with multiple iterations listed from latest to oldest until I'm comfortable with the setup. I should let it be known that the only information of this setup that will remain hidden until the game begins will be related to its flair (music, narrative, characters, etc.) and will not have any effect on the actual gameplay.

Image
I N H A B I T
M a f i a
ALPHA STAGE ITERATION
All general forum etiquette rules apply.
Days will last 36 hours (to cover multiple time-zones across the game) and nights will last 24.
Failure to vote a single time will result in a mod-kill.
Failure to make a single post in 48 hours will result in a mod-kill.
Any discussion of any element of the game that exists outside of the thread (role-outing, role-claiming, role-hinting, etc.) will result in a mod-kill.
When the game begins, one of three "slots" listed below will be chosen randomly and the other two will be discarded.
That's all for now, please let me know if you take issue with any of these rules or if any other rules should be added.

SLOT ONE: Unstoppable Forces and Immovable Objects
THOSE WHO SEEK PEACE - TOWN
Sam
Tessa - Psychiatrist / Motion Detector / FBI Agent / Roleblocker / Babysitter / Virgin / Bomb / Vigilante
Each night Tessa will select three players: one to investigate, one to block from performing his or her night action, and one to protect from a single kill that night. If killed at night herself, Tessa will reflexively kill her killer as well as the player she protected that night, and subsequently cause all kills the next night phase to be blocked. Tessa’s investigations will only turn up “Guilty” on The One Who Seeks Happiness, but it will reveal if the player Tessa investigated was targeted by another player or targeted someone themselves, with no details as to what the actions were or who else might have been involved. If Tessa decides to protect ??? after investigating her a previous night, ??? will join Those Who Seek Peace and her role abilities will undergo a metamorphosis (see ???'s role card below) of sorts. Tessa also has a kill, but she can only use it during Day 1.

Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
One Who Wishes to Merge with God


Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness, unless she has been protected (and thus indoctrinated into Those Who Seek Peace) by Tessa after being investigated a previous night.
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THOSE WHO SEEK POWER - MAFIA
The Truck Driver
Information Crew
- Mentor / Hated
Despite being a "crew" the information crew is in fact a single entity. On odd nights the information crew will recruit a player outside Those Who Seek Power and initiate them into their alliance. On even nights each of the players they have recruited (but not the information crew itself) may kill another player. If the information crew dies, everyone it has recruited will die along with it. For every living member the information crew has recruited, the information crew itself will require one less vote to be lynched.

A Monster No Longer Feared

Each member of Those Who Seek Power (along with the information crew’s potential recruits) shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
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THE ONE WHO SEEKS HAPPINESS - INDEPENDENT
??? - (Serial Killer / Strongman / Jailkeeper / Double Voter) - Bodyguard
??? kills a player every odd night, and none of her kills can be blocked by any means. On even nights, ??? can target a player, blocking their role power and protecting them from kills at the same time. On even days, ??? can also cast the equivalent of two votes: either two for the same player, or one publicly in the thread and an additional one sent via private message to the mod(s). If ??? is investigated and later protected by Tessa, she will become town-aligned and lose all of her previous abilities, and in their place gain the ability to target a player each night to protect them. If that player is supposed to be killed that night, ??? will be killed instead.


The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead, unless she has been recruited by Tessa in which case she must not kill any more town-aligned players and Tessa must be alive at the end of the game.
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SLOT TWO: Either Darkness, Death, Time, or Fate, Conquers All
THOSE WHO SEEK PEACE - TOWN
Sam
Tessa
Rookie
Hallelujah
The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories
- Firefighter / Dreaming God
Each night The Man Who Teaches Memories can check a player’s home to see if it is on fire. If it is, The Man will put out the fire and the player will survive the attack. However, The Man cannot protect a player against any other type of kill. Every even night The Man will be shown a list of the following “worlds” for him to choose from:
---Hospital Utopia, in which for the following night every player will gain the ability to protect any player of their choosing, though these protections will not work against fire.
---Vigilante Wars, in which for the following day every player will gain the ability to use a single kill for that day only.
---Forensic Mania, in which for the following night every player will gain the ability to investigate a dead player to see the names of everyone who targeted them when they were alive.
---Indirect Democracy, in which for the following day every player will be picked at random to either make their vote worthless, make their vote count as two votes, make their vote count as negative one (meaning a player with three votes will actually just have two), or in the case of just one player, make their vote count as effectively making their target lynchproof for that day.
---Peace and Quiet, in which for the following night, the thread will be locked.
The Man will only be able to pick each of these worlds once per game, and he will always be the one exception to the effects of each world (except Peace and Quiet of course).

