Thanks, I got that idea while writing about the other roles and wrote the word "deal" and I suddenly thought "Why not create a role that is like a mix of politican and mason inviting, but one of a forced and cruel kind?" and I immediately thought of a drug dealer and his poor junkies who come to him to get their drugs and would do anything to get them.^^
I would lead to Pro-Mafia tbh, because we all know in RL the Mafia is HUGE in the drug business. :C
So it would make sense if he wins by haivng the mafia win while keeping his "clients" alive.
Hm, maybe I should add that when a junkie dies. Also a drug dealer might need a bit more risks... like for example if they are caugth by a detective or investigator, they get thrown into prison and can't vote while at the same time the junkies gets "saved" by the goverment.
Also the drug dealer shouldn't be able to get another junkie when one of them dies.
Barkeeper is too much like a prostitute, isn't he?^^;
Hm, what if we make it that the Barkeeper and the prostitute work together aka know each other and can work as a team to increase their effectiveness like having three people drunk with the prositute seducing them to enter the bar and the barkeeper getting them drunk? Maybe we could make it that the drunkness has a 50/50 chance to succed meaning the barkeeper and prostitute have to see if they wanna distract one for sure or have the chance to get three people drunk. We could even go further and add the "hangover" effect aka those who got drunk during the night cannot vote during the day and are marked as such? And those who had an hangover cannot be chosen the next two nights by barkeeper and prostitute.
mhh i would rather tend to say Drug Dealer to be more suited as a third party than mafia. also, an anonymous aspect should be added. like maybe the junkies (as secondary roles) dont get to know the drug dealer, and the voting choices for the next day are communicated through the host. could work that way
not sure if i fully understood the Bar Keeper, but if it's meant that he picks (invites) five players per night and gets to know randomly one role of one of them (the drunkest), it might work. an additional option is that this drunkest player cannot perform his action during the night - making the bar keeper a less accurate prostitute with some detective aspects.
Information Broker sounds way too overpowered, with day actions and night actions and access to confirm his role by trying to sell his info, that cant work without a major twerking.
mhh i would rather tend to say Drug Dealer to be more suited as a third party than mafia. also, an anonymous aspect should be added. like maybe the junkies (as secondary roles) dont get to know the drug dealer, and the voting choices for the next day are communicated through the host. could work that way
not sure if i fully understood the Bar Keeper, but if it's meant that he picks (invites) five players per night and gets to know randomly one role of one of them (the drunkest), it might work. an additional option is that this drunkest player cannot perform his action during the night - making the bar keeper a less accurate prostitute with some detective aspects.
Information Broker sounds way too overpowered, with day actions and night actions and access to confirm his role by trying to sell his info, that cant work without a major twerking.
Drug Dealer
Third party, has X drugs depending on amount of people starting: 1 if less than 20, 2 if more than 20, 3 if more than 25, 4 if more than 30. Can drug 1 player of his chosing during the day via pm to Host, has a 50 chance to succed. If a person gets drugged, he cannot perform an action during the next night and gets informed he got drugged but does not know from whom while Drug dealer gets informed if drug was succesful or failed.
The drugged person/s needs his/their "fix" everyday from his/their dealer else he/they will go "Insane" and his/their actions got a 50/50 change of failing. The drug dealer can via GM tell the Junkies who to vote for else they won't get their drugs. Drug dealer can only have one/two/three/four junkies intotal due limited drugs. The Drug dealer is always seen as "guilty" by detectives. If the Drug Dealer dies, the junkies will go insane without their drugs as they got no longer a source for their need to keep their sanity.
Maybe we could give the Investigator the ability to "capture" the drug dealer if he happens to find him, freeing the junkies from the drugs. That way the investigator becomes more important and the drug dealer has a direct enemy to look out for. Also Investigator and Mafia Boss should be immune against drugs else this could become to strong if drug dealer happens to get those guys per chance.
Making him third party is a good idea as that way he becomes a risk for the mafia as well if he happens to drug one of their members who then cannot vote acocrding to what the mafia decides upon.
My thinking is that the drug dealer has to survive the game with all his junkies and that his goal is to build up a following of people under him who know that they are drugged but don't know by whom and fear that their dealer gets killed and will thus become insane, making their actions less reliable.
