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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James Rye

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Does the High council also decides about new Mafia rules? Because I found Adi's quick death as the Bodyguard plus the Bodyguard role in general to be a bit unfair and might have an idea that could increase the effectiveness to be Bodyguard without being too strong as giving way to a couple new mafia/townies/third party roles to make that new rule more fun to play.
 

Evil3ye

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whats unfair about the bodyguard
 

digitaldude

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and who would that be? you, me, niichan, faust, mido, josef, 3c, nico, kdowns and blah?
I'd say that they all have good knowledge of the mafia game. Not sure if kdowns posts here anymore though, same with....blai?

---------- Post added at 11:29 PM ---------- Previous post was at 10:45 PM ----------

What I think of roles

sane shrink/insane shrink

Can be condensed into just the shrink, he picks a player at night to target if the target has none of the 4 sanities then nothing happens if he is sane/insane the role gets reversed same with paranoid/naive. That's my suggestion.

I like drug dealer as mentioned before but I dunno if he should be able to target mafia or serial killer. The junkie role...it really would suck to have that role and wouldnt be enjoyable to play, maybe have the junkie be treatable by doctor? It would be a dilemma for the doctor whether to protect someone from mafia or fix up the junkie so he can use his role again.

Barkeep is just too much, don't like it all.

Postman sounds nice but it can lead to many confirmed townies I mean post man can just say I delivered letters to these two guys, then they say yeah thats what happened and post man is confirmed.

I like the concept of santa but his gifts are crazy!!! The powers should be much much weaker than these and maybe even include bad effects too.
 

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Wow so many suggestions
 

Kat

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I was thinking back then about a role for mafia that could ask "Is there a *role* in the game?" but it could be only used once since its kinda OP for mafia
 

James Rye

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whats unfair about the bodyguard
Well, not really as unfair as more like "lonely" and "frustrating", he is like a suicide doctor who's deathrate for mafia games is nearly at 100%. Either he gets killed by mafia/killer or he dies protecting somebody, but ultimatley a bodyguard player knows he is as good as dead with that role. And I kinda fell like with adding a rule we could not only get the bodyguard to be a bit more "durable" but also create a good way for both townies/mafia/third party to take part in the game and have more clues to go on for all sides.

I will write that up soon as now I got time thanks to the nightphase. This "no posting" during the night is really much better than the tons of pms that hit you no matter day or night phase. XD

I'd say that they all have good knowledge of the mafia game. Not sure if kdowns posts here anymore though, same with....blai?

---------- Post added at 11:29 PM ---------- Previous post was at 10:45 PM ----------

What I think of roles

sane shrink/insane shrink

Can be condensed into just the shrink, he picks a player at night to target if the target has none of the 4 sanities then nothing happens if he is sane/insane the role gets reversed same with paranoid/naive. That's my suggestion.

I like drug dealer as mentioned before but I dunno if he should be able to target mafia or serial killer. The junkie role...it really would suck to have that role and wouldnt be enjoyable to play, maybe have the junkie be treatable by doctor? It would be a dilemma for the doctor whether to protect someone from mafia or fix up the junkie so he can use his role again.

Barkeep is just too much, don't like it all.

Postman sounds nice but it can lead to many confirmed townies I mean post man can just say I delivered letters to these two guys, then they say yeah thats what happened and post man is confirmed.

I like the concept of santa but his gifts are crazy!!! The powers should be much much weaker than these and maybe even include bad effects too.
Yeah, i like the Shrink idea, I gonna change it:

Shrink (Townie)
Night action - picks a target at night, gets told his sanity and changes it into its opposite expect it is "normal". If sane -> insane, if insane -> sane, if naive -> paranoid, if paranoid -> naive.
Something like that? :)
However in that case we NEED paranoid Doctor, as we got sane/insane/naive/paranoid detective so there Shrink works, but with sane/insane/naive doctor it does not as if he does hit on a naive doctor there is no role to be a paranoid one. How about we make it that a paranoid doctor always kills his target? Basically like an insane doctor on speed or a killer who believes he is a doctor but he isn't, albeit if he kills long enough he could figure that out.

Paranoid Doctor
Believes everyone wants to kill him, so he kills them first. Whenever he treats somebody, he kills his target. Does not know about his sanity.

Something like that?

