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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Copy Panda

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Hum I don't like either of them Uberchi; I agree the Lovers need... Something, but I don't think it should be this sort of protection. And if I understand Samurai correctly, it sacrifices itself?
 

James Rye

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Vote manipulation is too powerful for mafia, but this ain‘t vote manipulation imo. There‘s a difference between an out of nowhere anonymous vote near day end to change lynch and from the start one player can‘t vote. Though I‘d certainly call it good for mafia.

Can you link your old suggestion that was similar?
Gimme a bit, I have written over 7 pages of comments in here...

Mafia Treasurer (Mafia)
Day Action: Bribe - PM's the GM which player should get bribed. Bribed player loses right to vote for this day and Treasurer can use bribed player's vote as seen fit.
Okay, this is the Mafia Treasurer written in Feb14, 2015 who basically stole the vote. So not just blocking but reusing it himself. Should have just made it a vote blocking role. Evil3ye liked it.

Alright, nobody expect maybe two or three like to try out the Injury rule and related classes and that's fine with me.

However, we could still make use of the Nurse and the Brawler. For example in regards to the sickly Townie who infects people with the Not Voter disease. In other words we could make the Brawler a Mafia character who can also hurt people at night to not vote the following day, however unlike the sickly townie he can do so only a couple times, maybe 3 times per game?
The Nurse has the day action Treatment where she treats the Not Voter disease bedridden person to make her/him healthy enough to go vote again.

Or the Nurse can be made into an aid role who acts like a naive doc when hitting non doctor role player but when she aids an insane or naive doc their actions gets treated as if they were sane. Thus a Nurse would want to find the doctors, preferably the insane and naive ones and aid them to prevent them killing/actually doing the healing. This way Townies have the chance of actually two "sane" docs healing with three people being involved. This way even the death of a sane doc early on isn't all that hard as long as the Nurse finds the other two docs.

Too lazy to write role correctly quotes. I'll do so once I hear what people think about said roles if they could make it in or not.

Oh, and I would really like a third role Cult role, kinda like a demon worshipper cult which has to get 6 cultists before the end of the game and stay hidden or something like that.^^
And this one was about the rejected Idea of adding "Injury" as a player status where I offered the idea of Mafia Brawler being a voteblocker like sickly townie but with a restriction of 3 uses. Was posted Auf.16 2015. But no one reacted to that and later I came up with the idea of cops and corrupted cops and that was discussed to death until it got thrown into the trashcan. XD

Here is only one new suggestion, in honour of our dead Noble:


Fallen Noble (Mafia):
Day Action - If the Fallen Noble has killed somebody succuesfully in the previous night he can use the vote of his killed victim in the day voting besides his own. The vote of the murdered victim can only be given as a locked vote.


The idea is to give the Mafia a vote extra role similar to the Noble of the townies. But since a mafia with always 2 votes on would be way too powerful, he is forced to kill and cannot make that vote appear as anonymous like the townie Noble, thus the "Fallen Noble". He is basically like the Mafia smuggler I created weeks ago but without the killing without being noticed part.
In other words he is a role Mafia either wants to hide till the end of the game or use early on to make the townies be distracted by a Fallen Noble running amok and reusing the votes of the dead against them the next days. Plus such votes can always create interesting discussions whenever it was used to get a townie killed by breaking the tie or to cover a mafia as there is no way a mafia member would mark his own buddy with an instant locked vote.
My Fallen Noble Idea who is also about votes. Ofc another idea would be to change the "uses vote of dead player name" to "anonymous vote". Evil3ye had a similar thought of a Mafia Noble. But the Fallen Noble never got discussed and was then forgotten by what was the new hotness of every Host to talk about: THE OLD CAT LADY! XDDD
So I never found out if other hosts would have liked the idea of a Fallen Noble/Mafia Noble (Fallen Noble could be like 3rd party perhaps?) as they never talked about it. But I can't blame them given I was churning out ideas weekly back then. That was in Dec22, 2015.
Man, the OCL idea was so well liked by so many (and still seems to be liked nowadays), how come it didn't made it into the game for so many years~~~


Mad Scientist (Third Party)
Each night the Mad Scientist hands out a Not Voter disease to a player, which follows the regular roles of Not Voter disease. The Mad Scientist cannot be infected. The Mad Scientist wins the game once all remaining players expect him are infected.
This 3rd Party Role got ignored by all hosts, was in Mar2, 2018. Never knew if it was seen as good or bad idea. Probably bad. XD

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.
Has nothing to do with Vote blocking of Mafia/3rd roles but this was a Protector Role you liked back then Gry. I think a Protector role that could also block Pro-townie moves like docs, prostitutes, dets and spies and ofc apprentices while also doing the same to Escort blocks, kills (on cost of his life), Poisoning, Mafia Det, Mafia Pirate etc, BUT ofc Strongman should be able to get past the Secret Service, so that should be added to it, looking like this:

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 except the Strongman kill action. If one of those actions is a regular kill action, the Secret Service dies instead of the target.


