Discussion New Roles and New Rules Suggestion Thread

GrySun

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Submissions for new roles need to follow the next format in order to be considered:

I. [Place Holder Name]

II. [Affiliation]

III. [Short Description]

IV. [Long Description/Idea/Premise/Scope]

V. [Priority/RoleType/Interactions/other Specifics]

I. Troublemaker

II.
Town

III. Can once per game make a Day phase lynch be the top 2 voted people instead of regular 1 top voted person. Every player has 2 votes but cannot vote the same player twice.

IV. PMs the host on the night before the day he wishes to use his power on. Host announces at start of day that the 2 top voted players will be lynched.
Everyone gets 2 votes that they can use on 2 individual players. Both can be moved once like usual. Example:
!votekill1 PlayerX
!votekill2 PlayerY
!votelock2
(locks on PlayerY).

Any other format is also fine as long as players specify who they are voting and if it's a new vote or they are changing their first one.

V. Doesn't have a Priority, happens at the end of night after all other actions. Doesn't target another player. Primary role.

Since it happens at the end of a phase, the player can be both blocked and killed to prevent it happening.


I. Psychiatrist

II. Townie

III. The Psychiatrist investigates one person per night phase to see if the player has a Secondary Role. They get a "Your target has a secondary role" if that is the case, and a "Your target does not have a secondary role" if it's not. The Psychiatrist does not find out the allegiance of the target.

IV. It's a counter for scum secondaries without outright revealing them, leaving room for guess work and player reading.

V. Priority 2, Primary Role.

Current roles Approved for testing here

Rules on including those in a game:
  • A host can take any of these roles and test them in their game. Depending on results from testing the role it will either be included into the Role list or need more changes/testing.
  • A host at the very least has to announce in the opening post of the game that new roles are being tested, or alternatively even more specifically reveal the roles that are being tested.
Link to the last update post with the roles that are either close to approval or were not approved: here.
 
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GrySun

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tfw not on the council.


Tho doubt anyone would mind you being on it again, but no point to it unless you‘re up to it.

I was thinking about the mafia mason what if he doesnt start with the recruiter. So normally if recruiter targets mafia he dies right. What if he targets mafia mason and instead of dying he recruits him thinking he is a townie, but in reality its the mafia mason that infiltrated the masons. Thoughts? This prevents masons just banding together and confirming each other there will always be suspicion on them.
I actually thought about that once too. Starting masons are always very suspicious of there being a mafia mason, but changing him to also be recruitable opens up some more options, though not sure how hard it is for him to get recruited early enough. Would support that change.
And even without that rule there‘s some funny stuff that can be done there as host in a setup.
 

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Therapist (Townie) A role that could change a sanity of a certain role with after some pre-requisite
Open for suggestions for this role. My initial pitch would be that roles with sanity could seek help to the Therapist, if the said player managed to identify the Therapist, the player would begin a therapy session and will get his/her sanity changed over a period of time. The Therapist would not be informed of the player's affiliation, nor his/her current sanity

Alcoholic (Townie) Passive Role. The Alcoholic will be a constant presence in the Bar Keeper's bar, meaning instead of being able to invite 3/4/5 players the Bar Keeper could only invite 2/3/4 to the bar since the Alcoholic will be occupying one slot. After a certain amount of presence in the Bar Keeper's bar, The Bar Keeper would be entitled to bar/ban the Alcoholic to his bar. The Bar Keeper will be able to invite 3/4/5 players once the Alcoholic was barred.

Witch Hunter (Townie) Night Role. If the Witch Hunter was able to find Witch, the Witch will automatically be lynched in the next day phase and won't be able to curse a player. The Witch Hunter will have two attempts to find the witch.

Pimp (Townie) Target Diverter. The Prostitute would have no choice but to obey the Pimp and would have to target the certain player that the Pimp assigned. The Prostitute and the Pimp doesn't know each other's identity. If the Prostitute was able to identify the Pimp, the Prostitute would be able to leave the Pimp's agency and will the targets that the Prostitute selected will no longer be diverted.

Coast Guard (Townie) The Pirate/Mafia Pirate will be arrested/killed if he/she targets the Coast Guard.

The Godfather (Mafia) An alternate version of the Mafia Boss. The Godfather will be given an opportunity to swap the roles of his Mafia Members by the Host before the game starts/Day Phase 1.
Example: Initial distribution of Mafia Roles (randomized from the host): gnut (Mafia Godfather), Mazino (Mafia Gambler), Charlie (Assassin) xnut (Mafia Janitor)
gnut's redistribution of roles (Mafia Godfather) Charlie (Mafia Janitor) xnut (Mafia Gambler) Mazino (Assassin)

Mafia Mastermind (Mafia) When there's a Mastermind on the side of the mafia, the mafia team will have an opportunity to have a discussion before the first Day Phase starts.
 

James Rye

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@GrySun @Evil3ye @xi0 @Copy Panda @Lambu @Hardy @Vandred

Some recycled ideas of mine and one inspired by Evil:


Bounty Hunter (Townie)
Night Action - Can hunt a target, has a 50% chance of killing it and a 50% chance of getting killed. If the BH kills a townie, he receives no reward. If he kills a Mafia or 3rd role, he gets an extra anonymous vote in the following day phase.


Basically a Badass Cowboy version who does his thing at night but due unlike the BC not having the safety of being confirmed as sure-proven townie once he has done a hunt the BH gets an extra vote as reward if he risks a night kill and does get a mafia or 3rd party role. if he kills a townie then that is punishment enough plus he is risking his own life doing the kill action so no reason to give further punishment as death is the ultimate punishment in this game anyway.