Also should we make it that the Shrink is able to tell the ones he found that they are sane/insane/naive/paranoid or should he stay silent and think for himself how to tell them in the thread, risking that the mafia finds out his role or that townies deem his role as too risky for them so they go lynch him?

Hm, good critics regarding the Drug Dealer. As he is third party he usually would want to avoid getting involved with the mafia or a killer as they would just kill him because he takes away their profits/risks his lifehood. Okay, so how about if he targets mafia/serial killer he gets killed on the spot, something like "hey, you want some drugs...oh shiiiiiit-!!!" when he wants to drug one of the mafia guys. XD

I like the Doctor treating Junkie idea! Especially since if you are naive doctor you couldn't do anything while as insane (or paranoid^^) doctor you have a chance to heal or kill the junkie! And it takes away a chance to protect somebody at that night, so it is a doctor dilemma! Then again, once somebody is Junkie everybody would know that they are townies so that would be kind of bad...Hrm.....I will think up something for that later, now to the other critics:

Barkeeper, yeah, i had the thought that it was too much. Should I take out the prostitute stuff and one of the two random effects? Should I change the 5->3 invites overth course of the game? What exactly is "too much"?

So it could look like this:

Barkeeper (Townie)
Day action - can invite 5(20+ players in-game)/3(20- players in-game) into his bar. Gets one of the 5/3 randomly drunk; the drunk player has a 50/50 chance to be unable to perform a night action.
So that he is a random blocker but one who's action is in the day or:

Barkeeper (Townie)
Night Action - can invite 5(20+ players in-game)/3(20- players in-game) into his bar. Finds out a role of the 5, does not know to who it belong, does not find out sanity.
That he is like a random mortician who works at night, plus he could act like a detective by saying this or that person is innocent/guilty due what role he found out randomyl among the 5. This way it would be easier to claim you are detective or something like detective which gives options to one of the 4 detective roles or this barkeeper random investigative role.

Which of those two changes sound better? First would fit the Drunk gift of Blind Santa Clause better, but the other brings in another investigate role that isn't directly detective thus providing more changes to take it as cover or act as mortician or such.

Shame he can't work together with prostitue/give her infos, though maybe if those two happen to survive long enough it would be too strong. Also it would be hard to control their pm activity and such. :/

Hm, you are right about Postman as well, how about we name him "Anonymous Postman" and make him a third party that only wins if he stays unknown till the end of the game and if Townies win? Then he would have no reason to declare his role while he is active as that would mean him losing the game. And if he gets found out/declare his role he either dies or gets a penalty?
Also if we do the "Anonymous" thing also with the pm/letter, then we could make it that the writer is not allowed to write his name so that when the addressat gets the letter he has no idea who send the letter. Plus the writer cannot be sure if the addressat is mafia or not. Hmhm...how about this:

Postman (Townie/Third Party?)
Day Action - can send pm to GM from whom he would deliever a Letter(pm). GM informs person that he can send a letter to somebody of his chosing. Postman brings letter = GM send quote of letter to person the next day. If addressat dies at night before next day, he does not receive a letter, same if Postman dies in the night before next day. Postman knows writer and addressat but not the letter as he cannot read letter.
Postman
Letter Writer (secondary role unassigned)
You got chosen to write a letter(pm) to somebody else. You can write 10 words:
-You cannot write down your name else the letter becomes invalid
-You are suppsoed to tell a role, not necessairly the one you really have
-You can tell who you believe is Mafia/who you will vote for
(-You can write down who you believe is the Anonymus Postman <- not sure about that, but this way the writer basically writes the GM who if writer is right will let the postman die and reveal the activity of the postman aka from who he had taken a letter and to who he had given it. This way Townies could have an interest in finding out the identity of the Postman later in-game to see potential townies while Mafia would want him sooner than later dead to prevent hidden communication between Townies becoming too big)
*To XXX
"10 words"
Good luck,
A friend
Your thoughts to those changes?
This would sort of delete the poststamp gift of Santa btw as letters/pms have to be anoymous.

Now to Santa, I am glad you like the concept, I sure know I do as he would basically be a good uncle mason who gives people gifts so we would have plently of people claim to be "Plain townie", some of them being actually mafia though xD, so that Santa gives them a gift so that they have something "useful" to do in the game. I got that idea after seeing so many "plain townies" and people saying their role is too passive and boring so they are not interested in writing much in the thread. With BSC giving gifts that sort of would be more fun as people who complain they are bored could get send a gift by Blind Santa.

