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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James is back :iik
Did you checked my new Townie Apprentice role? What ya think of it? What about the Mafia Gambler? Should I follow Hardy's advice and make it less risky to balance the role? What about Mafia apprentice? Think that one got a future?
 

Nii

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Sorry James, forgot about your PM... anyway, I did take a look and I approve of the Townie Apprentice and the Mafia Gambler. The Townie Apprentice could influence the game in a lot of ways, I like it. As for the Mafia Gambler, the role seems okay to me. The influence isn't too high until near the endgame, but he probably needs quite a bit of luck to keep his ability that long anyway. Nothing to complain about, they can be tested at least.

Not approving the Mafia Apprentice, feels kind of unnecessary and annoying/boring, you might as well just give him a "real" role from the beginning.
 

James Rye

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Noooo leave me alone! :bored

Bother farfalla and everyone else! There's 20 of approvers now
That's a lie, I only got like what, five names so far? That's not twenty! D:

Sorry James, forgot about your PM... anyway, I did take a look and I approve of the Townie Apprentice and the Mafia Gambler. The Townie Apprentice could influence the game in a lot of ways, I like it. As for the Mafia Gambler, the role seems okay to me. The influence isn't too high until near the endgame, but he probably needs quite a bit of luck to keep his ability that long anyway. Nothing to complain about, they can be tested at least.

Not approving the Mafia Apprentice, feels kind of unnecessary and annoying/boring, you might as well just give him a "real" role from the beginning.
*reads Townie Apprentice and Mafia Gambler is approved*
YES!!!!

*reads Mafia Apprentice is not approved*
Yeah, that's true his role is too weak and not necessary as weaker copy of other roles whereas Townie Apprentice you never know what role you end up with or if you happen to follow a Mafia and either get killed at the end of it as free kill for Mafia or if you become a Mafia Member yourself suddenly (which could be interesting as that might boost Mafia's chance in case of them losing a member or two during the days/nights while Apprentice continue to follow the same still living Mafia player till the night he gets a "level up").
--- Double Post Merged, , Original Post Date: ---
So, I guess we can all agree that the Townie Apprentice roles are awesome and should be taken into the game, right?

Anyway, I took Hardy's critic to heart and gave the Mafia Gambler a little bit more lee-way so that the risk isn't anymore so incredible high compared to the reward.


Mafia Gambler (Mafia)
Day Action - Can do a 50/50 gamble once per day by targeting only players who haven't locked their vote yet. MG informs Host who he targets this day phase, if MG wins he can use the won vote as 2nd vote via pm to Host who will change and votelock the won vote on MG's voting target. If MG loses the target gets Mafia Immunity (cannot be killed by Mafia) in the next Night phase. If MG loses three times in total, he loses his role and becomes an unskilled Mafia Member.


So now targets can still get blocked by mafia if necessary but still not killed due Immunity while MG can lose twice now in a row or seperated but only if he loses a third time he loses his role and becomes an unskilled Mafia Member. I think this sounds more fair to the role as this way it also limits the Mafia Immunity to only three times in the whole game. If the MG loses that much that is. And I explained the system a bit more clearly to how MG can use a won vote.

ALso i got a new Townie Idea due the situation of me and Alup last game:


Troublemaker (Townie)
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.


Short and simple, I like it and I think you Hosts will like it too. Either the troublemakes keeps his action in hopes for townies to be able to lynch two mafias on one day or he makes a trollololol and uses it early and people thus lynch two people which ofc are the ones with the most and second most votes. Or he uses it in case of a situation like me and Alup so that we can just get it over and done with without having to chose one or the other. I think this will spice the game up a bit more as suddenly, for everyone but the Torublemaker that is, get an announcement that two people are supposed to be lynched is quite a surprise and you can never know if you truly get two mafias or if this even goes so far that two townies dies.

Also this role should make some of my older roles more acceptable:


Judge (Townie)
Day action - Can once per game stop a lynching vote per pm to Host. That day his action is used nobody gets lynched. The day ends immediately in such a case.