Ghoul (Mafia)
Night Action - Either eats a deceased Mafia/3rd Party role or use the previously eaten Mafia/3rd Party role's action once before he can eat again. The Ghoul cannot eat and use the eaten action at the same Night Phase. If he kills somebody as Janitor, the kill remains hidden till the Ghoul dies. If he eats the Mafia Boss, afterwards the Ghoul can chose one night phase to appear as innocent before he can use his eat action again. If he eats the Mentor and recruits a townie, the Mentee becomes an Unskilled Mafia. If the Ghoul eats the Serial Killer he can kill at night on his own without using the Mafia kill action. If he eats Santa he gifts one of the remaining presents to a target of his choice.


I took the idea of the Ghoul and Necromancer and put them together. Now the Ghoul is a corpse eater, as it is from folk tales and video games, who after eating the flesh of his fellow evil members gain their abilities for one night phase. This way an early killed Janitor for example can still be "reused" by the Ghoul at least once. The whole can only eat OR do an action helps to make the Ghoul not powerful. I added the 3rd roles because then the Ghoul becomes a fun Mafia character who actually makes use of dead 3rd party roles. Ofc, it can be left out if seen as too strong as that he can only eat Mafia roles, which alone should be fun given we have usually 2 different mafias so the red ghoul mafia could eat the orange mafia to use the ability once. Then there is the passive Mafia Bomb role which the Ghoul can't actively use so I think that if the Ghoul eats the Mafia Bomb he just becomes a Bomb basically till he dies as the action of the bomb has to be activated by killing the Ghoul.

All in all I think the Ghoul will be a very fun role to play plus it is a role that actually works better the worse things go for mafia/3rd parties as it gets more choices of what to eat and reuse the lost abilities at least once more.


Mastermind (3rd Role)
Before the Game starts the Mastermind gets told what 3rd roles are in the game. His goal is to unite the 3rd roles under his banner and lead them to victory. Each night the Mastermind can recruit somebody, if it is a 3rd role it will join his league as the 3rd role it is, but with the new goal that the league has to win by outnumbering the other factions. If it is a non-3rd role, the Mastermind kills that person. If he targets either the Mentor/Mentee both get recruited at once. Sk keeps his personal killing action as does Santa handing out presents till he has none left. The League has no League kill action like the Mafia does.


The Idea is to have a Mastermind who tries to recruit all 3rd roles in the game and win it as a team of evil on their own against the mafias and townies. Due the MM having a kill or recruit ability the league needs no extra kill action and since the 3rd roles keep their abilities to kill or hand out presents the league becomes a 3rd party chance to win as a SK has problems to win on his own but once he gains a partner who can also kill or get them a 3rd and 4th partner then the chances of Sk winning a game skyrocks.

Also this way with the Mastermind more 3rd role suggestions (Like my Beauty and Rival/Beauty Lover suggestion, the Arsonist suggestion, Shapeshifter, rouge Barkeeper) become more available and plausible as on their own they have hard times winning but put a MM into the game who happens to find them before they are killed or lynched and the game goes differently. Plus I noticed that we get more than 1 3rd roles in our latest mafia games so why not make it that there is a role who can unite all those different 3rd role under one common goal: To win the game!

So what are your thoughts on those 3 roles? They sound good, right? They don't sound OP, right? (expect maybe Mastermind but he gonna have a hard time finding the 3rd roles before they are killed and even united they still risk losing by being killed by mafias or lynched by townies.
--- Double Post Merged, , Original Post Date: ---
I put that role in btw, ain't we all happy about that
Wasn't apprentice my idea or do I remember that incorrectly?
 

GrySun

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Wasn't apprentice my idea or do I remember that incorrectly?
It was, but I put it into the game. I approved it, wrote out the interactions with you to be more descriptive, and buffed it when it sucked.

No energy for the rest right now James.
 

Copy Panda

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actually i put it in the game after finalbeta conceived of this wonderous brain child of a role
 

Evil3ye

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@GrySun @Evil3ye @xi0 @Copy Panda @Lambu @Hardy @Vandred

Some recycled ideas of mine and one inspired by Evil:


Bounty Hunter (Townie)
Night Action - Can hunt a target, has a 50% chance of killing it and a 50% chance of getting killed. If the BH kills a townie, he receives no reward. If he kills a Mafia or 3rd role, he gets an extra anonymous vote in the following day phase.


Basically a Badass Cowboy version who does his thing at night but due unlike the BC not having the safety of being confirmed as sure-proven townie once he has done a hunt the BH gets an extra vote as reward if he risks a night kill and does get a mafia or 3rd party role. if he kills a townie then that is punishment enough plus he is risking his own life doing the kill action so no reason to give further punishment as death is the ultimate punishment in this game anyway.


Ghoul (Mafia)
Night Action - Either eats a deceased Mafia/3rd Party role or use the previously eaten Mafia/3rd Party role's action once before he can eat again. The Ghoul cannot eat and use the eaten action at the same Night Phase. If he kills somebody as Janitor, the kill remains hidden till the Ghoul dies. If he eats the Mafia Boss, afterwards the Ghoul can chose one night phase to appear as innocent before he can use his eat action again. If he eats the Mentor and recruits a townie, the Mentee becomes an Unskilled Mafia. If the Ghoul eats the Serial Killer he can kill at night on his own without using the Mafia kill action. If he eats Santa he gifts one of the remaining presents to a target of his choice.