One Who Wishes to Merge with God

Those Who Seek Peace can only win if Those Who Seek Power are dead as well as The One Who Seeks Happiness.
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THOSE WHO SEEK POWER - MAFIA
The Truck Driver
Information Crew
A Monster No Longer Feared
- Vanillaiser / Restless Spirit
Every even night A Monster No Longer Feared can choose a player to “vanillaise” meaning if that player has some sort of role power, then A Monster No Longer Feared can get rid of it for the remainder of the entire game. If A Monster No Longer Feared dies, it can still vote via PM to the mod until the end of the game.


Each member of Those Who Seek Power shares BTSC for nights only, and kills every odd night. They can only win when they outnumber Those Who Seek Peace and The One Who Seeks Happiness is dead.
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THE ONE WHO SEEKS HAPPINESS - INDEPENDENT
??? - Arsonist / Voyeur
??? kills every night by setting fire to another player's homes. She can also target a player each night to see if they have been targeted by someone else. She will be informed of what action has been performed on them but not who did it.


The One Who Seeks Happiness can only win when Those Who Seek Peace and Those Who Seek Power are all dead.
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SLOT THREE: Safe Ground
THOSE WHO SEEK PEACE - TOWN
Sam
Tessa
Rookie
Hallelujah
- Neighborizer
Every day Hallelujah chooses a player to recruit into his town-aligned BTSC which is only available during the night.

The Octopus
The 20th Century
The Young Man in the Mansion
The Man Who Teaches Memories

One Who Wishes to Merge with God
???
- Cop
Each night ??? chooses a player to investigate. At the end of the night ??? will be informed of their alignment.


Those Who Seek Peace can only win if Those Who Seek Power are dead.
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THOSE WHO SEEK POWER - MAFIA
The Truck Driver - Silencer
Every night The Truck Driver will choose a player to silence for the following day. They may still vote (and in fact will be mod-killed if they don’t), but they are not allowed to make a single post. The Truck Driver may not choose the same player twice.

Information Crew
A Monster No Longer Feared


Each member of Those Who Seek Power shares BTSC for the entirety of the game and kills each night. They can only win when they outnumber Those Who Seek Peace.
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My intent with this setup is for everyone to have no idea what to expect, hence one of the slots being relatively simple while the other two are somewhat complex in different ways, while still limiting the game to have only three power roles. Of course I do not want to sacrifice the game's balance in favor of this unpredictability, so that's why I'm listing this as the alpha iteration to seek any advice from more experienced hosts who see a problem in the setup's design that I have overlooked. Thanks for reading, I hope you look forward to the game's debut!

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 12:28 pm
by Marmot
This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 1:46 pm
by Ricochet
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
I think it's rather like your four-paradigm tree-hugging game. One gets picked at the start of the game.

I think a 36/24 cycle would send the deadlines spinning too much. Let's say D1 starts at 10pm (evening); it'll end at 10am two days later (morning); but then N1 will also end at 10am (morning) the day after and then D2 will last until 10pm (evening), two days later etc. See how morning and evening deadlines keep switcherooing? It may be problematic to different players, having different timezones or schedules.

I'd endorse a 36/12, though.