I also remembered that the Prosecutor and Lawyer were quite well-liked by Evil3ye (or at least got an ok/interesting from him) and digitaldude (although I never heard his answer/thoughts regarding Lawyer). And FaustXIII also approved Townie Prosecutor.


Prosecutor (Townie)
Day action - Can once per game openly declare another player guilty of being Mafia. At the end of the day the accused player's alignment will get revealed. If the target is a mafia member, he will get lynched immediately. If he's a townie, the Prosecutor will get lynched instead immediately.


Changed the Prosecutor a little as in not the role of the accused but its alignment which is meant o protect the townie who got accused. After all if the mafia dies due the accusation then his role comes out, however if the townies role is revealed then the mafia might have a new juicy target for their killing if it happens to be an important role and at the same time the prosecutor dies in shame, making this more of a lose-lose situation then a win-lose one. This way townie can be certain that the wrongly accused player IS a townie but don't know which role he got, so he got still be a traitor who awaits to get recruited for example or also a Death Miller who just dodged a bullet there as Prosecutor will see his true nature as Townie unlike Dets.

I hope we can build-in the little changed Prosecutor soon given he got like 3 Hosts likes. FasutXIII was a host, wasn't he?


Lawyer (Townie)
Day action - Can once per game send Host a pm to make another player "Untouchable" to be voted for to be lynched that day.


This also lends me to make a Mafia version of this particular role to prevent it to be used as "I am a certain townie" role. This way the Mafia Lawyer could either act as a townie lawyer or the townie lawyer could not be certain to come out as somebody might mark him as a mafia lawyer.


Mafia Lawyer (Mafia)
Day Action- Can once per game send Host a pm to make another player "Untouchable" to be voted for to be lynched that day.


This role is not too strong as it prevents only one lynch and either the townies are then certain they got a mafia, which makes the Lawyer action even more risky, who they gonna lynch next day or they just lynch another unprotected Mafia member. So this role is more of a late game role or one where the Mafia Lawyer tries to get into the townies good will by protecting a townie first who either gets proven somehow as townie or gets lynched the next day (best outcome for Mafia) and the townies then believe the Mafia Lawyer to be their Townie Lawyer.
I think Mafia Lawyer could be a fun role for Mafias as they either wanna keep it till the second-to-last day or last day to prevent a death of theirs to get the townie numbers to their level without losing anybody. Or to use said Lawyer as a "townie role" to get the Lawyer into the confirmed Townie crowd albeit ofc that is a bit more risky as some people might not believe him, which also makes the true Townie Lawyer more less likely to come out on his own.

Hope you guys review those roles and give me a feedback soon.
 

GrySun

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@Evil3ye the politician is a really messy role I'd never use in my games, some probably think the same. It really needs a change.

The problems with the current politician are:
-The selected player could've already locked or changed his vote by the time the host notifies the player.
-If the politician uses his power near the end of the game it would take too long to contact a player and make him change his vote before the day ends.
-It's possible the selected player doesn't appear again by the time the day ends.

And probably some other problems too so changing it would be much better both from a player and hosting standpoint. I recommend changing it this way:
-The politician notifies the host about whose vote to change to which player. The host then notifies in the next votecount update that
"player X's vote changed to player Y". The politician still can't claim the role of course, and since we will likely have the mafia gambler as a new role the players won't immediatelly think it's a politician as it could also be the gambler who works the same way. I think this is much better.

Judge (Townie)
Day action - Can once per game stop a lynching vote per pm to Host. That day his action is used nobody gets lynched. The day ends immediately in such a case.
Why would a judge ever use his ability though? The whole point behind the day phase is for townies to lynch someone, and lynching is basically the only way for town to win the game. Skipping their day is almost like the Freeman dying, I don't see the townie-benefit from it.