I took the idea of the Ghoul and Necromancer and put them together. Now the Ghoul is a corpse eater, as it is from folk tales and video games, who after eating the flesh of his fellow evil members gain their abilities for one night phase. This way an early killed Janitor for example can still be "reused" by the Ghoul at least once. The whole can only eat OR do an action helps to make the Ghoul not powerful. I added the 3rd roles because then the Ghoul becomes a fun Mafia character who actually makes use of dead 3rd party roles. Ofc, it can be left out if seen as too strong as that he can only eat Mafia roles, which alone should be fun given we have usually 2 different mafias so the red ghoul mafia could eat the orange mafia to use the ability once. Then there is the passive Mafia Bomb role which the Ghoul can't actively use so I think that if the Ghoul eats the Mafia Bomb he just becomes a Bomb basically till he dies as the action of the bomb has to be activated by killing the Ghoul.

All in all I think the Ghoul will be a very fun role to play plus it is a role that actually works better the worse things go for mafia/3rd parties as it gets more choices of what to eat and reuse the lost abilities at least once more.


Mastermind (3rd Role)
Before the Game starts the Mastermind gets told what 3rd roles are in the game. His goal is to unite the 3rd roles under his banner and lead them to victory. Each night the Mastermind can recruit somebody, if it is a 3rd role it will join his league as the 3rd role it is, but with the new goal that the league has to win by outnumbering the other factions. If it is a non-3rd role, the Mastermind kills that person. If he targets either the Mentor/Mentee both get recruited at once. Sk keeps his personal killing action as does Santa handing out presents till he has none left. The League has no League kill action like the Mafia does.


The Idea is to have a Mastermind who tries to recruit all 3rd roles in the game and win it as a team of evil on their own against the mafias and townies. Due the MM having a kill or recruit ability the league needs no extra kill action and since the 3rd roles keep their abilities to kill or hand out presents the league becomes a 3rd party chance to win as a SK has problems to win on his own but once he gains a partner who can also kill or get them a 3rd and 4th partner then the chances of Sk winning a game skyrocks.

Also this way with the Mastermind more 3rd role suggestions (Like my Beauty and Rival/Beauty Lover suggestion, the Arsonist suggestion, Shapeshifter, rouge Barkeeper) become more available and plausible as on their own they have hard times winning but put a MM into the game who happens to find them before they are killed or lynched and the game goes differently. Plus I noticed that we get more than 1 3rd roles in our latest mafia games so why not make it that there is a role who can unite all those different 3rd role under one common goal: To win the game!

So what are your thoughts on those 3 roles? They sound good, right? They don't sound OP, right? (expect maybe Mastermind but he gonna have a hard time finding the 3rd roles before they are killed and even united they still risk losing by being killed by mafias or lynched by townies.
--- Double Post Merged, , Original Post Date: ---


Wasn't apprentice my idea or do I remember that incorrectly?
Not really sure what you mean by got inspired by me, but perhaps save the explains here for after the current games is done.

Anyways, I kind of like the Mastermind as an idea. Personally I don't think he needs to be told who the other 3rd roles are. IMO it has a viable chance to win as it is. What needs to be worked out is the interaction with the Mafia Lover, as in will he get removed from the other team, will the mafia team know about that etc. Also not sure about the Mentor-double recruit. But generally I see the Mastermind as third party Mason Recruiter with killing ability which could be quite cool.

Bounty Hunter could work with the 50:50 chance each night. I don't think there need to be a mafia kill reward though. That would unbalance the game for this roll too much in favour for the town. So perhaps rename it in like... a crazy kamikaze person or something?

This Ghoul thing really throwing me off, I don't know, too much shit can happen and it's very complicated to deal with. I would scrap that completely and start somehow anew... taking only one element at the time, like if you wanna use this graveyard mechanic things.
 

Copy Panda

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Shouldn't we have a system where the majority of the (townie) kills/deaths happen by consequence instead of choice?
 

James Rye

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Not really sure what you mean by got inspired by me, but perhaps save the explains here for after the current games is done.

Anyways, I kind of like the Mastermind as an idea. Personally I don't think he needs to be told who the other 3rd roles are. IMO it has a viable chance to win as it is. What needs to be worked out is the interaction with the Mafia Lover, as in will he get removed from the other team, will the mafia team know about that etc. Also not sure about the Mentor-double recruit. But generally I see the Mastermind as third party Mason Recruiter with killing ability which could be quite cool.

Bounty Hunter could work with the 50:50 chance each night. I don't think there need to be a mafia kill reward though. That would unbalance the game for this roll too much in favour for the town. So perhaps rename it in like... a crazy kamikaze person or something?

This Ghoul thing really throwing me off, I don't know, too much shit can happen and it's very complicated to deal with. I would scrap that completely and start somehow anew... taking only one element at the time, like if you wanna use this graveyard mechanic things.

All right, Mastermind with just ability to recruit 3rd roles into his league is all I need anyway. As long as it means we get a bigger variant of 3rd roles down the line as well.

Hm, I think I got just the name for a Townie role like that:

Trigger-happy Cop (Townie)
Night Action - Can shoot a target, has a 50% chance of killing it and a 50% chance of getting killed. If the ThC kills a townie, he cannot perform his action in the next night as a consequence. If he kills a Mafia/3rd role, the ThC gets an autonomous vote as reward.