I don't think the gifts are that strong as they are all one-time gifts, plus if Santa happens to give a detective a magnifier the detective would be sort of like "should I use the magnifier because I don't know if I sane/insane/paranoid/naive or should I rather continue using my ability?"...hm...but I could have an idea how to make this more "interesting" as well as "risky" to receive a gift:
How about all gifts have a counterpart? Like the magnifier has a counterpart that is called "broken" magnifier but since Santa is blind he does not know about the broken part and gives it away believing it is a magnifier and agood gift while actually the person who receives it will be, if he uses it, for once investigating as if he were an insane detective.
Does that sound good for "bad effects"? :D
This way it is also possible that Santa doesn't always have 5 "crazy good" gifts but sometimes some "bad" ones as well while himself belieiving ALL of them are great!

Oh man, I really like that idea, gimme a second to input the changes:

Btw, you were right about the Bulletproof vest, changed that one a bit:

Blind Santa Clause (Third Party)
Can "gift" one player per night a present via GM, everyone can receive gifts as Santa is blind and cannot see the naughty people. Due him being blind he can also not distinguish between a "crazy good" or a "f@cking bad" present, so he believes he only gives out "crazy good" presents, the gifted persons can also not see what is inside the gift so they appear to them as "crazy good" presents as well.
If the to be gifted player dies at the night where he is supposed to receive said gift, Santa keeps the gift for the next night. If Santa gets killed at night while delivering a present, the killer keeps said present. Santa has 5 presents at the start of the game and wins the game if he delievers all 5 of them succesfully and survives till the end of the game.
Santa cannot use presents himself nor gift himself.
ALL presents can only be used ONCE, then they expire/break/disappear/etc.
The gifted person cannot gift his present somebody else, only Blind Santa Cluse can give presents to somebody.
Presents:
"Crazy good gifts"

First aid kit - gives user one time ability to act as a sane doctor at night
Bulletproof vest - gives user bulletproof ability at the night he tells GM he puts it on, then the vest is destroyed
Pistol - gives user one time ability to shoot once somebody at night
Sunglasses - gives user one time ability to act as bodyguard at night
Magnifier - gives user one time ability to investigate one person at night as sane detective
Bottle Whiskey - gives user one time ability to give Whisky to one player at night to get said person drunk -> 50/50 chance to be unable to perform a night action
Sexy underwear - gives user one time ability to distract one player at night
Poison pill - gives user one time ability to poison somebody during the day
1000$ - gives user one time ability to change somebody's vote per pm to GM.

"F@cking bad gifts"

Expired First Aid Kit - gives user one time ability to act as an insane doctor at night
Cheap Bulletproof Vest - does not give the bulletproof ability when put on
Rusty Pistol - gives user one time ability to shoot somebody at night, 50/50 change it explodes thus killing the user
Mafia Sunglasses - gives user Mafia status for the night he puts them on, nothing else
Broken Magnifier - gives user one time ability to investigate as insane detective at night
Bottle bad Milk - gives user a stomachache thus unable to vote the next day if he decides to use it a Whisky Bottle
Dirty Underwear - gives user the next night after the night he used the item a distraction (as he continues to scratch himself bloody down there~)
Poison Gas - gives user a 50/50 chance to poison somebody during the day, also gives himself a 50/50 change that he gets himself poisoned
1000$ debt - if user tries to use it as 1000$ to change somebody's vote, his own vote will be added at the end of the day to the person the target has voted for.

Present
If you got a present just write the GM, who has given you the present to keep Santa's player secret, what present you want to use and well, use it accordingly to what it does.
If we were to add that the gifted ALSO do not see the difference between a crazy god and a f@cking bad gift then having a magnifier/first-aid kid suddenly becomes much more risky to use.

I was thinking back then about a role for mafia that could ask "Is there a *role* in the game?" but it could be only used once since its kinda OP for mafia
About that - why not give the Mafia Boss the "Bribe" ability? With Bribe he can once ask GM if "this role" is in the game (yes with sanity included!, full role!) but only once, also once he does so he would lose his innocent status by as townie to detectives. That way being the boss is more cool besides coordinating mafia actions as you could at one point of the game decide to give up your townie cover to help out the mafia team by knowing that this or that role is in the game thus able to possibly claim it or look for clues who might have it.