I like and approve of all the others(m.gambler, troublemaker, prosecutor and the 2 lawyers) and I'd consider using and testing them out in my next game. But shouldn't the lawyers be night actions? How would it work at day if the player already gets voted for example. Making it a night action seems better, as it gives a player a status like what the Sickly Townie does.
What ever happened to the old cat lady btw? I recall liking that one too.
 
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James Rye

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If we make politician a night role which targets gets a pm at the start of the night who he has to vote for then shouldn't that erase his role's problem?

You're right about the judge, it's just a freeman who can chose when to skip teh day phase, adds nothing to the game compared to MG, troublemaker, prosecutor or the lawyers. I like the Idea about making lawyers a night action as that would take care of the problem of what would happen to the votes on the target they wanted to protect from getting lynched. Are they deleted or are they "wasted" and stay on the lynch immune player? With the night action players now know who is tabu for them this day phase and that's fine.


Lawyer (Townie)
Night action - Can once per game send Host a pm to make another player "Untouchable" to be voted for to be lynched in the next day phase.



Mafia Lawyer (Mafia)
Night Action- Can once per game send Host a pm to make another player "Untouchable" to be voted for to be lynched in the next day phase.


I think I DO have a day action role which is simple enough yet should be sort of interesting as well if you got said role in the game.


Martyr (Townie)
Day action - Can anytime send the Host a pm per day to mark another player in this day phase. If the marked person gets lynched the martyr will sacrifice himself instead and gets lynched.


The idea is to create a "Bodyguard" day action role who unlike the Bodyguard can decide when he/she wants to sacrifice themselves for another townie. That is ofc is said person IS a townie. I do like how the Martyr can never be sure if he really saved a det or doc, he has to go with his gut feelings and find out later what the role of the person he died for was for.
Also this role does not "waste" votes like my previous day action lawyer ideas would have, as it does takes them seriously, it just redirects the blood lust onto another victim and might give the saved person another night to do something.
Ofc a Martyr could chose to never die, but then it would mean to let docs and dets or a prostitute die. It is up to the Martyr who they entrust to be more useful alive than himself.
Also since it is still a townie death, the mafia won't see the martyr as an OP role but even useful for their own if they can manage to trick the Martyr to believe the mafia member to be a useful townie to die for.
I think similar to troublemaker and such, this role is easy enough to understand and can be fun to use as you might either really save an important townie and thus force teh mafia to either kill the target or bet on said target in the next day phase but by then things might have changed and townie will trust that person again. Just imagine if we had a martyr last game and said martyr had trusted me, saw that I was about to get killed as I told everyone to vote for me and decided to die for me with a pm to Gry. We'd still have the same situation next day but maybe then people would trust me more, who knows.

Also I got some 3rd partyroles ideas as well:


Bounty Hunter (3rd party)

Night Action - At the start of the game gets 3 random exact roles from Host who the BH has to kill to win the game. Can kill once each night. If he succeeds at killing his target he takes his victim's head and thus the town is unable to identify the target's role while the BH knows of it and the sanity of his victim. If one of his targets ends up getting lynched or killed by somebody else, the Host will replace that role with another random still alive role. If BH dies, the taken roles gets revealed sans their sanity.


The idea behind BH is to have a lone Mafia Janitor basically who has a much easier goal to win the game than the poor Killer who can only kill once but has to be like the sole person to stay alive till the very end. BH need luck or he needs to read the thread very carefully to find people who hint at the roles he looks for. He will get exact roles, not "Detective" but "Insane Detective" which makes it more difficult if suddenly three dets pop up. Sure, it is nice that three targets announced themselves but also troublesome as BH might kill the wrong guy or gets his target taken by the mafia or due a lynch.

This serves a couple purposes. One, it makes the Janitor less of a "stand-alone" role. I mean, once we have a dead guy without a role everybody knows a Mafia Janitor is in. With BH people had to guess, is it Mafia Janitor or a BH.

With a BH Mafia will be more nervous than with a Killer as they might be the BH's true targets who got like 1 townie role to hunt down and two mafia roles.

