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Author Topic: Mafia XX - Masons and Monks (FULL!)  (Read 17615 times)

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Archetype

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #25 on: November 24, 2012, 08:46:18 pm »

http://wiki.mafiascum.net/index.php?title=True_Love

Different from Jimmmm's original suggestion, but still about masons.
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Eevee

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #26 on: November 24, 2012, 09:26:50 pm »

http://wiki.mafiascum.net/index.php?title=True_Love

Different from Jimmmm's original suggestion, but still about masons.
Looks fun. Sort of surprised to see all mafia wins.
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #27 on: November 26, 2012, 06:51:50 pm »

So I think I'm going to run Masons and Monks. Thanks to ashersky for the suggestion.
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Cuzz

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Re: Mafia XXII - Masons and Monks
« Reply #28 on: November 26, 2012, 07:09:37 pm »

/in. This setup looks cool.
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Eevee

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Re: Mafia XXII - Masons and Monks
« Reply #29 on: November 26, 2012, 07:10:24 pm »

in in in in! :)
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Captain_Frisk

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #30 on: November 26, 2012, 07:52:43 pm »

Innnnnnn
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cayvie

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #31 on: November 26, 2012, 08:01:27 pm »

man, is this going to be the third basic mafia game to start before mine, despite mine being in the queue before?
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Robz888

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #32 on: November 26, 2012, 08:01:38 pm »

I'm unsurprised to see all mafia wins. What benefit does the town have? They don't have any PRs, just a bunch of people who die in duplicate. Daychat with a maybscum is pretty unhelpful, from town perspective. Whereas daychat between scum is super helpful.

I mean, I'd play it, but that's a tough town setup.
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Archetype

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #33 on: November 26, 2012, 08:11:55 pm »

I'm unsurprised to see all mafia wins. What benefit does the town have? They don't have any PRs, just a bunch of people who die in duplicate. Daychat with a maybscum is pretty unhelpful, from town perspective. Whereas daychat between scum is super helpful.

I mean, I'd play it, but that's a tough town setup.
I agree. A random Townie should get a 1-shot PR of some kind.
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Archetype

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #34 on: November 26, 2012, 08:13:12 pm »

man, is this going to be the third basic mafia game to start before mine, despite mine being in the queue before?
I think that games should only be able to jump ahead in the queue only when other players in front of them have OK'd them going ahead of them.
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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #35 on: November 26, 2012, 08:16:57 pm »

I'm unsurprised to see all mafia wins. What benefit does the town have? They don't have any PRs, just a bunch of people who die in duplicate. Daychat with a maybscum is pretty unhelpful, from town perspective. Whereas daychat between scum is super helpful.

I mean, I'd play it, but that's a tough town setup.
I agree. A random Townie should get a 1-shot PR of some kind.
The lover setup isn't the one we are playing though.
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Archetype

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #36 on: November 26, 2012, 08:19:13 pm »

I'm unsurprised to see all mafia wins. What benefit does the town have? They don't have any PRs, just a bunch of people who die in duplicate. Daychat with a maybscum is pretty unhelpful, from town perspective. Whereas daychat between scum is super helpful.

I mean, I'd play it, but that's a tough town setup.
I agree. A random Townie should get a 1-shot PR of some kind.
The lover setup isn't the one we are playing though.
Yes, I know. We're playing Masons and Monks. I still think a Townie should get a PR of some kind.

Maybe a random townie is "Vengeful", but they don't know it until they die.
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #37 on: November 27, 2012, 02:42:41 am »

man, is this going to be the third basic mafia game to start before mine, despite mine being in the queue before?

I'm happy to wait my turn.
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #38 on: November 27, 2012, 02:44:16 am »

I'm unsurprised to see all mafia wins. What benefit does the town have? They don't have any PRs, just a bunch of people who die in duplicate. Daychat with a maybscum is pretty unhelpful, from town perspective. Whereas daychat between scum is super helpful.

I mean, I'd play it, but that's a tough town setup.
I agree. A random Townie should get a 1-shot PR of some kind.