I still think we need more Protector roles we basically got only two, Docs and Bodyguard, that ain't much even with the sanities added to it as a naive doc is just a fancy normal townie who got trolled by the hosts.^^

And here is the last one, Drug Dealer with Junkies which was very liked back in 2015 but put back to the shelves to let other ideas like Bar Keeper and Prosecutor be tested first, then it was forgotten and revived in 2019, Jan.30 by yours truly:

Drug Dealer stays a 3rd role (as compared to Townie and Mafia we still don't have that many 3rd roles) but what are we missing in the 3rd role pool? A blocker. But how can a Blocker win a game? By not being able to block the same target again!
Read what I mean:

Drug Dealer (3rd party)
The Drug Dealer hands out drugs to 1-3 people per night. Depending on the amount of drugs taken over the nights, the Junkie stage of the target will change accordingly and its effects will be done immediately. The Drug Dealer wins if he is still alive while only Junkies of stage 2 are in-game.


Junkie (secondary role)
The Junkie role gets added to every player who received a drug that was not blocked or protected from. The more drugs the Junkie receives the higher his stage will rise and the effects will happen immediately. The Player is unaware that he had become a Junkie.
Stage one: Junkie is blocked the same night he received the drugs.
Stage two: Junkie receives the Not Voter Disease for the next day phase. He cannot hand it over to other players. He loses the NDV after day phase is done.
Stage three: Jukies dies the same night he receives his third drug.


The idea is that the Drug Dealer is basically a "deadly mass blocker" with the problem that he can block every target only once and that once he drugged some people twice people will find out about him being in-game due the NVD happening to several people. The Drug Dealer should be seen as a strategic role aka will the DD play slowly drugging one person at the time before drugging 2 or 3 people at once or will he go in for the quick bucks and target the same 3 targets 3 times in a row (which usually means that the docs are alarmed after night 2 that 3 people received NVDs and might die next night phase if they get another drug) or will he try to get every player to stage 2 as quickly as possible but with him unable to receive the drug status, the amount of people he can hide becomes smaller and smaller with every drug batch he hands out every night.

I think with those chances the Drug Dealer will be an interesting and unique role to play. With his possible 3 blocks from night 1 he can wreck havoc if he gets lucky and hits active roles or the killer roles of mafia, townie and 3rd parties, but since he can block every target only once per game he is no game-breaker. If he could block indefinitely he would be.
With the Junkie stages (which reminds me of first use aka fixer, usual customer aka being in heaven due the drug and not caring about the real world aka not voting and ofc last stage golden shot = death) the hosts can easily check who got how many drugs while stage 2 is a mass alarm for ever player just like Santa's NVD gift was for everyone else in last game. This way Junkies become both the path of DD's way to win as well as his possible undoing as players would know that all stage2 junkies could be taken out as possible DD targets for good.
Either DD goes murder on town, which would still be fair given he would need 3 successful nights on 3 targets in a row meaning 3 deaths in 3 nights = 1 dead in 1 night just like a regular serial killer. Or he goes mass stage 1s before turning them into stage 2s in hopes he can avoid getting killed or lynched to win the game by having everyone be a stage 2 junkie. Or he stays low blocks one person every night, hoping they don't die and not drugged players die first so that the unaware junkies can be turned in 2 quick nights or best only one final night with 3-4 remaining targets, hoping the not stage 2 one either gets killed or lynched to only then at the very end have people worry about a DD being in the game.

And ofc a Barkeeper changing the Drug Dealers targets without his knowledge gonna be great confusion, including the Drug Dealer who suddenly doesn't know who got his drugs and who didn't. xD
But.... nobody talked about it... :emocat
But the role also had NVD as ability.

Btw I got 'nother idea about a 3rd role borrowing the Bounty Hunter Idea I had way back then but now is much more evil.^^

Leatherface (3rd Party)
Chose a player at night and kills him. Takes the face of his target and leaves a "???" death reveal on the target in the next day phase. Wins the game once he has a collection of 5 faces.


The idea is a 3rd Party Janitor who has to win on his own. Usually it is really difficult to get 5 kills so I figured it would be a fair assignment due Santa also having the role of successfully gifting 5 gifts and I know as Santa player twice how hard that is. Plus you Gry as sole Santa winner should know that actually doing that should be pretty satisfying so I figured this win condition for a Solo Janitor is fair.

