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  1. #1

    Preacher / Disciple

    This is a very simple role, with relatively low impact.

    Preacher (Town) "An evangelist who hosts a radio talk show at night to spread the word!"

    At night, Preacher is still able to use chat as if he was in a mason/cult/mafia chat or as if he was a Crier. However, the Preacher is not aware of the identity of those in the "chat" besides himself, or how many are in the chat to begin with.

    Disciple (Town) "A pious convert who found God through the words of a charismatic radio show host broadcasting at night."

    At night, Disciples are able to hear what the Preacher types into the chat. However, Disciples do not know the identity of the Preacher, nor do they know the identity of other Disciples listening, nor do they know how many Disciples are there.

    That's it. Preachers and Disciples have no active night abilities and do not leave their houses.

    Essentially, Preachers and Disciples are nothing more than Citizens with a passive ability.



    Why Preacher/Disciple?

    In the current meta, people HATE saves with citizen. They HATE playing as citizen. It's to the point that if someone becomes citizens, you'll often find them ragequitting. I think citizen is a necessary role to balance the games, unfortunately they have been rejected by the SC2 playerbase as of late.

    Because of how simple these two roles really are, I don't think it's even worth creating a dedicated separate role for each in the game set up that can spawn. Preacher/Disciple should be an option below Citizen that when checked, if there are 2 or more citizens that have rolled for a game, then one is randomly converted to Preacher, and the rest converted to Disciples. Thus, one can keep citizen in a save and lift the weight up, and by pure chance may or may not get Preacher/Disciple roles.

    With a Preacher/Disciple role, players who roll as citizen can still feel included in the game due to the night chat. While they should have rolled as completely lacking in ability and oblivious to the machinations produced by power roles maf and neuts that drive the course of events in the game, they can still feel a part of something.

    Most players won't use the mechanic of Preacher/Disciple to its full potential in the same way most people just shitpost as crier. However, a good Preacher will use Night as extra time to review the evidence laid out by claimed roles in the past days, consider who could be maf, opinionate on who to trust, and even go as far as to suggest who to vote for the following day. The Preacher can use his night chat as a way to organize and lead a small part of the town, forming a soft-nucleus that the rest of the town can rally around if they are willing to follow leaders.

    Because of the nature of the roles, Preachers and Disciples COULD theoretically prove each other. A Preacher could tell his Disciples to say Oatmeal or the names of countries in Europe the following day so that a Preacher could see who the disciples are and vice versa.

    However, if mafia notices somewhat odd chat patterns the following day - such as people randomly saying Sweden Germany and Spain, then they can deduce those people are Disciples, and thus pose a threat due to their soft-organization while also being completely vulnerable to attack.

    As for the town, if a Preacher tries saying he and so-and-so are his Disciples and they have a night chat, they could worry that it's a maf trick, that really it's just the mafia members who already know who each other are and are pretending to be townies, thus lending to distrust from other town roles.

    Mafia COULD actually do this as well, pretend to be Preacher or Disciple, and as long as they aren't caught by invest roles it could buy them time. Finally, if a Preacher tells his Disciples to comment or vote in such a way to show who they are to him, the rest of the players in day chat can troll and copy what they say in chat, knowingly or unknowingly obscuring the true number and identity of the Disciples.

    The effectiveness of Preacher/Disciple is entirely on the intelligence and charisma of the Preacher

    Options (under citizen):

    Convert to Preacher/Disciple at game start if two or more spawn: ON/OFF (default OFF)

    Obviously if the option to have a vest is also checked, Preachers and Disciples do NOT get those vests as they were converted from the original citizen role.
    Last edited by Space Milk; March 22nd, 2020 at 08:48 AM.

  2. #2

    Re: Preacher / Disciple

    I think these roles should replace mason however also have a vest, this would directly counter and balance the current cult or potentially the Revolutionaries you have suggested in another thread. I love this idea, and hope it is added into the game.

    My only suggestion for this is to make preacher a more active leader type role, maybe giving him the ability to recruit from town as a sort of cult that helps town for certain saves; or make him act as a town witch doc, who if he heals someone will recruit them as a disciple, maybe even bypassing mayor/marshal non heal-able conditions depending.

