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Auwt
July 29th, 2020, 07:31 AM
THE FOOLING PARTY



29/07 : -Switcher card updated
Switcher may only take one action between the three possible.
-Corrupted Assessor card updated
Corrupted Assessor can only use their one-time ability during NIGHT.
Another cast if at least one of the bound player die the same night as the bind is made.
30/07 : -Switcher extra infos updated
Switcher can become both town or triad.
Switcher get the remaining uses of ability from the role they stole.
-Mechanics changes
To prevent former triad from revealing their team mate when switching Town, there wont be any team mate revealing at the begining of the game.
-Added extra town rolecards : Locksmith & Scientist
31/07 : -Added extra town rolecards : Inspector & Hunter & Military & Butler & War Surgeon & Shopkeeper
-Added extra triad rolecard : Corrupted Citizen
-Mechanics changes
Infinite loop doesnt work. Bus Driver looping with another Bus Driver will result in any of them moving.
01/08 : -Added extra triad rolecards : Sniper & Spy & Sorcerer
-Locksmith card updated
Locksmith can lock down 1 player. Nobody can visit this player.
-Fooling role order updated
Sorcerer acts AFTER Deceiver's/Switcher's hiding.
-Military card updated
Whenever the curfew happen, at the start of the following day everyone will know a curfew took place.
Using the curfew, will reveal the Military. Once revealed, Switcher cannot switch role with the Military anymore.
02/08 : - Sniper card updated
Sniper's victim cannot be healed.
04/08 : - Corrupted Assessor extra infos clarified
05/08 : - Sniper feedback updated
-Sniper and War Surgeon cards updated
Sniper ignores any protection the target might have (including docing and bodyguarding).
-Bus Driver card/feedback updated
Swapped player wont know they have been swapped by a Busdriver. There is no feedback of any kind.
06/08 :
Adding a Town random, making it a 13-player setup.
Removing locked Deceiver for a Triad Random.
Corrupted Citizen, Dragon Head, War Surgeon, Inspector, Spy, Scientist, Hunter cards updated.
Added extra town rolecard : Stalker
Added extra triad rolecards : Forger & Liaison & Moulder.
07/08 : Hunter rolecard updated
-General mechanics updated (clarified) :
Random role can be any role of a same alignment.
08/08 : Forger rolecard clarified
Dragon Head rolecard updated : Removed the ability to order Triad not to move.
27/09 : Forger rolecard removed for Operator rolecard.


Added colors to the thread.
Added an "In Depth Mechanics" to explain and clarify specific roles or action in depth.
Spy changed to Vanguard
Dragon Head is now night immune and roleblock immune.
Sorcerer is now at position #2 in OoO (prv 6).
Escort and Liaison don't detect roleblock immunity.
Moulder's and Locksmith's number of locking is capped at 2.
Sniper will know their current aiming target on the shooting night.



S-FM 316 (November 2020) (https://www.sc2mafia.com/forum/showthread.php/47750-S-FM-316-The-Fooling-Party)

ROLE LIST :


Dragon Head
Corrupted Assessor
Triad Random
Triad Random
Town Random
Town Random
Town Random
Town Random
Town Random
Bus Driver
Citizen
Citizen
Switcher





Town Random can be any of these :


Citizen :
You are a powerless Civlian of the Town.



Bus Driver :
Swap 2 players redirecting action(s) that target one, to instead hit the other. You can target yourself. The players being swapped won't get any feedback of their ride. Your action does count as a visit.



Locksmith :
Choose a player at night. You will lock down their house until the following morning.
Each player willing to visit this house will have their night action completely canceled.
You cannot target yourself. Your action can only be used twice.



Scientist :
Choose a player at night. You will know how many time(s) this player has been a Switcher.
If the Switcher dies, you can choose to either become a Detective or a Lookout.



Detective :
Choose a player at night. Track this player to know who your target just visited.



Lookout :
Choose a player at night. Shadow this player to know who visited your target.



Hunter (Vigilante) :
Choose a player at night. Kill a player, if this player is town, you lose all your charges. You can use your ability twice.



Military :
You have a one-time ability that you can use during a night. You can declare a one-night curfew. Meaning NO Driving or Hiding actions will happen this night. You will then be publicly revealed and have your vote count set to 2. Once you are revealed, you cannot be a Switcher anymore. You are a unique role.



Butler :
At the begining of the game, you will know one member of the Town. Switcher cannot swap roles with you.



War Surgeon (Doctor/Bodyguard) :
Choose a player at night. Choose either to heal this player, or to bodyguard this player. You cannot heal/bodyguard the Sniper's target. If you try do so, it will fail. In any other cases, healing will save a player being attacked, and bodyguarding will kill both you and your target's killer. The original target will survive. Also, you cannot heal/bodyguard yourself.