Which gets me to our Serial Killer who gets described as a "lone Mafia Memebr". How about we add a win condition to all Solo roles who don't have a partner liker lovers or Mentor? In this case for example:

Serial Killer (Third Party): The Serial Killer is like a lone Mafia Member. He kills once per night and his goal is to be the sole survivor of all not-Townie Roles. (GAME 5)

Meaning the SK would win the game once he is the last Not-Townie role in-game, so he would have an interest in finding and killing Mafias and other 3rd roles because that way he can win the game easier. And I think this is more fair as before because being the sole survivor of the entire game cast is superhard as a Solo kill role. What do you think, @GrySun ?

Also @gnut you asked me a couple years ago about an informer role who gathers and provides information from the streets. How about this one:

Informant (Townie)
At night can either ask the hosts if a Role is or isn't in the game or tell Hosts to send another player one of his gathered Information. The Informant is not allowed to disclose his gathered Information in the thread nor who he gave the Information to. The informed players however can do so.


I made this one about Roles so he is basically a Mafia Det for Town. We could also make him a Mortician about people still alive, like asking the hosts which kinds of actions were used on Player X in the last night. The idea is to prevent the Informant to shout out what Infos he got but has to decide whenever or not an information is important enough to deliever to a townie of his trusting while sacrificing another chance to gather more Infos. Ofc he has no control over what that townie will do with that Info. Will he tell everyone or not? Will he tell a lie and why? Maybe Informant should also be a role you cannot claim.

Ofc the OCL with her "radar" on her "neighborhood" is also a good informer role but about a more tighter group whereas the Informant works with roles.
 

gnut

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Informat sounds fun...would be a good third party.
Deciding if they want to be good or bad....mole(for mafia) or a snitch(for police).
Kinda like an active traitor xD
--- Double Post Merged, , Original Post Date: ---

Since there is activity here, let me remind you some of my thoughts on the threesome role. Basically, in the last panda game the role felt more of a hinderance than help to the lovers, especially when it dies early. In such a scenario, i.e. when the threesome dies before joining the lovers, I think having the threesome give some form of protection to the lovers is a good idea. The effectiveness of the protection depends on their correct guesses of who the lovers might be.


Moreover, please take a look at the following variation of the bodyguard role.


New RoleSamurai (townie):
The samurai may pick a person he wants to protect at night. In exchange for his life, any kill action towards this person fails during that night (+the following day? up to debate), and the attacker(s) become unskilled.


I think it's fun to have something affecting the skillfullness of a killer. Maybe we could also add to it a close like "the host needs to inform the players of the presence of a samurai", in order to avoid fake claims and to make mafia party or TP plays more interesting.

I have also suggested the Mercenary TP role, but I may need to adjust it further.

@GrySun , @Farfalla ,@Lambu , @Copy Panda , @James Rye
Samurai is basically a bodyguard...
But would be cool tho is a role like samurai...and if they protecting a chosen target.
That their is a coin flip to see if they kill the attacker or the attacker kill them.
A showdown under the moonlight:zomg
 

James Rye

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@uberfayt How about instead of unskilled we make the Samurai sacrifice his life while taking his attacker one's as well? Samurai's were superloyal after all and more afraid of losing their honor than their life. Like a PGO who is a protector role, that would be something new and unique which we didn't had before.
Samurai (Townie)
Chose a target to protect at night. If someone tries to kill that target, the Samurai takes the kill instead and kills the attacker as well. If his target is dead next day despite being protected by the Samurai due Strongman/Mafia Poisoner, the Samurai commits Seppuku at the end of the day phase.


By making him a Protector role who kills the killer while dying we get a cool Image of a Samurai with a sword through his chest while also pricing the Assassin send after his protegee and it would be a sort of passive kill townie role which we do not have currently, a protector who kills (besides the insane doc but he kills actively and accidentally). Plus by giving two (or even more like lets say a 3rd party Poisoner will someday come for sure) options where the protected target could still die despite the Samurai's protection, the Samurai player knows that he faces a risk that neither Bodyguard nor Secret Service could face, if Secret Service makes it into the game that is. After all the Samurai can kill unlike the other protector roles (again insane doc kills by accident) so his risks should be higher than for other protector roles.
At least that is my opinion.

What do you think about that change, @uberfayt ? Like it, hate it?
 

gnut

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@uberfayt How about instead of unskilled we make the Samurai sacrifice his life while taking his attacker one's as well? Samurai's were superloyal after all and more afraid of losing their honor than their life. Like a PGO who is a protector role, that would be something new and unique which we didn't had before.
Samurai (Townie)
Chose a target to protect at night. If someone tries to kill that target, the Samurai takes the kill instead and kills the attacker as well. If his target is dead next day despite being protected by the Samurai due Strongman/Mafia Poisoner, the Samurai commits Seppuku at the end of the day phase.