I'll review later how feasible it is for a traditional game, but you know me, I'll like them peppered with intricacy. :noble:

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 4:20 pm
by Ricochet
Slot One sounds too kill friendly and the issue with it is in what direction it might drive the game's balance and dynamics. Let's just imagine the scenario in which Tessa would use her vigi kill on D1 + get killed on N1, taking with her the killer and the protected player + the other killing faction (either Mafia or SK) would not be affected and would kill as well. That's a maximum range of 5 casualties for a single cycle, meaning D2 would commence with 8 players (in which the town-mafia-sk balance would be hard to project) instead of the traditional 11 (one lynch, one kill). And if from those 8 players, the SK would be unscathed by Tessa's demise and the Mafia would also successfully recruit, that'd be a 4-3-1 structure, sounding like sudden lylo for the civs...on Day 2.

Even if none of the above happen at such a worse-case alarming rate, a mafia team of already three gathering, gradually, new recruits, sounds awfully unbalancing. Usually, only a loner role, such as the SK/LMS, should be invested with possible recruitements abilities.

---

Reviewing Slot Two fared much better, meaning that in principle a protector against the SK and the mafia having a shot to remove either the civ powered player's or the SK's powers sounds fair enough (not sure what the SK's voyeuring would amount to, though), until a few of the "worlds" made me rub my eyeballs. Vigilante Wars sounds like total mayhem, Forensic Mafia would require a lot of deaths already having taken place (or everyone will basically just sniff the same one or two corpses). The others are ok, I think the civs could handle one phase of slightly shenanigan'd voting (because of Democracy) and the baddies could survive a Night in which their kill will probably bounce off anyone (because of Hospital Utopia).

---

Slot Three looks fine. I'm not sure if a mafia Silencer is the kind of role that can compensate for there being a cop and a chatty guy on the town's side (especially since the silenced can still vote, therefore potentially affect the Mafia), others will have to pitch in on this.

---

Please note that these observations are only based on judging the slots as being implemented for a classic/traditional/heist game, which, at its standard 13-player dimensions, doesn't usually have a lot of wiggle room for shenanigans and complex outcomes (...says the guy who pitched multiple twists for his Chromatic Scale Mafia :noble:). I would otherwise have no personal issue giving it a go with either of these three installments. Slot One definitely sounds like it could use a more substantial roster than 13 - aka maybe a Speed, if not a Full game.

Hope this feedback is helpful. :)

Also, why is the indy ??? always a she? :p

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 7:06 pm
by a2thezebra
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
If by three-game sequence you mean all three will be played, I think that would be too lengthy for a Bank Heist game. I was actually inspired by your Trees game to have one of the three be selected randomly at the start of the game.

And my main intent with the 36/24 split is for multiple time zones to be covered equally for the days and nights, and by having 36 hour days, the period for each shift will change over the course of the game. For the aussies and New Zealender(s?) you know. :)

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 7:09 pm
by a2thezebra
Ricochet wrote:
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
I think it's rather like your four-paradigm tree-hugging game. One gets picked at the start of the game.

I think a 36/24 cycle would send the deadlines spinning too much. Let's say D1 starts at 10pm (evening); it'll end at 10am two days later (morning); but then N1 will also end at 10am (morning) the day after and then D2 will last until 10pm (evening), two days later etc. See how morning and evening deadlines keep switcherooing? It may be problematic to different players, having different timezones or schedules.

I'd endorse a 36/12, though.

I'll review later how feasible it is for a traditional game, but you know me, I'll like them peppered with intricacy. :noble:
Yes, they are paradigms.

My intent with the 36/24 cycle was to get the deadlines spinning to spice things up a bit. :haha: But if that doesn't sound appealing then I can change it to 36/12 or the standard 48/24.

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 7:31 pm
by a2thezebra
Ricochet wrote:Slot One sounds too kill friendly and the issue with it is in what direction it might drive the game's balance and dynamics. Let's just imagine the scenario in which Tessa would use her vigi kill on D1 + get killed on N1, taking with her the killer and the protected player + the other killing faction (either Mafia or SK) would not be affected and would kill as well. That's a maximum range of 5 casualties for a single cycle, meaning D2 would commence with 8 players (in which the town-mafia-sk balance would be hard to project) instead of the traditional 11 (one lynch, one kill). And if from those 8 players, the SK would be unscathed by Tessa's demise and the Mafia would also successfully recruit, that'd be a 4-3-1 structure, sounding like sudden lylo for the civs...on Day 2.