Escort :
Choose a player at night. You will roleblock this player.
You cannot be roleblocked.
You will not know if your target is roleblock immune.






Dragon Head :
You are the leader of the Triad, you may act out the Triad Kill. You are night immune, you cannot be roleblocked, and will be replaced by another triad member upon your death (the Corrupted Assessor, will be the last to become DH). You are not immune to detection. You are a unique role.



Corrupted Assessor :
You have a one-time ability that you can activate during the night.
Choose 2 players to bind them together. You cannot unbind. You are a unique role.

1- If one of the two is being lynched, it will be the other that will die. The first one will stay alive.
2- If one of the two is being killed at night, the role that will show up will be the other.

(Will only take effect at the start of the following day.)

Triad Random can be any of these :



Deceiver :
Hide yourself at a player's house, redirecting action(s) that target you, to instead hit the other player. 2 times use.



Corrupted Citizen :
You have no night action. You will become Deceiver at the start of Day 2. While being Corrupted Citizen, investigative roles trying to investigate you, will get a Citizen feedback. You cannot be killed during Night 1.



Sniper :
Choose a player at night. During this night you will only aim at this player. During the next night you will be able to shoot at this player.
Additionaly, you will be notified on which player you are currently aiming. You can undo your action during the second night. You can only shoot once. Undoing wont make you lose your charge. Your victim cannot be healed nor be bodyguarded if you decide to shoot. Your aiming action does not count as a visit, your shooting however does.



Vanguard :
Shadow a player at night. You will know who visited your target, as well as who your target just visited.



Sorcerer (Witch) :
Choose a player at night. You will be able to choose this player's target. No one will know that you manipulated this player. You cannot control roles that need to choose more than 1 player (such as Bus Driver, Switcher (in Bus Driver stance), Corrupted Assessor). If you try to control a player that has several possible night actions, the night action will be randomly picked between the possible actions.



Operator :
Choose two players at night. You will make sure their night actions are swapped. You cannot operate someone with a Switcher. Each of them will get the feedback of the other player's role.



Liaison :
Choose a player at night. Roleblock this player.
You cannot be roleblocked.
You will not know if your target is roleblock immune.



Moulder :
Choose a player at night. You will lock down their house until the following morning.
Each player willing to visit this house will have their night action completely canceled.
You cannot target yourself. Your action can only be used twice.





Switcher :
Each night choose one of those actions :

Swap your role with someone else.
You will cancel your target's night action, independently from the order of operation.

OR

Swap 2 players redirecting action(s) that target one, to instead hit the other. (like Busdriver)

OR

Hide yourself at a player's house, redirecting action(s) that target you, to instead hit the other player. (like Deceiver)




RULES :

General FM rules apply to this setup.
General Forum Mafia Rules (https://www.sc2mafia.com/forum/showthread.php/42151-Forum-Mafia-Rules), by FM staff.
Refrain from personal attacks.
Role action has to be sent in PM to the host; that could be done during day or night, as you wish.
Only the last PM input will be taken into account.
Your win condition might change during the game, please stick to your up-to-date role/alignment win conditions.
Host is able to force a replacement/a kill if they feel a player is purposely ruining the game experience in any kind of way.

GAME MECHANICS :


Days last 48 hours.
Nights last 24 hours.
Skip vote isn't allowed.
Voting system is Plurality+Majority.
In case of a vote tie, coinflip.
Triad members won't know each other.
No Triad chat of any kind.
There is no N0, the game shall start D1.
Last wills are allowed. Death notes aren't.


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Infinite looping does not work, this includes :
-Two players driving each other will result in none of them moving.
-Two players hiding at each other places will result in none of them moving.

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Switcher :

The Switcher can become Triad or Town, depending on the Switcher's target. Town can become Triad this way, and Triad can become Town.
Since Triad members do not know each other, there are no possible bethray.

Switcher cannot become Butler and cannot switch role with a confirmed Militar. If Switcher tries do so, it will fail, and only Switcher will be informed that the player is a Butler or a confirmed Militar.

When Switcher swaps roles with another player, both the Switcher and the other player will get a PM with their new role.
The player whose role has been stolen by the Switcher won't know who "stole" their role.

Switcher get the remaining uses of the ability from the player they stole it from.

The starting Switcher has their Switcher count set to 1.

Whenever you become the new Switcher, your night action is canceled. Independently from the OoO.
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Corrupted Assessor :

Corrupted Assessor have to sent a PM to the Host, DURING NIGHT.
Please note that, the effect of Corrupted Assessor will be active from the following day, until one of the two bound player dies at night or is lynched.
Corrupted Assessor ability can only be used ONCE.