By making him a Protector role who kills the killer while dying we get a cool Image of a Samurai with a sword through his chest while also pricing the Assassin send after his protegee and it would be a sort of passive kill townie role which we do not have currently, a protector who kills (besides the insane doc but he kills actively and accidentally). Plus by giving two (or even more like lets say a 3rd party Poisoner will someday come for sure) options where the protected target could still die despite the Samurai's protection, the Samurai player knows that he faces a risk that neither Bodyguard nor Secret Service could face, if Secret Service makes it into the game that is. After all the Samurai can kill unlike the other protector roles (again insane doc kills by accident) so his risks should be higher than for other protector roles.
At least that is my opinion.

What do you think about that change, @uberfayt ? Like it, hate it?
was just writting basically same thing in the post above xD
 

James Rye

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@gnut I had a similar idea years ago, think I called it Information Broker.
So... basically a 3rd Party who investigates Player like a Mafia Det does? And with that Info can tell the Hosts to either send it to a random player or to a random Mafia depending on who he hopes will do a kill/lynch based on it? Like the role's goal to win the game would be to cause 5 deaths (due kills and lynches) meaning he would need to find important roles of townie he can sell to Mafia or mafia roles he can snitch to the townie players. But then again he can never be sure if mafia will kill said target or just block it and kill someone else or if townie will lynch/day-kill his mafia found as Informant would have the option to just lie because each night he can either investigate or send information to players... though then 5 deaths might be a bit much with that restriction though then lying is needed for that role to cause deaths hoping people buy the lies.
Not quite sure how this will work out in a game though.
A Townie Mafia Det seemed more interesting to me but also quite powerful.
--- Double Post Merged, , Original Post Date: ---

was just writting basically same thing in the post above xD
Yeah, but without the coinflip hosts tend to hate. Simply kill for a kill result. Mafia gets a kill but loses their killer while Samurai protected his role, everybody got something out of it. And ofc if Mafia manages to poison/Strongman the Samurai target they would get two kills for one which makes risking their killers at night maybe being killed by a Samurai worth it.
 

uberfayt

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Hum I don't like either of them Uberchi; I agree the Lovers need... Something, but I don't think it should be this sort of protection. And if I understand Samurai correctly, it sacrifices itself?
what I meant is for the samurai to die after successfully blocking all the kills during the night (and following day) he activated his power, like a Bodyguard.

Samurai is basically a bodyguard...
But would be cool tho is a role like samurai...and if they protecting a chosen target.
That their is a coin flip to see if they kill the attacker or the attacker kill them.
A showdown under the moonlight
@uberfayt How about instead of unskilled we make the Samurai sacrifice his life while taking his attacker one's as well? Samurai's were superloyal after all and more afraid of losing their honor than their life. Like a PGO who is a protector role, that would be something new and unique which we didn't had before.
New RoleSamurai (Townie)
Chose a target to protect at night. If someone tries to kill that target, the Samurai takes the kill instead and kills the attacker as well. If his target is dead next day despite being protected by the Samurai due Strongman/Mafia Poisoner, the Samurai commits Seppuku at the end of the day phase.


By making him a Protector role who kills the killer while dying we get a cool Image of a Samurai with a sword through his chest while also pricing the Assassin send after his protegee and it would be a sort of passive kill townie role which we do not have currently, a protector who kills (besides the insane doc but he kills actively and accidentally). Plus by giving two (or even more like lets say a 3rd party Poisoner will someday come for sure) options where the protected target could still die despite the Samurai's protection, the Samurai player knows that he faces a risk that neither Bodyguard nor Secret Service could face, if Secret Service makes it into the game that is. After all the Samurai can kill unlike the other protector roles (again insane doc kills by accident) so his risks should be higher than for other protector roles.
At least that is my opinion.

What do you think about that change, @uberfayt ? Like it, hate it?
That was my initial idea indeed, that the samurai takes all his target's attackers down with him. I'm not against it, but then I thought we do need some roles which can render a player unskilled (i.e. 50% vanilla 50%). Maybe that could be another role?

But yeah, I'm fine with Samurai killing the attackers. The fun part of the role is that if we have multiple killing parties and they all picked the same target, but that target is protected by a samurai, then lots of heads will roll.
--- Double Post Merged, , Original Post Date: ---

Oh, and @James Rye , I like the Informant role, very neat variation of det. As Gnut said, it could be a TP, kinda like my Mercenary who chooses which side to give his services to.
--- Double Post Merged, ---

Here is another food for thought:

New RoleGuardian angel (Townie)
If it is killed, then it chooses a townie player. Mafia/TP will no longer be able to select that player for "kill" actions. If the Guardian angel is lynched, then the last player who cast their vote loses their role.

--- Double Post Merged, ---

Edit: Guardian angel cannot be claimed (or at least not in D1).
 

