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Slaol
May 1st, 2013, 07:55 PM
Trying my hand at a 5-sided. :P

Red Team

Consigliere
Consort


Purple Team

Witch
Bus Driver


Blue Team

Killing Role
Investigative Role
Protective Role


Green Team

Investigative Role
Protective Role
Citizen


Yellow Team

Killing Role
Investigative Role
Protective Role



Red- eliminate Blue and Green, and have at least 1 living member.
Purple- eliminate Green and Yellow, and have at least 1 living member.
Blue- eliminate Red and Yellow, and have at least 1 living member.
Green- eliminate Red and Purple, and have at least 1 living member.
Yellow- eliminate Purple and Blue, and have at least 1 living member.



Consigliere- Detect exact role, may be sent for the red factional kill, shares a night chat with the Consort.
Consort- Immune to role blocking, detect role block immunity, may be sent for the red factional kill, shares a night chat with the Consigliere.



Witch- May cause self targets, shares a night chat with the Bus Driver.
Bus Driver- May not swap self, shares a night chat with the Witch.



Blacksmith- infinite arms
Jailor- infinite executions
Veteran- infinite alerts
Vigilante- infinite shots, may not shoot night one.


Detective- detect target and final visit
Investigator- detects role class
Lookout- detect all visitors
Sheriff- detect potential allies as 'Ally', and enemies as 'Enemy'



Armorsmith- gives out 1-use vests
Bodyguard- can be healed
Doctor- knows if target is attacked
Escort- immune to role blocking, detect block immunity


Citizen- Has a 1-use vest.


Investigator Pairings

Consigliere / Detective / Investigator / Lookout / Sheriff
Blacksmith / Jailor / Veteran / Vigilante
Consort / Armorsmith / Bodyguard / Doctor / Escort
Bus Driver / Witch / Citizen


Order of Operations

Jailor takes captive
Veteran Alerts
Consort (can be witched) / Escort (can be witched)
Witch / Bus Driver
Doctor / Vests / Bodyguard
Mafia kills / Blacksmith guns / Jailor executes / Veteran kills / Vigilante kills
Consigliere / Detective (can see 2+) / Investigator / Lookout (can see 2+) / Sheriff
Jailor releases captive




There will be no death descriptions. No kills will have their own message.
Graveyard will be White, and not reveal the color alignment of a dead player. However that player's faction will be alerted to the lose of an ally.




Game starts on night.
Day and night are 24 hours each.
No last wills.
No posting anything from a PM, real or fabricated.
No out of game communication
If Creedkingsx plays the game will be mandatory visible.
Questions in Green.
Answers in White.

Damus_Graves
May 1st, 2013, 07:56 PM
Slaol

Cryptonic
May 1st, 2013, 08:04 PM
3 teams are basically the same, seems like that skews the balance a bit.

Raptorblaze
May 1st, 2013, 08:09 PM
4kpn, 13 players....

Slaol
May 1st, 2013, 08:12 PM
4kpn, 13 players....

Worst case scenario it ends in like 3 nights. I'm ok with that,

Slaol
May 1st, 2013, 08:12 PM
3 teams are basically the same, seems like that skews the balance a bit.

Wut?

Titus
May 1st, 2013, 09:22 PM
/sign

Titus
May 1st, 2013, 11:15 PM
Can sheriff have a third option called teammate? Or will everyone know who is on their faction?

creedkingsx
May 1st, 2013, 11:31 PM
You spelt loss wrong in "notable mechanics."
Also, I assume for Red faction, being sent for factional kill means sacrificing night action?
Purple is underpowered, imo. :P

Fragos
May 1st, 2013, 11:46 PM
You really have no good idea how to set up the balance of such a game? I can tell you, for 13 players this won't fit at all. Maybe for 15 players will do, so unless BorkBot allows 15 or more players in S-FM, you should try to avoid making complicated setups like this. S-FM stands for "Simple Forum Mafia".

Yeah, I know I tried similar thing before, for 13 players. I know it was not well balanced, so I learned from my mistakes. Games like that should have 20 or more players for better balance and depth.

Does each team has a night chat? Let's see how Slaol's experiment will go off. What do BorkBot thinks?

creedkingsx
May 2nd, 2013, 01:10 AM
Yeah, role cards say Purple and Red have their own night chats. I take it the others don't, unless that's a mistake.

Slaol
May 2nd, 2013, 06:11 AM
Can sheriff have a third option called teammate? Or will everyone know who is on their faction?

Noap. And noap.

Slaol
May 2nd, 2013, 06:13 AM
Yeah, role cards say Purple and Red have their own night chats. I take it the others don't, unless that's a mistake.

No mistake.

Cryptonic
May 2nd, 2013, 07:38 AM
Wut?

I'm saying it's not that balanced for the 2 smaller teams. They will just be obstacles that add a tiny bit a flavor.
This game will most likely come down to Blue vs Yellow.
Everyone is going to gang up on purple, because who wants to have an ally who can't kill when you can get an ally who can kill by going against them.