I added the townie kill as a little punishment to balance the reward for killing a mafia. Though ofc, we can just delete both, townie punishment and mafia reward, and just have a "Badass Cowboy" version for the night phase for Townies.^^

Am fine with making the Ghoul simpler as long as he keeps his graveyard mechanic as that is a resource we have only a single role about so far. Giving the Mafia one if the Townie have one seems fair to me.

Ghoul (Mafia)
Night Action - Either eats a deceased Mafia active role or use the previously eaten Mafia role's action once before he can eat again. The Ghoul cannot eat and use the eaten action at the same Night Phase. If he kills somebody as Janitor, the kill remains hidden till the Ghoul dies.


There, now the Ghoul can only eat active Mafia roles, meaning roles that actually have an action. So Bomb, Boss and the like has no meaning of being eaten by the Ghoul. Much simpler yet still fun and kind of important depending on the roles he eats, isn't it? A good role, isn't it?

As for the Bounty Hunter I think I can change it into a 3rd role that is not OP but would ofc be lovely to be recruited by the Mastermind:

Bounty Hunter (3rd Role)
Night Action - The BH hunts down the Mafia and other 3rd roles. He can chose a target at night and kill it. If the target was a townie, he cannot perform his kill action the next night. If the BH manages to kill 3 Mafia/3rd Roles by himself, he wins the game.


I think the BH in THIS setting is interesting because he would need the townies to fail to lynch too many mafias or 3rd roles else he cannot win the game on his own. His goal is achieveable esp. if he manages to survive long into the game to guess the real townies and possible criminals, so it is a cool 3rd role that has a good chance of winning if played cool and level-headed and a bit lucky. Unlike the Happy-trigger Cop, he gets only a punishment and no reward as he has a 100% kill chance. Since he is supposed to be on the side of law but also an unlawful fellow he can kill townies but will get punished by it as every night missed kill is one less chance to cross a Bounty of his list. I am also thinking of giving the BH a list at the start by the Host who tells him 3 randomly chosen of the available Mafia/3rd roles in the game, but just like with the Mastermind, this role would not need it to be fun. I think this role is like a serial killer but with shackles and a beatable challenge so it will be very fun to add to the game without gamebreaking the game like the Shapeshifter did for example.

Speaking of the Shapeshifter I think I go and change his role and his Illusion secondary role as well while I am at it:

Shapeshifter (3rd Role)
Night Action - The Shapeshifter can either hide behind a target or kill a target and replace it with an Illusion. The Shapeshifter can at day tell his Illusions via Host who they should vote for if he wants to. The chosen players getting the PM from the Host with the name he must vote for, cannot associate themselves with the pm given by Host. If they slip up they gets three Penalty Votes on themselves. If the Shapeshifter and his Illusions manages to outnumber the rest of the living players, the Shapeshifter wins.


Illusion (2nd role)
Replaces the target's role without the target knowing it. The player can still write and vote but his actions will also fail to get any results. If an active action is used on the Illusion, the Illusion dies and shatters, revealed as Illusion. If the Illusion receives a pm by the Shapeshifter via Host for his vote's target he has to follow it, otherwise he can vote as he pleases. If the Shapeshifter dies all Illusions die and shatter at the same time.


The idea is basically the same as with the Gambler was with the Noble where it came down to take votes or have townies win additional ones. In this case, the politician. For the Mafia changing votes would be too strong, but for a lonesome 3rd role (depending if the Mastermind doesn't manage to recruit the Shapeshifter that is.) it is actually a challenging yet cool feature. The politician is interesting as he could make mafias vote for their own buddies or have them receive 3 penalty votes which depending on the state of the game can be a death sentence. So the idea for the Shapeshifter is to bide his time, thus the hiding to protect himself ability with all the ups and downs like a regular hider, and gather his forces to start killing off his competition at the right time, thus the Illusion ability where he kill a player but keeps the player in-game as an unknowing Illusion. Ofc, if said Illusion receives too many pms to change his vote or notices that his actions bear no result he might get suspicious. Those "illusions" are "perfect", meaning all the Shapeshifter can do is try to manipulate them, thus the "politician like action" of his but only in regards to his Illusions, but he cannot control them like puppets, so getting too many Illusions too early could backfire for the Shapeshifter if people notice he is in-game and start looking to shatter his Illusions. I think the change makes the Shapeshifter a less killer and more hiding 3rd role who has to get his timing down right t start putting Illusions up as he would rather want Illusions with passive roles as they won't notice a change in their actions as they have none. The most fun part about this role though is that the Shapeshifter could kill and replace a Mafia with an Illusion and the Mafia sends said Illusion out to kill somebody which ofc will automatically fail as no Illusion's action will bear any result. However to make the game still fun and meaningful for the unaware Illusions, their VOTE still matters. And this is where the Shapeshifters ability to manipulate comes in as unlike the politician he could influence several Illusions but a) with the risk that the more Illusions he gets the sooner his cover gets blown and b) the Illusions rather taking the 3 penalty votes than following his order.
So the Shapeshifter got an interesting ability which is not OP as he is on his own and his fellas are really brittle and he has an ability to protect himself but depending on his target, he could still die at night.

You guys think this change is better than the huge wall of texts from before? This way the Illusions could still play the game and have an impact as well if the Shapeshifter decides it is better for his cover to let them roam freely.
 

Copy Panda

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Do the illusions win with the shape shifter? Or are they just there to do their bidding?

Also, I don't think it's wise to have it deal with voting. Nor do I think that the shape shifter should be able to hide behind anything else but illusions. Given that they're illusions, ignoring voting and the like, maybe make it so that their night action simply doesn't work? Like, as if they're blocked, essentially. While they're under the spell of the shape shifter, they're technically quantities for them, but if the SS dies, they're town again? Roles shouldn't be locusts of power, they should disrupt the game around them.