Copy Panda

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Err James if I/we didn't respond is probably it's not a very good role (broken, unbalanced, complicated). None of the roles in the large post above I think could be implemented as is
--- Double Post Merged, , Original Post Date: ---

Some quick feedback

Mafia Brawler (Mafia)
Night Action: Intimidate - injuries his target. Cannot kill if he goes out to injury somebody. If lynched he will injury the last person who voted for him.


Adding another mechanic seems a bit much for the time being

Fallen Noble (Mafia):
Day Action - If the Fallen Noble has killed somebody succuesfully in the previous night he can use the vote of his killed victim in the day voting besides his own. The vote of the murdered victim can only be given as a locked vote.
I don't quite like the name, but I dislike this role the least out of all, I think

Alright here is my take on a new role I thought up on the deadpad:

Mad Scientist (Third Party)
Each night the Mad Scientist hands out a Not Voter disease to a player, which follows the regular roles of Not Voter disease. The Mad Scientist cannot be infected. The Mad Scientist wins the game once all remaining players expect him are infected.
A bit of a lame wincon, not to mention, once some players catch on, it might already be too late to stop the scientist, which is unhealthy gameplay


Drug Dealer (3rd party)
The Drug Dealer hands out drugs to 1-3 people per night. Depending on the amount of drugs taken over the nights, the Junkie stage of the target will change accordingly and its effects will be done immediately. The Drug Dealer wins if he is still alive while only Junkies of stage 2 are in-game.


Junkie (secondary role)
The Junkie role gets added to every player who received a drug that was not blocked or protected from. The more drugs the Junkie receives the higher his stage will rise and the effects will happen immediately. The Player is unaware that he had become a Junkie.
Stage one: Junkie is blocked the same night he received the drugs.
Stage two: Junkie receives the Not Voter Disease for the next day phase. He cannot hand it over to other players. He loses the NDV after day phase is done.
Stage three: Jukies dies the same night he receives his third drug.
Too much of a hassle to keep track off, honestly, for both the players and the host. Not particularly intuitive let's say

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 except the Strongman kill action. If one of those actions is a regular kill action, the Secret Service dies instead of the target.


Leatherface (3rd Party)
Chose a player at night and kills him. Takes the face of his target and leaves a "???" death reveal on the target in the next day phase. Wins the game once he has a collection of 5 faces.
Informant (Townie)
At night can either ask the hosts if a Role is or isn't in the game or tell Hosts to send another player one of his gathered Information. The Informant is not allowed to disclose his gathered Information in the thread nor who he gave the Information to. The informed players however can do so.[/fieldset]
Secret Service agent is too overloaded, Leatherface is SK on a 5-kill limit and informant is anti-fun/gameplay. Sure, winning is important, but winning through skill rather than simply by having a role that reveals other roles, is better.
 

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ROLES UNDER CURRENT EVALUATION (04-05-2020)

Suggestion by James RyeTroublemaker (Town)
Night Action - Can once per game tell the Host that the troublemaker wishes to agitate the Townsfolk and increase the lynch amount to two the following day. If successful, the Host announces at the start of the day phase that the top two voted players will be lynched today.

Votes: 2 - 1 - 2
• Favorable Votes: 2
I like it actually. Would be a fun day if it starts with „you have to lynch 2 people today, top 2 voted are lynched“. A weaker version of a daykill. I‘d give everyone 2 votes that Day, which they cannot use on the same person.

I consider it less some solution to DLs(they‘re unlikely to happen, and that‘s probably for the best), and more as an interesting new role.
Here is what im thinking Troublemaker 1 use per game and if both lynches are townies then the troublemaker gets killed cause he is a shit. Approved.
• F+ Adjustments: 1
Neutral, might be an interesting choice depending on the set up tho I can't imagine Town making good use of it except in massive games.
• Reproachful Votes: 2
No, I don't agree with a single townie getting to choose when there's got to be a double lynch.

However, I could rather see it being a single-use unlock for Masons, like when there are 2 or more + Recruiter, than getting them one of the conventional protection/investigation roles.
NO. OMG another townie role to play against town? wat

Suggestion by James RyeWerewolf (Third Party)
The Werewolf is a secondary role that the Townie player is not made aware of having. He can continue to write posts, vote and submit any day or night actions he has. However every 2nd Night his Action, if he has one, is autoturned into a Kill Action. If the Werewolf Player gets targeted by a kill action, his Werewolf genes get triggered and the Werewolf role replaces his primary role, killing the attacker. The goal of the Werewolf player is then to win as a SK, if never triggered he wins with Town. The Werewolf counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment.

Votes: 2 - 2 - 1
• Favorable Votes: 2
Interesting enough for me. Is it put on Townies only? Depending on the primary role you give him his killing every 2 nights is either prevented or very mean with it being a Doctor lol.
Approved.
• F+ Adjustments: 2
Neutral, interesting but would need revision on how many chances it really has of fulfilling its purpose.
Neutral for how it is now, I agree with Lambu that it's an interesting idea but would need some adjusting.
• Reproachful Votes: 1
NO. A town role that confuses the Detective (wat) and is basically an OP version of the PGO, which alrdy got nerfed in the past...

