[QUOTE=Millit the Frail]
Agreed. It’s been a lot of fun watching, though!
I think that the Beat Cop role is too flawed altogether. It sounds really cool in theory, but seeing how this game has played out, it doesn’t seem to work in practice. The results that the Beat Cop got actually hurt the town more than helped. At first, investigating someone two nights in a row sounded like a great way to check any results, but you’ll actually get two different results almost 50% of the time if you check any one person twice. And which do you know is real? Waste a third night, during which you’re likely to get another differing answer? I’d rather see the role be a 50/50, success/no reading deal. Take away the messy statistics and the misinformation and streamline the role.
[/QUOTE]
That isn’t a bad idea.
To clarify the current incarnation of the role, the beat cop isn’t supposed to be a useful role. I was actually shocked that the town spent so much time trying to make it useful, it just isn’t. It is supposed to add an element of confusion to the game that is counterbalanced by the detective, but I didn’t plan on losing the detective quite so fast.
What do you guys think of this. In the next game I am going to have a 20 player limit with a day cycle that ends with a lynch only if the town reaches a vote majority. The day cycle will last 4 days, so if at the end of the 4th day there is no majority, no one gets lynched.
I think I will keep the standard power roles in play as possibilities, but I am going to start the game without letting anyone know what roles may be around. You only find out what roles there are as people die.
snip
The Mafia can vote to investigate instead of kill, as long as the Godfather is alive. They count as two Mystics in this case, unless only the Godfather is alive, in which case he counts as one Mystic. Repeated investigations gain the same bonus as for Mystics.
Opinions?
[/QUOTE]
I don’t understand why they would do this. Is it not the case that the mafia know who each other are, so no risk of a blue on blue. Killing anyone else is a good thing as there are no pro mafia roles. When they kill they find out what the role was of their victim.
The only role I can think they might want to keep alive and confirm is the serial killer, if the SK is going for town, but it is no great loss if they accidentally do kill the SK as the SK is probably killing randomly.
To clarify the current incarnation of the role, the beat cop isn’t supposed to be a useful role. I was actually shocked that the town spent so much time trying to make it useful, it just isn’t. It is supposed to add an element of confusion to the game that is counterbalanced by the detective, but I didn’t plan on losing the detective quite so fast.
What do you guys think of this. In the next game I am going to have a 20 player limit with a day cycle that ends with a lynch only if the town reaches a vote majority. The day cycle will last 4 days, so if at the end of the 4th day there is no majority, no one gets lynched.
I think I will keep the standard power roles in play as possibilities, but I am going to start the game without letting anyone know what roles may be around. You only find out what roles there are as people die.
[/QUOTE]
Adding an element of confusion? So the town is actually supposed to be worse off for the Beat Cop? Well, then, if I were the Beat Cop, I’d just investigate myself every night and act as a vanilla townie!
I guess with the counterbalance…but no, it still doesn’t make sense to me. Hmm.
[QUOTE=Millit the Frail]
Adding an element of confusion? So the town is actually supposed to be worse off for the Beat Cop? Well, then, if I were the Beat Cop, I’d just investigate myself every night and act as a vanilla townie!
I guess with the counterbalance…but no, it still doesn’t make sense to me. Hmm.
[/QUOTE]
Hey I didn’t create the rolls, I just picked em. I figured that the way ww1 went down, it might have been a bit to easy, so the beat cop is there as an obstical with potential rewards for the town. It is not a great role to get under any circumstances, I agree, but it usually is a good one to have in the game (much like the SK role.) I think the only reason it didn’t work right this time was because that element of confusion was built in with the large number of players. I (unfortunatly) didn’t take that into account when I was putting together the game.
[QUOTE=NaturalBlondChap]
I don’t understand why they would do this. Is it not the case that the mafia know who each other are, so no risk of a blue on blue. Killing anyone else is a good thing as there are no pro mafia roles. When they kill they find out what the role was of their victim.
The only role I can think they might want to keep alive and confirm is the serial killer, if the SK is going for town, but it is no great loss if they accidentally do kill the SK as the SK is probably killing randomly.
[/QUOTE]
No risk of a blue on blue, but they might want to see if they could out a power role that way, or identify the potentially hazardous ones (Watchman/Bodyguard/Vet) and see if they can get them lynched instead of night-killing. I don’t say it’s a clear benefit for the scum to have the power, but it might add a little extra something, and they don’t have to use it. I agree about the SK though: when push comes to shove, no-one wants him alive.
Personally, I hope the SK wins. I like the idea of the lone wolf prying such a difficult victory out of the chaos that is Dopertown. ‘Good? Bad? Who cares? They all bleed the same.’ Or something like that.
Well, NAF asked the person who submitted nesta’s name for death and he replied:
I don’t feel like wading through all the posts, but someone used that same justification recently. It may or may not have been MM, but when I saw that typed in this thread, I knew it came from the SK’s mouth. If I had more patience, I would see if it was indeed him who said that in the game thread.
Either way, I FOS’ed him twice in the game. Can I get some points for that?