---------- Post added at 04:46 PM ---------- Previous post was at 03:02 PM ----------

Okay, so here is my Rule suggestion:

The Injury Rule​

Injury Rule description:
If a player is injured he is unable to perform day/night actions, but he can still vote and write during the day till healed. If healed the player can perform day/night actions again if he had some. GM will announce the next day who got injured as if it were a kill.

And that's it pretty much. Injuring somebody is basically like being a blocker, but one that can be healed/removed or be extended to the next night/days due not getting healed by somebody till the injury finally gets healed. Also which block is unlike usual blockers also bloking day actions. Imagine a Mafia Assasin getting injued, that would be frustrating as all hell for the mafia while they are trying to get that guy healed again by some doctor who is not insane. XD

I will introduce some role changes and some new roles to fit this new rule, before I do a Q&A which I think people might have the most questions for regarding this rule. :)

It would also change the role of the bodyguard to make it more enjoyable to play:

Bodyguard (Townie):
The Bodyguard may pick a person he wants to protect each night. When this person is attacked by someone, the Bodyguard becomes the target instead. (GAME 31) If the Bodyguard protects someone else from being killed, the kill gets changed into an Injury. Does not work if the Bodyguard himself is targeted.
Sane Doctor (Townie): The Doctor can "save" a person per night phase i.e. He will PM the host during the night phase and can request to save a player. That player then cannot die during the night phase. (GAME 1) Can treat a person's injury to make him healthy again, even if said person gets targeted to kill during the treatment.

Insane Doctor (Townie): The Insane Doctor has the Doctor's ability to prevent death, but has a 50% chance of killing his target instead of protecting him. The Insane Doctor does not know about his own Insanity. (GAME 5) Can treat a person's injury, but has a 50% chance of killing his target instead of treating him.

Naive Doctor (Townie): The Naive Doctor is simular to a regular Doctor, with the exception that he has no actually Power of Protection. He is told that he is a regular Doctor and doesn't know that he has no unique ability. (GAME 6) Can treat a person's injury, but has a 50% chance that the injury stays.

(Paranoid Doctor (Townie) (if we take this role which i think we should if we want the Shrink as playable role): The Paranoid Doctor is a regular Doctor who has no Power of Protection and who kills his patients. He is told he is a regular Doctor and doesn't know he has no unique ability. He cannot treat anybody, if he tries he kills the targeted player.

This way the Bodyguard becomes a bit more "durable" and more enjoyable to play as the bodyguard, while injured, can still vote the next day. And he can try to convince somebody to heal him, as everybody knows he got injured but (if we add the other injury roles) not if it was due him being a bodyguard or him getting injured by somebody else. If healed he could take on his Bodyguard duty at night again.
This not only makes him a more enjoyable role to play (and less suicidal) but it also makes him a more tasty target for Mafia so they might kill somebody who is injured believing he is a protector while actually that person was somebody else who got injured by another role.

And this way the doctors become more useful besides "protection" as they can "treat" townies (or possible mafias acting as if they were townies) to be able to use their actions again if injured thus unable to perform actions.
This way Doctors will also have the dilemma to decides between protecting somebody or treating somebody who got injured as well as deciding whenever to trust somebody who is injured to be a townie or not. Plus it gives them a chance to easier determinate what kinda sanity they might have by treating somebody and looking at the result.
Plus this way the naive Doctor becomes somewhat useful, if only for treating injuries. He becomes basically an insane Nurse. XD

Now to the roles suggestion to work with this newly added rule:

Townies​

Sane Nurse
Night action - Can only treat injuries, when targeting somebody who is not injured she will change the kill into an injury if said person was the target of a kill. Will cancel out Injury night actions used on her target as well. Does not know her sanity.

Insane Nurse
Night action - Can only treat injuries, when targeting somebody who is not injured there is a 50/50 chance she will injury her target. If treating an injured player, there is a 50/50 chance the injury stays. Does not know her sanity.

Naive Nurse
Night action - cannot treat injuries nor change a kill into an injury. Does not know her sanity.

Paranoid Nurse

Night action - cannot treat injuries, if treating somebody at night there is 50/50 chance she will kill him. If not, the injury stays as it is. Does not know her sanity.