Suggestion by James RyeSamurai (Town)
The Samurai may pick a person he wants to protect each night. When this person is attacked at night the Samurai becomes the target instead and dies together with the attacker. If both survive the night then his target can‘t die the next day to any daykilling role. If his target died despite his protection, the Samurai commits Seppuku at the start of the day phase and dies.

Votes: 2 - 1 - 1
• Favorable Votes: 2
A bodyguard Bomb? Not overly exciting but not bad.
Yes, nothing against it.

• F+ Adjustments: 1
Samurai: Neutral, a double-edged improved BG, not a fan but won't oppose.
• Reproachful Votes: 1
NO. This is like... PGO shagged BP and gave birth to their super child that now makes them look stupid.
NOT APPROVED we have bodyguard.

Suggestion by James RyePolice Officer(Town)
Day Action - Each Day Phase PO can pick 3 people to protect from day killing actions. If one of them got targeted by such, the kill fails and the PO loses one of this 3 protections, leaving him with one less for following day phases.

Votes: 1 - 0 - 2
• Favorable Votes: 1
Police Officer: Yes, anything that counters Assassin is welcome.

• F+ Adjustments: 0
None yet.
• Reproachful Votes: 2
Police Officer: No, being able to protect three people at once is insane, one would be the maximum amount I'd be okay with... and there's Bodyguard for that.
Police Officer (Townie): NO. Honestly, we don't need a Doctor upgrade...

Suggestion by Lady pompomForgemaster (Third Party)
Each night the forgemaster can raise a dead player to become part of his army. (It can be any dead player, mafia, town, or another 3rd, lynched or killed), once the number of his army is bigger than the number of players from other factions, he wins.(Ex. 5 players - 3 town, 2 mafias +him and his 5 person army, then he wins). The dead players that joined his army can no longer be targeted by mortician, because they are not dead anymore. His undead army dies with him.

Votes: 1 - 2 - 1
• Favorable Votes: 1
Sounds interesting, I like TPs that don‘t necessarily kill. Just unsure yet if it‘s fun to play for the player, as it‘s just safe-targetting and staying alive.
• F+ Adjustments: 2
Neutral towards this, doesn't sound broken so it wont clash with what we have, but the gameplay behind it doesn't convince me, its basically: survive
I dont see the forgemaster winning any games. Sounds intriguing though.
• Reproachful Votes: 1
No, it's not very interesting gameplay in its current versbut I think something could come out of TPs that raise the dead. Not sure I'd like to see a lot of TP roles in the list, though...

Suggestion by digitaldudeHot Potato (Unassigned)
At the beginning of the game a random player is chosen to hold the hot potato. The hot potato will explode on a random day decided by the host(Not day 1! troll hosts). The player holding the hot potato can pass it to another player at night provided he doesnt get blocked and the reciever survives the night, otherwise he retains the potato for another night. If the potato holder gets killed the potato dies with him. The potato can be defused by bomb defuser and if the potato is passed to him he also defuses it.

Votes: 3 - 0 - 0
• Favorable Votes: 3
Approving that lmao.
It's stupid, I'm in
Hot potato waiting room

• F+ Adjustments: 0
None yet.
• Reproachful Votes: 0
None yet.
 
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Copy Panda

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This isn't like exhaustive, but some broad criteria when designing new roles for MH mafia:

1. First of all, consider how this role will interact with staple roles already in the game (mostly the all-important trinity of det/doc/night kill -> how much does the new role infringe on the territory of the most basic of actions?)
2. Don't make the roles too complex! Some Third-Party roles because of their solo nature might require a clause or two more, but it shouldn't turn into a mini-game of its own. So, don't add too many clauses
3. Don't add roles that are two other roles in one, or another role but better. Some level of counterplay is still required, and more importantly, a role shouldn't be so self-sufficient that you don't need other players anymore. In other words, the majority of roles should be designed to do just one (1) thing, and more importantly, have a degree of interaction with other roles
4. Consider second-hand effects the role will have on the game. If it's added to the game, it is a role that must be considered during the game. How intuitive would it be for a player to deduce that role could be in the game? How much overlap does the effect have with other roles? If this role is in the game, what other roles would or wouldn't have to be in the game? How does this role scale throughout the game?
5. Finally, think of the player and the affected party. Is it a fun role to use? If you're the affected party instead, how fair does it feel? When designing a new role, don't think of the player as an abstract quantity.

Since real people will use your role, please consider the above points while designing :verily
 

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-Votes of dead members should not be erased if they used their vote kill on someone before they get killed.
-All players has to change their activity to be visible to everyone so Mods don't have an advantage over normal members.
-Daytime Vigilante should have his killing ability renewed each day phase, He is in critical spot after using his ability since he openly kill in middle day. I don't understand the limitation.

