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Messages - ashersky

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1
I get the feeling that a lot of recent issues with the cop role, and the FTC problem, stems not from the roles or game design as much as the evolution of how we play the game and the roles.

I could be wrong, but there seems to be a general feeling that the power of the cop needs to tempered; that a cop catching scum is somehow unlucky, unfair, or sad, I guess for the scum team?  But originally, that was the point of the role.  I think when the game was created, there was a cop who could cop scum, basically had to claim it out loud, then died to the next night kill. FTC was born from that, where doctors just kept the cop alive, which of course sucked.  Then modifications came along like x-shots, etc. to curb that.

A cop catching scum, or town vig shooting scum, or a doctor protecting a victim, are planned-for actions.  You balance for them to happen sometimes.  I think we are trying to design away some sort of bad feelings that shouldnít exist.

Not sure my main point, but it was a thought I had.

2
At some point you need to question why you are doing any of this?  If you want a sufficiently weak cop, do you really want a cop at all?

3
Open setup, so all public.

I think you could game out all scenarios (mafia shoots lovers x% of the time, etc.) and whatnot, so blitz would force quicker decisions. 

Maybe a vengekill for first lynched scum?

4
Not on theme, but two doctors, both fail if they target the same person, could be cool.  Need a mechanic that prevents or disrupts coordination.

5
Off the top of my head:

2 Innocent Mason Lovers (Mod-confirmed at game start)
1 Cop
1 Doc
3 VTs
2 Mafia

Each night, mafia chooses to make the cop insane or doc naive.

Iíd probably add at least one more option or make one of the goons something better.

6
I think scum always chooses Lovers and Cop.  Doctor becomes bodyguard is the same as doctor, since scum needs to kill the doctor to disrupt FTC.  Naive just makes it another VT, which I guess is more attractive, so they could go with that every once in awhile to throw off town thinking.

As long as town gets a correct lynch once in the first two days, you guarantee basically two shots at winning, with at least one cop result.  Town wins many, many times.

Mass claim, mislynch, lovers die.  D2 is 50% chance to lynch (2 out of 4 VTs, 2 PRs left).  Thatís best case D2 for scum, same as a claim/counter, except that guarantees a correct lynch the next day, so I think itís strictly worse.

That ideal D2 means cop has one result on a VT, must be claimed but can be ignored.  If scum wins the coin flip, they win with an NK of the doctor, another 50/50.  Thatís where the cop/doc mod choice comes in, I guess.

I think this could work as blitz?  Might need some slight tweaks.

7
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 25, 2019, 08:27:40 pm »
Thanks everyone.  Sorry for the sudden ending, but Iím glad everyone enjoyed it.

This was always meant to be my final game, and I hoped it would be memorable.

Of course, the way this game played out has forced into being...a sequel...

For 13 players, the flavor continues...

8
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 23, 2019, 09:57:02 pm »
Well I was right about the Harnessed Children being shots -

Ash, did Faust releasing them do anything beyond removing shots from their shot pool? Was there any win conditions modified by the number of saved children?

Just removed shots.  No wincons regarding kids.  I did think about requiring a living kid for town.

9
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 23, 2019, 08:49:54 am »
Ash, are you not putting the scum qts up on purpose?

No, just on mobile so a pain.  Feel feee to paste.

10
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 23, 2019, 02:13:20 am »
Pubby killed Glooble.

Karen could inherit the kill, but not Sonya.

PPS eyeworms didnít count as targeting.

11
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 11:24:54 pm »
Recharged shot.


Or additional if it was charged.

12
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 11:24:29 pm »
Recharged shot.

13
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 10:57:49 pm »
I needed more powers that used kids, but in the end the numbers seemed good.  EFHW was the only other player who could use them.

14
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 10:57:02 pm »
PPS picked unluckily with the eyeworms.  No targeting at all.

He would have received targets AND results.

15
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 10:56:06 pm »
Ash, how did my death rally the town?

1 to 4 1-shot BP distributes randomly.  Roll resulted in only one, to pubby.

16
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 09:49:59 pm »
Lyncher was not a threat, SK was.  Shraeye lynch didnít recharge, but once the win con changed, ADKís lynch did recharge.

If town had won with ADK, shraeye and Awaclus alive, ADK and shraeye would have lost without dying.

Headaches were flavor warnings that you had eyeworms.

18
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 08:17:38 pm »
I'd ask everyone to share their own ROLE QTs.  Alternatively, you can just paste the entirety of your Role Description if you don't want your QT shared.

Many players like knowing about the other roles, thanks.

