Not sure who to vote!
Marma for the chocolate orange?
Or maybe Cres as my way of saying welcome back? She also didn't make anything too crazy yet, makes her sus lmao
Or Grysun for not posting the next batch in top 10 ?
Funnily enough Passive Jinx makes me worry more than Active Jinx because of the alignment issues and other chaos (masons etc.) that usually follow her passive self
Are there priority levels to these traits? Or they follow along normal game role levels? I was just wondering if the harden criminal could make me lose my one passive that I’m going to lose? Or if it would be like after everything? Does my question make sense?
Poor Dego studied all those roles only to start in a game with custom roles.
Funny that the 2 queens of lies both have more than average roles. But having more kinda stands out so not sure a mafia would reveal to have a bunch but these are bold players so we never know. From the 2 would trust Crescent more for being the first.
Demon sounded good to me, arrow was weird with the whole number confusion, not sure how he wouldn't know.
That is what stands out to me at first glance.
Okay finally some time to sit down and look at things properly. With 14 players thats 3 or 4 mafias, potentially some Traitor or third party mixed in. Dont mind my ramblings, just wanting to write down my thoughts as it helps me get going.
The Traits are our roles, kinda. Depends what you've been given, there's both real roles in the mix as well as some other unique effects so everyone could range from basically vanilla to some mixed bag to a proper role. They make it pretty hard to work with as there's a ton of room for mafia to lie and we can't use typical game structure to reason whats "likely in the game" and whats not.
There's also no structure here, anyone can have any number of traits depending on what the hosts wanted.
Then there's some sort of dungeon crawling through doors at night. Feels extremely complicated for a host to manage so good luck hosts lol. Depending on the door we get even more choices which is more stuff every player can do. What we can do D2+ is to share what cards were offered in which door, but N1 it'll be quite random.
As for what the tarots do we don't have any neat list like we do for traits so remains to be seen. Main thing to remember is that there is a max of how many people can take a tarot card, so it's very likely several of us will go empty as the same door is entered by many people and they all go for the stronger sounding card. Potentially very random info overload on D2 that may be hard to make sense of.
Some Traits thinking:
Mafia can remove town passive Traits and probably will be doing that every night, I expect at most 2 passives to go poof every night(though we can probably replenish our passives with the Tarots?). Then they have 1 strongman use and essentially a repeatable Janitor. Which will be quite annoying in such a game.
Third party has a sort of Traitor listed? Weird to call it third party when they win with mafia. Seems a much worse version of Traitor on paper, we may have this ingame. Then it has Lovers, hopefully this one's just a red herring to mislead us, but sounds quite elaborate. Like a mix of Mentor, where a Lover can marry someone N1 and then they become a Lover team. And if we kill the wrong Lover of the 2 they keep spreading like a plague. Yeah, this one better not be in the game.
Town has a Detective sidegrade, but actually a stronger version due to no sanity? Then there's Miller traits that could mess up our Detective and we can't do anything about it but lynch to confirm. Innocent Child, a restless spirit except it continues like an Illusion
And finally it has these that could be on anyone, town or mafia: Spy, Doctor, Bodyguard, Sickly, a random gamble Trait to get any other random Trait, a random debuffer, a random buffer(jeez Asako ease up on the rng), Prostitute, Hider, Necro, then a bunch of negative effects some I still dont understand(terrified), real Restless, some super Healthy Townie, BP, one-time BP, bunch of trackers that tell you if anyone targeted you...
Thats a LOT. No way is everything in the game but the sheer amount of possibilities will make it nearly impossible to deduce what happened in some night phases.. So that wont be fun at all, but I like the creativity.
This time I ain't Mafia, thank god for that.
I got two traits. One is a pretty strong trait the other one not so much. Will probably use the strong one most of the time if not always.
This reads like you have 2 active traits you need to choose which one to use, so you omitted the passive "townie" trait in your count? Some maybe count it and some don't like James which could make the list Sam was making quite confusing later.
Okay finally some time to sit down and look at things properly. With 14 players thats 3 or 4 mafias, potentially some Traitor or third party mixed in. Dont mind my ramblings, just wanting to write down my thoughts as it helps me get going.
