Mini 697: Prisoner's Dilemma Mafia {Game Over!}


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Post Post #400 (ISO) » Thu Nov 20, 2008 1:34 pm

Post by Machiavellian-Mafia »

Some more thoughts on the game:

The PD scenarios:
I wanted to make the scenarios such that a yes-no combination yields {100% guaranteed death, better reward}, a no-no combination yields {lesser reward, lesser reward}, and a yes-yes combination yields {lesser punishment, lesser punishment}. I had a difficult time deciding what to make the "lesser punishment", and in the end decided to make it so that it was 66.7% death for both prisoners, and 0% if both were scum and coordinated beforehand. I also considered the town-scum prisoner combo and made the "no" option more appealing to scum by having the "lesser reward" be almost as good, if not better, than the "better reward" because of the daykill.
If anyone has good ideas to improve the PD scenarios, I'd love to see it.

Setup:
I thought overall it was pretty balanced given the difficulty to balance a game like this. The town had the huge disadvantage of being very uninformed, but had 3 very powerful roles to balance it. The scum had huge advantages of being informed and having tools to escape death and manipulate the town, but was limited by the 3 nightkills.

Game Strategy:
Before the game I thought each side had an ideal strategy that would them good chances for victory:
Town - Nail 1 scum in a regular PD scenario or ABR's scenario, Nail 1 scum with vig kill, Nail 1 scum with orangepenguin's ability
Scum - Confuse and manipulate the town early with the break in and super police chief kits, start using nightkills on Night 2, save escape kit in endgame just in case.

General:
I enjoyed reading and modding the game. Great play all around. I was also pleased with the activity, it was moving so fast that the game finished in only a month! I will definitely consider running a larger theme game with a similar mechanic in the future.
The end justifies the means.
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Post Post #401 (ISO) » Thu Nov 20, 2008 1:36 pm

Post by Seraphim »

I will definitely consider running a larger theme game with a similar mechanic in the future.
Pre-in if you do.
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Post Post #402 (ISO) » Thu Nov 20, 2008 4:19 pm

Post by The Central Scrutinizer »

Seraphim wrote:
I will definitely consider running a larger theme game with a similar mechanic in the future.
Pre-in if you do.
Pre-seconded.
"You might very well think that; I couldn't
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Post Post #403 (ISO) » Thu Nov 20, 2008 4:19 pm

Post by The Central Scrutinizer »

In fact, this should be a regular on the normal setup list. :D
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Post Post #404 (ISO) » Sat Nov 22, 2008 11:11 am

Post by orangepenguin »

The Central Scrutinizer wrote:In fact, this should be a regular on the normal setup list. :D
QFT
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Post Post #405 (ISO) » Mon Nov 24, 2008 4:33 pm

Post by Crazy »

Woah, this is over?

Now, I never actually read this thread; when I was in this game, I was in like 6 others (too many, I realize), so really I was glad that I was NKed... I mean, I was just vanilla so no real loss to the town there.

The roles and abilities look cool, and I see OP used his ability perfectly. I'm definitely gonna read this game in the future.

Oh yeah, I would definitely join a large theme of this. I mean, this concept is golden.
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Post Post #406 (ISO) » Tue Nov 25, 2008 9:42 am

Post by Machiavellian-Mafia »

I have started working on the large theme game. Look for it in the near future!
The end justifies the means.
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Post Post #407 (ISO) » Sat May 09, 2009 3:55 am

Post by MeMe »

last post
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