I noticed how kill-friendly Slot One has the potential to be, which made me consider MM's idea of making this a game with three sequences (though I'm not sure if it would qualify as a Bank Heist if I were to implement that). Slot One is very much meant to be filled with unexpected deaths, but you are correct in that it could make for an awfully short game.

Even if none of the above happen at such a worse-case alarming rate, a mafia team of already three gathering, gradually, new recruits, sounds awfully unbalancing. Usually, only a loner role, such as the SK/LMS, should be invested with possible recruitements abilities.

My consolation with one of the mafia member's being able to recruit is how many things can go wrong in doing so. If the mafia member (information crew) recruiting other players dies they all die with it, and each new member it recruits makes it require one less vote to be lynched. And with Tessa blocking one player and protecting another each night, and with the SK doing the same on even nights for another player, I feel that the mafia isn't too well-equipped if Tessa and the SK are alive.

---

Reviewing Slot Two fared much better, meaning that in principle a protector against the SK and the mafia having a shot to remove either the civ powered player's or the SK's powers sounds fair enough (not sure what the SK's voyeuring would amount to, though), until a few of the "worlds" made me rub my eyeballs. Vigilante Wars sounds like total mayhem, Forensic Mafia would require a lot of deaths already having taken place (or everyone will basically just sniff the same one or two corpses). The others are ok, I think the civs could handle one phase of slightly shenanigan'd voting (because of Democracy) and the baddies could survive a Night in which their kill will probably bounce off anyone (because of Hospital Utopia).

My consolation here is that the player who possesses these worlds is town-aligned, meaning they would have to be smart to enact Vigilante Wars and Forensic Mafia at the right time. If this player was the SK or mafia then it wouldn't be fair, but I think since the player has to use these abilities with caution for both their own survival and the rest of the civs, I don't think it would make things unbalanced. Crazy, absolutely, but unbalanced? I'm not so sure.

---

Slot Three looks fine. I'm not sure if a mafia Silencer is the kind of role that can compensate for there being a cop and a chatty guy on the town's side (especially since the silenced can still vote, therefore potentially affect the Mafia), others will have to pitch in on this.

I wasn't sure which power role to give to the mafia in this setup, and I think you may be right here. Do you have another suggestion for a mafia role that would compensate for town's?

---

Please note that these observations are only based on judging the slots as being implemented for a classic/traditional/heist game, which, at its standard 13-player dimensions, doesn't usually have a lot of wiggle room for shenanigans and complex outcomes (...says the guy who pitched multiple twists for his Chromatic Scale Mafia :noble:). I would otherwise have no personal issue giving it a go with either of these three installments. Slot One definitely sounds like it could use a more substantial roster than 13 - aka maybe a Speed, if not a Full game.

This is a very good point. Do you think it would be improved by combining the three slots into a single game? If the players' role cards are randomized for each slot then their wins could be tallied up and ranked at the end of all three to determine who won the most times and so on? Again my concern here would be that it wouldn't qualify as a bank heist game, but then again, with as much madness going on in this setup as there is, even with as a game with three sequences it might not be too lengthy. Let me know if that sounds good. :)

Hope this feedback is helpful. :)

It definitely is, thank you.

Also, why is the indy ??? always a she? :p

Because it is the same character in each slot, whose name is unknown. :noble:

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 7:55 pm
by Marmot
a2thezebra wrote:
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
If by three-game sequence you mean all three will be played, I think that would be too lengthy for a Bank Heist game. I was actually inspired by your Trees game to have one of the three be selected randomly at the start of the game.

And my main intent with the 36/24 split is for multiple time zones to be covered equally for the days and nights, and by having 36 hour days, the period for each shift will change over the course of the game. For the aussies and New Zealender(s?) you know. :)
I know some folks were talking about creating series of Heists that would take place one at a time. Then I remembered you were talking about the multiple-paradigm plan. I ended up confusing those two ideas.