You bind 2 players together. If one is getting lynched, its instead the other that will be. The first one will stay alive.
If one is getting killed (at night), the role that will be shown up to everyone will be the role of the other player.

The bond will be broken whenever either of them is killed/lynched.

Your night action do not work if at least one of the 2 players you bound, die on the same night you bound them.
If that is the case, you shall cast your ability once again, the following night.

The Corrupted Assessor (CA) can self-target.
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Operator :

Swap to players' night action each night.
Each of them will get the feedback of the other player's role.
Targeting a Switcher will result in a fail.
You won't be notified of anything in any case.

( Example : Vanguard(player A) and Dragon Head (player B). Vanguard decides to watch player C, and Dragon Head decides to kill the Vanguard. If an Operator operates the DH and the Vanguard, the Vanguard (A) will kill player C, and the Dragon Head will watch the Vanguard. Therefore the Vanguard won't have any feedback, and the DH will have a Vanguard feedback !)

This also means that a Stalker for example, could watch 2 players at the same time. (if Stalker is operated with a Bus Driver, or the Corrupted Assessor...)
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Win conditions :

Town : Get rid of all the Triad, while having at least 1 Town alive who is not facing a Switcher.
Triad : Get rid of all the Town, while having at least 1 Triad alive who is not facing a Switcher.
Switcher : Make sure to enter a 1v1 tie situation against Town or Triad OR manage to be at 3 different times a Switcher.

Tie order : Switcher > Triad > Town
Whenever a player manages to be at 3 different times a Switcher, the game DOES end.
Switcher cannot win with Triad or Town.

ORDER OF OPERATIONS

1) Locksmith/Moulder and Militar
2) Sorcerer
3) Operator
4) Escort/Liaison
5) Busdriver (and Switcher in BD stance)
6) Deceiver (and Switcher in hiding stance)
7) Switcher (role swapping)
8) Corrupted Assessor
9) ALL OTHER ROLES THAT AREN'T LISTED





You have successfully bound two players.
OR
You have failed to bind.


Switcher : You have successfully swapped your role with your target, you are now (roleA). (Optional : ability remaining uses)
A : Your role has been swapped by a Switcher ! You are now the new Switcher.
OR
You couldnt swap your role with your target, you heard that your target might be a Butler or a confirmed Militar !


Player(s) targeting people being locked down : One of your targets had their home locked down. You couldn't do your action.


Your target has been (x) different times a Switcher !


Daypost after curfew : A Military declared a curfew during the previous night ! This Military is (player).


Player being roleblocked : You were roleblocked.


Your target visited (player).


Your target was visited by (player).


You were unable to manipulate your target !


shooting night : You previously decided to aim at (player). Do you confirm your action ?

BananaCucho
July 29th, 2020, 07:42 AM
Oh my god it's so hectic I love it. Alignment changing roles are definitely a soft spot for me

The one concern I immediately spot though is that switcher (from what I can see) can change roles with the Triad. I don't think this is a good idea, because the one restriction I think that should exist with alignment changing roles is a scum should not get to change to non-scum. Because they can out their former teammates.

Triad (A) -> Switcher (B) switch places
Switcher (A) -> Town (C) switch places

Now as a town player, player (C) says "player (D) and (E) are Triad. You're welcome"

Do you have any plan to prevent this?

Ganelon
July 29th, 2020, 08:29 AM
does swapping roles change alignment?

Ganelon
July 29th, 2020, 08:30 AM
I’m assuming the Switcher can only take one action per night. While not a requirement, please specify this in the rolecard for clarity

Ganelon
July 29th, 2020, 08:31 AM
also, personal note, I like the idea of recording your updates in the change log

Auwt
July 29th, 2020, 08:46 AM
does swapping roles change alignment?

Oh my god it's so hectic I love it. Alignment changing roles are definitely a soft spot for me

The one concern I immediately spot though is that switcher (from what I can see) can change roles with the Triad. I don't think this is a good idea, because the one restriction I think that should exist with alignment changing roles is a scum should not get to change to non-scum. Because they can out their former teammates.

Triad (A) -> Switcher (B) switch places
Switcher (A) -> Town (C) switch places

Now as a town player, player (C) says "player (D) and (E) are Triad. You're welcome"

Do you have any plan to prevent this?

I guess forbiding the Switcher into scum looks like the best idea. Then Switcher would know who is a Triad. Why not, looks fine.
The other way around is then supposedly possible, going from Town to Triad.
Town(A) <-> Switcher (B)
Switcher(A) <-> Triad (C)
Now Triad(A) cant go back to town.

I should add something about this, thanks !