A BH will have to play a dangerous game as he needs to engage and interact with people in the thread to find out their identities without pulling too much attention on himself else the Mafia figures out he is a killing role and dispose of him before he kills them or the townies think of him as a Mafia and lynch him.

The goal of BH is everchanging due the actions and lynching of others, the more wrong targets he kills the more unlikely his victory is. Depending on the size of the game he only got limited amount of kills, so at the start it is up to luck and later with more and more information out there to his deduction skills.

We can also increase the 3 random roles to 4 and 5 depending on the size of the game, the Host has to make the numbers though, after all a game with 12-14 players but two killing roles will be over quite quickly in like 3 nights if BH never gets found and keeps killing left and right so I think 3 is an accurate and fair number to hunt for.

It is also interesting as this BH will take his victims head EVEN taking away the info for the Mafia. It is why Janitor is such a strong role for Mafia, giving them infos the townsfolk has not. With BH both townies and mafias do not know what role the victim had till the BH dies, giving the Mafia a taste of what the townies have to go through each time a janitor kills somebody.


Doppelgänger (3rd party)
Starts game as any random non-taken mafia role within the mafia and has said role's skill set. Can kill at night but only once, not twice. Goal is to be the last one standing. Is always guilty even as Mafia Boss.



Doppelgänger (3rd party)
Starts game as any random non-taken mafia role within the mafia and has said role's skill set. Can kill at night but only if he is given the right to kill by the mafia. Goal is to be the last one standing. Is always guilty even as Mafia Boss.


Doppelgänger is basically a Mafia within the Mafia, like the traitor you create last time who knew EVERYthing about the game, as who is townie and who is mafia. But unlike the Traitor the Doppelgänger has to use those informations to get the mafias to kill enough till there are like as much townies as there are mafias and while the mafia is confused what the heck is going on, he starts his own purge within the mafia each night.
Mafia has to decide on one of them to do the killing, so my thoughts are to either give teh Doppelgänger its own kill or to make it so that he can only kill if the mafia agreed on him being the killer albeit that makes it much harder to purge the mafia members. With his own kill he would be more of a 3rd party as he might kill somebody else besides the mafia killer or he might kill the same/a different target if he is used as mafia killer but just says he got blocked that night.

I got this idea due the LOL game where I and three others were all Masons but had to deal with the fact that we might have one or two traitors among us. A similar role for a rat among the Mafia sounds fun especially if we get to a situation where there are like 3 townie and 3 mafias but the game is still going on with the two mafias realizing that one of their own must be the Doppelgänger and could be everybody!


Zombie (3rd party)
Night Action - Can attack another player and try to turn him into a zombie as well. Has a 50% chance to succeed. If he fails the targeted player gets a pm that he got attacked by a zombie, otherwise the player gets informed that he is a zombie now. Zombies cannot communicate with each other, no Zombie pad, however if a Zombie attacks another zombie he gets told his target had no brain. Goal is to turn all living players, both townies and mafias, into zombies. Cannot reveal/claim that he is a zombie.


The Zombies are a growing 3rd party similar to 3rd party Mason recruiter but they got a 50% chance to turn like a unskilled Mafia member has the same chance to kill and we all know that could end in two fails in a row.
But it could also be a success and if so then after night 1 there are two zombies in night 2 who again could either both succeed, one succeed and the other fails or both fails and so on.
What is important is that zombie players cannot communicate with each other nor reveal their role in-game, they are a "dark" horde growing with themselves being unaware of who is a zombie and who isn't. After all, they are "brainless". So a turned player never knows who was the one who turned him, whereas the zombie player himself can never be too sure of his success as he doesn't get a "confirmation" like a killer would with the death of his target. The idea behind this is that the Zombies could keep attacking each other whereas the still living townies and mafias try to find the zombies among themselves to purge them out.
Depending on when a zombie dies and how lucky the first couple zombies are the zombie horde could become a menacing albeit chaotic power to struggle for victory in the game.
I got this idea after hearing how the Mafia struggled last game with two unskilled mafia members and thought how a game would be where you have such a similar role, but rather one who "recruits" with the same success rate as an unskilled mafia member tries to kill somebody. Plus making it a role who cares not for townies for mafia, both are alive and thus got tasty brains after all, makes it more menacing for both parties.
Also not giving them a pad makes them unorganized and chaotic so they could either end up lucky or it could end up with the zombies turning each for some time till they have found each other while the last townie alive is confused why there weren't any night kills for the past couple nights. xD
And since there is a 50% to fail the townsfolk should soon enough get a warning from a surviving townie/mafia that there are zombies among them., so it is all fair and fun game.

