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Post #26 (isolation #5) » Tue Nov 28, 2023 4:19 pm
Postby Alianna »
Against my better judgement, I'm considering doing a second run of this setup. Would people be interested in playing? If so, what changes would you like to see from last time? For example, one that's already been discussed is having a certain number of guaranteed VT slots to balance out the level of town power.
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Post #31 (isolation #7) » Sat Dec 23, 2023 11:40 am
Postby Alianna »
To avoid headaches, I think I'm also going to add a rule that if a night action conflict can't be resolved by either the Golden Rule or the priority list here, the conflicting actions all fail.
I townread Alianna.
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In post 26, Alianna wrote:
Against my better judgement, I'm considering doing a second run of this setup. Would people be interested in playing? If so, what changes would you like to see from last time? For example, one that's already been discussed is having a certain number of guaranteed VT slots to balance out the level of town power.
Either ban or re-roll any setup that'd prevent an entire faction from killing solely from the roles they rolled (So entire town rolling BP is fine but something like Compulsive Lazy Commuter Serial Killer should be rerolled)
Is town included in this (i.e. town must have at least one power role that can kill), or does the execution count for town's killing power?
I townread Alianna.
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I don't know how to solve the issue but this may not be enough; last time, there was indeed only one goon by the letter, but in effect the entire scumteam was functionally vanilla
That's why I proposed just rerolling any setup that would cause an entire faction to be functionally vanilla.
I townread Alianna.
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Post #44 (isolation #13) » Sat Jan 06, 2024 11:36 am
Postby Alianna »
In post 42, Aureal wrote:
So I expect the roles are all staying the same for future games even though there's been some changes to what's Normal since the list was generated? Like my precious Town 1-Shot Bulletproof Lazy Multitasking Checker Shield got hit with the removal of Multitasking, but now with the update a week ago would be able to have Simultaneous there instead.
If that's the only thing that's no longer Normal, then I think it'd be pretty easy to remove the multitasking modifier from all roles that have it and replace it with simultaneous for those it's applicable to (i.e. those with more than one personal ability). Perhaps also enable inherent multitasking, since the two modifiers aren't exactly the same. The only reason I didn't enable inherent multitasking last time was because certain roles had that modifier.
I townread Alianna.
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Post #46 (isolation #14) » Sat Jan 06, 2024 11:52 am
Postby Alianna »
In post 45, Aureal wrote:
See, I don't know if that's the only thing, just the only thing that I noticed for obvious reasons. Figuring out if there's others would require a lot of effort going through all the roles to check them against the updates, so I figured that it's probably just all staying as is, as a testament to what was Normal at the time.
I took a quick look at the update and the multitasking modifier seems to be the only thing that was removed, so I think we're good on that front.
Only other thing was the name changes. I do intend to use the new names, should be pretty easy to get those edited into the role deck.
I townread Alianna.
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Post #47 (isolation #15) » Sat Jan 06, 2024 12:09 pm
Postby Alianna »
I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I townread Alianna.
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In post 47, Alianna wrote:
I'm slightly in favour of updating the multitasking modifiers, but I don't think there's any particular issue with leaving them as they are. I'll wait for others to weigh in on that.
I'd say that changing them (passively) all to Simultaneous will make them more aligned with the Normal guidelines.
Yeah, an update is necessary if we want the roles to be in accordance with the new Normal guidelines (which I would prefer).
I townread Alianna.
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Post #56 (isolation #19) » Wed Jan 10, 2024 12:33 pm
Postby Alianna »
In post 55, Aureal wrote:
Does this SK run afoul of the rule against an antitown faction not being able to kill?
That was the example Python gave, but now that I read it, I don't think it would actually break such a rule. It only prevents the SK from killing before they're the last anti-town player left.
I know I said changes were final, but I did make one more tweak to that rule for the sake of simplicity and clarity. That SK role is still legal.
I townread Alianna.
Post #1000s Collected: 25
Mini Normal 2337 is in signups with 8/13 slots remaining!