And please less killing roles.
 

James Rye

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Do the illusions win with the shape shifter? Or are they just there to do their bidding?

Also, I don't think it's wise to have it deal with voting. Nor do I think that the shape shifter should be able to hide behind anything else but illusions. Given that they're illusions, ignoring voting and the like, maybe make it so that their night action simply doesn't work? Like, as if they're blocked, essentially. While they're under the spell of the shape shifter, they're technically quantities for them, but if the SS dies, they're town again? Roles shouldn't be locusts of power, they should disrupt the game around them.

And please less killing roles.
Well, the Illusions are part of the Shapeshifter so I would say yes. I mean, they would win without knowing it and it could be a mix of townies, Mafias and possible other 3rd roles but yes they would win.

Good idea about making the Shapeshifter hide behind Illusions! Fits its name and would make it actually necessary to kill somebody to even have a place to hide and since one place to hide might be too risky the Shapeshifter could be prone to get some more hiding places even if it means risking blowing his cover. Also I did wrote that Illusions are basically blocked as they get no results from their actions. Given what you said though you mean that the Illusion is more like "enchanted"`? In that case wouldn't it actually be good to make the turned aware that they are under an Illusion but that they like it as in they changed team and became a 3rd role in this case an "illusion" or better said are under an illusion?

Well, if you want less killing roles (which is real hard for 3rd role I tell ya, though the Shapeshifter could be changed into more of a recruiting and less of a killing one I suppose) I would have the idea of a Townie Deputy who can gets recruited aka revealed instead of killed if killed by Badass Cowboy, Vigilante Townie or Mafia Assassin. Basically a recruit role that runs counter to some but not all killing roles.
 

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Ah, the 'no killing' thing was in reference to the other role, that was unclear mb.
 

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Therapist (Townie) A role that could change a sanity of a certain role with after some pre-requisite
Open for suggestions for this role. My initial pitch would be that roles with sanity could seek help to the Therapist, if the said player managed to identify the Therapist, the player would begin a therapy session and will get his/her sanity changed over a period of time. The Therapist would not be informed of the player's affiliation, nor his/her current sanity

Alcoholic (Townie) Passive Role. The Alcoholic will be a constant presence in the Bar Keeper's bar, meaning instead of being able to invite 3/4/5 players the Bar Keeper could only invite 2/3/4 to the bar since the Alcoholic will be occupying one slot. After a certain amount of presence in the Bar Keeper's bar, The Bar Keeper would be entitled to bar/ban the Alcoholic to his bar. The Bar Keeper will be able to invite 3/4/5 players once the Alcoholic was barred.

Witch Hunter (Townie) Night Role. If the Witch Hunter was able to find Witch, the Witch will automatically be lynched in the next day phase and won't be able to curse a player. The Witch Hunter will have two attempts to find the witch.

Pimp (Townie) Target Diverter. The Prostitute would have no choice but to obey the Pimp and would have to target the certain player that the Pimp assigned. The Prostitute and the Pimp doesn't know each other's identity. If the Prostitute was able to identify the Pimp, the Prostitute would be able to leave the Pimp's agency and will the targets that the Prostitute selected will no longer be diverted.

Coast Guard (Townie) The Pirate/Mafia Pirate will be arrested/killed if he/she targets the Coast Guard.

The Godfather (Mafia) An alternate version of the Mafia Boss. The Godfather will be given an opportunity to swap the roles of his Mafia Members by the Host before the game starts/Day Phase 1.
Example: Initial distribution of Mafia Roles (randomized from the host): gnut (Mafia Godfather), Mazino (Mafia Gambler), Charlie (Assassin) xnut (Mafia Janitor)
gnut's redistribution of roles (Mafia Godfather) Charlie (Mafia Janitor) xnut (Mafia Gambler) Mazino (Assassin)

Mafia Mastermind (Mafia) When there's a Mastermind on the side of the mafia, the mafia team will have an opportunity to have a discussion before the first Day Phase starts.
Not sure if ignored or the roles were so bland they don't even deserve someone's comment...

:dumpster
 

Takuan

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@FaustXIII i see you asking for feedback in like every thread, i pity you, so i'll give my feedback for all its worth...

I like your mafia roles the most. Though i don't know what the point of the Godfather would be, in terms of strategy. At the end of the day the roles will still be the same, and as i see it, the only benefit of swaping the roles around the members would be to please them. Like, player A prefers that particular role and feels he'd do a better job at it than player B. But in order to do that and plan all of this, the Godfather would need to talk to his team before... Maybe thanks to the Mastermind. As i see it, the Godfather would'nt be that useful otherwise, if you can't plan it with your teammates.
The Mastermind seems cool, i like it.

In your townie roles, i like the Coast Guard the most, since it can be a good counter to Pirate/Mafia Pirate, especially the Mafia Pirate. I don't see the point of countering the Townie Pirate if you (the Coast Guard) is townie yourself. And this is the problem i have with your other roles (Witch Hunter, Pimp, Alcoholic). It feels like only countering your own teammates. Especially the Pimp.
I don't know what to expect from the Alcoholic, i mean the barkeeper is such a unique role and based on luck a lot, with an Alcoholic one might be able to create strategies with the Barkeeper. Never played BK so i can't tell if Alcoholic could be beneficial in some way.
The Witch Hunter's only use is to lynch a townie and make this townie's role useless... If that isn't screwing your own team over i don't know what is.