Thoughts on those roles?
 

GrySun

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If we make politician a night role which targets gets a pm at the start of the night who he has to vote for then shouldn't that erase his role's problem?
At first that also sounds viable, but consider that after the first vote the player can still change his vote to whoever he wants, which is largely a nerf to the politician since he loses the power to actually influence votes. That could be changed to instant votelocking but that's still too messy imo. The day phase should be for a townie to say/vote what/who he wants and not act upon a politician's wishes. That's the same reason why I didn't include any conditions in MG53 which required specific playing during the day, I want players to be largely free at day. Could still be optimized to fit in the game that way, although I think my suggestion works a bit better.

We need @Evil3ye to tell us what he thinks about the politician and if he agrees to which change.

I really like the Martyr actually, and is actually a day role that isn't troublesome for the host at all. Has the same risks of saving a mafia member as the bodyguard in a game with a 3rd party or insane doc. I don't think too many players would enjoy playing the role though, but then again that's also true for the bodyguard. Perhaps his sacrifice will make town reconsider their lynch next day phase but perhaps he will just die in vain. I approve of it.

About the Bounty Hunter, I was actually planning to make a 3rd party solo-Janitor in this previous game but then changed it for another role. I agree that a solo 3rd-party has very low chances of winning the game, so giving him an additional little something like I did with Bulletproof last game is imo a must to balance it out. The janitor ability alone doesn't really help that sole 3rd party player, but the added win condition for killing certain roles(how many should be up to the host, with a minimum of 2) sounds great and reminds of Santa who does have a decent-ish chance of success. I approve this role as well, because I don't think that I'd ever make a normal serial killer in my game without an added bonus to his success chance like a secondary role or it being a mentor, santa or bounty hunter.

About the Doppelgänger, in the 1st version if he only has 1 kill then he can't kill all mafias and has to overly rely on betraying them openly at day, and what does mafia do against him? Do they kill him in their night action? And in your 2nd version, if the Mafia Boss picks him to do the killing the Boss also picks who the target is and he would never pick another mafia member to die. So how would that work, would the Doppelgänger be able to issue the mafia kill as well has his 3rd party kill, or can he disobey by privately telling the host that his target is player X instead and blame it later or Bar Keeper or something? Not really sure about this role.

Hm the Zombie removes your previous role like the Masons right? Overall a strange role. What happens if he targets a mafia? How does the mafia stop being a mafia while still being alive and how would that affect his posts and votes on day and how would maffia react to that? Not too delighted about this one too.
 

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I'm aware of the Politicians limited usage, and so is every player that gets the role handed from me, as I usually set an informal time limit of when the vote change can be submitted
 

GrySun

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I'm aware of the Politicians limited usage, and so is every player that gets the role handed from me, as I usually set an informal time limit of when the vote change can be submitted
What time limit is that? Something important as that should be in the role description then. But even then there's several problems like a player being afk until the day ends or that there aren't even any votes at all during that time limit for the politician to use. In the previous game there were days where the first vote happened 16 hours into the day.

Are you sure it's not better to just outright change how the role works to one of the suggested changes?
 

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Ouch, this is such a German conversation. Generally I agree, but from experience I say it will never be a flawless.

Two reasons: player has to reach the host, the host has to reach the second player.

It's a very vulnerable chain, as we don't sit all at the table at the same time and play it irl.

Not even mentioning other deviations such as locked votes, targeted player willingly/or unknowingly ignores the instruction, etc.

