Horror Movie Mafia Design Sheet

Hey Review Team!

Thanks for being here to help me out with my first mafia game.
I look forward working with everyone and seeing this game evolve into something playable :)

The classification of this game is Role Madness.
And balancing the game will be something I need definite help with, among other things.

Well, here it is.
https://docs.google.com/spreadsheets/d/1ymmx80yRpuKsCwdrXFIfDPwBKxbFGxwZjriF_bYETy8/edit?usp=sharing

2.0
https://docs.google.com/spreadsheets/d/1J8irJAshcoKPeH6JG_tgQQZZHtWZkIoNF75wmZV4eHw/edit?usp=sharing
 
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Alright, I've added a lot (probably more than i needed) to the design sheet.

Like I said previously, balancing is something I suck at.
Here are some characters I feel might be too powerful:
  • Chucky
  • Black Phillip
  • Freddy Kreuger
Most of the roster have abilities that fit their characters. I don't think we should have a problem with players guessing who a player's character is based on their ability (besides Lord Summerisle) because unlike a game like, let's say for example Marvel Heroes or HvV, the characters in this game aren't known for a super ability or power in their respective medium. I just based these powers on their character traits and things they have done in their movies. So, in short, flavor is flavor should apply perfectly.

I have also run into a problem with Sam that I'm trying to currently remedy. Having his Trick ability being a switch seems a little counter productive to helping Town. So, i'm trying to find something to replace it with. I'd like something unorthodox that fits the flavor of a Trick command but nothing too over powered.
I originally had him set as a neutral character, hence the switch ability, but i thought that Town might need a little extra help, based on Chucky's ability to potentially become a Mafia Goon and possibly Godfather.

With Freddy Kreuger's ability that would cause him to flip as his last target, I fear that that ability would fall under a bastard themed game?
I'd like to keep the Actress ability in, but then again, i don't want people to speculate the entire game that the game could be bastard if Freddy flips...
I'd rather them spend time focusing on the game at hand that is labeled Role Madness for a reason lol.


And just to throw this in there, the story is that 5 horror movie characters have decided to invade the settings (worlds/universes?) of other horror films because of a superiority complex so to speak.

I didn't want to make mafia too powerful b/c of the Chucky mechanic. Having potentially 6 members is pushing it probably, so dumbing down their abilities is something we can definitely explore.
Or we can go the other route and make Town stronger. I'm down to look into either.

PS: I'm having surgery on Monday. It's no big deal, but i'll be in the hospital until Wednesday. Just in case you don't hear from me next week, i'll be recovering some.

Thanks guys, i'm excited to hear your thoughts and feel free to let me know if you need further clarification on anything.
 
I've currently decided to change Sam into a schizophrenic Trick or Treater.
Half of the rolls are beneficial to Town and the other half are somewhat menacing for everyone in the game but not necessarily harmful to Town like a switch would be. Technically, the silencer roll might be a little harsh, so let me know what you guys think of the role itself and of the rolls.

I'm looking at Dracula and beginning to think that potentially sapping abilities from a Townie for the rest of the game might be a little harsh.
Tell me what you guys think of this.
 

Natiko

Town's Friendly Neighborhood Serial Killer
I am so sorry Tearable, the thread somehow didn't get on my 'watch' list so I didn't get post notifications. I will look everything over today or tomorrow and get back to you with thoughts.
 

Natiko

Town's Friendly Neighborhood Serial Killer
Okay @TearablePuns I finally looked it over. Some initial thoughts:

  • Town seems underpowered. It’s 18 town vs. 9 non-town roles which is already a steep hill to climb. Then you factor in that a good chunk of town roles can be negative utility it starts to look bleak.
  • For Freddy - Is the ability one shot check and then forevermore he shows as that result or is it a check each night and then he shows as that result until he checks again? The former is probably okay, the latter would be too much
  • You gave Town a cop and then made nearly half the non-town roles give unhelpful results potentially. That probably needs to be toned down. If you’re worried toning it down gives too much power to the cop you can have him get town or not town results. Having a miller on top of that with an already weak town is also probably overkill. I think that slot is a good place to try and beef town up some (among others).
  • I don’t know that anything in your game is 100% bastard except potentially the neutral swap to mafia and the cult. That being said there’s also a lot of borderline things from framing a player for a kill that is revealed to all, the alignment change, the silencer, and Freddy if his ability is continual use. I would think you’d have to advertise this as bastard for sure. I had to make my one alignment change limited to a subset of players that had no ability and it only worked early game to get it approved as non-bastard to give some perspective.
  • What do each of the schizo’s abilities do? I feel like I don’t like the role but I’m not sure what some of them are.
  • I feel like the cult needs to be tweaked as it’s too hurtful to town and not mafia.
There’s more to discuss but this is a good starting point.
 

Pedro

The Last Airbender is actually a great movie
hihi, a headsup:

i told febe that I would be unavailable during the first weeks of the review process, and if everything goes right i should have time to work on this game on Thursday! Just so you know I did not forget this responsibility ^^
 
Hey guys!
Sorry, I saw your posts but i've been unable to focus on anything important the last two weeks due to recovery from surgery, but today i'm feeling like getting back to it.

Town seems underpowered. It’s 18 town vs. 9 non-town roles which is already a steep hill to climb. Then you factor in that a good chunk of town roles can be negative utility it starts to look bleak.

Having a miller on top of that with an already weak town is also probably overkill. I think that slot is a good place to try and beef town up some (among others).
I can see how Town can be way underpowered, so I have decided to trim down the abilities of most of the roster as of today. Especially neutral and mafia. And I was already high on the fence of having a miller in the first place, so your outlook has solidified it: i will think of another role for Damian.
For Freddy - Is the ability one shot check and then forevermore he shows as that result or is it a check each night and then he shows as that result until he checks again? The former is probably okay, the latter would be too much
The former would be much more reasonable, so i am going with that for now.
You gave Town a cop and then made nearly half the non-town roles give unhelpful results potentially. That probably needs to be toned down. If you’re worried toning it down gives too much power to the cop you can have him get town or not town results.
Good thing to think about! I will definitely consider the not town/town feedback option.
I don’t know that anything in your game is 100% bastard except potentially the neutral swap to mafia and the cult. That being said there’s also a lot of borderline things from framing a player for a kill that is revealed to all, the alignment change, the silencer, and Freddy if his ability is continual use. I would think you’d have to advertise this as bastard for sure. I had to make my one alignment change limited to a subset of players that had no ability and it only worked early game to get it approved as non-bastard to give some perspective.
Looking at it that way, there seems to be a few things that would cause this game to have a few bastard elements. I'm going to try and dial back on a few things.
What do each of the schizo’s abilities do? I feel like I don’t like the role but I’m not sure what some of them are.
The fog would return all investigations on Sam as "???", Silencer would silence a player for a day phase, RB, Protect would shield a player from a killshot, random night action info (i.e. A player has switched sides, a townie was protected, etc.), and a follower investigation would say what kind of action a targeted player took that night.
This role is overkill when i think about it and i will definitely be adjusting it.
I feel like the cult needs to be tweaked as it’s too hurtful to town and not mafia.
I'll look into this as well. Neutral in general is quite the powerhouse in this game as it stands.


Thanks for your feedback, Natiko.

And no problem, Pedro. We all have our commitments in RL
 

Natiko

Town's Friendly Neighborhood Serial Killer
I’ll wait a bit to see if Pedro has feedback soon. If not I’ll jump back in for a second pass when the game I’m in wraps.
 

Pedro

The Last Airbender is actually a great movie
Hi, i'm finally here. These elections...

I like to look at the bigger picture before heading down to interaction between roles, so here's what I think so far:

- I think a design so tied to a world event/holiday shouldn't happen outside of that period, but even if this was approved when it was submmited in mid-September, our October shedule was already filled; that means either you'd have to wait a full year to run this game, or run it in like May or June where it doesn't make a lot of sense and probably wouldn't draw too many players (and this is a large game, with almost 30 roles). So just something to keep in mind to make the most of this setup.

- I think 5 scums for a 27-player is slightly low. On the other hand, asking Town to kill a third of the game to win is too much. I'd either leave it at 5 scum and 2 neutrals, or 6 scum and 1 neutral to make it fairer.

- Between the Tailor, the Watcher that can make themselves Mafia, and the Cult Leader, this game would end up being classified as Bastard instead of Role Madness.

- The Doublevoter should not be allowed to use their power near endgame, as that power gets progressively more powerful as the game goes on. That's how this role is implemented in most games here so players will know what to expect.

- That Time Bomb will make people angryyyyyyy, it's an anti-climatic way to end a game. You could make the time bomb do something else, though!

- The Jailkeeper shouldn't stop someone from talking during a Day, that's a very harmful move and could make the targeted player lose interest in the game which would be a bummer.

- Following the above, Watcher and Jailkeeper aren't really Neutral roles. Those players would have no initial reason to use their powers and help one team or another, since they know they can only rely on themselves. That and giving them a Survivor wincon is at odds with what they can do. If you were to remove some Neutral roles from the game, I'd recommend these two.

- Why is the Strongman immune to investigation attempts?
 
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Pedro

The Last Airbender is actually a great movie
I hope you are doing better, tearable <3

I saw the design was changed already so I can't comment on some of the things nat mentioned above.
 