I’m assuming the Switcher can only take one action per night. While not a requirement, please specify this in the rolecard for clarity

also, personal note, I like the idea of recording your updates in the change log

Will do so !
Appreciated : )

BananaCucho
July 29th, 2020, 08:57 AM
I guess forbiding the Switcher into scum looks like the best idea. Then Switcher would know who is a Triad. Why not, looks fine.
The other way around is then supposedly possible, going from Town to Triad.
Town(A) <-> Switcher (B)
Switcher(A) <-> Triad (C)
Now Triad(A) cant go back to town.

I should add something about this, thanks !




Will do so !
Appreciated : )

Yep, there is that concern of course. But it's better imo for the switcher to be a pseudo sheriff in this way, where they can choose to call out the 1 triad if they wish, rather than a triad leaving and outing 2 teammates. Creates a bit of WIFOM, a scum could easily fake claim that they are switcher and found x person to be triad, use their corrupted assessor to make that person flip triad after being lynched. So town is forced to consider the claim and make a decision

Edit: Misread/misremembered the corrupted assessor bit. Still, I think its better for the switcher to be pseudo sheriff imo

There may be a way to tweak switcher's wincon to discourage them from outing Triad, if that's a path you want to explore

BananaCucho
July 29th, 2020, 09:06 AM
There's also different ways to explore the idea, for example

> If switcher targets a Triad, randomly deflect their action onto another player

> Switcher finds out who is Triad, and Triad is informed as to who is switcher

> Give mafia a 1 time use factional roleblock action. If switcher outs them, then they can roleblock and kill the switcher

You could also go the other direction, allow switcher to switch with Triad, and eliminate Triad knowing who each other are. That way, if they change alignment, they can't 100% out their teammates

Or allow switcher to only swap with Triad if there is only 1 Triad left standing

Lotta possibilities for this

Auwt
July 29th, 2020, 09:25 AM
I guess forbiding the Switcher into scum looks like the best idea. Then Switcher would know who is a Triad. Why not, looks fine.
The other way around is then supposedly possible, going from Town to Triad.
Town(A) <-> Switcher (B)
Switcher(A) <-> Triad (C)
Now Triad(A) cant go back to town.


Actually that line would be impossible then, my bad.
The thing is that preventing Switcher into Triad would also block Town becoming Triad.
(edit : or maybe not.)

Auwt
July 29th, 2020, 10:26 AM
I'm thinking either removing the possibility for Switcher to go to Triad, and if it happens, Switcher knows this Triad member role.
Or letting the possibility for Switcher to swap between both Triad and Town, but then host dont reveal Triad team mates

In the second way, at least, you wouldnt know who are your scum team mate, and so you cannot sell them out whenever you flip to the other side?

edit :

That would reduce the Triad's strength though, and will depend even more on luck (wait is this setup not already luck-based with all those Busdriver/deceiver/Switcher thingies :o )

Ganelon
August 1st, 2020, 08:24 AM
I’ll help you get this setup approved and I’ll review it once it’s done.

Auwt
August 1st, 2020, 11:41 AM
I’ll help you get this setup approved and I’ll review it once it’s done.

It should be good to go !
Ganelon Marshmallow Marshall

Auwt
August 2nd, 2020, 12:54 PM
I have absolutely no idea how to change the prefix to Ready For Review, but it is ready for reviews ^.^

Ganelon
August 3rd, 2020, 03:03 PM
Nice presentation! It really helps with reviewing when everything is organized.

Review in Progress

You have lots of power roles in this game, and most pressingly many investigative roles that figure out their targets exact role or alignment. I suggest that you handpick roles for this reason (or account for this in some manner when you randomize the role List). Also, you have four triad and 7 town. Assuming switcher picks a town role on d1, town loses majority by d2 if they mislynch. That, along with a potentially very powerful triad can end the game very quickly. I would personally try to tone down the number of power roles (limit it to say 1-2 per faction). Coupled with the fact that triad don’t know each other, this game is extremely difficult for town to win.

How does triad coordinate their factional kill if they don’t know each other and don’t share a night chat, by the way?

By the way, I like the switcher role. I don’t think it’s something we’ve seen before.

Marshmallow Marshall
August 3rd, 2020, 05:59 PM
Really nice setup that completely accepts its chaotic nature. This should be interesting.

I think triad kills via the DH's dictatorship, btw. What happens if the DH shoots at triad? Teamkill? :O
Not that I'm against it btw

Auwt
August 4th, 2020, 01:10 AM
Nice presentation! It really helps with reviewing when everything is organized.

Review in Progress

You have lots of power roles in this game, and most pressingly many investigative roles that figure out their targets exact role or alignment. I suggest that you handpick roles for this reason (or account for this in some manner when you randomize the role List). Also, you have four triad and 7 town. Assuming switcher picks a town role on d1, town loses majority by d2 if they mislynch. That, along with a potentially very powerful triad can end the game very quickly. I would personally try to tone down the number of power roles (limit it to say 1-2 per faction). Coupled with the fact that triad don’t know each other, this game is extremely difficult for town to win.