All Daytime roles are challenging for hosts, it doesn't really matter if the description is perfect or not on this specific example.

I think there are lot more others that truly need an description update.
 

GrySun

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I agree that roles with those 2 steps can't be flawless, so I suggested changing the politician in a way to remove the 2nd step(host reaching the second player). We don't have problems with the Noble so removing the 2nd step should also remove most problems. The suggested if you missed it was:

"The politician notifies the host about whose vote to change to which player. The host then notifies in the next votecount update that
"player X's vote changed to player Y". The politician still can't claim the role of course, and since we will likely have the mafia gambler as a new role the players won't immediatelly think it's a politician as it could also be the gambler who works the same way."

Since as you said it's a rather vulnerable chain so making it more stable instead of accepting it's vulnerability is perhaps better. Just tell me if you don't like it or if you really want to keep the politician the way he is now, I'll accept it and drop this topic.

Yes several roles need a description update. For example I wouldn't have known 80% of the PGO role if we had not talked about that role in MG52, since the description doesn't make many things clear. Some roles have some interactions with other roles that make it very confusing to players(and even hosts) as to how the role functions and what happens in such a specific case, so we should either make everything clear in the descriptions or add an extra section which mentions the most confusing interactions and their outcomes. Though not sure if I have the authority to edit them or if I even have all the knowledge about each of them to write things clearly.
 

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"The politician notifies the host about whose vote to change to which player. The host then notifies in the next votecount update that
"player X's vote changed to player Y". The politician still can't claim the role of course, and since we will likely have the mafia gambler as a new role the players won't immediatelly think it's a politician as it could also be the gambler who works the same way."

Since as you said it's a rather vulnerable chain so making it more stable instead of accepting it's vulnerability is perhaps better. Just tell me if you don't like it or if you really want to keep the politician the way he is now, I'll accept it and drop this topic.
I don't know. For me the most interesting part of this role change is that the player can't say why he changed the vote, making himself suspicious. That's completely killed in your edit.

Yes several roles need a description update. For example I wouldn't have known 80% of the PGO role if we had not talked about that role in MG52, since the description doesn't make many things clear. Some roles have some interactions with other roles that make it very confusing to players(and even hosts) as to how the role functions and what happens in such a specific case, so we should either make everything clear in the descriptions or add an extra section which mentions the most confusing interactions and their outcomes. Though not sure if I have the authority to edit them or if I even have all the knowledge about each of them to write things clearly.
Yes, please make a list of roles, that you think lack it.
-Traitor is certainly one of them, as we figure in PMs... (btw, how did the game when?)
 

GrySun

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I don't know. For me the most interesting part of this role change is that the player can't say why he changed the vote, making himself suspicious. That's completely killed in your edit.
Yes that interesting part gets removed, but usually the player makes it somewhat obvious he isn't changing his role because he wants to adds things to his post. Also politicians themselves are lately using their power as a role confirmation anyway so that also invalidates the interesting part. But if you really want to keep the role as is I'm fine with it.

Yes, please make a list of roles, that you think lack it.
-Traitor is certainly one of them, as we figure in PMs... (btw, how did the game when?)
Ah in that game the Traitor never got targetted by the mafia and he ended up lynched by town in the last day, poor soul. Though I'd have made it a 50% chance had an unskilled member tried to target him. Will later make you a list of all roles that could use a better description as well as some specific interactions that should be cleared up.
 

gnut

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I would like to see mortician actually being used....
The only time i remember it being in games was when ToC had it and he was basically afk so we framed him as mafia(i think he kept claiming doc or smthn lol).

Just saying it would be nice to see...but i guess thats for bigger games.
 

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I would like to see mortician actually being used....
The only time i remember it being in games was when ToC had it and he was basically afk so we framed him as mafia(i think he kept claiming doc or smthn lol).