Please fix those issues.
 

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Dead players are out of the game, so their past votes do not hold value.

Cannot force people to stop using a forum feature. It's hardly benefitial for the mods anyway.

That change is way too strong, even more considering how many protective/blocking roles are available in the game. For the badass it makes sense because it's a 50/50 chance and even like that it's very strong.
 

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Dead players are out of the game, so their past votes do not hold value.

Cannot force people to stop using a forum feature. It's hardly benefitial for the mods anyway.

That change is way too strong, even more considering how many protective/blocking roles are available in the game. For the badass it makes sense because it's a 50/50 chance and even like that it's very strong.
No they are not out of the game, They did their vote when they are in the game

You have to force them or simply don't allow mods to play and it does help them.

Townies have the least impactful roles excluding few, As i said They can kill Daytime Vigilante once he use his ability, the role limitation doesn't make sense and against Townies.
--- Double Post Merged, , Original Post Date: ---

Nerf the assassin and make his ability one time use. If you don't want to give Daytime Vigilante his full power.
 

Copy Panda

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-Votes of dead members should not be erased if they used their vote kill on someone before they get killed.
What is balanced here is a game, not a democracy of sorts. A basic premise of the game is that you need to be alive for you to have an impact. Being killed means exactly that your vote is to be disregarded in this game. There's a role that gives you a post-mortem vote, for what it's worth. But one of the tactical advantages to death on either side is that their vote is gone as well.

-All players has to change their activity to be visible to everyone so Mods don't have an advantage over normal members.
What advantage does visibility grant? Not to mention, some people will prefer to stay invisible for non-mg reasons.

-Daytime Vigilante should have his killing ability renewed each day phase, He is in critical spot after using his ability since he openly kill in middle day. I don't understand the limitation.
If he can kill multiple times, that means they're dead after their first shot, essentially. Day killing is among the strongest actions in the game, no need to make any stronger. Assassin works under different circumstances, the biggest difference being that they cannot claim the day kill for themselves and need to come up with something else. Not to mention this role doesn't feature in small or weak towns.

So for the time being, I disagree with all these inputs
 

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What is balanced here is a game, not a democracy of sorts. A basic premise of the game is that you need to be alive for you to have an impact. Being killed means exactly that your vote is to be disregarded in this game. There's a role that gives you a post-mortem vote, for what it's worth. But one of the tactical advantages to death on either side is that their vote is gone as well.



What advantage does visibility grant? Not to mention, some people will prefer to stay invisible for non-mg reasons.



If he can kill multiple times, that means they're dead after their first shot, essentially. Day killing is among the strongest actions in the game, no need to make any stronger. Assassin works under different circumstances, the biggest difference being that they cannot claim the day kill for themselves and need to come up with something else. Not to mention this role doesn't feature in small or weak towns.

So for the time being, I disagree with all these inputs
This doesn't make sense, He was alive while making his vote, He contributed when he was alive, Removing his votes after his death doesn't make any sense, If so then remove all his previous votes as well and bring back the dead. There is no tactical in it. Its like having more advantage over townies. If the number of townies is on low number, They have no chances to comeback since the Mafia will keep vote killing in day phase and remove a vote. They have all the advantages. It's simply utter nonesense and pure dumbassery rule.

Mods have the ability to see hidden players, It benefits them in the game because they post screenshots of active members and lie about it. No way for normal members to have this powers. So you either have to exclude mods from the game or force all players to be visible or prohibit mods from using member activity screen shot if it doesn't contribute much by your logic. You are in a situation where you choose for players to play with equal footing or choosing to give mods more perks.. It's black or white, yes or no situation, No gray area, No argument.

I certainly didn't say that! He need to kill once per day phase, not once in the whole game, He won't kill all mafia in one go i didn't say that. Once he use his ability, It's over for him basically since his action will be open, Everyone will know his role, He will be the first target of Mafia later on.

I don't care if you agree or disagree honestly. I will just ask the higher council. If they agreed, Then cool, If not then fuck it. Idc. All i want is fair play and equal ground among all players
--- Double Post Merged, , Original Post Date: ---

@xi0 @Evil3ye @Ustegius look in my suggestions for Mafia game and see if they fit or not.
 
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Mafia winrate thread is total mess, Just write how many times Mafia/Townies/TP, Etc wins the game. I can't see who from each group has the most wins.
 