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Pedro

The Last Airbender is actually a great movie
I appreciate that you gave us such a detailed design, if only every sheet was like this~
 
- I think a design so tied to a world event/holiday shouldn't happen outside of that period, but even if this was approved when it was submmited in mid-September, our October shedule was already filled; that means either you'd have to wait a full year to run this game, or run it in like May or June where it doesn't make a lot of sense and probably wouldn't draw too many players (and this is a large game, with almost 30 roles). So just something to keep in mind to make the most of this setup.
I actually told Fireblend I wouldn't mind waiting til next Halloween haha it's a long time, but maybe I can work on a more basic game in the meantime to run sooner.
- I think 5 scums for a 27-player is slightly low. On the other hand, asking Town to kill a third of the game to win is too much. I'd either leave it at 5 scum and 2 neutrals, or 6 scum and 1 neutral to make it fairer.
Yeah, I was pondering killing some of my babies (characters) but it's just so harrrdd :( Trying to think of which neutrals to get rid of.
- Between the Tailor, the Watcher that can make themselves Mafia, and the Cult Leader, this game would end up being classified as Bastard instead of Role Madness.
Damn. Didn't want it to be bastard. Even the cult leader would classify it bastard? I mean, I guess i wouldn't be entirely opposed to advertising it as bastard, but would i have to advertise it as a fully bastard game or just with bastard elements? lol
- The Doublevoter should not be allowed to use their power near endgame, as that power gets progressively more powerful as the game goes on. That's how this role is implemented in most games here so players will know what to expect.
That makes absolute sense, and I will add that to the notes.
- That Time Bomb will make people angryyyyyyy, it's an anti-climatic way to end a game. You could make the time bomb do something else, though!
But I love that role haha so i'd either have to scrap the entire 7-day mechanic or find something worthwhile to activate after said time without ending the game.. hmmm, what to do.
- The Jailkeeper shouldn't stop someone from talking during a Day, that's a very harmful move and could make the targeted player lose interest in the game which would be a bummer.
Jigsaw is actually one of the top neutrals i'm considering scrapping from the roster. Unless I can find an alternative ability that would make the game engaging for those targetted by him. I'm leaning towards scrapping though.

- Following the above, Watcher and Jailkeeper aren't really Neutral roles. Those players would have no initial reason to use their powers and help one team or another, since they know they can only rely on themselves. That and giving them a Survivor wincon is at odds with what they can do. If you were to remove some Neutral roles from the game, I'd recommend these two.
Okay, so we agree with Jailkeeper. I really do like Chucky's character but I can adjust him to have a different ability other than watcher. Even though the mechanic is bastard, i do like that he has the option to become mafia. It's not necessary that he does, and i'd love to see what the player chooses to do.
I'll explore some different abilities for him.
- Why is the Strongman immune to investigation attempts?
I actually meant to get rid of that. I had in mind since it was Halloween he would be the only character unable to be distinguished from others in the roster, but I don't think it's necessary to have it anymore.


Great feedback, Pedro, thank you!

I've changed many things since Natiko's post, so i know things can be a little different to comment on in regards to what he had added.
Should i be saving design drafts in the future to avoid this next time?
Or do i just keep adjusting the sheet as new ideas arise?
Want to make sure this process is enjoyable for everyone
 
A lasting comment, if i found a more suitable ability for Chucky while still keeping his choice to convert, would keeping him and Black Phillip as my neutrals be descent enough?
I'd rather get rid of Kevin and Jigsaw if I had a choice.
What do you guys think though?
 

Natiko

Town's Friendly Neighborhood Serial Killer
Just a quick note that I personally don’t feel like you need to keep drafts of the older versions, at least not for us. If you want to for your own reasons that’s up to you.

I’ll take a second pass tonight and respond to stuff when I have access to a laptop later tonight!
 
Just a quick note that I personally don’t feel like you need to keep drafts of the older versions, at least not for us. If you want to for your own reasons that’s up to you.

I’ll take a second pass tonight and respond to stuff when I have access to a laptop later tonight!
Okay, I’ll just keep editing one draft then but be more vocal here about my changes beforehand.

With that being said, would having a random mafia member either being exposed or killed be a good idea for Samara’s 7-day passive ability?
Idk if killed would be too severe against mafia but then again, surviving 7 day and night phases is quite the feet. Would like to hear your guys’ thoughts.
 
Let me actually add onto that: when I say exposed, I mean that I would PM Samara’s player that [PLAYER NAME] is mafia. And from there, the rest of the players will have to choose to believe Samara or not.
I would RNG the mafia player chosen.

Im leaning more towards this than killing the player.
 

Pedro

The Last Airbender is actually a great movie
Damn. Didn't want it to be bastard. Even the cult leader would classify it bastard? I mean, I guess i wouldn't be entirely opposed to advertising it as bastard, but would i have to advertise it as a fully bastard game or just with bastard elements? lol

Aaah, sorry! I got confused with some recent talks about what a Bastard game is, at the end of GoT/TMBG. Our definition is:

  • Bastard: a setup in which the gamerunner divulges false information to the players or that contains roles incovenient to play with and encourage bad sporting behavior, such as Voteless or Tanner.

Your game would only be bastard if it had lies or anti-fun roles. I'd say that the JK who stops a player from talking would be such a role, but besides that your game wouldn't be classified as bastard.

I just remembered people saying alignment changes would be bastard for them, but it's actually not for the community. Keep on with your cult o7

Should i be saving design drafts in the future to avoid this next time?

Nah, there's no need ^^

A lasting comment, if i found a more suitable ability for Chucky while still keeping his choice to convert, would keeping him and Black Phillip as my neutrals be descent enough?
I'd rather get rid of Kevin and Jigsaw if I had a choice.
What do you guys think though?

I don't know yet if letting the Mafia team increase in size mid/late game is too unfair or not, but yeah I wouldn't mind having only those 2 as neutrals.
 

Pedro

The Last Airbender is actually a great movie
With that being said, would having a random mafia member either being exposed or killed be a good idea for Samara’s 7-day passive ability?

I'll maybe change my mind after I get into the details of the game, but so far I wouldn't mind that. There are 5 scums, 2 neutrals + cultists so Town has a lot of enemies in this setup. Looking at it from this point of view, I wouldn't mind giving Town a bone and say "hey, you can at least kill this person"
 
I don't know yet if letting the Mafia team increase in size mid/late game is too unfair or not, but yeah I wouldn't mind having only those 2 as neutrals.
So, i'm thinking of making Chucky a Hider. He can either a) remain a hider the entire game and win as a neutral (last player alive), or b) lose his Hider ability, sacrifice a player and become a Goon.
The funny thing about the sacrifice is that there is a chance that he may accidentally sacrifice a mafioso when becoming a Goon lol
I'll maybe change my mind after I get into the details of the game, but so far I wouldn't mind that. There are 5 scums, 2 neutrals + cultists so Town has a lot of enemies in this setup. Looking at it from this point of view, I wouldn't mind giving Town a bone and say "hey, you can at least kill this person"
I've considered a couple options for this, too.
  1. Have Samara expose a mafioso via PM from the GM after the 7 days.
  2. Have a random mafioso killed after the 7 days.
  • 2a) Indicate at the beginning of the game in Scum chat that one of their own will die after 7 days and nights.
  • 2aa) Tell them that the death can be avoided.
  • 2aaa) Tell them that the death can be avoided if Samara is killed.
Or some sort of variation of that. I think something like this would be fun to have mafia try and investigate without making it too obvious in the game thread that they're looking for someone.
 

Natiko

Town's Friendly Neighborhood Serial Killer
I would still argue that the amount of false positives or negatives that you can get as a result of things like the godfather, tailor, chucky changing sides, and the cult snatching up potentially cop checked townies it would be bastard. @Pedro did Console Wars have a cop? I don't recall.

Some more notes/questions on roles:
  • Is Carrie's doublevote voluntary or enforced (e.g. any vote from them WILL be a double vote)? Is the fact that it's double meant to be hidden or public info? For the vote tracker to track it as a double you would have to have them explicitly use the 'Double' command and thus A) it would be optional unless you mandate they use double only and B) it would be a public double vote. That or you manually track it, but that may get to be a hefty lift.
  • Norman Bates - is it a night command or a day command? If it's night does that mean they are meant to be taking advantage of this the following night after being given the extra command? If so that means it's entirely possible that by the time even the first boost can be taken advantage of only five possible successful targets could remain on town's side. Just something to keep in mind.
  • Leatherface - Does he N1 target dead player with a power then N2+ have the ability to use said power once? Or does he fully inherit the power going forward (say it's an infinite use one like even commuter)? What if he targets a player that only had 1 shot and used it? What if he targets a player that had 3 and only used 1?
  • Is Sam's kill random or is it following a preference order based on alignment?
  • I like the idea behind Chucky now, it can make for a fun swing. Assuming it doesn't hit scum though that's a super powerful role - it removes a town player, adds to scum's vote total, and can come in with info about town movement. Edit: Oh I see now you're considering making him a hider. That's better at least.
  • Black Phillip - so is that saying it only recruits on odd nights and can only recruit two players max? Or is it only two active recruits (e.g. recruit two, one dies and you can now recruit another)?
  • Cult recruit - So the recruited players keep their abilities - how does that work with the Proofer? What PM would be sent?
  • Cult alignment check - I don't know that you should return the result as mafia. It could lead to a situation in which town is near mylo or something against scum and a 'mafia' check comes back on cult and they focus on the cult player for the lynch then lose due to it. They would be pissed.
  • Dr. Caligari - How does the lynchproof work? Seems to be one-shot and a non-player flip is shown? What will the flip say? Will it be clear to town that it was a scum ability or will it be ambiguous?
  • Overall balance - Currently if things go well for scum/cult you're looking at potentially 18 town vs. 10 non-town. That's rough. On top of that 4 town roles have the potential to kill town players. I still think town could use some help.
Edit:
Samara - I don't love the new idea. If you do the math on how many kills could be flying around it's entirely possible that if the Samsara player actually manages to live that long it either potentially ends the game with a mafia death still OR just kills a mafia player as mafia and neutrals fight to the death and the couple of town players left sit around waiting to lose. Not sure what change to make while sticking with the thematic idea though.
 