Barkeeper could know prostitute and be able to give her the hint as prostitute could the problem that she has no source of information network when she distracts somebody. With the 5 guys invite and a random role shown, the barkeeper can tell the 5 names and the random role and thus give the prostitute a smaller target amount than usual. I mean 25+ possible targets is HUGE and risky to have targeted the wrong one if also very huge. With the barkeeper working together with the prostitute, the barkeeper himself has some way to play as a random prostitute with his drinks while finding out some roles one of those 5 might have helping out the prostitute to be a tiny bit more reliable.
Not sure if Barkeeper and Prostitute should know each other or not or if something happens if one of them dies. But I think it would be a very interesting combo as the prostitute on her own is a pretty fatal weapon till she survives long enough to get an idea who might be a dangerous mafia in the night.
And you are right, Information Broker is too OP.
Got an another idea though:
Black market merchant - Third party, care neither for townies nor Mafia, wins the game if he manages to sell all of his items before the end of the game. Starts with a random set of items depending on amount of players: Less than 20: 5 Items
More than 20: 7 Items
More than 25: 9 Items
The possible Items are as following: Used First aid kit - user can act as a doctore once with a 50/50 chance of success then the first aif kit is garbage Cheap Bulletproof vest - gives user a 50/50 chance to be bulletproof at night till hit, then the vest is destroyed and become garbage Rusty Pistol - gives user ability to shoot once somebody at night with a 50/50 chance to hit, then pistol has no more ammo and is garbage Old Sunglasses - gives user ability to act as bodyguard with a 50/50 chance once, then the sunglasses become garbage Dirty Magnifier - gives user ability to investigate one person at night with a 50/50 chance of success to see if guilty or not, then the magnifier becomes garbage Watered up Whiskey - gives user ability to give Whisky to one player at night with a 50/50 chance to get said person drunk and unable to perform an action in said night, then you have an empty bottle which is garbage Sexy underwear - gives user 50/50 ability to distract one player at night once so that said player cannot perform a night action, afterwards the underwear is "used" and becomes garbage Suspicious poison pill - gives user ability to poison somebody during the day with a 50/50 chance to kill, afterwards pill is used up and yep it is garbage Garbage - is just garbage and useless Garbage - is just garbage and useless Garbage - is just garbage and useless Garbage - is just garbage and useless
Those 12 possible items can only be sold during the night via GM, BMM tells GM to who he wants to sell an item. GM writes something like "While you walk at night, somebody psst at you. As you look into the dark alley a dark clothed person, face hidden in the shadows, ask you following: "Wanna buy something good, friend? For this item you gotta vote the next day for XXX. Interested?"
Target can either refuse because he does not want to pay or have a 50/50 item or accept and get an item of the chosing from the BMM, aka the buyer does not know what he gets till he got told by GM what he just brought.
The idea is that the BMM is like a random provider of uncertain "one time" abilities which ofc are giving plain townies the change to have to do something as long as they sell their vote for said item aka give up for a day their independence who to vote for. And ofc is the BMM happens to start with a (or more) garbage among his items he gotta sell that one too to win the game which obviously will piss off the buyer who brought something useless with a vote of his, who could then reveal that a BMM is among the players.
And a BMM could be profitable/risky for both townies and Mafia, if a Mafia members for example happens to buy a first-aid kid he could act as if he is a doctor as a cover as he has, for once, a chance to do so even if only with 50/50. And Townies might buy a poison pill with the chance to perhaps kill a suspicious person that could be mafia or a townie, albeit with a 50/50 chance.
Since people are usually dropping like flies and the BMM can sell only once he might get in big trouble if some of his items end up killing potential buyers, so he will probably keep pistol and poison off expect he wants to cause mayhem but to win the game he has to sell them at one night.
I think, concept-wise, I like the Bar Keeper idea, but I have little idea if that'd pose balancing issues. Drug Dealer is not bad in the same sense, but it sounds a bit too intricate to implement to me, in the way that it'd expand the number of probabilities exponentially in some cases.
I think, concept-wise, I like the Bar Keeper idea, but I have little idea if that'd pose balancing issues. Drug Dealer is not bad in the same sense, but it sounds a bit too intricate to implement to me, in the way that it'd expand the number of probabilities exponentially in some cases.
My english isn't so good, Haku. Do you mean the Barkeeper is good idea but has balancing issues and that the Drug Dealer is an ok idea but too strong? Should we make it that every game the drug dealer can only have 2 junkies max?