How does triad coordinate their factional kill if they don’t know each other and don’t share a night chat, by the way?

By the way, I like the switcher role. I don’t think it’s something we’ve seen before.

Yeah there are a lot of power role in both sides so that "almost" everyone could have some input and some commitment to the game.
By adding such power roles with other deception roles such as the Switcher, Busdrivers, and Deceivers, it makes the games funnier (and obviously messier) to my eyes.

I believe handpicking or random picking should be a Host choice. Personnally if I had to pick, I would go random, and manually balance afterward.

Exactly, Town could lose majority by D2 if they mislynch. However, Triad and the Switcher are still in the game. None of them know who is who.
By that way, it is truly possible for a Triad to vote another Triad. If Triad decide to stop voting by D2, well they expose themselves.
As a 12-player setup, with a neutral-locked Switcher, I tried to balance both side as much as possible, Town have strong roles to balance with the Triad's number of members, but there are a lot of possible outcomes.
Lowering or limiting the number of power roles could work, but I feel like the setup wont be the same if there are a LOT of citizens/no power roles.

This feels more like a Town advantage, regarding a possible teamkill on the triad side. Do I miss something?

They don't, at least at night. This is what makes the save juicy :D
More seriously, they could try to design some sort of a strategy to give other triad a "hint", without being spotted, maybe ?
I'm tempted to believe winning as Triad could be also quite difficult. They have a lot of members, and they really depend on DH kill.

(damn i should be using quotebreak somedays)


Really nice setup that completely accepts its chaotic nature. This should be interesting.

I think triad kills via the DH's dictatorship, btw. What happens if the DH shoots at triad? Teamkill? :O
Not that I'm against it btw

I expected DH to be able to kill a triad team mate, and also being able to prevent other triads from doing their actions.
This game option "could" balance maybe with the number of triad members in the setup.

That save is based a lot on luck/deception so a DH could obliterate the whole triad, as well as obliterate the whole town.
I honestly dont believe this kind of setup may last longer than D4/D5 (role dependant).

Marshmallow Marshall
August 5th, 2020, 02:36 AM
I'll be reviewing this setup; sorry for the stand-by status.


It is noted that your intent is to have a power role heavy setup with a lot of chaos; I will take this into account. The setup will probably have to be marked as Experimental at the end of the reviewing process so that people know what they're going into if they sign for this setup or if they want to host it.

It's ok to choose the composition in whatever way you want to pick them, as long as the final result is a balanced setup composition.

Although the setup is highly unstable per its very nature, Triad seems to have the upper hand in most situations here. I'd suggest adding a hidden Town member to the game. This would not hurt the setup's spirit and would preserve the balance.

It definetly is a Town advantage, but I think he meant that associative reads are much harder to use, if it's even possible to use them, when scums don't know eachother.

Does Bus Driver give feedback to his targets? Please specify in the rolecard.
If the War Surgeon's bodyguarded target is attacked, what happens exactly? Also, what is the interaction between War Surgeon bodyguarding a target and the target being shot by a Sniper? Please specify these things in the rolecards.

Balance note: A significant amount of town roles are self-confirmable; this should be taken into account when considering the final balance of the composition to avoid having something like 4 self-confirmable townies :P.


More to come later.

Auwt
August 5th, 2020, 04:35 AM
Thanks, I've just updated Bus Driver, Sniper, War Surgeon feedbacks and rolecards.
I'm fine with the Experimental. I'm also okay to decrease the number of town power role in order to add probably 1 citizen if needed.
Or add another Town Random as you suggested.
Those concerns regarding the amount of player that can be confirmed due to their role are real, therefore I believe I've got to change something in the role list at least.

Yeah, the fact that Triad cannot know each other makes it very difficult for Town to find out who is teaming, but at the same time Triad will also have hard time finding their fellows. I feel like there is some sort of a balance right there, or at least a double-edged.

I want this setup to still remain a game of talking/debating,ect... But with the addition of a spicy sausage.
Maybe by reducing the strength of town feedbacks, it could make it harder for Town to confirm their roles.

Considering role list changes, those are the comp I could see for now.
8-4-1 (so adding another town (random?), making it a 13-player setup, with minor changes on the roles?)
7-3-1 (so removing a triad, making it a 11-player setup, with minor changes on the roles?)
8-3-1 (adding a town, removing a triad, and significantly reduce the amount/power/feedbacks of TPR?)

Marshmallow Marshall
August 5th, 2020, 03:28 PM
About bodyguarding: will the original kill target survive?