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Did Console Wars have a cop? I don't recall.
Yes, I was that Cop lol
Is Carrie's doublevote voluntary or enforced (e.g. any vote from them WILL be a double vote)? Is the fact that it's double meant to be hidden or public info? For the vote tracker to track it as a double you would have to have them explicitly use the 'Double' command and thus A) it would be optional unless you mandate they use double only and B) it would be a public double vote. That or you manually track it, but that may get to be a hefty lift.
I wanted to make it a public double vote. Would that be fine?
Norman Bates - is it a night command or a day command? If it's night does that mean they are meant to be taking advantage of this the following night after being given the extra command? If so that means it's entirely possible that by the time even the first boost can be taken advantage of only five possible successful targets could remain on town's side. Just something to keep in mind.
It's a night command that would cause the target to get an extra action the following night. So, as long as Bates survives the night, the target will receive the sandwich the following night. If Bates dies the night he sends the sandwich, it will not be sent.
I see what you mean, because the other Townies have passive abilities? is that what you're referring to?
I'll look this over.
Leatherface - Does he N1 target dead player with a power then N2+ have the ability to use said power once? Or does he fully inherit the power going forward (say it's an infinite use one like even commuter)? What if he targets a player that only had 1 shot and used it? What if he targets a player that had 3 and only used 1?
Great question!
So with Leatherface, I'm going to give the player the option to steal the ability and use it the same night IF they want to. It would be an easy thing to handle, all they will have to do is tell me in a PM what ability they want to steal and who they want to target.
I'm going to make the ability a one-shot whatever the status of the previous users actions.
I would like to do this because of how beneficial choosing any ability Leatherface wants is. That's advantageous to Town because he could perhaps steal a vig shot (from Lord Summerisle) or even a Protect (from Lector).
So keeping all of them 1-shot would balance it the best in my opinion.
Is Sam's kill random or is it following a preference order based on alignment?
Sam's kill is random if the visitors are of the same alignment. If different alignments, the order is Mafia > Neutral or Thirdy-party > Town.
The player will not know the alignment order because it will give away third-party and neutral faction involvement.
I am struggling if i want to make this a 2-shot or 1-shot ability.
I like the idea behind Chucky now, it can make for a fun swing. Assuming it doesn't hit scum though that's a super powerful role - it removes a town player, adds to scum's vote total, and can come in with info about town movement. Edit: Oh I see now you're considering making him a hider. That's better at least.
Yes, I'm very pro-Chucky at this point in the game, and i think making him a Hider will be better in the long-run.
I think the off-chance he will sacrifice a mafia member might seem a little unfair to some. Do you think it's a manageable mechanic? I feel like the odds of it happening are low, but having it a possibility might aggravate the mafia team.
Then again, they still keep the same amount of players... so... there's that
Black Phillip - so is that saying it only recruits on odd nights and can only recruit two players max? Or is it only two active recruits (e.g. recruit two, one dies and you can now recruit another)?
Another great question that I have been working over in my head for the past couple days!
Black Phillip can only have two followers maximum the entire game: The Witch and Thomasin (the players recruited will receive these new role PMs).
Once they die, they die. No more recruitment.
He can only attempt recruitment on odd days.
But I actually need help with this from you guys: should he be able to recruit neutral Chucky?
Cult recruit - So the recruited players keep their abilities - how does that work with the Proofer? What PM would be sent?
Yeah, I don't want them to keep their abilities. If anything, I will issue them a private chat and MAYBE a 1-shot ability. But keeping their abilities would defeat the purpose of them being entirely new characters: witches.
Cult alignment check - I don't know that you should return the result as mafia. It could lead to a situation in which town is near mylo or something against scum and a 'mafia' check comes back on cult and they focus on the cult player for the lynch then lose due to it. They would be pissed.
oh no, the return will be "night action failed." The player will not know in their PM that this means they have checked a mafioso.
Sorry, the way I wrote that in the notes is a little confusing.
Overall balance - Currently if things go well for scum/cult you're looking at potentially 18 town vs. 10 non-town. That's rough. On top of that 4 town roles have the potential to kill town players. I still think town could use some help.
Okay, do you think I should add more players to Town or boost up/adjust Town abilities?
 
Another note: If anything, I can work with issuing Ghostface a different ability that could benefit Town a little bit more.

First of all, I really dislike gossips lol so, that would be good for me (i made him a gossip b/c it makes absolute sense for him to be a gossip).
Secondly, I feel like a lot of people don't like playing as gossips, so that would help my game in the long-run.

I'll explore some other ideas for him


EDIT: What if a random mafia member AND Samara die on Day 8. Would that make things a little more balanced?
Or should I scrap the idea of mafia dying on Day 8 in the first place?
 
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Natiko

Town's Friendly Neighborhood Serial Killer
Yes, I was that Cop lol

I wanted to make it a public double vote. Would that be fine?
Yeah, just wanted to check. This is the easiest route to go.

It's a night command that would cause the target to get an extra action the following night. So, as long as Bates survives the night, the target will receive the sandwich the following night. If Bates dies the night he sends the sandwich, it will not be sent.
I see what you mean, because the other Townies have passive abilities? is that what you're referring to?
I'll look this over.
It's the passive abilities + the fact that so many are 1-shot. Can't use a second ability that night if you don't have any left. I would maybe modify the role to give an additional 'shot' to a role that is x-shot if one like that is targeted. Could be difficult to word though. Also would need to make sure the governor can't get double shots as that could cause complaints.

Great question!
So with Leatherface, I'm going to give the player the option to steal the ability and use it the same night IF they want to. It would be an easy thing to handle, all they will have to do is tell me in a PM what ability they want to steal and who they want to target.
I'm going to make the ability a one-shot whatever the status of the previous users actions.
I would like to do this because of how beneficial choosing any ability Leatherface wants is. That's advantageous to Town because he could perhaps steal a vig shot (from Lord Summerisle) or even a Protect (from Lector).
So keeping all of them 1-shot would balance it the best in my opinion.
Another reason to put some safeguards around the governor. Maybe have their role delete after use or something? That way it could be grabbed by the robber if it hasn't been used, if it was used then it would not be an option. I dunno.

Sam's kill is random if the visitors are of the same alignment. If different alignments, the order is Mafia > Neutral or Thirdy-party > Town.
The player will not know the alignment order because it will give away third-party and neutral faction involvement.
I am struggling if i want to make this a 2-shot or 1-shot ability.
And if it kills no one it gets used up anyways right?

Yes, I'm very pro-Chucky at this point in the game, and i think making him a Hider will be better in the long-run.
I think the off-chance he will sacrifice a mafia member might seem a little unfair to some. Do you think it's a manageable mechanic? I feel like the odds of it happening are low, but having it a possibility might aggravate the mafia team.
Then again, they still keep the same amount of players... so... there's that
I think it's fine as is.

Another great question that I have been working over in my head for the past couple days!
Black Phillip can only have two followers maximum the entire game: The Witch and Thomasin (the players recruited will receive these new role PMs).
Once they die, they die. No more recruitment.
He can only attempt recruitment on odd days.
But I actually need help with this from you guys: should he be able to recruit neutral Chucky?
Hmm, probably not. Chucky at this point isn't even much of a neutral. It's basically just a lost scum partner or whatever that role is called with a twist.

Yeah, I don't want them to keep their abilities. If anything, I will issue them a private chat and MAYBE a 1-shot ability. But keeping their abilities would defeat the purpose of them being entirely new characters: witches.
Maybe I hallucinated the text that made me think they were keeping their abilities.

oh no, the return will be "night action failed." The player will not know in their PM that this means they have checked a mafioso.
Sorry, the way I wrote that in the notes is a little confusing.

Okay, do you think I should add more players to Town or boost up/adjust Town abilities?
Boost abilities, but I think with the taming of the neutrals and cult it's a closer to balanced now.

Another note: If anything, I can work with issuing Ghostface a different ability that could benefit Town a little bit more.

First of all, I really dislike gossips lol so, that would be good for me (i made him a gossip b/c it makes absolute sense for him to be a gossip).
Secondly, I feel like a lot of people don't like playing as gossips, so that would help my game in the long-run.

I'll explore some other ideas for him
I think this could help. You could also consider taking the prover and the gossip and flipping them to masons or something. Not sure what 'characters' would fit.

EDIT: What if a random mafia member AND Samara die on Day 8. Would that make things a little more balanced?
Or should I scrap the idea of mafia dying on Day 8 in the first place?
I like the idea of the role, just think in 95% of games it doesn't go off and is effectively vanilla. In the 5% it goes off it is either insignificant and town is doomed anyways or it ends the game and scum were getting stomped.
Responses in red.
 
Ahhh, i understand about the motivator problem better now, thanks for the clarification. And yeah, having multiple lynch stops would be quite the nuisance if the Governor receives the sandwich.
For now, maybe just grant those with x-shot another shot the following night instead of two night actions since they have none left.

Damn, having that grave robber limitation would be difficult to word, but i'm sure i could figure it out.

Yes, Sam's ability will get used up if no one visits that target. Unfortunate for the player, but I think it would be the most balanced option.

Okay, plus I think it would be a lot easier to inform Black Phillip's player in the role pm that only Townies can be converted.

You didn't hallucinate it, I changed it. I was throwing around ideas on the Design Sheet just in case I forgot them. I soon realized how complex keeping their abilities would make the game, and I decided against it.

I was thinking about adding a mason to the game, so i'll definitely explore that option.

Yeah, you're right. The idea is great for Samara, but it's very unlikely the ability will execute. I'll think about some other options.


Thanks for your feedback, Natiko
 

Natiko

Town's Friendly Neighborhood Serial Killer
I think two shot for Sam is fine given it could just not trigger, the only thing that makes me hesitate is the likelihood it’ll kill Town more often than not lol
 

Pedro

The Last Airbender is actually a great movie
I would still argue that the amount of false positives or negatives that you can get as a result of things like the godfather, tailor, chucky changing sides, and the cult snatching up potentially cop checked townies it would be bastard. @Pedro did Console Wars have a cop? I don't recall.

As long as Tearable isn't lying on purpose, I'm okay with it.

--

Sam's notes say "Will randmoly kill one player that visits the target", but it doesn't have a command associated with it. Is the "target" Sam themselves, or is it another player? If it's Sam is it a passive ability that will automatically execute every night (meaning they will run out of shots on N3), or do they have to activate the ability? If it's not could you add a command to the sheet?