Just saying it would be nice to see...but i guess thats for bigger games.
It was in game 53 btw :cookiehand
 

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:XD
 

James Rye

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I really like the Martyr actually, and is actually a day role that isn't troublesome for the host at all. Has the same risks of saving a mafia member as the bodyguard in a game with a 3rd party or insane doc. I don't think too many players would enjoy playing the role though, but then again that's also true for the bodyguard. Perhaps his sacrifice will make town reconsider their lynch next day phase but perhaps he will just die in vain. I approve of it.

About the Bounty Hunter, I was actually planning to make a 3rd party solo-Janitor in this previous game but then changed it for another role. I agree that a solo 3rd-party has very low chances of winning the game, so giving him an additional little something like I did with Bulletproof last game is imo a must to balance it out. The janitor ability alone doesn't really help that sole 3rd party player, but the added win condition for killing certain roles(how many should be up to the host, with a minimum of 2) sounds great and reminds of Santa who does have a decent-ish chance of success. I approve this role as well, because I don't think that I'd ever make a normal serial killer in my game without an added bonus to his success chance like a secondary role or it being a mentor, santa or bounty hunter.

About the Doppelgänger, in the 1st version if he only has 1 kill then he can't kill all mafias and has to overly rely on betraying them openly at day, and what does mafia do against him? Do they kill him in their night action? And in your 2nd version, if the Mafia Boss picks him to do the killing the Boss also picks who the target is and he would never pick another mafia member to die. So how would that work, would the Doppelgänger be able to issue the mafia kill as well has his 3rd party kill, or can he disobey by privately telling the host that his target is player X instead and blame it later or Bar Keeper or something? Not really sure about this role.

Hm the Zombie removes your previous role like the Masons right? Overall a strange role. What happens if he targets a mafia? How does the mafia stop being a mafia while still being alive and how would that affect his posts and votes on day and how would maffia react to that? Not too delighted about this one too.
Glad you like the Martyr and Bounty Hunter. Martyr is an easy to use day role unlike politician as you won't have to get a pm and send a pm to another player and hope he is able to change his vote in time. With Martyr you just exchange the death candidate at the end of the day if the marked player gets lynched, that's it.

And Bounty Hunter is better Serial Killer version I think as serial killer can only kill but will most likely NEVER be one of the last two/three standing to win on its own. BH as a better chance as long as he either gets lucky or looks out for the hints regarding the roles he needs. Imagine he has to kill a hider, that would make a BH so mad. XD

Hm, yeah. Doppelgänger was thought as some sort of traitor within the mafia, somebody who wants both the townies and mafia to die but within the mafia. Giving him his own kill each night seemed too powerful to me. But making him depend on the mafia kill makes him too weak. Maybe he could get his own kill once the mafia and townies hit the same number? As then the mafia would notice that somehow the game didn't ended and knew one of them is a Doppelgänger but not who yet?

Right, the Zombies are a dumb idea to let people "stay alive". It should really be a role used for dead people as it prevents a Mafia zombie to just eat through his entire team without them knowing who of them is the zombie. Or not a role at all but an ability. But that needs a new alive role to control to stay relevant in the game:


Necromancer (3rd party role)
Night Action - Can either raise a dead player as zombie to include into his zombie horde or order his zombie horde to attack another player with a X0% chance to kill him, the X being the number of Zombies he controls. If he raises a dead player, the town gets notified in the next day action that a body disappeared. His goal to win is to have more zombies than people are alive, himself included. If the Necromancer gets killed/lynched his Zombies drop dead without his power.


So practically this makes the Necromancer a recruiting Mason but only for dead players corpses who can either raise a dead player as zombie or send his horde out to kill somebody. And the more zombies he has the higher his chance is to kill somebody. Though I am not sure if it is possible to make a 10% or 20% or 60% "roll" for the night kill though i doubt any Necromancer would got for such an early kill.
The problem would be how to get rid of the zombies as they would now be an ability and the only way to get rid of them is to find and kill the Necromancer. Or maybe it is best to let them be an ability as no matter how many zombies he got once he is dead they all disappear.

