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Author Topic: Mafia XX - Masons and Monks (FULL!)  (Read 17216 times)

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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #75 on: January 11, 2013, 07:51:34 pm »

Also, I think I'll give each Mason 2-shot Mafia-DoctorCop and each Monk 2-shot Werewolf-DoctorCop. Objections?
« Last Edit: January 11, 2013, 09:50:13 pm by Jimmmmm »
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yuma

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #76 on: January 11, 2013, 09:45:05 pm »

Okay, I'll be looking to start this when all of the following have happened:

1) Game is full.
2) Arcana and PokeAwesome finished.
3) DS9 and Noir have hit Night 1.

If one of 2 and 3 take longer than expected and the demand is high enough, I can be flexible, but this is a general guideline.

I for one suggest that your parameters as to when to start only apply to normal mafia games, as I think role madness game parameters should only apply to RMM games. But that is just my opinion.
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yuma

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #77 on: January 11, 2013, 09:48:55 pm »

Also, I think I'll give each Mason 2-shot Mafia-Doctor and each Monk 2-shot Werewolf-Doctor. Objections?

I am not sure what you mean here... There will be 2 Masons and 2 Monks correct? So does this mean that between the 2 masons there will be one 2-shot Doctor and between the 2 monks there will be one 2-shot Doctor. Or does it mean that both masons will be a 2-shot doctor and both monks will be a 2-shot doctor? If the former, I think that would be ok... If the later I don't think so. Would a scum Mason/Monk be able to be one of the doctors? Or would that only be available to town aligned mason/monks?
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #78 on: January 11, 2013, 09:49:31 pm »

Whoops, Cop not Doctor!
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #79 on: January 11, 2013, 09:50:47 pm »

As in with Mafia/non-Mafia and WW/non-WW results.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #80 on: January 11, 2013, 09:53:20 pm »

So basically, if they survive long enough the Masons/Monks end up with 4 non-Mafia/non-WW results as well as each other. Do you think that's too many? Just trying to make the game less weighted toward scum.
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yuma

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #81 on: January 11, 2013, 10:13:17 pm »

So basically, if they survive long enough the Masons/Monks end up with 4 non-Mafia/non-WW results as well as each other. Do you think that's too many? Just trying to make the game less weighted toward scum.

I tend to not be a huge fan of cops myself, but that is just more of an opinion than anything else.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #82 on: January 11, 2013, 10:21:19 pm »

Why aren't you a fan of cops?
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yuma

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #83 on: January 11, 2013, 10:41:39 pm »

Why aren't you a fan of cops?

I think my biggest reason that I don't like cops is that when they find scum, scum doesn't really have a way to get out of it... I mean, there always is the alternative of "You aren't the cop, I'm actually the cop" scenario. But once you have seen one of those, you have basically seen them all.

I guess what I am saying is that cops take the skill out of the game. Yes there is skill in determining who to cop. But once you are found out as scum... you are done. And once a cop has found scum for you as town, well you just follow his lead. It isn't as fun as going off reads, wriggling out of lynches, etc...
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mcmcsalot

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #84 on: January 11, 2013, 11:03:41 pm »

I completely agree cops are only usefull with very limited abilities making the player make very important decisions on who to investigate
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #85 on: January 11, 2013, 11:23:42 pm »

Okay, what about Cops who can only get non-Mafia results? Like, "Name 3 players. Your result will be one non-Mafia player you named."?
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Archetype

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #86 on: January 11, 2013, 11:26:06 pm »

I think 1-shot Cops are fine.

What you could do is this:

If the Masonry/Monk has 1 Scum, 1 Town, Town will get the 1-shot Cop

If the Masonry/Monk is 2 Town, give the 1-shot Cop to a random 1 of these 2.

2-shot Cop might make Town too powerful, but ensuring Town has the 1-shot Cop would be fine, right?

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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #87 on: January 11, 2013, 11:39:42 pm »

I think 1-shot Cops are fine.

What you could do is this:

If the Masonry/Monk has 1 Scum, 1 Town, Town will get the 1-shot Cop

If the Masonry/Monk is 2 Town, give the 1-shot Cop to a random 1 of these 2.

2-shot Cop might make Town too powerful, but ensuring Town has the 1-shot Cop would be fine, right?