How many shots does the Strongman have? I'd say 2 at most.

I like the cultists becoming vanilla.

List of town roles that can hurt Town: Trapper, Grave Robber, Vengeful, Vig Shot, Motivator, Governor, Ability Deleter. I'd maybe make the Grave Robber only use abilities from dead townies that aren't on this list, so their chosen power becomes only something that can 100% benefit Town. Like sending them a PM once one of those roles dies saying "You can't use a power from this dead role".
 
Sorry guys, I went back to class after 3 weeks post surgery this Monday and i've been playing a shit ton of catch up. I've read your posts and will work on the design sometime this weekend.
Thanks for the feedback, btw
 
Classes and catch-up have been kicking my ass and i haven't had much time to concentrate on this game.
I wish I could just have a week off so i can focus on it >.>
But i have a little time to make some updates.

I think two shot for Sam is fine given it could just not trigger, the only thing that makes me hesitate is the likelihood it’ll kill Town more often than not lol
Yeah, but for now i'll keep him how it is. it will promote the player to tread softly in what he says and play carefully.

Now i have a question as to what is considered a "visit?" Only investigations? or can Freddy, Suspiriorum, IT, and Michael's abilities be considered a visit? Michaels being a kill, so would that count as a visit?

If all of them do, i'd say Sam could have 4/5 chance that a Mafioso visit him. But again, i'm not sure of the visit definition. If it's only Freddy that is considered a visit, than i definitely will need to change Sam's ability... again lol because the odds would be very unfair
Sam's notes say "Will randmoly kill one player that visits the target", but it doesn't have a command associated with it. Is the "target" Sam themselves, or is it another player? If it's Sam is it a passive ability that will automatically execute every night (meaning they will run out of shots on N3), or do they have to activate the ability? If it's not could you add a command to the sheet?
Passive. I'd like to make him not in control of an ability like that because why?
i know i told @Natiko that if no one visits him than it would be used up, and this passive decision would negate my response to his concern, but then again, him using the command and having no one visit him would be kind of lame.
If i go the passive route, since someone will always die when it is activated, i could make it a 1-shot. it would lessen the body count that Sam piles up.
What do you guys think? seems fair.
How many shots does the Strongman have? I'd say 2 at most.
2 sounds good. I might switch to 1 depending on how much i buff Town in the future, but I like 2 for now
I like the cultists becoming vanilla.
Let's keep it that way for now. It's already quite the game shock that a player's alignment changed, it would be a bit more complex if they inherited new abilities. Plus, if they have already used their abilities of their characters from before they converted, they would gain all new ability shots.
Seems too unfair, so vanilla is a good decision.
List of town roles that can hurt Town: Trapper, Grave Robber, Vengeful, Vig Shot, Motivator, Governor, Ability Deleter. I'd maybe make the Grave Robber only use abilities from dead townies that aren't on this list, so their chosen power becomes only something that can 100% benefit Town. Like sending them a PM once one of those roles dies saying "You can't use a power from this dead role".
That actually wouldn't be too difficult to do. I could just send the PM every time the night phase begins with an updated list of townies that cannot be chosen if they have died during the previous day phase. Not too difficult at all.

Okay, so what else should we address?
Here is what's on my radar that i'll need to find a little more time to concentrate on when my classwork has eased up:

  • I need to find something else for Samara.
  • If possible, customize/change Townie abilities to be more beneficial to Town and less hurtful to themselves.
  • Add a mason in place of Ghostface and another character... Hmm... who else would fit as a mason paired with him?

Btw, I made Chucky a 2-shot hider and increased his days to wait to convert to 5. This will benefit Town a bit more without actually boosting a Townie's ability.
 
Samara has been deleted. RIP Samara, you made it far but it just wasn't meant to be.

I have replaced her with Candyman. Let me explain his ability here more clearly b/c in the notes it can be a little confusing.
  • Candyman will learn the role and alignment of the first person to say his/her username five times in the game thread.
  • i.e. TearablePuns is Candyman. Pedro says TearablePuns, Puns, Tearable, etc (i think you get it, nicknames will count in this regard, even though i know the rules of Mafia on Era encourage players to use their proper names) five times in the game thread first throughout the duration of the game.
  • The count doesn't increase if i am quoted/replied!!! The player has to actually type out one of my acceptable names i mentioned above.
  • The next night phase, if Candyman (TearablePuns) does not get lynched or day killed, he will receive the alignment and role of Pedro the next Day phase.
  • i.e. Pedro says my name the fifth time on Day 2, Tearable will receive the info Night 2.
  • Pedro won't know that his alignment and role has been intercepted.
  • I have put the results message format in the design sheet. it's pretty straight forward

Now, i understand that this ability will probably activate fairly quickly. Most likely Day 1, but that's fine. This boosts Town's power since many of their abilities require them to first get a good read on people before using their abilities. This one is quite the opposite, and passive obviously.

What do you guys think?
 
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I am keeping my gossip b/c i have found a way to make him a little more interesting.

  • Ghostface can now choose to stay on the line with a player.
  • If he/she chooses to stay on the line with the same player for a second night, at the end of the second night, if Ghostface survives that night, he/she will be PMed random info involving that player that occurred during that night.
  • i.e a Mafioso visited your target. i.e. your target switched sides (a possible counter for Chucky).
  • if he/she chooses to stay on the line with the same player for a third night, at the end of the third night, if Ghostface survives that night, he/she will be PMed random info involving that player that occurred during that night, but player names or will be used.
  • i.e. TearablePuns visited your target, i.e. A Townie protected your target i.e Your target became a Mafioso.
  • The detail in the first example being the player name and the detail in the second example being the word protect. The detail in the last example being Mafioso. If Ghostface happens to stay on the line with Chucky for 3+ days during his transition to Mafioso, kudos to them for having miraculous intuition
The longer the victim stays on the phone, the more vulnerable they get. It's canon lol

Let me know what you guys think.
 
And for the sake of running this game earlier, I'm thinking of renaming the game "Horror Movie Mafia."


EDIT: I have changed many things in terms of shots, abilities, and elaboration of certain abilities.
It's all in the design sheet. If you guys have any questions, please let me know
 
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Natiko

Town's Friendly Neighborhood Serial Killer
Classes and catch-up have been kicking my ass and i haven't had much time to concentrate on this game.
I wish I could just have a week off so i can focus on it >.>
But i have a little time to make some updates.


Yeah, but for now i'll keep him how it is. it will promote the player to tread softly in what he says and play carefully.

Now i have a question as to what is considered a "visit?" Only investigations? or can Freddy, Suspiriorum, IT, and Michael's abilities be considered a visit? Michaels being a kill, so would that count as a visit?

If all of them do, i'd say Sam could have 4/5 chance that a Mafioso visit him. But again, i'm not sure of the visit definition. If it's only Freddy that is considered a visit, than i definitely will need to change Sam's ability... again lol because the odds would be very unfair

Passive. I'd like to make him not in control of an ability like that because why?
i know i told @Natiko that if no one visits him than it would be used up, and this passive decision would negate my response to his concern, but then again, him using the command and having no one visit him would be kind of lame.
If i go the passive route, since someone will always die when it is activated, i could make it a 1-shot. it would lessen the body count that Sam piles up.
What do you guys think? seems fair.

2 sounds good. I might switch to 1 depending on how much i buff Town in the future, but I like 2 for now

Let's keep it that way for now. It's already quite the game shock that a player's alignment changed, it would be a bit more complex if they inherited new abilities. Plus, if they have already used their abilities of their characters from before they converted, they would gain all new ability shots.
Seems too unfair, so vanilla is a good decision.

That actually wouldn't be too difficult to do. I could just send the PM every time the night phase begins with an updated list of townies that cannot be chosen if they have died during the previous day phase. Not too difficult at all.

Okay, so what else should we address?
Here is what's on my radar that i'll need to find a little more time to concentrate on when my classwork has eased up:

  • I need to find something else for Samara.
  • If possible, customize/change Townie abilities to be more beneficial to Town and less hurtful to themselves.
  • Add a mason in place of Ghostface and another character... Hmm... who else would fit as a mason paired with him?

Btw, I made Chucky a 2-shot hider and increased his days to wait to convert to 5. This will benefit Town a bit more without actually boosting a Townie's ability.
A 'visit' would be any player targeting them with an ability, regardless of what the ability is (for the most part at least). As far as Sam's ability being passive I'm not a huge fan due to it taking all agency away from the player, but I don't think it's a balance issue so it's your call.

Samara has been deleted. RIP Samara, you made it far but it just wasn't meant to be.

I have replaced her with Candyman. Let me explain his ability here more clearly b/c in the notes it can be a little confusing.
  • Candyman will learn the role and alignment of the first person to say his/her username five times in the game thread.
  • i.e. TearablePuns is Candyman. Pedro says TearablePuns, Puns, Tearable, etc (i think you get it, nicknames will count in this regard, even though i know the rules of Mafia on Era encourage players to use their proper names) five times in the game thread first throughout the duration of the game.
  • The count doesn't increase if i am quoted/replied!!! The player has to actually type out one of my acceptable names i mentioned above.
  • The next night phase, if Candyman (TearablePuns) does not get lynched or day killed, he will receive the alignment and role of Pedro the next Day phase.
  • i.e. Pedro says my name the fifth time on Day 2, Tearable will receive the info Night 2.
  • Pedro won't know that his alignment and role has been intercepted.
  • I have put the results message format in the design sheet. it's pretty straight forward

Now, i understand that this ability will probably activate fairly quickly. Most likely Day 1, but that's fine. This boosts Town's power since many of their abilities require them to first get a good read on people before using their abilities. This one is quite the opposite, and passive obviously.

What do you guys think?
I like it, though I think it would be good to firm up what you would count as a 'nickname'. I think what you actually want it to be that you would accept all forms of a user's name but not nicknames as they could completely differ from their username or they could refer to a username from GAF, stuff like that.

I am keeping my gossip b/c i have found a way to make him a little more interesting.