The therapist is interesting, it could be a nice addition tbh. The problem i see is how long it would take to be useful. First one player (having a sanity) would have to find who the therapist is, which can already take a while, up to maybe D2 or D3. Then it would take a "therapy session" to get his sanity changed "over a period of time". It feels like way too long for it to be worth it. Might be a good idea to change this a bit.

That's it for my feedback; being a pretty new and unskilled player, you might take my points with a grain of salt.
 

Faust

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@FaustXIII i see you asking for feedback in like every thread, i pity you, so i'll give my feedback for all its worth...
Thanks for the feedback!

I like your mafia roles the most. Though i don't know what the point of the Godfather would be, in terms of strategy. At the end of the day the roles will still be the same, and as i see it, the only benefit of swaping the roles around the members would be to please them. Like, player A prefers that particular role and feels he'd do a better job at it than player B.
But then again there are well established players in this community. As The Godfather wouldn't you want to swap the roles that fits your teammates's skills and tendencies?

For example, you wouldn't want a Mafia Assassin in the hands of an impulsive player if you have the opportunity to give to another mafia teammate that can use the assassinations well.

Most established players might also attract unwanted attention just like in the case of @MidoBan's who dies/gets lynched on Day 1/Night 1 for consecutive games because some players were threatened by his skills. He is still probably the most skilled player in MH ever. Too bad he isn't active anymore.

Placing the more important roles to players who might not get least suspicion or can handle suspicions well might give the Mafia team a better chance of winning don't you think?

But in order to do that and plan all of this, the Godfather would need to talk to his team before... Maybe thanks to the Mastermind. As i see it, the Godfather would'nt be that useful otherwise, if you can't plan it with your teammates.
The Mastermind seems cool, i like it.
Merging The Godfather and Mafia Mastermind into one role is actually a good idea!

In your townie roles, i like the Coast Guard the most, since it can be a good counter to Pirate/Mafia Pirate, especially the Mafia Pirate. I don't see the point of countering the Townie Pirate if you (the Coast Guard) is townie yourself. And this is the problem i have with your other roles (Witch Hunter, Pimp, Alcoholic). It feels like only countering your own teammates. Especially the Pimp.

I don't know what to expect from the Alcoholic, i mean the barkeeper is such a unique role and based on luck a lot, with an Alcoholic one might be able to create strategies with the Barkeeper. Never played BK so i can't tell if Alcoholic could be beneficial in some way.
The Witch Hunter's only use is to lynch a townie and make this townie's role useless... If that isn't screwing your own team over i don't know what is.
Yeah I suggested most of them as counters to roles that hasn't have a counter already, for some sort of balance in the mix.

Townie roles in my opinion should only be counters to Mafia/3rd Party roles
That's why we have for example Sickly and Healthy, Townie Bomb and Bomb Diffuser

Certain interactions with Townie that counters other Townie might make a game more interesting actually.

The therapist is interesting, it could be a nice addition tbh. The problem i see is how long it would take to be useful. First one player (having a sanity) would have to find who the therapist is, which can already take a while, up to maybe D2 or D3. Then it would take a "therapy session" to get his sanity changed "over a period of time". It feels like way too long for it to be worth it. Might be a good idea to change this a bit.
Yeah I can't come up with a reasonable time period myself. Maybe hosts who've hosted games that dragged on for several day/night phases or games who've had a lot of players might have a good insight on how long the therapy should last.

That's it for my feedback; being a pretty new and unskilled player, you might take my points with a grain of salt.
Thanks again for your feedbacks!
 

James Rye

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Therapist (Townie) A role that could change a sanity of a certain role with after some pre-requisite
Open for suggestions for this role. My initial pitch would be that roles with sanity could seek help to the Therapist, if the said player managed to identify the Therapist, the player would begin a therapy session and will get his/her sanity changed over a period of time. The Therapist would not be informed of the player's affiliation, nor his/her current sanity

Alcoholic (Townie) Passive Role. The Alcoholic will be a constant presence in the Bar Keeper's bar, meaning instead of being able to invite 3/4/5 players the Bar Keeper could only invite 2/3/4 to the bar since the Alcoholic will be occupying one slot. After a certain amount of presence in the Bar Keeper's bar, The Bar Keeper would be entitled to bar/ban the Alcoholic to his bar. The Bar Keeper will be able to invite 3/4/5 players once the Alcoholic was barred.

Witch Hunter (Townie) Night Role. If the Witch Hunter was able to find Witch, the Witch will automatically be lynched in the next day phase and won't be able to curse a player. The Witch Hunter will have two attempts to find the witch.

Pimp (Townie) Target Diverter. The Prostitute would have no choice but to obey the Pimp and would have to target the certain player that the Pimp assigned. The Prostitute and the Pimp doesn't know each other's identity. If the Prostitute was able to identify the Pimp, the Prostitute would be able to leave the Pimp's agency and will the targets that the Prostitute selected will no longer be diverted.

Coast Guard (Townie) The Pirate/Mafia Pirate will be arrested/killed if he/she targets the Coast Guard.