Hooligan
Day Action - beats somebody up = injuries somebody. If killed at night he will injury his killer.

Knive Thrower
Night Action - can injury a player. Can decide to injury two players but with a 50/50 chane of success by each of them.

Whining Child
ANY action targeting at that player will result in an injury, expect the kill and treat Injury actions. Will be revealed by GM to be whining Child at some day. Does not know it is whining Child, believes to be Innocent Child.

Frail Townie
If injured the player dies. Does not know he is frail and believes to be a plain Townie.

Mafia​
Mafia Brawler
Night Action - injuries somebody at night. Cannot kill if he goes out to injury somebody. If killed he will injury his killer.

Mafia Doctor
Night Action - can protect somebody and treat somebody

Mafia Nurse
Night Action - can treat somebody and change a kill into an injury if protecting somebody.


Mafia Bodyguard
Night Action - can protect somebody from getting killed/injured. If his target gets killed/injured, he will get injured instead

Cluster Bomb Mafia

If the Cluster Bomb Mafia is killed by somebody, he injuries his killer and somebody else of his chosing. If lynched he will injury the last two who voted for him.

Third Party
Mad Fireman
Night Action - MUST attack a player every night, 50/50 chance to either injury or kill his target. Wins the game if he kills the amount of people that the mafia has in their team and survives till the end of the game.

Conartist
Can once per game kill a player at night. Will learn player's rule and take it as his own thus be able to perform actions like the killed player's rule got. If killing a Mafia Conartist will be killed instead. If Conartist gets injured at night, his real role will be declared the next day. Wins if he stays in his role till the end of the game without being found out.

Now my thoughts to those rules before the Q&A:

I added the Nurse because if we have roles that can ONLY injury (that is if we do take the rule with injury/try a game where we try out if this rule works) then we need a role that can ONLY treat injuries. Or in case of sane Nurse change a kill into an injury which sort of makes her a mix between bodyguard/doctor that can neither prevent a kill nor gets injured herself.
Important to note is that if somebody like a doctor or Nurse got injured they cannot treat themselves as they cannot perform actions anymore.

Also with Nurse the Shrink as role becomes more interesting/valuable as there are now 12 (14 if we take the Mafia Doctor and Nurse into account and maybe even 15 i we say that an Insane Mafia Detective can learn a wrong role instead of the real one) characters wher the Shrink could work his charm. Also this way the Shrink becomes a risk (by changing somebody who is sane/naive into an insane/paranoid doctor/nurse/detective thus making them more dangerous) and a bless (by changing somebody who is insane/paranoid into a sane/naive doctor/nurse/detectie thus making them more useful/less dangerous).

Since we got two townies who can injury it is only fair that the Mafia gets a protection/treat injury role on their own as well as somebody who can injury as well. Those roles start with the "Sane" attribut meaning they will appear sane to the Shrink before he changes them into insane. The Mafia Doctor/Nurse know they started sane but do not know if their sanity changes if treated by a Shrink to become insane. XD

Imagine this:
A hooligan had injured a Mafia member. The Shrink has used his day action on another Mafia who happens to be the doctor, since the Shrink can only operate during the day he cannot prevent the Doctor from using his action.
The Mafia Doctor uses his action on the Mafia member and since he is insane there is a 50% chance of him killing the Mafia Member and guess what happens? He kills him and is utterly confused as to what the heck had just happened that night! XDDD

So yeah, with mafia doctor and nurse Shrink becomes a huge risk to Mafia while also the Shrink himself cannot be too open about his role to those he found out to be "sane" as there are 3 possible "sane" Townies but also 2 possible "sane" Mafias who got similar roles like the townies but are working for the bad site.

Also if Mafia happens to get a doctor or nurse they can try to have that player act as if she were a legitimate doctor or nurse, perhaps even go so far to "play" as if the mafia nurse for example had prevented a kill while in truth the Mafia Brawler just injured somebody or go as far to have the nurse "treat" the same player another mafia member is targeting to kill so that the townies believe the mafia nurse to be a legitimate nurse that just prevented a kill.

With Hooligan and Knife Thrower the Townies have chances to injury Mafia (bad for Mafia, good for Townies) but also chances to injury fellow townies (bad for Townies, good for Mafia).