  • Ghostface can now choose to stay on the line with a player.
  • If he/she chooses to stay on the line with the same player for a second night, at the end of the second night, if Ghostface survives that night, he/she will be PMed random info involving that player that occurred during that night.
  • i.e a Mafioso visited your target. i.e. your target switched sides (a possible counter for Chucky).
  • if he/she chooses to stay on the line with the same player for a third night, at the end of the third night, if Ghostface survives that night, he/she will be PMed random info involving that player that occurred during that night, but player names or will be used.
  • i.e. TearablePuns visited your target, i.e. A Townie protected your target i.e Your target became a Mafioso.
  • The detail in the first example being the player name and the detail in the second example being the word protect. The detail in the last example being Mafioso. If Ghostface happens to stay on the line with Chucky for 3+ days during his transition to Mafioso, kudos to them for having miraculous intuition
The longer the victim stays on the phone, the more vulnerable they get. It's canon lol

Let me know what you guys think.
I really like this too. I recommend making it an anonymous gossip. Helps protect the role from being sniped if it targets mafia.
And for the sake of running this game earlier, I'm thinking of renaming the game "Horror Movie Mafia."


EDIT: I have changed many things in terms of shots, abilities, and elaboration of certain abilities.
It's all in the design sheet. If you guys have any questions, please let me know
I'll have to look through later and see what all is different.
 
A 'visit' would be any player targeting them with an ability, regardless of what the ability is (for the most part at least). As far as Sam's ability being passive I'm not a huge fan due to it taking all agency away from the player, but I don't think it's a balance issue so it's your call.
Thanks for clarifying that. I understand where you're coming from when it comes to Sam. That's why i'd like to hear where @Pedro is at in terms of the ability be passive or not. I can go both ways on this. For now, i'd like to keep it up in the air. If we keep it passive, it will only be a 1-shot. If we don't, well depending on the balancing, we can consider a 2-shot, but we'll see.
I like it, though I think it would be good to firm up what you would count as a 'nickname'. I think what you actually want it to be that you would accept all forms of a user's name but not nicknames as they could completely differ from their username or they could refer to a username from GAF, stuff like that.
Yes, all nicknames in the form of their username. Nothing from a Gaf username or any rl nicknames that other players may know about. So, either their username or nickname variations of that username. That's what I was trying to say.
I really like this too. I recommend making it an anonymous gossip. Helps protect the role from being sniped if it targets mafia.
Definitely will be anonymous.


Also, I was thinking of dumbing down the Xenomorph's ability. We already have a good amount of killing roles, so maybe handicapping another player with the Xenomorph's ability, instead of outright killing them could be a better alternative?
I was thinking either:
  • The acid takes the target's ability to vote away the following day phase.
  • The acid takes the target's ability to perform a night action during the current night phase.
  • Or both
 
For your convenience, I have added a "Notes for Reviewers" column in the design sheet. It is at the very end.

Since, things tend to change quite often with the sheet in terms of shots and other things, i will leave updates for your guys there.
Hope it helps
 
How does the balance seem now, team?

I'm thinking that it's a lot more balanced since I turned many of the characters from infinite shots to x-shots.
What are our next steps?
 

Natiko

Town's Friendly Neighborhood Serial Killer
Reading it all over fresh:


  • Is the Governor a public or private command?
  • Motivator - I feel like I asked this already, but how does it work with a role that’s X-shot but has used all shots? Do they just get an additional one to use whenever they want? Only works on night actions right? What about kills? Can the Hider hide behind two people? Can the Cultist convert a third person? Or two in one night? What about the Gossip - can be gossip two different people? Can the Graverobber rob two different abilities in one night or would it be the one robbed one twice? Would they all be in the same thread or different ones? Does the shot get used up if it hits an invalid target? Sorry for the question vomit lol
  • Does the Adrenaline Junkie get informed they will be dying the next night?
  • Is there a day between robbing and using the ability for the Graverobber?
  • Gossip - I think how this power is limited could use more thought. Making it a three shot means if his target is ever lynched or NKed then RIP power. But at the same time if you say his power is only used up once it hits level three they could just string level twos back to back to back. Not sure the best solution.
  • The Ninja/Tailor - are just the tailor shots ninja or are all kills submit from this person ninja too?

Overall, it’s better though I still feel inclined to think Town will lose unless they get really lucky with things like taking out the cultist before any conversions or something. When you account for the two converts the game is essentially 16v9 and of those 9 it’s possible to have people that were cleared as town become anti-town and you have a 1-shot lynchproof person too. We’ll see what Pedro thinks.
 
Is the Governor a public or private command?
I'm going to make it a private command.
  • Motivator - I feel like I asked this already, but how does it work with a role that’s X-shot but has used all shots? Do they just get an additional one to use whenever they want? Only works on night actions right? What about kills? Can the Hider hide behind two people? Can the Cultist convert a third person? Or two in one night? What about the Gossip - can be gossip two different people? Can the Graverobber rob two different abilities in one night or would it be the one robbed one twice? Would they all be in the same thread or different ones? Does the shot get used up if it hits an invalid target? Sorry for the question vomit lol
Yes, if they are out of shots, they will earn an additional one the following night.
Nks cannot be motivated.
Alright, here we go. Motivator effects on the night action players.
  • Dracula - can choose two people to rid abilities from that night.. cold blooded af lol (no pun intended)
  • Blair Witch - 2 alignment investigations that night
  • Hannibal Lector - heals 2 people that night... yayyyy
  • Jason Voorhees - 2 tracking targets that night
  • Leatherface - can choose 2 abilities to grave rob that night. Must be different! if only one available, SOL lol
  • Ghostface - can choose 2 people to call that night.
  • Sam - 2 people will die if 2 people visit him that night and he chooses to use the ability... ooooooo baby
  • Chucky - this was difficult at first to settle out, but it's just like you say, just have two targets. I didn't put in the notes, but yes, the hider will die along with the target if the target is nked. So, let Chucky choose two targets. If one happens to be nked, he will run behind the next one and be safe.
  • Black Phillip - will get to target 2 players that night. this does not mean if he already has one witch converted and on this night he targets 2 players, both of those will become witches. This just means if one happens to be untargetable that night, the other will be converted instead. And if both are vulnerable, i will pm the player which he prefers to convert. And to answer your question, yes, if Black Phillip doesn't have anyone converted yet and he gets motivated and targets 2 players that aren't untargetable, you're damn right they will both be converted lol btw, if the following night isn't an odd night, he will have to wait til the next odd night to use the sandwich.
  • Freddy Krueger - gets 2 role investigations that night.
  • IT - gets 2 role blocks that night.
  • Michael Myers - let it be noted that NKs cannot be motivated BUT if the strongman is out of shots, this will earn him another one the following night.
  • Does the Adrenaline Junkie get informed they will be dying the next night?

I would like to inform the adrenaline junkie that he will die at the end of the day phase via PM.
Should i keep him alive til the end of the following night phase? i feel like having mafia potentially waste another bullet might be unfair or would it not?

  • Is there a day between robbing and using the ability for the Graverobber?
Nope. Leatherface will pm me who he wishes to rob along with said players ability command the same night.

Gossip - I think how this power is limited could use more thought. Making it a three shot means if his target is ever lynched or NKed then RIP power. But at the same time if you say his power is only used up once it hits level three they could just string level twos back to back to back. Not sure the best solution.
So my thought process on it was this: a shot is used up everytime a different player is targeted and Ghostface can only stay on the line for a maximum of 2 times (3 night phases total per player). This means he could, best case scenario, have 9 nights of phone calls.
Since he could potentially be gaining very valuable information, especially if he chooses to stay on the line for the third night, i made him an x-shot.
Do you think he won't get too OP if i make him an infinite shot?
  • The Ninja/Tailor - are just the tailor shots ninja or are all kills submit from this person ninja too?
All kills that she commands will be ninja.
 
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i'm sorry for all the text but i really want to finish this game lol.

Here are some other things i'd like to bring to the table.
  1. I have another Townie character in mind as an addition. A Jailkeeper. If you guys think Town could benefit from another helping hand, there's that to consider.
  2. I was thinking about Chucky since reading your last post Natiko about the balance of the game. Like you say, Chucky is practically Mafia. Even though he may not last the 5 days to even activate the ability, this is still true. So, why not mix it up a little bit? What if Chucky becomes the opposite alignment of who he possesses (kills)? I know its a really weird thing, but it would at least give Town a little nudge. I mean, Mafia is already a potential target of his possess ability anyways.
We could add a new Townie. Alter Chucky. Both. Or consider cutting a mafia member. Or some sort of combination of these things.

What do you think?
 
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Natiko

Town's Friendly Neighborhood Serial Killer
I'm going to make it a private command.

Yes, if they are out of shots, they will earn an additional one the following night.
I assume that there's the one day gap in both scenarios right? The Motivator wouldn't target a user and that very night the user gets the bonus.
Nks cannot be motivated.
Alright, here we go. Motivator effects on the night action players.
  • Dracula - can choose two people to rid abilities from that night.. cold blooded af lol (no pun intended)
  • Blair Witch - 2 alignment investigations that night
  • Hannibal Lector - heals 2 people that night... yayyyy
  • Jason Voorhees - 2 tracking targets that night
  • Leatherface - can choose 2 abilities to grave rob that night. Must be different! if only one available, SOL lol
  • Ghostface - can choose 2 people to call that night.
  • Sam - 2 people will die if 2 people visit him that night and he chooses to use the ability... ooooooo baby
  • Chucky - this was difficult at first to settle out, but it's just like you say, just have two targets. I didn't put in the notes, but yes, the hider will die along with the target if the target is nked. So, let Chucky choose two targets. If one happens to be nked, he will run behind the next one and be safe.
  • Black Phillip - will get to target 2 players that night. this does not mean if he already has one witch converted and on this night he targets 2 players, both of those will become witches. This just means if one happens to be untargetable that night, the other will be converted instead. And if both are vulnerable, i will pm the player which he prefers to convert. And to answer your question, yes, if Black Phillip doesn't have anyone converted yet and he gets motivated and targets 2 players that aren't untargetable, you're damn right they will both be converted lol btw, if the following night isn't an odd night, he will have to wait til the next odd night to use the sandwich.
  • Freddy Krueger - gets 2 role investigations that night.
  • IT - gets 2 role blocks that night.
  • Michael Myers - let it be noted that NKs cannot be motivated BUT if the strongman is out of shots, this will earn him another one the following night.
To the above - so if you are giving an additional shot to Michael then I would say you should be ensuring the double shot never counts against anyone else's shot totals either. For instance if someone has three shots and is fed, the night they use two actions it only uses up one shot if that makes sense. This is probably already your intention but it's good to clarify.