  3. #3

    Re: Preacher / Disciple

    Quote Originally Posted by Varcron View Post
    I think these roles should replace mason however also have a vest, this would directly counter and balance the current cult or potentially the Revolutionaries you have suggested in another thread. I love this idea, and hope it is added into the game.

    My only suggestion for this is to make preacher a more active leader type role, maybe giving him the ability to recruit from town as a sort of cult that helps town for certain saves; or make him act as a town witch doc, who if he heals someone will recruit them as a disciple, maybe even bypassing mayor/marshal non heal-able conditions depending.
    This smells like a crier/mason leader/doctor all in one wombo combo. I'm not sure town necessarily needs more op roles.

    FM XVII: Bonney Jewelry (Journalist)
    FM XVIII: Kalou (Savage Godfather)
    FM XX: Joseph Bertrand (Marshall)
    FM XXI: USA (Escort)
    FM XV: Whiskey (Whore)

  4. #4

  5. #5

    Re: Preacher / Disciple

    For this idea to work, Preachers and Disciples will have to replace other town roles (assuming this is 8331/933). Please don't encourage bringing citizens and roles similar to citizens into this game. I want the ability to perform an action and for me, those actions are a big part of the game's fun and strategy. Also, I don't see how citizens would make the game more balanced. This may be controversial to say, but Sc2Maf seems pretty balanced since no faction seems to be inherently more powerful than another (except for cult, since it has the advantage of secrecy if the setup doesn't have a confirmed cult). Winning depends more on skill and luck than how powerful your role and the roles of your teammates---if you have any---are.
    ~~~
    SOOO... here's my version of the Preacher.

    Expanding on Varcron's suggestion, I can see the Preacher as a town gov who can only recruit townies and neut benigns. It can recruit one person every night. The Preacher won't know whether his target was successfully recruited but the target, whether he's recruited or not, will know if he was visited by the Preacher. This opens up the opportunity for the Preacher to provide town with his own leads. He could do this by:

    - Recruiting someone on night "X"
    - Waiting the next day "X+1" out
    - Ordering his target from night "X" during night "X+1" say a specific word the next day "X+2"
    - If the target doesn't relay said word on day "X+2", that would confirm him as a mafia/triad/neut killing/neut evil.
    ((I could link a diagram here to explain this better, but I'm too lazy :/ If you don't get what this means please let me know))

    The Preacher would get stronger as the game progresses once he obtains "leads" on his targets. However, he'd only get his first "lead" on day 3. The Witch is a hard counter (and of course, the Kidnapper/Interro), so a wise Preacher wouldn't reveal on day 1. A noob Preacher would ask his target the next day whether he was actually converted and the target could lie and get away with it.

    In case you think this role won't be confirmed until day 3 when the Preacher gets his first "lead," remember that the Preacher knows who he converts each night and can use that to his advantage. People may not say whether the Preacher visited them for many reasons, such as:
    - being AFK
    - being a jester
    - being a role that DOESN'T win with town (maf/triad/neut evil/neut killing) and therefore doesn't want to confirm the Preacher (I realized a jester would want to do this as well, but you get the point)

    Also, if you think this role is too OP, the Preacher vote will only count for one person. You could also limit the number of recruits and how often they occur, similar to cult. Additionally, this role could replace mason leader and mason. I said this in another thread, but I don't like the cult, mason leader, mason, and auditor. I guess proposing this version of the Preacher is part of my effort to replace these roles.

    I was also thinking of giving Preacher the ability to talk to the dead. This ability can only be activated during the day. This encourages people to stay in death chat and lets the Preacher confirm himself by day 2 if he wants. Talking to the dead can also provide an opportunity for a dead townie to provide a proper last will (if one wasn't already provided for whatever reason). However, this will probably make the role too complicated and could be an ability for a Town Support character (for those who don't know, Town Support is a new role category for Mafia 2.0).
    Last edited by theoneceko; March 26th, 2020 at 02:29 AM. Reason: UwU

 

 

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