The idea of a merchant sounds like something a Host could do (and sell abilities based on points the players must earn and shit) but sounds a bit too complicated for a role imo.
My english isn't so good, Haku. Do you mean the Barkeeper is good idea but has balancing issues and that the Drug Dealer is an ok idea but too strong? Should we make it that every game the drug dealer can only have 2 junkies max?
Nope, I just thought "maybe" there could be balancing issues. I can't spot one myself, since I have never hosted games before.
About Drug Dealer, the insanity mechanic looked troublesome to me. People going Insane after they are drugged and having a 50/50 chance at failing their own actions sounded complex. Like, this makes it harder to follow the game in a methodical, safe way, if you ask me. It's opening up too many possibilities is what I meant.
The idea of a merchant sounds like something a Host could do (and sell abilities based on points the players must earn and shit) but sounds a bit too complicated for a role imo.
Nope, I just thought "maybe" there could be balancing issues. I can't spot one myself, since I have never hosted games before.
About Drug Dealer, the insanity mechanic looked troublesome to me. People going Insane after they are drugged and having a 50/50 chance at failing their own actions sounded complex. Like, this makes it harder to follow the game in a methodical, safe way, if you ask me. It's opening up too many possibilities is what I meant.
Well, then I hope Barkeeper gets some more fans because that way the prostitute can be a tiny bit more reliable than in past games without making her too strong.
Okay, I can see that, yeah that is too complicated.
In that case how about we change the Insane 50/50 stuff to a one-night withdrawal symptons, aka a junkie who gets no drugs cannot perform a night action due his missing drugs, but the next day he can vote on his own again and tell everyone that he had been drugged the past days but does not know by whom, if he overcomes said symptons?
Okay, I can see that, yeah that is too complicated.
In that case how about we change the Insane 50/50 stuff to a one-night withdrawal symptons, aka a junkie who gets no drugs cannot perform a night action due his missing drugs, but the next day he can vote on his own again and tell everyone that he had been drugged the past days but does not know by whom, if he overcomes said symptons?
That definitely solves the issue of unpredictability. If we limit to drugged people 2, it could be fine.
The role itself looks like a better composed version of Sickly Townie, so, it could be fun.
That definitely solves the issue of unpredictability. If we limit to drugged people 2, it could be fine.
The role itself looks like a better composed version of Sickly Townie, so, it could be fun.
Okay, good. So barkeeper and Drug Dealer are ideas that might work well with the game and Drug Dealer certainly has gained its little fanclub.^^
I got another idea due the fact that we got plently of sane, insane, paranoid, etc people:
Shrink and Insane Shrink
A Shrink can do two things, a diagnosis to see if the targeted person is sane or insane or paranoid or niave or whatever and a therapy where he changes that insane and paranoid into sane, making those people helpful.
However, there is the Insane Shrink as well.
The Insane Shrink got the same abilities as the Shrink, BUT, he gets results from sane persons as them being insane while insane, paranoid and naive are shown as sane. And whenever he treats a sane person, said person becomes insane without knowing it. And ofc the Insane Shrink himself doesn't know if he is the sane or the insane version.^^
---------- Post added January 22, 2015 at 05:08 PM ---------- Previous post was January 21, 2015 at 05:47 PM ----------
Okay, I write down the changes on Drug Dealer and Barkeeper, plus I changed the roles on Information Broker and Black market Merchant, thanks for the feedback Evil3ye and Hardy!
Added Junkie as secondary role (unassigned I guess) as anybody, mafia or townie or third party could become a victim of the drug dealer and be a Junkie for perhaps the rest of the game.
Still thinking if withdrawal symptons are too weak and maybe should include a 50/50 chance to dieing the next day? Or would that be too extreme? Maybe forbid to post anything alongside not allowed to vote/perform action for a night and day to make it a costly decision for the Junkie(s) if they decide to go against their Dealer?
Also I wonder if Dealer gives the fix "automatically" aka once the Junkie did as told or if the Dealer can still decide to not give the fix even if the Junkie had done as told to see if he can kill him with the possible 50/50 chance?
Added Prostitute to add the Barkeeper extra as the two would work well as a team, not too OP but better than on their own. Added the 5/3 change as it would be too strong if the Barkeeper could keep inviting 5 players every night and thus, depending on the situation, ends up with 4-5 Mafia guys in night 5 when only 12 people are remaining due the past nights invites. With 5 people when more than 20 players are alive and 3 when less than 20 are alive the barkeeper is still an interesting role without having too much power.