I would like to inform the adrenaline junkie that he will die at the end of the day phase via PM.
Should i keep him alive til the end of the following night phase? i feel like having mafia potentially waste another bullet might be unfair or would it not?

I think it's fine to leave him alive in case he wants to try and bluff out scum.

Nope. Leatherface will pm me who he wishes to rob along with said players ability command the same night.


So my thought process on it was this: a shot is used up everytime a different player is targeted and Ghostface can only stay on the line for a maximum of 2 times (3 night phases total per player). This means he could, best case scenario, have 9 nights of phone calls.
Since he could potentially be gaining very valuable information, especially if he chooses to stay on the line for the third night, i made him an x-shot.
Do you think he won't get too OP if i make him an infinite shot?

I read shot as in all three shots would be used up in an attempt to stay on the line. I think it's fine as is then.

All kills that she commands will be ninja.
Responses in red.

i'm sorry for all the text but i really want to finish this game lol.

Here are some other things i'd like to bring to the table.
  1. I have another Townie character in mind as an addition. A Jailkeeper. If you guys think Town could benefit from another helping hand, there's that to consider.
  2. I was thinking about Chucky since reading your last post Natiko about the balance of the game. Like you say, Chucky is practically Mafia. Even though he may not last the 5 days to even activate the ability, this is still true. So, why not mix it up a little bit? What if Chucky becomes the opposite alignment of who he possesses (kills)? I know its a really weird thing, but it would at least give Town a little nudge. I mean, Mafia is already a potential target of his possess ability anyways.
We could add a new Townie. Alter Chucky. Both. Or consider cutting a mafia member. Or some sort of combination of these things.

What do you think?
A jailkeeper is probably too strong of a swing in town's favor. How about this - the commute becomes infinite on even nights (I think the ascetic was odd if I remember right - basically does the opposite rhythm of that). Then change Chucky to become the alignment of whoever he kills and he inherits their full role and any remaining abilities. This makes it so that he has a unique role, but that it doesn't swing the game hard by killing a town player and then adding a scum player in one go. Doing this you could also reduce the nights he has to wait again if you'd like. Do the above or something similar and I'm good to sign off. Can't speak for @Pedro
 
  • Correct, there will be a one day gap for the motivator ability to activate for the targeted player. and it goes without saying, if Norman dies during that day phase or the following night phase, the motivation will still occur for the targeted player since the sandwich has already been sent.
  • Yeah, that is what i had in mind in terms of shot capacity. If a player has all their shots, the motivation is active that day for them, they use their ability twice, then they will only have used 1-shot.
  • Okay cool, i'll leave him alive that following night phase as well (adrenaline junkie), and his death will be the last action of that night phase. Flip will occur at the start of the day.
A jailkeeper is probably too strong of a swing in town's favor. How about this - the commute becomes infinite on even nights (I think the ascetic was odd if I remember right - basically does the opposite rhythm of that). Then change Chucky to become the alignment of whoever he kills and he inherits their full role and any remaining abilities. This makes it so that he has a unique role, but that it doesn't swing the game hard by killing a town player and then adding a scum player in one go. Doing this you could also reduce the nights he has to wait again if you'd like. Do the above or something similar and I'm good to sign off. Can't speak for @Pedro

I'm down with making the commuter even infinite, i only nerfed him b/c i thought Town might be getting too powerful, but after you mentioned the 16 v 9 balance, i'm find with changing it back.
The thing with changing Chucky, would that mean the player he possesses is a no flip or flips as Chucky?
And if that player is out of shots, i'm guessing Chucky wouldn't inherit new shots. But if he still did have shots left, chucky would be able to use those shots.
I like it. I'll keep the day wait to 5 for now because chucky has 3 shots of the hider ability anyways. if i decreased the wait time for him, i'd have to decrease the shots too, to make it fair. i'll think about that later today.

but i like the alignment change of whoever he possesses idea. it's a pretty chaotic role, but it's fun lol
 

Natiko

Town's Friendly Neighborhood Serial Killer
I would say either no flip or flip as Chucky. Flip as Chucky could lead to some weird shenanigans with alignment cop/role cop. Up to you if you think that's good or bad. Yes, he would inherit the role exactly as it was - no extra shots. I'm good to sign off!
 
I would say either no flip or flip as Chucky. Flip as Chucky could lead to some weird shenanigans with alignment cop/role cop. Up to you if you think that's good or bad. Yes, he would inherit the role exactly as it was - no extra shots. I'm good to sign off!
Getting excited!

Okay, I’ll have that person flip as Chucky.
One more concern about that.
Do I keep the flipped PM as it is, showing that Chucky can possess someone and take their abilities?
Or do I leave that part out?
And is this a bastard mechanic do you think?

The person that Chucky possesses is going to have a fit in spec chat haha
Maybe I’ll think about them flipping as Chucky a little more.
 

Natiko

Town's Friendly Neighborhood Serial Killer
Getting excited!

Okay, I’ll have that person flip as Chucky.
One more concern about that.
Do I keep the flipped PM as it is, showing that Chucky can possess someone and take their abilities?
Or do I leave that part out?
And is this a bastard mechanic do you think?

The person that Chucky possesses is going to have a fit in spec chat haha
Maybe I’ll think about them flipping as Chucky a little more.
I already said my piece about if the game is bastard - with multiple alignment changes in the game, the tailor, etc. it feels like it's close to bastard. On the flip side though it's nowhere near as crazy as Conspiracy was so you can probably slide by without it being bastard since Pedro has already argued it isn't and he would know better than I. If you want to play it safe just do no flip - I wouldn't flip as Chucky and trim part of the PM out. That seems a step too far.
 
I already said my piece about if the game is bastard - with multiple alignment changes in the game, the tailor, etc. it feels like it's close to bastard. On the flip side though it's nowhere near as crazy as Conspiracy was so you can probably slide by without it being bastard since Pedro has already argued it isn't and he would know better than I. If you want to play it safe just do no flip - I wouldn't flip as Chucky and trim part of the PM out. That seems a step too far.
Thanks. I’ll think about it today and make a decision tonight and let you guys know.

Thanks for all your help. This has been a fun experience, even if I had to kill some babies ;(
Lol
 
Lol some GoT characters didn't make the cut?

Ooft, i'm so 50-50 on the Chucky flip or no flip. No flip would make it the simplest, but i like the thought of people trying to decide whether Chucky is alive or not after reading the full Role PM. And if the player will reveal himself. Obviously he won't be able to if he becomes mafia, but if he becomes Town, I'd like to see how Town would respond to that, especially since he has no proof of becoming Town since that role didn't flip haha

Gahhhh....

Screw it, Chucky is flipping. I love drama too much not to include this.

@Pedro, would that be Bastard in your opinion? if not, it's happening
 
So, I’ve been working on the basic role PMs for the characters and I’m thinking of having Ghostface just to receive the vague information for staying on the line once and getting rid of the incentive for staying on the line a second night (the third night). This means I’ll get rid of the detailed information tier.

My main reason for doing this would be because I want to encourage the gossip to also call many other people throughout the game. Having that player talk to the same person 3 nights in a row would be a little much.

So I’m going to get rid of the tier and maybe give the gossip infinite shots because of this change.

I don’t suspect it will effect the balance of the game much

EDIT: or should I go for it and just have any call of Ghostface’s receive vague information by the end of the night phase
 
Okay, I have created the Role PM tab alongside the Design Sheet. Still need to add details to some and clean up the text, but i thought i'd get a head start since i had time.

I've also gotten rid of extra cells on both sheets for easier viewing.

Other than that, i'm ready to hear back from you both about any feedback and what else i should focus on fixing.
<3

I even added the Witch role PMs at the end. They're pretty barebones, but i like that they exist lol
 

Natiko

Town's Friendly Neighborhood Serial Killer
I’m not sure on ghostface. I don’t love the role as someone that just gets vague info that may never be actionable. Not sure I have a particularly good recommendation though.

I haven’t looked at the role PMs, I’ll do so after Pedro weighs in. I will say we need an order of operations for the night actions still.
 
I'll finish up the order of operations today and post it.

As for Ghostface, i'm thinking the best solution would be:
  1. First call to a specific player = vague info the end of that night phase if applicable (meaning if anything even happened surrounding that player)
  2. Second call to a specific player will garner more detailed information BUT that player doesn't need to be called consecutively AND a specific player cannot be called more than twice.
That is the best thing that i can think of that makes the gossip as flexible and informed as possible without tearing down the entire premise and rebuilding it back up. This way, the gossip doesn't need to stay on the line in order to get the detailed information. This is better because having to talk to the same person twice in a row unwillingly in order to get the good info, so to speak, is pretty restricting and annoying.
 

Natiko

Town's Friendly Neighborhood Serial Killer
Yeah, the only good idea I could come up with changed the role and was almost more of a neutral role (though it could be town I suppose) which was make it almost like a hunter or whatever the role is called where a player is seeking out a specific other player.
 
Yeah, i'll just keep as is. The hunter wouldn't be a bad idea but i dont want another killing role at this point.

I'm having trouble with the ninja. The strongman is an x-shot, but the Godfather is an infinite shot. I'm not familiar with how the ninja is used in games ive been in personally. The tracker is also x-shot. All these things considered, is the Ninja in a game usually x-shot or infinite?