The very strong investigative roles that detect exact roles or alignments could easily be nerfed and perhaps replaced by lookouts and detectives.
As for the amount of self-confirmable roles, you don't necessarily have to delete them. You could add a Triad counterpart to some of them, perhaps even leaving only the Military as a self-confirmable role. For example, a triad role who can lock doors, and another one who can roleblock people are two good choices to prevent self-confirming madness.

Indeed, reducing the strenght of the TPRs' feedback is a good idea, especially in that mindset.

I suggest the first option (adding a Town Random, which makes the setup a 13P, and tweaking rolecards for balance and enjoyment). The 4th triad slot is interesting, both because it's random and can be a lot of roles (which allows you to make it an anti-self confirmable slot) and because it makes the Dragon Head have to be even more cautious with their kills.
I also suggest to replace the Deciever with a Triad Random slot if you are going for the anti-self confirmable Triad equivalent of Town roles balance strategy. It would create more mess if people were to want to confirm everyone through their roles, which is a good thing. Feel free to disagree, by the way; if you do, we'll discuss the reasons of your disagreement.

Auwt
August 6th, 2020, 01:54 AM
Bodyguarded target will survive, added.
I tried my best to balance investigative roles (and other roles too, have a slight look at today's log)
Here are some of the possible pairing : Stalker/Spy Inspector/Spy Shopkeeper/Liaison Locksmith/Moulder Hunter/Sniper Citizen/Corrupted Citizen
Should I add an opposite to Scientist?

I also updated role list as you suggested with a Town Random and a Triad Random instead of locked Deceiver.
Some more Triad roles were added (namely Forger and Liaison) to balance town roles and also to bring more deception.
Very strong investigative roles had their rolecards changed.
Those are some nice ideas, and should give a better game experience I believe.

Marshmallow Marshall
August 6th, 2020, 04:07 PM
Suggestion for Hunter: Two kill charges, loses all charges if he kills a town-aligned player. Feel free to disregard if you don't like it. I just think it's a good way to promote good and relatively cautious play while giving more opportunities to the Hunter.

What does "You can also order Triad not to move" mean in the Dragon Head's rolecard? Please clarify. I assume it simply means "you may decide not to kill anyone"?

Sciencist being a town-only role seems good. It's not that strong, but it allows, under specific circumstances that are not extremely easily achievable or predictable, to self-confirm and to have potentially interesting information.

Please remove the Inspector's solo slot from the feedback list (the old role is still there).

It'd be a good idea to clarify whether roles can appear or not in the Random slots (can citizens and bus drivers appear in Town Random?).


The game's balance seems to be around an acceptable average balance point now. Given the numerous possibilities this setup can lead to, I can only advise to make sure that the composition that will be played is balanced, and to balance or rebalance it manually if the need arises. This looks like a very fun setup to play, by the way. Soon ready to be approved.

Auwt
August 7th, 2020, 01:44 AM
When I introduced Hunter for this setup, the rolecard was something like :
-Two charges
-If kill townie, both of you die
-If kill triad, triad dies
-If kill Switcher, both of you die

But killing a townie would legit make town lose instantly.
Yours looks much better. Updated.

I meant Dragon Head can prevent all other Triad from doing their night action, I do not know if it is gonna be very useful or not though.
I can remove it if needed. Not that matters that much in the save.

Old Inspector feedback removed. I also added in the general mechanics a sentence to talk about Random roles. (edit : I also put it in Town roles and Triad roles, so that everyone should know.)

Anyway, each setup are really host dependant. It is a matter of common sense I believe.
I'm glad you like it !

Marshmallow Marshall
August 7th, 2020, 03:32 PM
That Dragon Head ability is extremely detrimental to Triad and should be removed.

What does "You will mess investigative roles" mean in the Forger's rolecard?

Auwt
August 8th, 2020, 12:32 AM
This ability was removed.
I also changed Forger rolecard.

Do you believe I have got to add Shopkeeper/Liaison in the order of action, and if so, at which position?
I meant Shopkeeper/Liaison to be able to roleblock any role in this setup, maybe it is good or not.

Marshmallow Marshall
August 8th, 2020, 02:19 AM
This ability was removed.
I also changed Forger rolecard.

Do you believe I have got to add Shopkeeper/Liaison in the order of action, and if so, at which position?
I meant Shopkeeper/Liaison to be able to roleblock any role in this setup, maybe it is good or not.

Ah, if that's your intent, the roleblockers have to be placed first in OoO, yes. It's a good idea to do that.

Auwt
August 8th, 2020, 07:27 AM
Ah, if that's your intent, the roleblockers have to be placed first in OoO, yes. It's a good idea to do that.

Well afterthought, maybe putting them in 2nd place is slightly better, therefore Locksmith/Moulder could protect someone from being roleblocked.
Anything else?