Copy Panda

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This doesn't make sense, He was alive while making his vote, He contributed when he was alive, Removing his votes after his death doesn't make any sense, If so then remove all his previous votes as well and bring back the dead. There is no tactical in it. Its like having more advantage over townies. If the number of townies is on low number, They have no chances to comeback since the Mafia will keep vote killing in day phase and remove a vote. They have all the advantages. It's simply utter nonesense and pure dumbassery rule.
I will say, out of your three suggestions - having a players vote count while they died that DP- is the most reasonable one. It's just that among the prime advantages of killing is the ability to nullify a vote. To kill is to take away someone's ability to contribute. Consider btw that the reason this works in this manner is because of the opposite case - rewarding a town killer for singling out a mafia member at the cost of their own role (potentially life). It's much more common. Additionally, a single mafia faction is never larger than 20~25% of the player base, and in games with multiple mafia teams, they have to worry about each other as well. Town and mafia both are generally equipped to deal with the competing faction.

Mods have the ability to see hidden players, It benefits them in the game because they post screenshots of active members and lie about it. No way for normal members to have this powers. So you either have to exclude mods from the game or force all players to be visible or prohibit mods from using member activity screen shot if it doesn't contribute much by your logic. You are in a situation where you choose for players to play with equal footing or choosing to give mods more perks.. It's black or white, yes or no situation, No gray area, No argument.
So, I'm asking you to surmise what advantages these screenshots bring? It's circumstantial evidence, at most, and not something that cannot be played around. That being said, however, there's is maybe some merit in a catch-all solution that says 'no screenshots', so that any ill-gotten information can't be exploited. There's been a tonne of games before this one, however, and screenshots have usually been more harmful to the poster than the accused. Feel free to explain this advantage though

I certainly didn't say that! He need to kill once per day phase, not once in the whole game, He won't kill all mafia in one go i didn't say that. Once he use his ability, It's over for him basically since his action will be open, Everyone will know his role, He will be the first target of Mafia later on.
When I said multiple times, I meant multiple times in the game yeah. So that means, for instance, once every day phase while they're alive. And as I mentioned in that post, day killing is particularly powerful, so it should be treated with care. If a role is going to get buffs, it likely is not going to be a day killing role.

I don't care if you agree or disagree honestly. I will just ask the higher council. If they agreed, Then cool, If not then fuck it. Idc. All i want is fair play and equal ground among all players
If you don't care about the opinions of others, why should yours be privileged? Do you think you want something else than everybody else? This thread exists so we can talk about it together, not tag someone in power to get the job done quickly.

@xi0 @Evil3ye @Ustegius look in my suggestions for Mafia game and see if they fit or not.
These three can't singlehandedly change anything about the above either^ The active council discusses these things, and we vote about it. Since all of us play and host, there's no reason for us to not take into account what seems to be a good idea. It's just that if we can already argue why it's not, there's no need to push it further.

As for yourself, I suggest you play a few more games (mostly so you can experience different roles and factions) so you have a better idea of why something is or isn't overpowered. If you don't care for that, or have further arguments you want to express, feel free to mention these.
 

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Mafia winrate thread is total mess, Just write how many times Mafia/Townies/TP, Etc wins the game. I can't see who from each group has the most wins.
There is no such thread. There was maybe something @FaustXIII did with personal player winrates but I never updated it when I saw that even back then it wasn‘t correct with some players that name-changed a couple times.
 

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When I said multiple times, I meant multiple times in the game yeah. So that means, for instance, once every day phase while they're alive. And as I mentioned in that post, day killing is particularly powerful, so it should be treated with care. If a role is going to get buffs, it likely is not going to be a day killing role.
Day or Night kill won't matter, He will get killed the following day or night if he cast his ability by a TF or Mafia. It's not op as you imagine. But if he is getting a night kill buff i won't disagree, It would be better than nothing!

So, I'm asking you to surmise what advantages these screenshots bring? It's circumstantial evidence, at most, and not something that cannot be played around. That being said, however, there's is maybe some merit in a catch-all solution that says 'no screenshots', so that any ill-gotten information can't be exploited. There's been a tonne of games before this one, however, and screenshots have usually been more harmful to the poster than the accused. Feel free to explain this advantage though
I told you "Confusion". I'm Mafia mod, I post a misleading screenshot relvealing hidden townie players. Naturally some will get confused and doubt the players in the screen shot. Can a normal member do the same like the mod? Answer with yes or no. Told you there is no argument!! You simply want fair game play or not?
If you don't care about the opinions of others, why should yours be privileged? Do you think you want something else than everybody else? This thread exists so we can talk about it together, not tag someone in power to get the job done quickly.
I want straight to the point actions "Yes or No". Who said i want my post getting privileged? If you think that my intention then yes, I would love my post to get privileged that would be cool and amazing. But my stronger intention is having better Mafia game. As i said yesterday, It's better to be Mafia or TP than a Townie. Simply Townie need buffs to be playable. Some roles are utter shit and ain't balanced. Numbers doesn't matter, You don't face a guy with a gun with numbers, You all will die.
 
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