Other than that, order of operations is in a separate tab and almost finished

Btw, in case you guys didn't see, Suspiriorum cannot both perform the NK and tailor on the same night. it's either one or the other
 

Natiko

Town's Friendly Neighborhood Serial Killer
I personally would make the ninja stuff only work on kills and have it be x-shot. Otherwise you would have them submit the command every time. It’s better when they have to put thought into it, even if it’s not a lot.

Going to hold off on looking through role PMs and order of operations until Pedro suggests any further tweaks.
 
Okay, Suspiriorum has a 2-shot tailor and a 2-shot ninja. She can choose to ninja both of her tailors or two night kills or one of each.

That's it, I think. I've gone through all of the characters multiple times while creating the role pms and placing the order of operations and i'm feeling good about how this is looking.

Hope to hear from you both soon
 

Pedro

The Last Airbender is actually a great movie
I'm sorry, guys. November was the most stressful I have been in a while (years, honestly), trying to finish projects from college. I barely had in me to be online for more than a few seconds because I had too much in my mind.
My vacation started on Thursday but since today is my birthday I was spending time meeting people, and today I finally can take a look here.
 

Pedro

The Last Airbender is actually a great movie
Answering to the posts I was directly quoted:

Thanks for clarifying that. I understand where you're coming from when it comes to Sam. That's why i'd like to hear where @Pedro is at in terms of the ability be passive or not. I can go both ways on this. For now, i'd like to keep it up in the air. If we keep it passive, it will only be a 1-shot. If we don't, well depending on the balancing, we can consider a 2-shot, but we'll see.

I'm okay either way, and saw it's an active one currently in the design.

How about this - the commute becomes infinite on even nights. Then change Chucky to become the alignment of whoever he kills and he inherits their full role and any remaining abilities. Do the above or something similar and I'm good to sign off. Can't speak for @Pedro

I'm also okay with this. Sorry it's taken so long just to hear me say "yes" :c

Lol some GoT characters didn't make the cut?

Ooft, i'm so 50-50 on the Chucky flip or no flip. No flip would make it the simplest, but i like the thought of people trying to decide whether Chucky is alive or not after reading the full Role PM. And if the player will reveal himself. Obviously he won't be able to if he becomes mafia, but if he becomes Town, I'd like to see how Town would respond to that, especially since he has no proof of becoming Town since that role didn't flip haha

@Pedro, would that be Bastard in your opinion? if not, it's happening

As long as it's not a lie, and it isn't in this case, it's not bastard to me!

---

Good job on renaming your game and making sure it can run at anytime, and not just late October. The action priority list looks great.

Things about the role PMs:
  • The Mafia win condition should be: "You win when your faction controls the majority of votes at day start."
  • In some PMs, you call yourself "GR", in others "GM", and in others "game runner". Please use "game runner" in all of them.
  • The PMs should also have a link to the game thread.
  • Please write a sample role PM, to be used in the thread's OP.
  • Please add the role names to the role PMs, so saying Jack Torrance is an "Adrenaline Junkie", Damien is "Ascetic", etc.; these role names are common to us so it's easier to grasp what the role does when they are there.
  • The Frankenstein Monster should be immune to any kind of kill attempts, not just NK; I'd reflect that in the PM.
  • We talked in the beginning about how the Doublevoter shouldn't be able to use their power during endgame, but that's not present in the PM
  • Sam's PM implicitly gives the idea that there are no neutrals in the design. I'd either remove any mention on who dies first in his PM, or say at most "if multiple people visit you, mafia members will be prioritized by the trap".
  • Similar to above, Chucky's PM gives the idea that there are no neutrals beyond himself in the design since you only list his win condition, Town's and then Mafia's win conditions. Just list his original wincon and if he happens to swap alignments you can send another PM with his new wincon.
  • The community had a discussion years ago about how there's no "vanilla neutral", since a third-party by that alone isn't vanilla, so please replace any mention of "vanilla neutral" to "Survivor" since that's a more apt description of the role.
 
Answering to the posts I was directly quoted:



I'm okay either way, and saw it's an active one currently in the design.



I'm also okay with this. Sorry it's taken so long just to hear me say "yes" :c



As long as it's not a lie, and it isn't in this case, it's not bastard to me!

---

Good job on renaming your game and making sure it can run at anytime, and not just late October. The action priority list looks great.

Things about the role PMs:
  • The Mafia win condition should be: "You win when your faction controls the majority of votes at day start."
  • In some PMs, you call yourself "GR", in others "GM", and in others "game runner". Please use "game runner" in all of them.
  • The PMs should also have a link to the game thread.
  • Please write a sample role PM, to be used in the thread's OP.
  • Please add the role names to the role PMs, so saying Jack Torrance is an "Adrenaline Junkie", Damien is "Ascetic", etc.; these role names are common to us so it's easier to grasp what the role does when they are there.
  • The Frankenstein Monster should be immune to any kind of kill attempts, not just NK; I'd reflect that in the PM.
  • We talked in the beginning about how the Doublevoter shouldn't be able to use their power during endgame, but that's not present in the PM
  • Sam's PM implicitly gives the idea that there are no neutrals in the design. I'd either remove any mention on who dies first in his PM, or say at most "if multiple people visit you, mafia members will be prioritized by the trap".
  • Similar to above, Chucky's PM gives the idea that there are no neutrals beyond himself in the design since you only list his win condition, Town's and then Mafia's win conditions. Just list his original wincon and if he happens to swap alignments you can send another PM with his new wincon.
  • The community had a discussion years ago about how there's no "vanilla neutral", since a third-party by that alone isn't vanilla, so please replace any mention of "vanilla neutral" to "Survivor" since that's a more apt description of the role.
Excellent feedback, Pedro!
I'll work on this hopefully before i go to NYC this weekend (or maybe i'll work on it on the plane), but if not i'll definitely work on it sometime by the end of next week.
 

Pedro

The Last Airbender is actually a great movie
  • Sam's PM implicitly gives the idea that there are no neutrals in the design. I'd either remove any mention on who dies first in his PM, or say at most "if multiple people visit you, mafia members will be prioritized by the trap".

small correction: this also gives the idea that there are no neutrals; "non-town/not town members" would be better than saying "mafia members".
 
Since Pedro has chimed in on Role PMs, @Natiko do you have anything to add about them as well?

I didn’t realize Pedro was running the next game so I’ll try and finish everything ASAP
 

Natiko

Town's Friendly Neighborhood Serial Killer
I’ll try and take a look in the next couple of days. Need to be on a computer, mobile won’t cut it to read through all that.
 
okay, i have addressed the feedback from Pedro except the Carrie thing. Having them not be able to double vote should be at what player count in the game exactly?
 
So, I should let them know that "the double vote won't take affect during MYLO/LYLO," but when that time comes, i shouldn't notify them right? that would make them "in the know," so to speak, of the opposing team count.
Or in some games do the game runners notify the players of MYLO/LYLO?

Otherwise, I'm guessing i'd just let them vote regularly and they'll quickly learn that their second vote isnt being considered.
 

Pedro

The Last Airbender is actually a great movie
I should let them know that "the double vote won't take affect during MYLO/LYLO," but when that time comes, i shouldn't notify them right? that would make them "in the know," so to speak, of the opposing team count.

Yeah. You could even (but at this point it's up to you) only count their extra vote once the day ends, so there's no way to confirm it, and that way they won't be able to know if they're in mylo/lylo until the day is over.
 

Natiko

Town's Friendly Neighborhood Serial Killer
Yeah. You could even (but at this point it's up to you) only count their extra vote once the day ends, so there's no way to confirm it, and that way they won't be able to know if they're in mylo/lylo until the day is over.
I feel like I’ve always heard that a doublevote gets restricted in MYLO/LYLO, but I don’t know that I’ve ever seen it explicitly stated in the user’s role PM. I thought they usually just received a message at whatever identified point saying their ability is no longer valid or something.
 

Pedro

The Last Airbender is actually a great movie
If that's an important detail from the role, it should be in the PM somewhere; it's like not saying whether a Doctor can heal themselves or not
 
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Natiko

Town's Friendly Neighborhood Serial Killer
Weird, I even looked through several games that had one and it wasn’t included there. This seems like one of those weird things that we always say we should standardize but never do lol Either way I think it’s fine.
 
Yeah. You could even (but at this point it's up to you) only count their extra vote once the day ends, so there's no way to confirm it, and that way they won't be able to know if they're in mylo/lylo until the day is over.
Okay, that seems easy enough.

Is Suspiriorum fine with 2 ninja shots or should it be reduced to one?

Also, let me know if you guys find anymore errors in the PMs or anything else in the design.
I’ve actually recently been diagnosed with dyslexia so stuff makes it past me quite often these days lol
 

Natiko

Town's Friendly Neighborhood Serial Killer
I think Suspiriorum is fine as a two shot for each ability. If you were going to make any tweaks to the mafia team at this point the only one that jumps to my mind is maybe giving the blocker an extra shot. Also, I know I'm contradicting myself now but I kinda want the Gossip to only get the vague info and not have incentive to target the same player twice. That mechanic will probably be unenjoyable for the gossip. Probably better to get the vague info and be able to chat with whoever.

Role PM Feedback:
  • Candyman's role PM says "You're ability" and it should be "Your ability"
  • Pinhead's ability is restricted to just the Twilight phase? Just checking
  • Some role PMs say "with Town" and others say "with the Town"
  • Hannibal's PM verbiage should be updated. It's unclear that he can't target anyone on consecutive nights. It sounds like he can only not target himself on consecutive nights.
  • Carrie's role PM is ambiguous - if they vote for the person that ends up being lynched will you attribute the second vote to them or will it remain anonymous?
  • I think Black Phillip's PM needs to be clarified that he has two recruits max - the way it reads now someone could think they can get three if someone is recruited and then dies prior to another recruit succeeding
  • I don't think Survivor is the right name for the Witch Faction. Survivors can win with another faction, but the Witch faction cannot
Priority Feedback:
  • Should the Hider be earlier in the list? Why can it be targeted by the Tailor for instance?
  • Ninja, Godfather, Bulletproof, etc. are modifiers - they don't really need to be in the list as they are not actions per se. Not a big deal, just makes it harder to look at the list as a whole
  • Graverobber probably needs to be immediately after the Roleblocker as it could grab the vanillaiser ability for instance. It essentially needs to function before any ability it could theoretically use

That's all I got.
 