19
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Game Over)
« on: August 22, 2019, 08:16:44 pm »
Thanks everyone, for playing, and I'm sorry for the way the game ended prematurely due to some modkills.  We can all commiserate together.  The quick explanation:

Scum was made up of four players.  Two were traditional (EFHW/PPS), in that they could talk to each other.  Two were basically traitors (DS/WCD), in that they were unknown to the other two scum.  All four knew all four flavor names.  The traitors knew all four player names.  There was a QT available to all four to read, but only EFHW/PPS could post, so scum could coordinate.  There were multiple warnings in multiple QTs that if anyone other than living traditional scum posted in that QT, the entire faction would be modkilled.  DS/WCD had to confirm reading and understanding of that rule.  Since the rule was in place so firmly, there was no ignoring it and still being fair to the rest of the game.

A few quick thoughts to share on the game:

--the double modkill: Again, I didn't like it, but I felt like I had to go through with it after having made such a big deal of the rule at the beginning of the game. The added stress was part of the experience, and I liked the implementation of traitors that were "unknown" but could be coordinated. There were multiple warnings and confirmations at the beginning of the game, so going back on it would have been dishonest and unfair to the rest of the game, even if it did just end it in a sort of unfun way for everyone.

--the setup: I was going for the introduction of some new concepts in game design. I don't know if they were actually new, but do "newish" or "original" seem like fair adjectives? The first one was the idea of "contingent" as a modifier. I think we've probably had roles that were "triggered" by something happening, but I went for something more with the idea, including things that could be forced, done on purpose, or would be disadvantageous. I extended the idea from powers to win conditions very early on, with conditionally win conditions being a neat way to implement "alignment changes" without actually changes alignments. ADK/Shraeye went from a Lyncher win-con to an SK win-con. They never actually changed alignments (always purple), but just had to do different things to win based on the game condition.

--2.7's Lexi was the first role I created for the game. In retrospect, I should have used a single color for the alignment, but otherwise I am happy with the role. I'm sad it wasn't more of a factor.

--The Troubled Survivor faction was neat. Purple is the usual color of the SK, but people let the flavor name (and claim) keep them off that track for awhile. Props to ADK for never shooting, which was a flavored kill designed to give him away. The decision point there was whether to use the day vig and effectively lose the NK, or the other way around.

--I constantly battled with the feeling that scum was underpowered. I actually only had three until late in the process, then added Sonya for balance.

--Sonya is a fruit vendor, sending useless items. PPS's item claim on D1 (D2?) was completely uncoordinated, in that he didn't know the role existed, but I found that to be pretty incredible.

--Props to faust for holding his ground against the IC.

20
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 5)
« on: August 22, 2019, 08:12:12 pm »
Even if we win the day, the weeks and months continue. Still, relief would be sweet, a respite well-deserved.

We couldn't save every child, but we saved some.  We couldn't save all of our friends and family, but we saved some.  The sacrifice of the ones we lost were not in vain.


ADK was lynched! They were John Pope, a Troubled Survivor, masquerading as Matt Mason.

The Earth has been saved!  At least for now...

21
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 4)
« on: August 22, 2019, 07:25:35 pm »
D5 Final Vote Count:

ADK (4): faust, Galz, Awaclus, Uncleeurope

Not Voting (2): Pubby, ADK

With 6 alive, it took 4 to lynch.

Twilight begins now.

22
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 4)
« on: August 22, 2019, 08:52:42 am »
Vote Count 5.0:

Not Voting (6): faust, Galzria, Uncleeurope, pubby, Awaclus, ADK

With 6 alive, it takes 4 to lynch.  Day 5 ends on August 29 at 9:00 a.m.

23
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 5)
« on: August 22, 2019, 08:51:00 am »
The moon never felt more alien.  Not since actual aliens showed up.  It used to be so beautiful...now, I just wonder what's coming next from behind its false serenity.

There was some activity with the kids in the clearing.  It looks like one sat down again. Nothing else.
Still six kids left here.

Stay alive.  Fight.  Survive.

Pingpongsam was modkilled during the night for a rule infraction.  They were The Monk, an Espheni Overlord.
Datswan was modkilled during the night for a rule infraction. They were Sonya Rankin, a Human Turncoat.

Day 5 begins now.

24
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 4)
« on: August 20, 2019, 09:49:50 pm »
The sun beat down on us today, slowing down time and making the air thick.  We thought maybe, maybe we had a chance to survive.  There are so few of us left now.  But, apocalypses can do that to a group.  We had to settle this, and quickly.  We don't have a choice.

WestCoastDidds was lynched! They were Karen Nadler, a Harnessed Human Slave, masquerading as Jimmy Boland.

Night 4 begins now!

25
Mafia Game Threads / Re: RMM48: Falling Skies Mafia (Day 4)
« on: August 20, 2019, 08:39:50 pm »
D4 Final Vote Count:

faust (1): WCD
WCD (5): Datswan, Galzria, PPS, Faust, ADK

Not Voting (3): Uncleeurope, pubby, Awaclus

With 9 alive, it took 5 to lynch.

Twilight begins now.

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