1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie
everyone pretends they are a psychoanalyst and submits their targets ahead of time. If a psychoanalyst dies they've got a good probability of having hit scum. If they don't die due to their power, once a psychoanalyst eventually dies, the town has a list of cleared innocents by going back through their previous claims.
Simenon wrote:Duh, okay. But that's a problem with the proportions, not the setup, right?
Yeah in a bigger game it may be less of an issue, but you also have the possibility of the psychoanalysts living longer. Thus, In a larger game I think it will be more an issue of the psychoanalysts keeping themselves alive long enough to clear enough townies. Smaller game seems the threat of them outing a scum if they target "properly" is a greater issue.
I dunno if anyone has mentioned this, but I think Lovers Mafia should have an extra Townie, but have a Night, so the Scum can kill. Under the current set-up, Town needs 4/4 Townies to lynch Scum Day 1, or 3/3 Day 2, which is too hard imo. My suggestion would require 4/5 Day 1, or 3/3 Day 2.
(11:04:10 PM) senspizzaline: That's actually my bold prediction for the year
(11:04:19 PM) senspizzaline: Miami finishes 2nd in the AFCE.
(11:05:35 PM) jhawk01b: my bold prediction for the year is that whoever wins the NFC West will have a winning record
Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.
The number of normal townies is this game is variable, but I think the basic concept can work.
Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.
The number of normal townies is this game is variable, but I think the basic concept can work.
Everybody states their "scumbuddy", the players eventually agree that there is nothing to be gained from the statements, and they move on to play a normal mountainious game.
1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie
Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie
Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
Cops are almost never told they're not sane, and being sane is only something mods tell cops in games where it is known that sanity issues are not in play. (The same goes for docs, by the way.) I have seen cop/doc PM's where it says the recipient's sanity is in question, though.
It confused me because there's 1 insane cop and 3 "non-sane", which I usually assume to mean naive, paranoid or insane. But maybe insane helps the balance better than knowing you'll have a naive or a paranoid.
Fuzzyman wrote:Everybody states their "scumbuddy", the players eventually agree that there is nothing to be gained from the statements, and they move on to play a normal mountainious game.
Also, town would be in LyLo after one mislynch.
Town pick a different person each post, scum don't.
, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie
Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
Cops are almost never told they're not sane, and being sane is only something mods tell cops in games where it is known that sanity issues are not in play. (The same goes for docs, by the way.) I have seen cop/doc PM's where it says the recipient's sanity is in question, though.
All cops get the same role PM. Of the six players that get the cop role PM, 2 will be sane, 1 will be insane (almost as useful as sane), and the other 3 will each either be paranoid or naive.