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Luna
December 18th, 2011, 07:18 PM
Sincere apologies to Fragos for making another M-FMIII thread while his game is still in session, though in my defence I couldn't seem to add a poll by editing my original topic and it's night time in his game.

This poll is to determine if there are any roles which people would especially like to see in M-FMIII, or any which they think are broken. Bear in mind that the game will be designed around a fairly low KPN, with no town killing roles, and already has a couple of custom neutral killers. I will also be voting in this poll as there are roles I prefer over others, but this is just to get an idea (I don't even expect many people to vote anyway, but if you're interested in M-FMIII it's worth voting).

I refer you to the original post for how these roles got suggested etc.:

http://www.sc2mafia.com/forum/showthread.php/3908-M-FMIII-Submit-your-role

Here are the descriptions of the role from that thread -

Suggested Role Summaries:

Corrupt Journalist - Evil Neutral aligned

Abilities: The same as the Journalist, except he is evil neutral and wins with the Mafia.

Pros: Added potential for more a more skilled disruption of the Town. The possibility for this role to exist in the setup means the Good Journalist cannot role-claim with impunity.

Cons: Not the most helpful ability for a 'pure' Mafia role, which is why he is neutral and doesn't participate in night chat. Role-claim implications.

Summary: Well I think it's a fun idea, I think the Journalist is one of the best FM roles and this adds extra meta-game implications. (Contributed mostly by: ME!)

Secret Agent - Town aligned

Abilities: Is given transcripts of the Mafia night chat, though more sensitive information is redacted.

Pros: Requires intelligence to sift through the data. A decent way to have a 'spy' type character. Shouldn't affect Mafia chat too much; subtle Mafia players might be able to exploit the possibility they are being spied on.

Cons: Host-reliant and Host-intensive. Could be annoying for the Mafia players if they feel the need to disguise their speech, non-native English speakers at a disadvantage.

Summary: I like it, I feel I could pull it off, but it needs more work and more clearly-defined parameters before it becomes even a possibility. (Contributed mostly by: TheWaaagh/Deathfire123)

Eavesdropper - Town aligned

Abilities: Players are allowed to PM each other. The Eavesdropper may 'listen in' on certain PMs.

Pros: A good concept. If the Mafia were allowed to PM each other during the day, this would be a really good complementary role and a high priority target for the Mafia.

Cons: Requires constant Host supervision. Requires PMs to be allowed, which is not likely.

Summary: Despite being a good concept, I think it is beyond the limits of this particular M-FM. (Contributed mostly by: Dust)

Gypsy Lady - Town Aligned

Abilities: Randomly selects a hidden role to reveal. Does not reveal the player assigned to that role. Limited to one charge.

Pros: I initially misunderstood CmG, this is actually a cool idea - it helps Town by taking away some of the mystery of the setup. That 'Consort' claiming to be an Escort? Maybe it reveals a Consort in the setup. Think you've been drugged? Turns out there IS a bus driver in the setup.

Cons: Not the most exciting role. Can benefit the Mafia/Neutrals in the right situation.

Summary: I'm keeping this role in mind, I think this has potential. (Contributed mostly by: CmG)

Dreamer - Town aligned

Abilities: Inspired by EpicMafia. Can dream at night. In his dream he is given five names - one or more of these players is not Town. Limited to one or two charges.

Pros: Casts a large enough net to not be efficient by itself.

Cons: Bit too powerful. Creates an immediate 'lynch group'.

Summary: It was worth a mention. If you have just one or two verified roles in that net then things become a bit ez-mode for the Town. Limiting to one use and upping the figure to seven names, or something to that effect, could diminish it somewhat, but I don't hold up much hope for this role as of now. (Contributed mostly by: ME!)

Naive Cop/Corrupt Cop/Insane Cop - Town aligned

Abilities: A sheriff with distorted findings. Naive cop thinks everyone is innocent, Corrupt Cop thinks everyone is guilty, Insane Cop sees guilty people as innocent and vice versa. Another one inspired by EpicMafia/other mafia games, an established role.

Pros: Some thought required, must decipher what kind of cop they are.