Marshmallow Marshall
August 9th, 2020, 12:19 AM
Well afterthought, maybe putting them in 2nd place is slightly better, therefore Locksmith/Moulder could protect someone from being roleblocked.
Anything else?

Sure, that's your host freedom :P

Approved and marked as an Experimental setup. Do you wish to be added to the Queue?

Auwt
August 9th, 2020, 01:13 AM
Sure, that's your host freedom :P

Approved and marked as an Experimental setup. Do you wish to be added to the Queue?

Sure, thanks !

Auwt
September 25th, 2020, 10:02 AM
Updated the Forger role for Triad, as the previous one was just probably too weak.
Here is the current version of this role.


Forger : Choose two players at night. You will make sure their night actions are swapped.


EDIT: added extra infos about this role in the main post.

Marshmallow Marshall
September 25th, 2020, 06:49 PM
Good idea! Re-approved.

By the way, if you're curious, this role is actually called "Operator" most of the time in FM.

Auwt
September 26th, 2020, 02:09 AM
Okay, I changed the name to Operator, so there is no possible confusion.

theoneceko
October 4th, 2020, 01:59 PM
THE FOOLING PARTY



29/07 : -Switcher card updated
Switcher may only take one action between the three possible.
-Corrupted Assessor card updated
Corrupted Assessor can only use their one-time ability during NIGHT.
Another cast if at least one of the bound player die the same night as the bind is made.
30/07 : -Switcher extra infos updated
Switcher can become both town or triad.
Switcher get the remaining uses of ability from the role they stole.
-Mechanics changes
To prevent former triad from revealing their team mate when switching Town, there wont be any team mate revealing at the begining of the game.
-Added extra town rolecards : Locksmith & Scientist
31/07 : -Added extra town rolecards : Inspector & Hunter & Military & Butler & War Surgeon & Shopkeeper
-Added extra triad rolecard : Corrupted Citizen
-Mechanics changes
Infinite loop doesnt work. Bus Driver looping with another Bus Driver will result in any of them moving.
01/08 : -Added extra triad rolecards : Sniper & Spy & Sorcerer
-Locksmith card updated
Locksmith can lock down 1 player. Nobody can visit this player.
-Fooling role order updated
Sorcerer acts AFTER Deceiver's/Switcher's hiding.
-Military card updated
Whenever the curfew happen, at the start of the following day everyone will know a curfew took place.
Using the curfew, will reveal the Military. Once revealed, Switcher cannot switch role with the Military anymore.
02/08 : - Sniper card updated
Sniper's victim cannot be healed.
04/08 : - Corrupted Assessor extra infos clarified
05/08 : - Sniper feedback updated
-Sniper and War Surgeon cards updated
Sniper ignores any protection the target might have (including docing and bodyguarding).
-Bus Driver card/feedback updated
Swapped player wont know they have been swapped by a Busdriver. There is no feedback of any kind.
06/08 :
Adding a Town random, making it a 13-player setup.
Removing locked Deceiver for a Triad Random.
Corrupted Citizen, Dragon Head, War Surgeon, Inspector, Spy, Scientist, Hunter cards updated.
Added extra town rolecard : Stalker
Added extra triad rolecards : Forger & Liaison & Moulder.
07/08 : Hunter rolecard updated
-General mechanics updated (clarified) :
Random role can be any role of a same alignment.
08/08 : Forger rolecard clarified
Dragon Head rolecard updated : Removed the ability to order Triad not to move.
27/09 : Forger rolecard removed for Operator rolecard.


ROLE LIST :


Dragon Head
Corrupted Assessor
Triad Random
Triad Random
Town Random
Town Random
Town Random
Town Random
Town Random
Bus Driver
Citizen
Citizen
Switcher





Town Random can be any of these :
















Triad Random can be any of these :














RULES :

General FM rules apply to this setup.
(play to win conditions, no editing, no quoting pm from host, no out of game com, ect...)
General Forum Mafia Rules (https://www.sc2mafia.com/forum/showthread.php/42151-Forum-Mafia-Rules), by FM staff.
Do not open fire at a player, open fire at their play. (No direct attack at a player.)
Role action has to be sent in PM to the host; that could be done during day or night, as you wish. However only your last PM input will count.
Your win condition might change during the game, please stick to your up-to-date role/alignment win conditions.
Picture and videos are tolerated as long as they dont ruin/spam the game.
Host is able to force a replacement/a kill if they feel a player is purposely ruining the game experience in any kind of way.

GENERAL MECHANICS :

Voting isnt mandatory. Lynch type is Majority (with plurality).
In case of a vote tie, no lynch.
Days last 48 hours.
Nights only last 24 hours.
Triad members wont know each other.
NO TRIAD CHAT OF ANY KIND.
There is no N0, the game shall start D1.
Last wills are allowed. Death notes aren't.
Infinite loop doesnt work. Bus Driver looping with another Bus Driver will result in any of them moving.