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 8:00 pm
by a2thezebra
Metalmarsh89 wrote:
a2thezebra wrote:
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
If by three-game sequence you mean all three will be played, I think that would be too lengthy for a Bank Heist game. I was actually inspired by your Trees game to have one of the three be selected randomly at the start of the game.

And my main intent with the 36/24 split is for multiple time zones to be covered equally for the days and nights, and by having 36 hour days, the period for each shift will change over the course of the game. For the aussies and New Zealender(s?) you know. :)
I know some folks were talking about creating series of Heists that would take place one at a time. Then I remembered you were talking about the multiple-paradigm plan. I ended up confusing those two ideas.
I'm interested. A series of Heists played back-to-back with the same players, perhaps?

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 8:06 pm
by Marmot
a2thezebra wrote:
Metalmarsh89 wrote:
a2thezebra wrote:
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
If by three-game sequence you mean all three will be played, I think that would be too lengthy for a Bank Heist game. I was actually inspired by your Trees game to have one of the three be selected randomly at the start of the game.

And my main intent with the 36/24 split is for multiple time zones to be covered equally for the days and nights, and by having 36 hour days, the period for each shift will change over the course of the game. For the aussies and New Zealender(s?) you know. :)
I know some folks were talking about creating series of Heists that would take place one at a time. Then I remembered you were talking about the multiple-paradigm plan. I ended up confusing those two ideas.
I'm interested. A series of Heists played back-to-back with the same players, perhaps?
Ooh, that would be awesome if we could get the same players each time.

Different role distribution of course. :P

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 8:09 pm
by a2thezebra
Metalmarsh89 wrote:
a2thezebra wrote:
Metalmarsh89 wrote:
a2thezebra wrote:
Metalmarsh89 wrote:This looks like a three game sequence, is that correct?

And the 36/24 split on day/night phases will be interesting. I've always wanted to play a game where the phase ended in the morning.
If by three-game sequence you mean all three will be played, I think that would be too lengthy for a Bank Heist game. I was actually inspired by your Trees game to have one of the three be selected randomly at the start of the game.

And my main intent with the 36/24 split is for multiple time zones to be covered equally for the days and nights, and by having 36 hour days, the period for each shift will change over the course of the game. For the aussies and New Zealender(s?) you know. :)
I know some folks were talking about creating series of Heists that would take place one at a time. Then I remembered you were talking about the multiple-paradigm plan. I ended up confusing those two ideas.
I'm interested. A series of Heists played back-to-back with the same players, perhaps?
Ooh, that would be awesome if we could get the same players each time.

Different role distribution of course. :P
Haha, nah let's just let the civvies know who's bad each time. :haha:

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 8:24 pm
by Ricochet
a2thezebra wrote:
My intent with the 36/24 cycle was to get the deadlines spinning to spice things up a bit. :haha: But if that doesn't sound appealing then I can change it to 36/12 or the standard 48/24.
Idk, you'd have to ask more players, just felt like pointing it out, especially considering you'd also issue a miss-and-it's-curtains-for-ya participation.

I could manage deadline spins better than I can usually manage deadlines that are far up in the dead of night's ass over here.
a2thezebra wrote:My consolation here is that the player who possesses these worlds is town-aligned, meaning they would have to be smart to enact Vigilante Wars and Forensic Mafia at the right time. If this player was the SK or mafia then it wouldn't be fair, but I think since the player has to use these abilities with caution for both their own survival and the rest of the civs, I don't think it would make things unbalanced. Crazy, absolutely, but unbalanced? I'm not so sure.
Fair point, but it's still a "free vigi kill for everyone". Do vigi killers usually think about their actions that hard or do they shoot at first or second impulse? Multiply that by 8 civilians.
a2thezebra wrote:I wasn't sure which power role to give to the mafia in this setup, and I think you may be right here. Do you have another suggestion for a mafia role that would compensate for town's?
Again, the more traditional a design is meant to be, the less I'm sure what the right design is. So far I've seen the mafia being attributed a Godfather to compensate for town having civs, doctors, etc. Or maybe a Stronghold? Or maybe a blocker? Either way, I think the principle is, it should be something to either loosen the strength of the civ's important power or make it worthwhile for the mafia to evade something in the process.
a2thezebra wrote:This is a very good point. Do you think it would be improved by combining the three slots into a single game? If the players' role cards are randomized for each slot then their wins could be tallied up and ranked at the end of all three to determine who won the most times and so on? Again my concern here would be that it wouldn't qualify as a bank heist game, but then again, with as much madness going on in this setup as there is, even with as a game with three sequences it might not be too lengthy. Let me know if that sounds good. :)
It's worth considering it, G-Man already projected a series of heist-size games and that one is more than likely to receive green light. A three-peat game would compensate, overall, in case one of the three games would go tits up, nonetheless I still feel it's worth trying to give each of the three slots a fair chance of going smoothly.