Also ...hm, can't find the Old Cat Lady. Oh well, here goes nothing:


Old Cat Lady (Townie)
At the start of the game chooses a neighborhood of 3-5 people depending on the size of the game. After each night the OCL gets a random information regarding her neighborhood from the host:
-What role is within her neighborhood
-Who of her neighbors was active last night
-Who of her neighbors got targeted this night


Practically she is a Barkeeper who cannot block or redirect an action, but unlike BK she has a set number of people who, if they stay alive long enough, she can find out a lot, like their roles if they have active night roles or not or if they got targeted by somebody last night which could for example prove that a det was blocked by a mafia escort. I thought to make the last two points stronger by adding that she knew who was active on whom last night or that she knows who targeted which of her neighbors but maybe that would make her role pretty damn strong? I'm not sure about it.

Thoughts?
 
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(Mafia Capo)
The Mafia Capo is the right hand of the Mafia Boss and holds great authority within the Mafia Faction. So much authority that if the Mafia Boss were to die, the Capo would take their place and all the perks that come with it such as showing innocent to all investigations.
 

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Could there be some added clarification on what stuff from night action results PMs can and can't be shared, a change in how they're generally done, or a small addition to the rules that says you also can't share flavor text or other PM superficialities?

To my knowledge, the only part of the rules that talks about what information can and can't be shared is the part about screenshots, however, this isn't the only information that can't be shared, as I found out last game when I described what my night action results PM looked like. As I was told, doing that was against the rules because mafia members wouldn't know what a townie's PM would look like since mafia PMs are notably different. My issues with that being:
  • I wouldn't know that mafia night action result PMs look different
  • why would the PMs be different enough for me to do that if it wasn't allowed
  • either way, I could have been lying about the content anyhow
  • Most importantly, would there be a rule that's not in "the rules"?...
So, either the PMs need to vary less or at least not give players things that they can't use, there needs to be an addition in the rules about what players can and can't use, and/or each role with a night action needs to say exactly what in the PMs is shareable. For example:
Detective (Townie): The Sane Detective 'investigates' one person per night phase i.e. ask the host through a PM about a players allegiance. The Sane Detective doesn't know about his sanity. (GAME 1)
-----Shareable info: target and allegiance
 

GrySun

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Could there be some added clarification on what stuff from night action results PMs can and can't be shared, a change in how they're generally done, or a small addition to the rules that says you also can't share flavor text or other PM superficialities?

To my knowledge, the only part of the rules that talks about what information can and can't be shared is the part about screenshots, however, this isn't the only information that can't be shared, as I found out last game when I described what my night action results PM looked like. As I was told, doing that was against the rules because mafia members wouldn't know what a townie's PM would look like since mafia PMs are notably different. My issues with that being:
  • I wouldn't know that mafia night action result PMs look different
  • why would the PMs be different enough for me to do that if it wasn't allowed
  • either way, I could have been lying about the content anyhow
  • Most importantly, would there be a rule that's not in "the rules"?...
So, either the PMs need to vary less or at least not give players things that they can't use, there needs to be an addition in the rules about what players can and can't use, and/or each role with a night action needs to say exactly what in the PMs is shareable. For example:
Usually there isn't even any extra flavor text/pictures, that was just me trying to make things as theme-fitting as possible. Most players knew not to talk about it, but that's likely because they already played several games and can distinguish what in the PM is the result and what is just eye-candy.

I don't think we need a shareable info for each role since what night roles can share is the same for everyone(there's surprisingly few roles that even get back a host result PM). If anything, the host should probably mention that it can't be shared to avoid confusion from beginners and other players.

And yeah, several parts of the role descriptions need an update which I informed @Evil3ye about but he hasn't answered or changed
anything yet, so ¯\_(ツ)_/¯
--- Double Post Merged, , Original Post Date: ---
@James Rye Oi James, I'll likely be taking one or two of your new roles in my upcoming simple-ish game. Did only Mafia Gambler and Townie Apprentice get other host approval?
 
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