The Idea behind the Postman is to have a system that the Mafia cannot look into to like in the thread. With the Postman a single pm per day is allowed under the control of the GM ofc. This way the one who writes a letter already knows for sure that a Postman does exist in this game. Same for the guy who receives the letter. The Postman only knows who wrote a letter to who but not their roles nor what they wrote.
The Postman can either try to keep up some sort of one day communication between two people or try to have a different person write to somebody else everyday to later have enough people knowing him when he claims his role to protect himself from lynching as only he could list from who he delievered a letter to whom.
The latter could also be used by Postman to cast suspicien on somebody who had received a letter and the writer suddenly died or got even lynched during the day due the vote casted by the letter receiver.
In other words, the Postman is a most interesting role as he would witness an, albeit slow, communication system besides the main thread and the mafias/little groups talking among themselves, but he got no idea what those people talk about or what their roles are. And that is what makes this role so exciting.
Imagine you happen to be Postman and allow a player who happens to be a detective to write a letter. The Detective decides to be brave (as his chances are pretty good at beginning to get a townie) and tells the one he writes to his role and asks for his role, thoughts and consideration of partnership. If the addressat happens to be a Mafia, well then the detective jsut gave himself away, though ofc the Mafia could never be sure if the writer is really a detective or just claims that role to protect himself.
If the addressat is, with superluck, a doctor or protector and decides to trust the writer then it becomes really interesting. Because it is up to the Postman(!) whenever or not the guy who got the letter at day 2 also gets the allowance to write a letter at day 2!!!
As you might have noticed from the Postman look it is better to have as many people know about his role as possible to protect himself from getting possibly lynched. However from the writers and receivers POV it would be better if he is a reliable communication system between them.
So lets say Postman gave the doctor player besides the letter from day 1 detective also the allowance to write a letter as well. Ofc, doctor could jsut write somebody else, but lets say in this case the doctor decided to write the detective back, tell him his role, thoughts about possible mafia and agreement to partnership.
If neither Detectie and Doctor are dead at day 3, voila! We just got two townies together who believe each other to be a detective and doctor (though ofc all they have is a letter :P).
And the Postman knows that one person wrote the other at day 1 and that the other person did replied at day 2 when given the chance and that since then both seem to work together since day 3, given what he sees going on in the main thread.
And that is why I believe the Postman and the letter system would be a great addition to the game as you have to question yourself if the person who wrote you is really a townie or perhaps a mafia or if the person you write to is really a townie or could be mafia.^^
Depending on added roles, Santa might get more presents than those nine/ten ones in the future.
I am pretty proud of my Blind Santa Clause tbh.
I listened to Hardy's critics and took out the complciated sell and pay stuff, which lets be honest we have no real chance to control, as well as the 50/50 stuff. Instead here we got 9/10/1X pretty useful but possible also pretty harmful as well one time presents that Santa tries to gift the players to win the game for himself at the end if he survives.
I was thinking that perhaps Santa gets his present back if the player gets killed/Lynched before making use of the present. So that Santa is like "fuck, I just gave that guy a present and he died before using it up, that idiot!".
I also thought about making Santa die if he brings a present to a mafia, but that felt stupid, so I added the "BLind" aspect so that Santa gets away with gifting anybody. However I keep thinking that I might add a "Santa kills himself once he receives a given gift from a killed mafia" rule.
Aka that Blind Santa can't keep living with himself anylonger as he had given a "naughty" a gift meant for a "good" person. Which he can only do now knowing with the return of the gift as the identity of the killed person is then clear.
Imagine what a deep breath the Santa must take if the person he wanted to give a gift to died that very night and it turns out that guy was a mafia. XD
Also the Mafia, if they receive a gift, might want to think to keep that gift in case of the gifted Mafia member getting lynched/killed so that they could take down Santa with them instead of using up the gift and thus freeing Santa from his suicide rule.
What ya think about that extra to Blind Santa Clause?
ALso how you find the description for Drug Dealer, Barkeeper, Postman and Blind Santa Clause? I also got some new Mafia role ideas and stuff, but to write all that down gonna take some more time as together with new Townie and Third Party roles there are roughly 12 roles to be written down.^^