The Godfather (Mafia) An alternate version of the Mafia Boss. The Godfather will be given an opportunity to swap the roles of his Mafia Members by the Host before the game starts/Day Phase 1.
Example: Initial distribution of Mafia Roles (randomized from the host): gnut (Mafia Godfather), Mazino (Mafia Gambler), Charlie (Assassin) xnut (Mafia Janitor)
gnut's redistribution of roles (Mafia Godfather) Charlie (Mafia Janitor) xnut (Mafia Gambler) Mazino (Assassin)

Mafia Mastermind (Mafia) When there's a Mastermind on the side of the mafia, the mafia team will have an opportunity to have a discussion before the first Day Phase starts.
Not a host but here's my guess for the roles:

Therapist I tried to get such a guy into the game 3 times each with a different name like Quacksalber, Headscrewer or Therapist. Each time it was denied. Dunno if this try can get through. A townie role to find out dets or doc sanitys soon is pretty strong as the det no longer need to wait for deaths to know his sanity plus if the therapist can change a naive into a sane det then it is a very strong role for townie to have. Maybe if it has a 3 unbroken therapy session or something where he then finds out the original sanity and can change it if he wants it but then the sanity gets "rerolled" which is basically a 50:50 on either getting sane/insane or crap. But ofc the new sanity is not known to either of the two roles.

Dunno about the Alcoholic. If you want a role to mess with the BK it should be a Mafia role in my book as it is a very weak and annoying role so it should at least belong to the Team that could profit from it a little bit. That way the passive Mafia role would block one of the chosen roles of the BK by random, without the BK knowing that one of his chosen players got replaced by the Alcoholic or Drunkard and if the BK finds out the Mafia Role it doesn't really help him as the Alcoholic is only a passive Mafia Role meant to annoy and hinder the BK till he is dead or lynched.

Witch Hunter Hmmmm, I get what you mean, but come on. The Witch is already such a weak role, nearly all roles are weak in my book when they are passive because then the players don't have anything active to do expect posting and voting and guessing who's mafia and who's not. And in regards to the Witch we do have the Mason Recruiter who can turn the Witch into a Mason and join a group where she could be more useful in the long run. So I don't see the need for such a specific role.

Pimp No, big no from me. Every player who is the prostitute would kill the Pimp if they could. A player playing another player's role is beyond evil and unnecessary. However, the idea of a role that solely exists to "redirect" targets, either randomly or chosen, is a funny one. Maybe I like it because I was the one who introduced that kind of action with the BK and his 33% redirect change to a random target.
I would name that role Director for example. The Director would be a townie role with the night ability to redirect his targets action, if the target has an action or even used it that night, on a target of his chosen. Kinda like this "I chose James Rye to target GrySun" as pm to the host. If I have an action and use it this night, like on Holt, then in truth it gets redirected without me knowing or maybe with me getting a pm that my target did got redirected but not at who. Though that kind of message would be too good for Director as he could prove himself too easily. This action redirecting could also be used for Mafia but here as a 50:50 chance 50% chance to succeed like the Director or 50% for the target to get told that somebody tried to redirect their target but failed. We could name that Mafia role Conman for example.

Coast Guard N,o again as above. I like the idea of an anti-pirate role but then it should be one that either can look behind the disguise of the stolen role or who can protect a group every night from having their role stolen.

Dunno about the Godfather. Doesn't seem necessary to me, getting random roles is one of the fun parts of Mafia, why should the Mafia kept except of that rule?

Mafia Mastermind, eh, I like it more as a 3rd role trying to create their own League of Evil by trying to find and recruit other 3rd roles which will be hard given we have so few 3rd roles, yet, and given that besides the Mastermind we will have like one or two more 3rd role at max. So no. I don't think this role is needed.

Hope I wasn't too harsh but I had my fair share of harsh critic as well for plenty of my roles, so yeah. Good luck.

Hey, Hosts! You guys think we can try out the Old Cat Lady Townie role,please? That one had a lot of support!
 

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I would name that role Director for example. The Director would be a townie role with the night ability to redirect his targets action, if the target has an action or even used it that night, on a target of his chosen. Kinda like this "I chose James Rye to target GrySun" as pm to the host. If I have an action and use it this night, like on Holt, then in truth it gets redirected without me knowing or maybe with me getting a pm that my target did got redirected but not at who. Though that kind of message would be too good for Director as he could prove himself too easily. This action redirecting could also be used for Mafia but here as a 50:50 chance 50% chance to succeed like the Director or 50% for the target to get told that somebody tried to redirect their target but failed. We could name that Mafia role Conman for example.
So... The hypnotist? That I played too well once and it was banned ever since?
 

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what does that one do again?
It chooses a target to redirect every night. Great fun for townies and scum alike, I'm sure.


Hey, Hosts! You guys think we can try out the Old Cat Lady Townie role,please? That one had a lot of support!
I am fairly certain that Old Cat Lady had mostly received support because people like the name, and I'm not even kidding. It's a broken role that none of the hosts approved.

The suggestion was this:

Old Cat Lady (Townie) - At the start of the game (suggestion: during or at the end of the first day) the Old Cat Lady chooses a neighbourhood of 3-5 players depending on the size of the game. Each night the Host will randomly tell the Old Cat Lady a randomized result of the following three options:
- 1) What actions were used on her neighbourhood but not on whom exactly;
Example: "Your neighbourhood was targeted one or more times by the following actions: investigation, roleblock, role stealing, recruitment"​
- 2) What actions her neighbourhood did that night but not who did what;
Example: "One or more people from your neighbourhood performed the following actions: hiding, killing action, present delivery"​
- 3) Randomized role reveal, just like a Barkeeper.


As it is, it's a confirmation machine. It's Mafia Det, Spy and... reverse Spy combined, acting on 3-5 players at once, every single night. Either it gets a serious reworking, or I don't see it ever making its way into the role list.