Cons: Trial-and-error necessary. It's still a 'hard' investigative role. No chance for a sane Sheriff, so you can't even begin to trust your own results.

Summary: Might be worth trying to balance for other games, but the absence of any kind of Sheriff was intentional here. (Contributed mostly by: TheWaaagh)

Medical Student - Town aligned

Abilities: Player will be told they are a regular Doctor. Has the ability to heal players. Also has the ability to roleblock players. The first night action will be randomised, and then it alternates between the heal and the block.

Pros: Adds some spice to the Doctor, more strategic play is necessary if they are to protect the Town.

Cons: After night 1 the target will probably say they were or were not blocked, turns the Medical Student into quite a powerful role if caught early.

Summary: Since you kinda have to tell the target if they were blocked, it takes away some of the mystery. I'm opposed to complete randomness on every heal/block though, this is still meant to be a strategic game. (Mostly inspired by: Sumikoko)

Traumatised Surgeon (The Sumidoc!) - Town aligned

Abilities: Will be told they are a normal Doctor. Target will not be told they have been healed, unless the heal was successful. On the second successful heal, the Traumatised Surgeon will commit suicide.

Pros: Much like a regular Doctor, but harder to role-claim. Still gets to heal, but the second heal should probably be reserved for an important Town role (as the Traumatised Surgeon essentially becomes a toned-down bodyguard).

Cons: Might give Mafia a bit too much leeway, they might try and claim as the Doctor if a Surgeon is in play since they know who they target at night. Can still be caught out easily in this lie though if Town plays properly.

Summary: This actually fits pretty well into my setup, but it really is just a nerfed version of the Doctor in every single respect. Potential for a role like this. (Mostly inspired by: Sumikoko)

Spy - Town aligned

Abilities: Discovers one random scum target. Does not know who targeted them or what the action was.

Pros: Does not help find scum on its own, but a good complementary role to Lookouts and Detectives.

Cons: Can be a bit OP, since no thought needs to be put into the target. Even if it counts neutral targets, if the target did not die then they're probably not mafia.

Summary: I will have to take this role into consideration alongside my other custom roles. (Most contributed by: Borkbot)

Mortician (Trace Investigator) - Town Aligned

Ability: Can visit a dead body and discover what actions were performed on it (i.e. Witched, framed, investigated). Mortician is not informed on which night these actions occurred.

Pros: A useful role for discovering which roles are in the game, very good for catching out liars.

Cons: Some might say weak, with the built-in lag of checking dead people.

Summary: I think this is a very balanced role, a really great idea. Has the potential to win games, but the Mortician must be careful with his information and bait people into lying. Will almost definitely find a way into the possible roles list, unless someone can see a game-breaking flaw I missed. (Mostly contributed by: Borkbot)

Village Idiot - Town aligned

Abilities: At night can choose to use his ability. Anyone visiting him will get confused and roleblocked. The Village Idiot is not informed if he blocks anyone this way - his lack of social skills means he is unaware that he is a pest. Players receive the same message as if they were blocked by a consort/escort.

Pros: Less harmful to Town, can essentially self-protect himself (kills which pierce immunities cannot pierce blocks, but a role which kills roleblockers will kill the Idiot).

Cons: While kinda able to clear himself, the Idiot will have a hard time actively looking for scum. Can help clear other potential Townies if they know what night they were blocked when they visited him, though.

Summary: Quite a nice role, it's low-key and simple yet effective. Could fit into my setup really well, as it gives some of the utility of the Veteran without the extra KPN. (Mostly contributed by: CmG)

Actress/Actor - Mafia aligned

Abilities: Can choose a player at night. Will not be told of their role, but if the Actress/Actor dies they will appear to be that role. Unlimited uses, will appear as last person targeted.

Pros: Not the most pro-active and useful Mafia role in a small setup, but when they die they can seriously disrupt the Town.

Cons: Has to be in the right setup, players must be aware of the possibility of the Actress/Actor.

Summary: Inspired by EpicMafia, this kind of role has been suggested before. In this setup it could prove to be really interesting, as M-FMIII is a game designed to test the players scumhunting skills and make them question every bit of information they receive. Gives some depth to the possible Mafia roles, too.