The Traits are our roles, kinda. Depends what you've been given, there's both real roles in the mix as well as some other unique effects so everyone could range from basically vanilla to some mixed bag to a proper role. They make it pretty hard to work with as there's a ton of room for mafia to lie and we can't use typical game structure to reason whats "likely in the game" and whats not.
There's also no structure here, anyone can have any number of traits depending on what the hosts wanted.
Then there's some sort of dungeon crawling through doors at night. Feels extremely complicated for a host to manage so good luck hosts lol. Depending on the door we get even more choices which is more stuff every player can do. What we can do D2+ is to share what cards were offered in which door, but N1 it'll be quite random.
As for what the tarots do we don't have any neat list like we do for traits so remains to be seen. Main thing to remember is that there is a max of how many people can take a tarot card, so it's very likely several of us will go empty as the same door is entered by many people and they all go for the stronger sounding card. Potentially very random info overload on D2 that may be hard to make sense of.
Some Traits thinking:
Mafia can remove town passive Traits and probably will be doing that every night, I expect at most 2 passives to go poof every night(though we can probably replenish our passives with the Tarots?). Then they have 1 strongman use and essentially a repeatable Janitor. Which will be quite annoying in such a game.
Third party has a sort of Traitor listed? Weird to call it third party when they win with mafia. Seems a much worse version of Traitor on paper, we may have this ingame. Then it has Lovers, hopefully this one's just a red herring to mislead us, but sounds quite elaborate. Like a mix of Mentor, where a Lover can marry someone N1 and then they become a Lover team. And if we kill the wrong Lover of the 2 they keep spreading like a plague. Yeah, this one better not be in the game.
Town has a Detective sidegrade, but actually a stronger version due to no sanity? Then there's Miller traits that could mess up our Detective and we can't do anything about it but lynch to confirm. Innocent Child, a restless spirit except it continues like an Illusion
And finally it has these that could be on anyone, town or mafia: Spy, Doctor, Bodyguard, Sickly, a random gamble Trait to get any other random Trait, a random debuffer, a random buffer(jeez Asako ease up on the rng), Prostitute, Hider, Necro, then a bunch of negative effects some I still dont understand(terrified), real Restless, some super Healthy Townie, BP, one-time BP, bunch of trackers that tell you if anyone targeted you...
Thats a LOT. No way is everything in the game but the sheer amount of possibilities will make it nearly impossible to deduce what happened in some night phases.. So that wont be fun at all, but I like the creativity.
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Going back through the pages now, dont mind me
This reads like you have 2 active traits you need to choose which one to use, so you omitted the passive "townie" trait in your count? Some maybe count it and some don't like James which could make the list Sam was making quite confusing later.
I do agree with you on all points. I suppose its just a matter of trying to navigate the chaos as best we can. As door options decrease when the game progresses, its probably the early days that will see more effects/traits gained than later days (potentially)...
This reads like you have 2 active traits you need to choose which one to use, so you omitted the passive "townie" trait in your count? Some maybe count it and some don't like James which could make the list Sam was making quite confusing later.
Nope, no negatives. Have 2 actions to choose from and 1 passive that may never trigger and matter making it kinda whatever, and second passive is the obedient one.
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But knowing my luck I'm gonna go through the one door that's full of negative tarots to mess me up
Hmmm bit confusing if he's talking about Crescent's passives in that exchange or his own, but if it's 1 active 1 passive his first post wording doesn't really make sense.
You say this but they'll probably just be numbered doors or so, your choice being randomized isn't any worse than someone with a choice randomly picking their door lol.
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I'm out for now, will do a semi early vote with !votekill James something is odd with his wording and claims
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Though I wouldn't mind Nash or Sam either, that amount of shamelessness last game has to be punished
Hmmm bit confusing if he's talking about Crescent's passives in that exchange or his own, but if it's 1 active 1 passive his first post wording doesn't really make sense.
Hmmm bit confusing if he's talking about Crescent's passives in that exchange or his own, but if it's 1 active 1 passive his first post wording doesn't really make sense.
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You say this but they'll probably just be numbered doors or so, your choice being randomized isn't any worse than someone with a choice randomly picking their door lol.