Panda had a suggestion to turn it into this:

Old Cat Lady 2.0 (Townie) - OCL selects a nyanbourhood of 3-5 players and the host tells her how many of those players used an action, and how many of those players were targeted by an action. She can't select a new nyanbourhood till her old one completely dies off.


Which I still don't like. Getting a confirmation on active/passive claims as soon as Night 1 on 3-5 people is already huge, and the OCL 2.0 would continue to get free results with no effort required for nights on end, getting more and more accurate the more of her nyanbourhood members die off. The role would have the potential of reducing the claiming space of mafia claims by a pretty big margin, essentially making it so that you should almost automatically claim an active role if you're killing or doing something every night, and passive if you don't plan to - risking doing otherwise just wouldn't be worth the effort, which is an unnecessary and honestly not fun restriction if you ask me.
 

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Um, will check this thoroughly tomorrow or thursday.
 

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@Vandred Good critic here are two suggestions to replace the broken role with a functional one that still had merit in being used:

Old Cat Lady (Townie)
Night Action - Adds a player to her neighborhood. The OCL gets informed by the host who used an action on which player in her neighborhood but not what action it was.


This set-up the OCL is basically like a radar. She only gets told who used actions on her neighbors, which depending on the size of her growing neighborhood can be more or less actions. It is growing because 1) then it starts small and not big right from the beginning which is too much of a bonus and 2) this way the OCL can prevent her neighborhood from dying out and making her role obsolete. I am not quite sure yet if she should be told ALL actions on ALL neighbors as depending on the size of her neighborhood that could be a lot or just randomly, which at the start would be only one player to be randomly targeted but given he lives long enough it will then be 2 and 3 and so on. Probably random, I think, that way the size the OCL decides upon gives her sort of a percentage of what target she gets told were actions used on, like 1 neighbor 100% 2 neighbors 50%50% and 3 33% each and so on.

Old Cat Lady (Townie)
Night Action - the OCL can target a player and observe him during the night phase. She gets told of everybody who used an action on her target but not what actions those were.


Here, we basically have ALL players be the neighborhood and the OCL is less of a radar with a growing group of observed targets and more of an "upside-down spy" where she does not observe the "active player", like the spy hopes to get one when he chooses his target, but the "receiver" of the action aka the victim in case of a murder for example. The fun part about a spy is that if he is lucky he can catch the murderer red-handed if he happened to observe the killer of the in the night murdered victim. Ofc the spy can never quite be sure if that person really did murder the target or if he was a det who investigated and who happned to investigate the same target as the killer or a naive doc or an insane doc or a prostitute or an apprentice who wanted to learn. But it is a start, it is something. The Old Cat Lady on the other hand observes the potential targets of such actions, so in theory she could find more actions in one night if she happened to observe a "popular" target. After all the spy can only observe one action done by the target itself as even the BK can influence only one player from the ones he invited whereas the OCL could observe "James Rye targets GrySun, Holt targets GrySun, Demonspeed target GrySun" in a single night but have no idea who did what exactly on Gry, if he died the OCL would ofc know that one of those 3 have to be the murderer just like the spy can assume that with his observation "James Rye targets GrySun" and Gry being dead next day phase. The idea here is to have the OCL be more of an active part whereas in the other role suggestion she is more of a passive part, kinda like a fisher throwing out his bait and waiting for somebody to bite, here she is looking each night at somebody and either gets unlucky (nobody targeted the observed target that night phase) or lucky and gets one or several people reported who did target the player the OCL observed this night phase.

From the two suggestion I guess I might like the 2nd option a bit more due many players already having experience with the spy so it would not be too hard to understand the OCL as well. Plus with that variant we can just add the "Paranoid Old Cat Lady" who gets random targets just like the Paranoid Spy so that the real OCL can never be quite sure if she is sane or paranoid till after a couple night phases and ofc day phases where people admit they did target the players in the nights she says has observed then.

And, does those 2 still sounds broken?^^

Um, will check this thoroughly tomorrow or thursday.
Yes, please!
--- Double Post Merged, , Original Post Date: ---
Alright, I'll put up some of the role ideas I got from Faust's suggestions:

Drunkard (Mafia)
The Drunkard will at night replace one of the invites from the Barkeeper without the Barkeeper's knowledge.


A simple passive role with an impact of another, very often, used Townie role. Mafia doesn't have many passive roles anyway and at least this role fulfills something by hindering the BK a little compared to some other roles of the Mafia like the Unskilled Mafia Member. Also this way the Hosts could use the Drunkard on the Mafia team to give them the idea that a BK or some BKs are in the game whereas in truth none is. Just you know, for a certain troll host to consider as an option.

Secret Service (Townie)
Night Action - The Secret Service chooses a target to protect. He will then block all actions used on that target in the same night phase. If one of those actions is a kill action, the Secret Service dies instead of the target.


Basically a "Super" Bodyguard who is useful alive as he could block the Mafia Investigator or Mafia Pirate actions if they were to target his protected player. Ofc like a normal Bodyguard he would die to save the other player's life. And ofc he could end up blocking a det investigation or an apprentice following action as well, so his role is a two-sided blade but surely an interesting one to play with.
This is the idea I had for the pirate counter role albeit him defending only one role from having his role stolen could be not strong enough as a pirate counter.

Maybe a 3rd role that also steals roles but unlike pirates changes it daily by returning old roles back to their previous owner and need to steal a pirate role to make it permanent or something like that? A Buccaneer for example?
Thoughts on that matter?
 
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