Re: INHABIT Mafia [BANK HEIST]

Posted: Tue Nov 24, 2015 8:46 pm
by a2thezebra
Ricochet wrote:
a2thezebra wrote:
My intent with the 36/24 cycle was to get the deadlines spinning to spice things up a bit. :haha: But if that doesn't sound appealing then I can change it to 36/12 or the standard 48/24.
Idk, you'd have to ask more players, just felt like pointing it out, especially considering you'd also issue a miss-and-it's-curtains-for-ya participation.

I could manage deadline spins better than I can usually manage deadlines that are far up in the dead of night's ass over here.

I'm hoping that this would encourage the busier players to vote early rather than miss the vote, but this is a good point. I'll see what others think. If it isn't received well overall then I think I'll go with 48/24, since 36/12 doesn't leave enough room for night actions IMO.
a2thezebra wrote:My consolation here is that the player who possesses these worlds is town-aligned, meaning they would have to be smart to enact Vigilante Wars and Forensic Mafia at the right time. If this player was the SK or mafia then it wouldn't be fair, but I think since the player has to use these abilities with caution for both their own survival and the rest of the civs, I don't think it would make things unbalanced. Crazy, absolutely, but unbalanced? I'm not so sure.
Fair point, but it's still a "free vigi kill for everyone". Do vigi killers usually think about their actions that hard or do they shoot at first or second impulse? Multiply that by 8 civilians.

My assumption (and granted, it is an assumption) is that Vigilante Wars would not be chosen until very late in the game, most likely as a last ditch effort and only a last ditch effort. But you're right, if it were enacted earlier it would definitely be some insanity to behold and the game wouldn't last long afterwards.
a2thezebra wrote:I wasn't sure which power role to give to the mafia in this setup, and I think you may be right here. Do you have another suggestion for a mafia role that would compensate for town's?
Again, the more traditional a design is meant to be, the less I'm sure what the right design is. So far I've seen the mafia being attributed a Godfather to compensate for town having civs, doctors, etc. Or maybe a Stronghold? Or maybe a blocker? Either way, I think the principle is, it should be something to either loosen the strength of the civ's important power or make it worthwhile for the mafia to evade something in the process.

Godfather sounds perfect to counter the cop's upper hand somewhat, I think I'll go with that for the update, thank you!
a2thezebra wrote:This is a very good point. Do you think it would be improved by combining the three slots into a single game? If the players' role cards are randomized for each slot then their wins could be tallied up and ranked at the end of all three to determine who won the most times and so on? Again my concern here would be that it wouldn't qualify as a bank heist game, but then again, with as much madness going on in this setup as there is, even with as a game with three sequences it might not be too lengthy. Let me know if that sounds good. :)
It's worth considering it, G-Man already projected a series of heist-size games and that one is more than likely to receive green light. A three-peat game would compensate, overall, in case one of the three games would go tits up, nonetheless I still feel it's worth trying to give each of the three slots a fair chance of going smoothly.
Agreed. Perhaps if a slot makes it to a certain day, the game as a whole ends, and if the slot finishes before then, move on to the next slot until all are used up? I'm just brainstorming here.