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Author Topic: Town of Salem Mafia [7/7]  (Read 18786 times)

Tomasque

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Re: Town of Salem Mafia [7/7]
« Reply #210 on: February 09, 2019, 01:51:52 pm »

Tomasque: this may be a little late to ask, but have I been correct in that if this day ends with only a transporter and a mafioso alive, town wins?
Well, neither of the wincons would be technically fulfilled, so it would be a tie.

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IcyTea31

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Re: Town of Salem Mafia [7/7]
« Reply #211 on: February 09, 2019, 02:25:42 pm »

It's an impasse, really: the optimal move for the transporter is to swap themself with the mafioso every night, thus being unable to be killed; the optimal move for the mafioso, keeping in mind the transporter's move, is to not act and thus not kill themself. However, while the transporter knows that the other player must be an anti-town killing role, the mafioso doesn't necessarily know the remaining townie's exact role and might think they're bluffing, especially if they hadn't claimed yet. That's why the original Town of Salem auto-resolves it into a town win.
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Tomasque

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Re: Town of Salem Mafia [7/7]
« Reply #212 on: February 09, 2019, 07:18:19 pm »

It's an impasse, really: the optimal move for the transporter is to swap themself with the mafioso every night, thus being unable to be killed; the optimal move for the mafioso, keeping in mind the transporter's move, is to not act and thus not kill themself. However, while the transporter knows that the other player must be an anti-town killing role, the mafioso doesn't necessarily know the remaining townie's exact role and might think they're bluffing, especially if they hadn't claimed yet. That's why the original Town of Salem auto-resolves it into a town win.
Good point, but it's a bit moot now. If I ever run this again, I'll just have mafia win as usual, when they equal/outnumber. Although the town can clearly win past that point, it just feels dragged out to me.
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heydude6

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Re: Town of Salem Mafia [7/7]
« Reply #213 on: February 10, 2019, 11:49:42 am »

Personally, I feel like the game would be better if the transporter removed it's ability to self target. Transporter generally has a habit of being confirmed town very easily so I don't think it's a good idea to have a character who is essentially unlynchable as well as unnightkilleable.
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Leodanny

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Re: Town of Salem Mafia [7/7]
« Reply #214 on: February 10, 2019, 07:42:36 pm »

Personally, I feel like the game would be better if the transporter removed it's ability to self target. Transporter generally has a habit of being confirmed town very easily so I don't think it's a good idea to have a character who is essentially unlynchable as well as unnightkilleable.
Probably a good idea.

That was fun! I’m gonna go play a game with one real life year in game days now, wish me luck!
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hector13

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Re: Town of Salem Mafia [7/7]
« Reply #215 on: February 10, 2019, 07:49:06 pm »

The game isn’t finished yet.

We need to lynch IcyTea for that to happen.
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Leodanny

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Re: Town of Salem Mafia [7/7]
« Reply #216 on: February 11, 2019, 12:47:11 pm »

Whoops. Thought since dead people posted, it’d be done. Hector13
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Tomasque

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Re: Town of Salem Mafia [7/7]
« Reply #217 on: February 12, 2019, 01:43:33 am »

The End

The rest is over fairly quickly. Two people on either side of the third, heels dragging in the dust.

Quote from: Votebox
hector13 (2) - IcyTea31, Leodanny
IcyTea31 (1) - hector13

There is a brief - but pointless - struggle on top of the platform.

The Town has decided to lynch hector13 by a vote of 2.

The rope fits rather snugly by the end.

May God have mercy on your soul, hector13.

Then, a sound like a dry twig's snap...

hector13's role was Mafioso.

...and a short sigh of relief. "Is it over?" someone asks. It is over.
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Tomasque

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Re: Town of Salem Mafia [7/7]
« Reply #218 on: February 12, 2019, 02:07:12 am »

Alright. Now that it's finished, what do you guys think?

Personally, my original idea for flavor ran out of steam by day 3, since a dark and brooding vibe didn't fit a 4-player deadlock. At that point, I just started coming up with the descriptions without thinking too much ahead, and it seemed to fit pretty nicely.
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heydude6

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Re: Town of Salem Mafia [7/7]
« Reply #219 on: February 12, 2019, 10:34:07 pm »

EDIT: Hector's Scumchat link no longer works because of the death of quicktopic. I have taken the liberty to archive it on the wayback machine. Here it is:

Scumchat
Deadchat

And now let's return to the original post



I enjoyed it. It was a nice change of pace playing as mafia, though I think you should have been even more vague about the possible town roles.

Rather than having this:

     6 Players
      Mafioso
      Consort / Framer / Consigliere
      Sheriff / Investigator / Lookout
      Doctor / Bodyguard / Spy
      Spy / Vigilante / Escort
      Escort / Transporter / Doctor

  7: Bodyguard / Vigilante / Transporter
  8: Executioner
  9: Sheriff / Investigator / Lookout
10: Serial Killer / Arsonist / Witch

I believe something like this would have been better:

Possible roles:

6-7 players:Mafioso, Consort, Framer, Consigliere, Sheriff, Investigator, Lookout, Doctor, Bodyguard, Spy, Vigilante, Escort, Transporter are all possible roles.
 8 players: All of the above roles are possible, but one player is guaranteed to be an Executioner
 9 players: All of the above roles are possible, but an additional Sheriff, Investigator, or Lookout will be present
10 players: All of the above roles are possible, but a Serial Killer, Arsonist, or Witch will also be present

There might be a better way to word that, but I would have preferred it if the potential role combinations were more unknown. It becomes very hard to tell a convincing lie as mafia when the town already knows what's impossible. I guess that is what you get when you work with an open setup though.

Plus my transporter suggestion.
Personally, I feel like the game would be better if the transporter removed it's ability to self target. Transporter generally has a habit of being confirmed town very easily so I don't think it's a good idea to have a character who is essentially unlynchable as well as unnightkilleable.
« Last Edit: November 08, 2021, 01:41:45 pm by heydude6 »
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hector13

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Re: Town of Salem Mafia [7/7]
« Reply #220 on: February 12, 2019, 10:44:36 pm »

I actually thought the role possibilities were setup quite nicely. Balance issues with all the power roles, but ah well.
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Look, we need to raise a psychopath who will murder God, we have no time to be spending on cooking.

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IcyTea31

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Re: Town of Salem Mafia [7/7]
« Reply #221 on: February 13, 2019, 01:19:21 am »

I have a possible fix for the transporter issue: allow the mafioso to self-target .
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IcyTea31

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Re: Town of Salem Mafia [7/7]
« Reply #222 on: February 14, 2019, 03:27:46 am »

Is there any chance of seeing mafia chat, by the way? I'm really interested in seeing what sort of plots hector and heydude were making.
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hector13

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Re: Town of Salem Mafia [7/7]
« Reply #223 on: February 14, 2019, 07:33:47 am »

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Look, we need to raise a psychopath who will murder God, we have no time to be spending on cooking.

the way your fingertips plant meaningless soliloquies makes me think you are the true evil among us.

IcyTea31

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Re: Town of Salem Mafia [7/7]
« Reply #224 on: February 14, 2019, 09:38:32 am »

I'm flattered. Of 87 posts, 43 mention me by name. If I was that threatening, why didn't you try to nightkill me?
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