Win conditions :

Town : Get rid off all the Triad, while having at least 1 Town alive who is not facing a Switcher.
Triad : Get rid off all the Town, while having at least 1 Triad alive who is not facing a Switcher.
Switcher : Make sure to enter a 1v1 tie situation against Town or Triad OR manage to be at 3 different times a Switcher.


If a player manages to be at 3 different times a Switcher, the game DOES end.
Switcher cannot win with Triad or Town.

FOOLING ROLE ORDER OF ACTIONS











1) Locksmith/Moulder and Militar
2) Operator
3) Shopkeeper/Liaison
4) Busdriver (and Switcher in BD stance)
5) Deceiver (and Switcher in hiding stance)
6) Sorcerer
7) ALL OTHER ROLES THAT AREN'T LISTED
8) Corrupted Assessor
9) Switcher (role swapping)





You have successfully bound two players.
OR
You have failed to bind.


Switcher : You have successfully swapped your role with your target, you are now (roleA). (Optional : ability remaining uses)
A : Your role has been swapped by a Switcher ! You are now the new Switcher.
OR
You couldnt swap your role with your target, you heard that your target might be a Butler or a confirmed Militar !


Player(s) targeting people being locked down : One of your targets had their home locked down. You couldn't do your action.


Your target has been (x) different times a Switcher !


Daypost after curfew : A Military declared a curfew during the previous night ! This Military is (player).


Player being roleblocked : You were busy and you didnt see the night just passed. You were roleblocked.


Your target visited (player).


Your target was visited by (player).


You were unable to manipulate your target !


shooting night : You previously decided to aim at (player). Do you confirm your action ?



**EXTRA INFOS FOR SPECIFIC ROLES



The Switcher can become Triad or Town, depending on the Switcher's target. Town can become Triad this way, and Triad can become Town.
Since Triad members do not know each other, there are no possible bethray.

Switcher cannot become Butler and cannot switch role with a confirmed Militar. If Switcher tries do so, it will fail, and only Switcher will be informed that the player is a Butler or a confirmed Militar.

When Switcher swaps roles with another player, both the Switcher and the other player will get a PM with their new role.
The player whose role has been stolen by the Switcher won't know who "stole" their role.

Switcher get the remaining uses of the ability from the player they stole it from.

If Switcher hides into a Deceiver house, and this Deceiver's hides at the Switcher's house, the Switcher will have an higher priority, and thus the Deceiver won't move.





Corrupted Assessor have to sent a PM to the Host, DURING NIGHT.
Please note that, the effect of Corrupted Assessor will be active from the following day, until one of the two bound player dies at night or is lynched.
Corrupted Assessor ability can only be used ONCE.

You bind 2 players together. If one is getting lynched, its instead the other that will be. The first one will stay alive.
If one is getting killed (at night), the role that will be shown up to everyone will be the role of the other player.

The bond will be broken whenever either of them is killed/lynched.

Your night action do not work if at least one of the 2 players you bound, die on the same night you bound them.
If that is the case, you shall cast your ability once again, the following night.





Swap to players' night action each night.
Each of them will get the feedback of the other player's role.
Targeting a Switcher will result in a fail.
You won't be noticed of anything in any case.

( Example : Spy(player A) and Dragon Head (player B). Spy decides to watch player C, and Dragon Head decides to kill the Spy. If Operaror operates the DH and the Spy, the Spy will kill player C, and the Dragon Head will watch the Spy. Therefore the Spy won't have any feedback, and the DH will have a Spy feedback !)

This also means that a Stalker for example, could watch 2 players at the same time. (if Stalker is operated with a Bus Driver, or the Corrupted Assessor...)

If Operator uses his night action on a Busdriver or the Corrupted Assessor with a role that can visit only one player, there will be no actions for the Bus Driver/Corrupted Assessor.





yo this shit looks awesome. i might sign if i'm willing to invest the time. uwu

Auwt
October 17th, 2020, 02:27 AM
yo this shit looks awesome. i might sign if i'm willing to invest the time. uwu

UwU

naz
November 13th, 2020, 10:54 AM
Infinite looping does not work, this includes :
-Two players driving each other will result in any of them moving.
-Two players hiding at each other places will result in any of them moving.



wat
you mean results in none of them moving right

Auwt
November 13th, 2020, 11:46 AM
wat
you mean results in none of them moving right

Yes exactly.
I'm gonna correct it when the game ends, thanks.

Helz
November 16th, 2020, 04:53 AM
Edited because I am stupid and posted in the wrong thread : P