No, that would mean that if both Masons are Town, one is confirmed Town to the other, but the point is to be confirmed non-Mafia. You think that more than one investigation for the Masons and one for the Monks would be too much? Remember they don't get Town/non-Town results, they get Mafia/non-Mafia and WW/non-WW results.
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Archetype

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #88 on: January 11, 2013, 11:45:28 pm »

I think 1-shot Cops are fine.

What you could do is this:

If the Masonry/Monk has 1 Scum, 1 Town, Town will get the 1-shot Cop

If the Masonry/Monk is 2 Town, give the 1-shot Cop to a random 1 of these 2.

2-shot Cop might make Town too powerful, but ensuring Town has the 1-shot Cop would be fine, right?

No, that would mean that if both Masons are Town, one is confirmed Town to the other, but the point is to be confirmed non-Mafia. You think that more than one investigation for the Masons and one for the Monks would be too much? Remember they don't get Town/non-Town results, they get Mafia/non-Mafia and WW/non-WW results.
Here is what I mean:

The Monk would receive a 1-shot Mafia investigation. If the Monk is made up of 1 WW, 1 Townie, it would go to the Townie. If it is made up of 2 Townies, it would randomly go to one of the 2 of them. These players are confirmed non-Mafia to each other.

The Masonry would receive a 1-shot WW investigation. If the Masonry is made up of 1 Mafia, 1 Townie, it would go to the Townie. If it is made up of 2 Townies, it would randomly go to one of the 2 of them. These players are confirmed non-WW to each other.

This would prevent the player from investigating their partner, and the Town player that receives it doesn't automatically assume the other member of the Masonry/Monk is scum.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #89 on: January 11, 2013, 11:52:03 pm »

But it's pointless to investigate your partner, because you already know they are non-X. I don't see any problem giving an investigation to a scum player, because they're still looking for the other scum team. Also, I'm not confirming anyone to be Town to another Town player.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #90 on: January 11, 2013, 11:54:42 pm »

Oh, it's the other way around. The Masons are confirmed non-Mafia to each other, and any investigations they have will be Mafia/non-Mafia, and the Monks are confirmed non-WW to each other, and any investigations they have will be WW/non-WW.
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shraeye

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #91 on: January 12, 2013, 09:09:13 am »

Okay, what about Cops who can only get non-Mafia results? Like, "Name 3 players. Your result will be one non-Mafia player you named."?
That would be interesting with a list of 3 players.  Maybe even with just 2.  Makes you wonder about those names you ARENT getting results about.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #92 on: January 12, 2013, 09:12:01 am »

Yeah, I said 3 because if it was 2 there's a slight possibility that you'll name the whole team.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #93 on: January 17, 2013, 10:24:38 am »

After further thought, I'm going back to having each Mason be a 1-shot Mafia Cop (and respectively for Monks/WW) and going to leave it at that. When I get time I'll fix up the first two posts with rules and stuff, and then starting trying to get this to fill up.
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TheMunch

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #94 on: January 17, 2013, 05:00:56 pm »

I'm going to /out.  I want to limit my mafia participation to just Blitz games for the time being.  Sorry :(
« Last Edit: January 18, 2013, 07:28:59 am by Jimmmmm »
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #95 on: January 18, 2013, 03:20:26 am »

Bump. Let's get this game filled up!
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #96 on: January 18, 2013, 03:27:56 am »

I know this is somewhat of a contentious issue, but I do intend to start a new thread. I'll post a link to it here so you are without excuse. I just think it's much nicer to be able to re-read/post count without needing to account for the pre-game.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #97 on: January 18, 2013, 07:35:54 am »

Okay, I'll be looking to start this when all of the following have happened:

1) Game is full.
2) Arcana and PokeAwesome finished.
3) DS9 and Noir have hit Night 1.

If one of 2 and 3 take longer than expected and the demand is high enough, I can be flexible, but this is a general guideline.

Well 3) is done, 2) is basically done, just need to get more sign-ups happening! 6 spots left.
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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #98 on: January 18, 2013, 07:40:57 am »

I really want to be a monk.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (open for signups)
« Reply #99 on: January 18, 2013, 07:42:22 am »

Can I take that as an /in?
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