Watchman - Town aligned

Abilities: Can put himself in a vantage point at night and monitor the Town from afar. Will receive a notification of how many night actions were made that night. Limited uses. If a Framer visits the Watchman, the number will be inaccurate. Cannot track the night action of a Godfather. If someone is blocked, only the blocking action will be counted.

Pros: Useful information when people start role-claiming.

Cons: Can easily inspire a mass-claim, even with the possible anomalies which might occur to the number.

Summary: To retain any shred of usefulness it needs to remain accurate, and if the Watchman has a high chance of getting an accurate reading then it could be a bit powerful. Willing to hear ideas on how to balance it though. (Mostly contributed by: Dust)

CmG
December 18th, 2011, 07:22 PM
Ofc Actress my dear, i almost wanted to get the idea in your thread but i know that you look yourself for roles on the epicmafia wiki. Btw wher eis your witchdoctor?

Luna
December 18th, 2011, 07:28 PM
A big part of this game is centred around the scumhunt and thinking about what you post. The Witch Doctor will certainly be making an appearance, his role card will be revealed in the FAQ/Signups thread closer to the time. Unfortunately I have to do this poll fairly early so I have a chance to act on its results before M-FMII ends.

BorkBot
December 18th, 2011, 07:45 PM
The three roles I like best are the Medical Student, Mortician and Village Idiot.

I'd also vote for the Actress/Actor, but only if the Mafioso and Godfather are excluded. Otherwise it's too weak in a small setup.

The Spy also seems too weak for a small/short game.

Fragos
December 18th, 2011, 10:12 PM
Heh, it's interesting to see that Electro Maniac or any other of my suggested roles are not in this list. But since he is already in Mini-FM II, then I won't complain.

Luna
December 19th, 2011, 06:07 AM
Heh, it's interesting to see that Electro Maniac or any other of my suggested roles are not in this list. But since he is already in Mini-FM II, then I won't complain.

There's no point them being on this list, they already exist ^^ This is a role list for new ideas. Although as I said before, I already have two custom neutral killers in my setup, and this is a low KPN low info game designed around the scumhunt and not the power roles, fairly different to yours xD

Zane
December 19th, 2011, 06:28 AM
I want to be a village idiot

Dust
December 19th, 2011, 06:30 AM
I want to be a village idiot
You are one

Zane
December 19th, 2011, 06:31 AM
I know that's why I want the role

Dust
December 19th, 2011, 06:37 AM
That's always a good reason

Luna
December 20th, 2011, 11:46 AM
Some enlightening results fairly spread across the board.

This will inform my setup and balancing issues, though I would advise players do not overthink the results of this poll and second-guess my setup :)

Didn't add the 'Improvisator' role to the poll, partly because the poll had already seen a lot of votes and partly because the name should be 'Improviser'. The M-FMIII FAQ/Role Card thread will be going up in the next day or two.

TheJackofSpades
December 20th, 2011, 01:55 PM
Didn't add the 'Improvisator' role to the poll, partly because the poll had already seen a lot of votes and partly because the name should be 'Improviser'. The M-FMIII FAQ/Role Card thread will be going up in the next day or two.

Improvisator is actually a word you know.

Luna
December 20th, 2011, 02:10 PM
Well whaddya know, it is xD

Well it gets its own fancy RP name if it gets into my setup

Zack
December 20th, 2011, 06:44 PM
I see the Tormentor is left out...

http://i1116.photobucket.com/albums/k567/emodinosaurgoesmoo/excellent%20gifs/PlayingAlone.gif

jaczac
December 20th, 2011, 06:52 PM
And CPR doc...

Luna
December 20th, 2011, 07:36 PM
You might see the reasons for this when you see the role list, available now :)

Luna
March 7th, 2012, 09:11 AM
Moved over to M-FM Parking, because a couple of these roles need to be transcribed and updated for the Compendium

Goremancer
March 7th, 2012, 11:14 AM
Mortician, le cops, actress, village idiot, and dreamer 4 me :D