The whining child was an idea to mislead that there might be a role who can injury while actually there is no such role in that particular game for example. Also this way the innocent child can not be sure if he got injured due a role that can injury/was targeted to kill but got saved by a nurse or if somebody just investigated him and thus unknowingly injured him.
Also this way the Innocent Child = possible Whining Child could provide a good distraction, if he keeps getting injured every night before it is revealed who he is. The innocent Child is actually pretty strong if it manages to stay under the radar long enough before its role gets revealed thus giving the townies a chance to rally around that player and attack anybody who tries to lynch him.

Frail Townie for the fun of it so that there are more plain townies options, also it is a good but also risky role to claim as somebody might try your word for it and injury you just to see if you really died. XDDD

I admit I am not entirely sure about the Mafia Brawler, I find the rule very exciting as it would mean the Mafia Brawler cannot kill when injurying somebody plus it would give the Mafia a mean to take out actions while not taking out voters thus still being a risk to them. Maybe he is too strong though and he should only be once able to injury somebody.

This way the Mafia had to decide which night they want to both kill a player while at the same time injury another one. If they do it too early the injury might lead townies together and form a party, if done too late the brawler got get killed or lynched.

Cluster Bomb Mafia is bascially a bomb which does not kill but by injuring two players have a wider range of effect than the mafia bomb guy. Though even if those two cannot do any actions they can still vote so they still possess some danger to the Mafia.

Mad Fireman is basically like a killer with a not safe kill chance and who HAS to attack somebody and has to hope that he get enough kills before he gets injured, blocked, killed, lynched, distracted, etc. He will be a fun guy to play and probably frustrating as well if you keep getting injuries or happen to target guys that are protected by a nurse thus changing your kill into an injury/possible injury into nothing.

The Conartist is who I really like.
He is basically a One Time Mafia Janitor with his own agenda to act like the person's he has killed to take over said role. If he is lucky he got a cool role like doctor, nurse or detective albeit he won't know his sanity either. If he is unlucky he got plain townie not knowing whenever or not he is a sleeper or traitor or naive traitor (we need a paranoid traitor come to think of it) and if he is really unlucky he chose a mafia member and got killed on the spot. XD
And even if he got a nice role, he still needs to stay alive and pray he never gets injured else the gig is up. XD
Also with him in the game the Mafia can hide their Janitor for a little while as Townies cannot be sure whenever the role was "hidden" by the Mafia Janitor or "stolen" by the Conartist. Ofc once there are two deaths with no roles revealed then the Townies know for sure that a Mafia Janitor must be in the game as the Conartist can steal a role only once per game.

Now to the Q&A

Injury Rule Q&A

Why do you believe the Injury Rule will enrich our Mafia games?

Because then there will be more active roles to chose from. People complain a lot about passive roles or misunderstood the chances their passive role might have. With Injuries people can take part in night and day actions without being a "real threat", it is more of an annoyance to be injured that can become a threat if you do not get healed by a doctor/nurse/player with first aid kit present.

Injury Rule sounds like a pain in the ass.

That was it is intended to be: A Pain in the ass. For both sides. While injuries at beginning might end up injurying townies it also force the townies to speak up more.
Once GM declares somebody is injured you KNOW who got injured and that person can, unlike the killed one, still talk and vote.

With the Injury Rule and roles it is likely for the injured to be a townie but there is also the chance that it might be a Mafia who got unlucky and hit by a injury third party or townie role. An injuried person WILL have to speak up as he will become the attention of the other players in hope to find a townie partner, a strong townie role to kill or even a mafia guy who is forced to think up a believeable townie/third party role so that he gets healed if his Mafia gang happens to have no doctor or nurse.

So the Injuries are meant to be a communication catalysator and will provide more clues as who is in the game and how this person might got injured?

Basically yes. 2 Kills are one thing, but imagine situations where there is one kill or one injury, people will have to guess that perhaps the Mafia Brawler decided to go injury somebody while another Mafia killed someone else or they have to guess that there were two kills attempts but only one succeed and the injured person is either a bodyguard or got treated by a nurse when attacked that night. Or, depending on the role who got killed, like the hooligan, this person could likely be the killer himself that got injured either before he could kill or after he killed.

Or imagine a situation with 2 injuries but no deaths, townies will be happy while mafia can also be okay with it as it means those two cannot perform an action till healed the next day overnight. And then imagine a situation with 2 deaths and 2 injuries; holy crap, just think how this will explode in talks.