Thanks for the feedback, I'll do something like that.
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Ozle

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #39 on: November 27, 2012, 05:01:01 am »

man, is this going to be the third basic mafia game to start before mine, despite mine being in the queue before?

Oh if only someone had suggested some sort of control over when games start for precisely this sort of thing happening......
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Qvist

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #40 on: November 27, 2012, 05:18:06 am »

When will this start? If this starts after the 7th of December, I'm in.

Jimmmmm

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #41 on: November 27, 2012, 05:33:44 am »

When will this start? If this starts after the 7th of December, I'm in.

The start date will depend on other games and how long it takes to get enough players. Probably won't start before the 7th, so I'll take that as an /in.
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #42 on: November 27, 2012, 08:00:40 am »

So here's the Town-buff I came up with: The Masonry and the Monastery may each investigate one player each night, the Masonry to discover if they are Mafia, and the Monastery to discover if they are a Werewolf. This seems to fit well flavour-wise, and unless there are any major objections (which I'm totally open to), this is the change I will make.

Also, I'm not sure how much of a difference it will make, but I'll probably make it clear from the flavour which one of the night victims was killed by the Mafia and which one by the Werewolves.
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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #43 on: November 27, 2012, 10:48:41 am »

I'm only /in if this starts after M17, M18, M19, and also M20.  (According to ashersky's list, this game is #21 and not XXII).
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (sign-ups open)
« Reply #44 on: November 27, 2012, 11:15:01 am »

I'm only /in if this starts after M17, M18, M19, and also M20.  (According to ashersky's list, this game is #21 and not XXII).

Yep, I'm happy to wait. And yeah, I noticed that. I swear there used to be a different XXI. I'll change it.
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (waiting for other games)
« Reply #45 on: December 30, 2012, 07:23:32 pm »

Well it looks like this game will be next after joth's DS9. I think I'll have each Mason/Monk be a 1-shot Mafia Cop/1-shot Werewolf Cop respectively, submitting by PM. Thoughts?
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ashersky

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Re: Mafia XXII - Masons and Monks (waiting for other games)
« Reply #46 on: December 30, 2012, 08:46:44 pm »

Well it looks like this game will be next after joth's DS9. I think I'll have each Mason/Monk be a 1-shot Mafia Cop/1-shot Werewolf Cop respectively, submitting by PM. Thoughts?

I think the issue with that is the default move becomes investigating your fellow mason/monk on N1 to be sure you can trust them.  And so if mafia or werewolf is in the masonry/monastery, they use their N1 NK on the other mason/monk to protect themselves.

So I would not give them that kind of power, no.
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Jimmmmm

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Re: Mafia XX - Masons and Monks (waiting for other games)
« Reply #47 on: December 30, 2012, 08:53:03 pm »

Fair enough, hadn't thought of that. Maybe just give them combined 1-shot Cop? There were concerns that the setup favoured scum.
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ashersky

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Re: Mafia XX - Masons and Monks (waiting for other games)
« Reply #48 on: December 30, 2012, 09:46:35 pm »

Fair enough, hadn't thought of that. Maybe just give them combined 1-shot Cop? There were concerns that the setup favoured scum.

Make a VT a doc?
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Jimmmmm

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Re: Mafia XXII - Masons and Monks (waiting for other games)
« Reply #49 on: December 31, 2012, 01:09:48 am »

Well it looks like this game will be next after joth's DS9. I think I'll have each Mason/Monk be a 1-shot Mafia Cop/1-shot Werewolf Cop respectively, submitting by PM. Thoughts?

I think the issue with that is the default move becomes investigating your fellow mason/monk on N1 to be sure you can trust them.  And so if mafia or werewolf is in the masonry/monastery, they use their N1 NK on the other mason/monk to protect themselves.

So I would not give them that kind of power, no.

Actually no that's not a problem. The Masons are confirmed non-Mafia to each other and their investigations will yield Mafia/non-Mafia so investigating your fellow Mason is pointless because you already know they're non-Mafia (same for Monks/Werewolves). The only issue is whether allowing them two investigations between them is too strong.
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