Green definitely has the largest advantage in this game and will most likely win unless they get extremely unlucky.
Honestly, I think you'd be better making a 4 sided Mafia with 4 groups of 3. Make each one have 2/3 Killing + Protective + Investigative and a Citizen. Throw in a neutral as the 13th to make it a bit more interesting. That way, at least it's a more balanced game and you'll achieve what you're trying to achieve: everyone claiming to be on another team to mislead others.

Slaol
May 2nd, 2013, 12:18 PM
I'm saying it's not that balanced for the 2 smaller teams. They will just be obstacles that add a tiny bit a flavor.
This game will most likely come down to Blue vs Yellow.
Everyone is going to gang up on purple, because who wants to have an ally who can't kill when you can get an ally who can kill by going against them.

Green definitely has the largest advantage in this game and will most likely win unless they get extremely unlucky.
Honestly, I think you'd be better making a 4 sided Mafia with 4 groups of 3. Make each one have 2/3 Killing + Protective + Investigative and a Citizen. Throw in a neutral as the 13th to make it a bit more interesting. That way, at least it's a more balanced game and you'll achieve what you're trying to achieve: everyone claiming to be on another team to mislead others.

I can tweak some things, but would prefer not to rip it all apart.
I don't think of Red and Purple being quite as weak as it may appear. They are the only ones that share night chats so open with a large advantage since they don't have to hunt for their allies, and while Red gets a constant kill that Purple does not, should Purple be skilled they can take control of a kill and their 'protective' the Bus Driver can net them kills as well. Also they are in control of all of the deception in the game.

If I were to change something it would likely apply to Green. Possibly removing one of them in favor of a neutral Benign, or something.

If I were to do something to green to weaken the team that seems most likely to win what do you think that should be?

Slaol
May 2nd, 2013, 12:35 PM
Greens Killing is now a Citizen, and Citizen was added to investigator pairings with Purple Team.

Cryptonic
May 2nd, 2013, 12:36 PM
I can tweak some things, but would prefer not to rip it all apart.
I don't think of Red and Purple being quite as weak as it may appear. They are the only ones that share night chats so open with a large advantage since they don't have to hunt for their allies, and while Red gets a constant kill that Purple does not, should Purple be skilled they can take control of a kill and their 'protective' the Bus Driver can net them kills as well. Also they are in control of all of the deception in the game.

If I were to change something it would likely apply to Green. Possibly removing one of them in favor of a neutral Benign, or something.

If I were to do something to green to weaken the team that seems most likely to win what do you think that should be?


Well, if you don't really want to change it around too much, you could do something like:

Red- win with Blue or Yellow.
Blue- win with Purple or Red.
Purple- win with Green or Blue.
Green- win with Blue or Yellow.
Yellow- win with Red or Green.

Then, just balance the roles to your liking.


fyi, these aren't really win conditions at all, should consider rewording: Eliminate x and x and have at least one living member.

Slaol
May 2nd, 2013, 12:39 PM
Well, if you don't really want to change it around too much, you could do something like:

Red- win with Blue or Yellow.
Blue- win with Purple or Red.
Purple- win with Green or Blue.
Green- win with Blue or Yellow.
Yellow- win with Red or Green.

Then, just balance the roles to your liking.


fyi, these aren't really win conditions at all, should consider rewording: Eliminate x and x and have at least one living member.

Reworded. Why the change in potential allies?

Cryptonic
May 2nd, 2013, 12:53 PM
I just think it makes it a bit more fair. It puts blue at a disadvantage for numbers, and but both of his allies have knowledge of who their teammates are.

I just thought of it like: (i'll classify BD & Witch as 1 protective, since bussing can result in a kill.)

Red possibilities (2 members):
Red / Blue = 5 members (2 killing + 1 nightchat + 1 protective)
Red / Yellow = 5 members (2 killing + 1 nightchat + 1 protective)

Blue possbilities (3 members):
Blue / Red = 5 members (2 killing + 1 nightchat + 1 protective)
Blue / Purple = 5 members (1 killing + 1 nightchat + 2 protective)

Purple possiblities (2 members):
Purple / Blue = 5 members (1 killing + 1 nightchat + 2 protective)
Purple / Green = 5 members (1 killing + 1 nightchat + 2 protective)

Green possibilities (3 members):
Green / Purple = 5 members (1 killing + 1 nightchat + 2 protective)
Green / Yellow = 6 members (2 killing + 2 protective)

Yellow possiblities (3members):
Yellow / Green = 6 members (2 killing + 2 protective)
Yellow / Red = 5 members (2 killing + 1 nightchat + 1 protective)

I just find this more balanced. I found purple maybe only having a team of 4 made them really underpowered.

Cryptonic
May 2nd, 2013, 12:57 PM
But yes, you replacing greens killer does make it a bit more balanced, imo.

Slaol
May 2nd, 2013, 01:22 PM
But yes, you replacing greens killer does make it a bit more balanced, imo.

Are you more a fan of the lack of kill, or the swap of win conditions? The loss of kill I was a large fan of, but the numbers you just posted make serious sense.