Also Injuries are a good way to force inactive players back into the game though ofc if thy got a passive role they might not care to be injured as a bomb would still explode once they are dead. But yeah, their reaction to their injuries will hint heavily if they got an active or passive role or if they believe themselves to be important or not to be treated "immediately".^^

I hope this post was not too long for you, made enough sense and that you got plently questions/feedback for me on my Injury rule and roles. 8)

Thanks for reading this long@ss comment! :derp
 

Kat

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Longest post I have ever seen :zomg but srsly who the hell would read that ? :toc
 

Holt

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^^ pretty sure I've seen longer.
Oh right. You've never ventured into the naruto arena threads when ninjabot and xxan are going at it. You'd think james's post was a one-liner.
I did read it though. Except the quotes.
 

Evil3ye

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somethin somethin smth
omg, who are you and what is this?!?!?!

---------- Post added at 08:38 PM ---------- Previous post was at 08:36 PM ----------

i need some sort of secretary or somethin, aint no body got time for this

faust, whatchu doin? <_>
 
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Faust

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Dude, The best way to suggest new roles is to explain it as simple and as short as possible. As you can see in the list of roles. They're all explained in 1-4 sentences. Summarize your suggestions.
 
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James Rye

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Just so you know, I am NOT sorry writing for 3-4 hours on this comment! Also the solution to your picture is 42.

Wow. James, you totally got too much free time.

Evil, have fun reading James wonderful wall of text~
Eh, a bit, the real trick is to write so fast that you save time with comments like them.^^

Longest post I have ever seen :zomg but srsly who the hell would read that ? :toc
You mean, you didn't? :gwah

^^ pretty sure I've seen longer.
Oh right. You've never ventured into the naruto arena threads when ninjabot and xxan are going at it. You'd think james's post was a one-liner.
I did read it though. Except the quotes.
A one-liner, this, a one-liner? :nuts
Ninjabot must be a robot and xxan is like 12 chinese people who take turns on writing one comment. xD
What you mean, you didn't read the quotes?! They are the best part of it!

omg, who are you and what is this?!?!?!

---------- Post added at 08:38 PM ---------- Previous post was at 08:36 PM ----------

i need some sort of secretary or somethin, aint no body got time for this

faust, whatchu doin? <_>
I am James Rye and this is...well...ehm....how do I explain this...
Hm, yeah, I got it.
This is the "first try of many billion word long comments on getting some new roles/rules into the mafia game role and rule section to make it more interesting for the next game/s". :nerd

Dude, The best way to suggest new roles is to explain it as simple and as short as possible. As you can see in the list of roles. They're all explained in 1-4 sentences. Summarize your suggestions.
*Challenge accepted* :kamina
*Looks over comment* :mono
I created a monster! :gwah
 

Kat

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You mean, you didn't? :gwah
Nah, sorry man, I dont really follow this thread. I only post when I have an idea ... besides I hate walls of texts :XD But Im sure uncle Evil will :toc
 

Hardy

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I find it funny how everyone reacts to a guy caring and contributing (regardless of how long those posts are) lol.
 

Holt

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A one-liner, this, a one-liner? :nuts
Ninjabot must be a robot and xxan is like 12 chinese people who take turns on writing one comment. xD
What you mean, you didn't read the quotes?! They are the best part of it!
I wasn't being literal about one-liners.

Anyway you need to make them like waaaayyyyy shorter. Some people can't read that much and so wouldn't even get to comment about the post/roles and you know, you get no reward for your efforts.

You also have to note that the role's description has to be pretty short and its up to you to summarize them. Also, so many new roles probably can't be implemented so soon. So take it a few at a time before moving on to others. Some people aren't even completely used to the existing roles.

Imagine if you had to read through that wall as well as form hypotheses/theories about the players. Its just way too much info ya know?
Gotta say though, you're pretty enthusiastic. Can't fault your spirit but just step it down a notch, so us mortals can relate appropriately. :derp
 

digitaldude

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Dude, The best way to suggest new roles is to explain it as simple and as short as possible. As you can see in the list of roles. They're all explained in 1-4 sentences. Summarize your suggestions.
I agree with this. concise role description is key for a good role, so neither host or the player is confused.
 
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