Pedro

The Last Airbender is actually a great movie
I'm ok with the 2-shots and the mafia team overall.

  • I don't think Survivor is the right name for the Witch Faction. Survivors can win with another faction, but the Witch faction cannot

You're right, I missed that tidbit; thanks. So it would be better to just call them "Witches", which isn't a real Mafia role (only a Werewolf role) but screw it we can create our own roles!

--

I think after Nat's suggestions I'm ready to greenlight this design.
 

Natiko

Town's Friendly Neighborhood Serial Killer
giphy.gif
 
  • Hannibal's PM verbiage should be updated. It's unclear that he can't target anyone on consecutive nights. It sounds like he can only not target himself on consecutive nights.
I actually must have missed that he can't heal consecutively :o
Do doctors usually only heal every other night? or should it be this way to balance this specific game?

Carrie's role PM is ambiguous - if they vote for the person that ends up being lynched will you attribute the second vote to them or will it remain anonymous?
No, because then everyone would know there was a double voter. i wanted to keep it hidden so that the players dont know unless the doublevoter is the cause of the lynch b/c keeping it hidden at that point would cause too much confusion and i'd get slammed with people telling me i miscounted. is that too much?

  • Graverobber probably needs to be immediately after the Roleblocker as it could grab the vanillaiser ability for instance. It essentially needs to function before any ability it could theoretically use
I feel like the vanillaiser should have priority over most of the players in the game, that's why it's right after the role blocker because... it's basically an extreme version of the role blocker when you think about it. Besides, the grave robber can only rob dead players, so in order for him to grab the vanillaiser's abilitiy that player would need to be dead in the first place, so worrying about the order wouldn't apply.
 
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Natiko

Town's Friendly Neighborhood Serial Killer
I actually must have missed that he can't heal consecutively :o
Do doctors usually only heal every other night? or should it be this way to balance this specific game?
They can heal every night, but they typically cannot target the same person two nights in a row. I think the only times they can is if they are never allowed to self heal.

No, because then everyone would know there was a double voter. i wanted to keep it hidden so that the players dont know unless the doublevoter is the cause of the lynch b/c keeping it hidden at that point would cause too much confusion and i'd get slammed with people telling me i miscounted. is that too much?
I personally don’t care too much, just think it should be clear how you intend it to work. So essentially their double vote is anonymous unless they are voting on a person that is lynched by majority or only is ahead by a vote at day end?

I feel like the vanillaiser should have priority over most of the players in the game, that's why it's right after the role blocker because... it's basically an extreme version of the role blocker when you think about it. Besides, the grave robber can only rob dead players, so in order for him to grab the vanillaiser's abilitiy that player would need to be dead in the first place, so worrying about the order wouldn't apply.
It theoretically matters because they then immediately use the ability, so they need to be able to pick it before it would occur in the priority chain. Most of the ones it’s after shouldn’t cause a weird conflict from happening out of order I think so it may be okay.
Answers in red
 
tweaked a couple things.

  • Candyman's name count ability only iterates if his "full username" is used by a player. I find this to be a better route. Plus, it increases the odds of it ever activating at all (i still think it will activate fairly quickly)
  • I also moved his Exposer ability down in priority. It's technically an investigative night ability, so the tailor should still have priority
  • I was skeptical about having the Governor only choose during twilight. But having any command issued during twilight at all (not just if it's solely executable during that phase) is a huge pain in the ass. So, l changed it to choose the lynch at anytime during the day phase, and after the flip, the night phase will commence.
  • I put the Hider above the Tailor. It makes sense to put him there. I don't know if he should be higher though. That character is already pretty beefy.
  • Changed the doctor's wording to no consecutive nightly heals on the same player, this includes himself.
Okay, i'm considering alternate things for Carrie's double vote.
i only avoided the second vote to be a PM command because i didn't want the player to continuously PM me throughout the day, but what the hell, maybe i can set a limit to the amount of vote changes during a day phase to 3 or something. That might work out.
So here's what i think for the double vote fully:
  • Carrie issues the second vote via PM command. This way, on some days (hopefully) i won't even need to tally a second vote lol.
  • I will set the second vote to 3 shots per day. This way the player can at least have some leniency throughout the day to follow new developing information that changes their mind on someone AND just in case they're busy during the day, they can place a second vote ahead of time, come back later in the day, and possibly change it. Am i a jerk for setting the limit? I'm sorry, but having a player potentially change their vote via PM throughout the day a lot of times seems a little bothersome?
  • They can unvote the second vote. Doesn't count as a shot (see how nice i am :D)
  • And since they have control over their second vote, they will use it more carefully because it will always show up in the final tally, thus leading to player speculation.
  • They can choose to only use their private vote or only their public vote
 
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Natiko

Town's Friendly Neighborhood Serial Killer
Good updates on the gov and doctor. I too thought making it a twilight ability was just making things more difficult on you and also makes it very restrictive for the player depending on their time zone.

As for the double vote that all seems fine I suppose. Just make sure you keep your mod chat updated on it because they’ll need to know to end the day early if the hidden vote triggers majority.
 
As for the double vote that all seems fine I suppose. Just make sure you keep your mod chat updated on it because they’ll need to know to end the day early if the hidden vote triggers majority.
Oh damn, i didn't even think of this. Almost forgot that the double vote could cause a hammer! i'm the worst GR already lol
I feel like i'll set aside the appropriate time to monitor the game very often, but then again, when i'm asleep.......hmm...

I'm guessing opening a private chat for the double vote in OM, and giving the mods access would be out of the question? We could all set notification alerts just for that thread and that way, everyone will know of the double vote
 

Natiko

Town's Friendly Neighborhood Serial Killer
Oh damn, i didn't even think of this. Almost forgot that the double vote could cause a hammer! i'm the worst GR already lol
I feel like i'll set aside the appropriate time to monitor the game very often, but then again, when i'm asleep.......hmm...

I'm guessing opening a private chat for the double vote in OM, and giving the mods access would be out of the question?
Could that be done? Sure. Does it seem like overkill? Yes :P

I’d sooner just make it a public command lol If you want to give them some protection you can make them hand out the double votes.
 
Could that be done? Sure. Does it seem like overkill? Yes :P

I’d sooner just make it a public command lol If you want to give them some protection you can make them hand out the double votes.
truueeee

I’m actually more open to the idea of a public vote command now that I realize they can potentially hammer. I’ll make it public. Sorry Carrie, I tried to save you lol
 
Letting my laptop charge and then I’ll change it later tonight.

Did I miss addressing anything previously stated by you both? Any new concerns?
 

Natiko

Town's Friendly Neighborhood Serial Killer
truueeee

I’m actually more open to the idea of a public vote command now that I realize they can potentially hammer. I’ll make it public. Sorry Carrie, I tried to save you lol
Update the role PM to tell them to use the command “DOUBLE” as that will reflect in the vote tool automatically. If you made the other smaller Role PM tweaks I mentioned then I think we’re good to go!
 

Pedro

The Last Airbender is actually a great movie
Just wanted to say i read the recent comments and agree with everything!
 
How does the UNVOTE command work with the DOUBLE command if the second vote is a different player than the first? Does it unvote both votes?
 

Natiko

Town's Friendly Neighborhood Serial Killer
How does the UNVOTE command work with the DOUBLE command if the second vote is a different player than the first? Does it unvote both votes?
Ah, you want to allow them to split their votes? Don’t think the vote tool can accommodate that.
 
Ah, you want to allow them to split their votes? Don’t think the vote tool can accommodate that.
No it’s okay, they don’t need to split their votes. But if they do use UNVOTE after the DOUBLE is placed, I’m guessing it will unvote both votes then?
 

Natiko

Town's Friendly Neighborhood Serial Killer
No it’s okay, they don’t need to split their votes. But if they do use UNVOTE after the DOUBLE is placed, I’m guessing it will unvote both votes then?
Yes, they can still vote normally if they only want to place one vote.
 
Okay, I think i understand it now. The DOUBLE command has no arguments, it just automatically places another vote on the person your previously voted for.
I have edited Carrie's PM and design.

I'll look over everything with fresh eyes after work tonight, just in case i've missed something small.
 

Natiko

Town's Friendly Neighborhood Serial Killer
The DOUBLE command is identical to the VOTE command except it is worth two votes. If you VOTE: Player A, then DOUBLE: Player B only Player B will show you voting for them and they will have two votes from you.

If you DOUBLE: Player A, then VOTE: Player B then Player B will be the only one showing a vote from you and it'll be just one.

DOUBLE follows the same rules as VOTE in that a changed vote removes the previous one entirely as does an unvote.
 

Natiko

Town's Friendly Neighborhood Serial Killer
Then I think we're good to go! Once you're settled for sure with your final check we can notify the review mods and then move this to the approved section of OM.
 
Boys, I think we're good.

I have went over the design sheet and the role PMs and cleaned them up nicely. Things look great!
Had a few errors i didn't notice before (i forgot to mention the hider's amount of shots in the role pm, that's probably important lol), and a few grammatical errors, too.
I also clarified many roles and reworded many roles as well.
I'm really happy with everything now.
 

Pedro

The Last Airbender is actually a great movie
Awesome! I'll let them I know I approved this design then. Thank y'all for working on this together ^^
 
Thank you to the both of you! This has been a great learning experience for me, and I had a great time making this game with you guys
 

Natiko

Town's Friendly Neighborhood Serial Killer
Thanks for being so understanding as we nitpicked the game apart and also for being very responsive and organized. Hopefully you have great success running it!
 
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