ANYWAYS SHUSH BIGASS POST:
Now, the set-up. First things first, this isn't the first time I ran a set-up like this. Way back in 2010, I pulled out a game called Wannabes with Broto, where I invented a lot of the different habits I used to moderate/host/create this game. If you want to read it (the game is fairly short), here's a link:
http://allisbrawl.com/forum/topic.aspx?id=156674&page=1
I went into this with two goals in mind: misinformation and the plant abductor. I got the latter while bouncing ideas for some mafia game off of someone. Might've been Stew, thought it was Gova but then I realized that I had the set-up longer than I planned to do TWEWY maf, but I'm not sure. At any rate, as I think Broto pointed out, I love the plant. It's one of my favorite roles. I used it in my very first mafia game, where I watched it trigger and hit the same person 4 times in one game (he's never lived the nickname "plant bait" down), and I rarely avoid using it since. I got the idea from a general notion to create better indies than the rampart SKs Smashboards uses for Indies (it's so rare to see indies outside of those), and the combination of a "Plant Assassin" role from a game I ran with Vult Redux ages ago on AiB.
So, the plant abductor was born. I didn't want to give him both the abilities of a plant and an abductor, as I found the original Plant Assassin to be overpowered. Rather, I tweaked it so the plant word would trigger the abduction. This gave the Plant Assassin the safe play (use words that are spoken a lot) or the huge play (use a word that only one or two people are using but they're using a lot). It basically gave them an option to tailor their abduction pool a little bit, while still having pretty minimal control over who they abducted that night. This practically forced the abductor to lynch his scum targets or join scum in mislynches as there's no way he'd have control over either and I damn well was not giving him a role cop on top of that.
This might be my favorite indy role ever. It's powerful, but not overpowered, it can blend well into games provided the set-up is right, and it forces intelligent, active play without being obvious. You have to be a top-tier player to play this well. Damn shame it went to the inactive/lurking Gova and then was baton-passed to the non-English Xonar.
So, then, there's the misinformation part. I don't like people relying solely upon roles in order to find scum. My goal is to have it
aid them, without being a
crutch for them. I see a lot of games where players can skate by, allowing their roles to do the work for them (Auspher in Lost Mafia comes to mind immediately). The easiest way of nerfing the strength of roles in general, is to make it unreliable. You do that by creating misinformation.
Information is a powerful tool in mafia, and most people don't realize this. This is why I go around *****ing at people for weak arguments like "he's being fake:" usually they can't back it up, and when they can, 9/10 they spun some of the posts to fit their argument. Yes, persuasion itself is the best tool to have in mafia ("it doesn't matter that you had the best reads if you can't convince anyone to act on them" argument), but one of the best means of persuading anyone is through having certain information that others do not, or having better information than anyone else. Information is also at a premium in mafia, and tainted by uncertainty. Every bit of mod-confirmed information is valuable, simply because it can't be argued. Every bit of a confirmed cop read is valuable, simply because it takes one person off the table or catches scum when it matters. It's not the only thing, but it's damn well important to have. By reducing the amount of information made available to players, the more I made them get by on their play.
So I went about my set-up preparing for this idea. This should be thoroughly evident by the scum faction alone: A bull**** inventor, a janitor, and a traitor. In an earlier game co-hosted, again, by Vult Redux, they used an inventor role that sent fake one-shot abilities to players. This role was scum-aligned, but despite a cop guilty on the inventor, Broto and I actually sat down and lynched the gogdamn cop over the inventor because we believed its shots (which were supposed to be real gogdamn role shots, like vigs and docs, and cops, mind), despite the fact that they clearly didn't work in endgame.
Before I go on, lemme say it was fun to **** with this role. After awhile, they started to catch on that I was turning anything they sent me into bull****. It started out pretty simplistic with the butt and the eyepatch (which I basically just made up into bull**** actions despite the ridiculousness of these), but then, when they started to figure out the actions did nothing (when they sent JDietz the Gigabot), I got more creative. This is what they sent me on N4, for JTB:
Jupiter's Biceps said:
Self explanatory. We want to make sure this is legit in case Ran gets it, but we also want to make sure we make whoever gets it into a bomb. The player receiving it also needs to know it doesn't make them a bomb, I mean how would they know from just getting a death collar ha.
Please please don't mess this one up.
This is what I sent JTB in response:
WashedLaundry said:
During the night, you received a special gift! Someone has gifted you a...
dog collar? For some reason, on the side, someone sharpied "COMPLIANCE COLLAR" onto it with a bunch of crude drawings of bombs. Hell, there's even a couple of fake plastic things on here that say bomb on them. AND A BELL TOO, AW, THAT'S NIFTY.
You put it on and become JUPITER'S BICEPS' *****! This grants you the ability to make a sandwich and send it to them! Once, you may send me the command Feed: Playername and they shall receive a sandwich!
For good measure, the one to Orbo was pretty good too, I'll post what Orbo got:
WashedLaundry said:
During the night you...
what is this
a plastic shield? Oh, there's a nifty hat with it too. You pick it up, you guess, and don both.
YOU BECOME ORBOKNOWN, KNIGHT OF BULL****ONIA. And this comes with a plethora of new powers. Okay, just one. But it's still a cool one anyway. As a vessel and defender of the king of BULL****ONIA, you have gained a unique set of armor capable of deflecting all bull****! You're quite proud of your nifty hat, it is truly the best.
During the night, should any bull**** try to harm you, it will fail! But this will only last once.
Also, during the night, you heard a loud bang and became quite frightened. You ran away from it.
Anyways, back on topic, a lot of my mafia was themed from concepts from Wild Werewolf Adventure (the game I got the scum inventor from), albeit not necessarily roles. WWA had a jan too, but it was an every-night jan, and one of the gogdamn hosts had it. I was not doing that again, no sir. I hate wasting day phases to lynch people who shouldn't have to be lynched anyway, and neither should you. But I did want a jan. I love watching those ???s flip. It just adds a little WIFOM. Them using it on Ryker was the ultimate kicker...
had Ryker not been the traitor. That was an intentional balance for the team's sake. The nature of the game made it pretty scumsided already, and the roles that existed (Calvin, Hated Jan, Traitor Terrorist) made it even moreso. Instead of just making town ridiculously overpowered to compensate, I nerfed scum instead. The Traitor wasn't the only balance, albeit it was the most obvious and the best one. What I wanted scum to do, they did. I originally intended to go further and not tell the traitor the scum team in hopes that he blew one of them up, but I figured that was nerfing too far.
The other nerf I incorporated was to make the jan a hated player. While he does take less to lynch in a game where survival is of the utmost importance, I found it as more of a boon. Accidentally putting scum at L-2 with absolutely no signs of survival could just lead to a quickhammer and that hurts town a hell of a lot. Usually (but not always) the longer days go, the better it is for town: they get to discuss things with one another, which leads to planning, decisions, and, most importantly, trust. But it does come at the cost of, from their perspective, half the scum team, so it damn well better be worth it.
Also, this intentionally gave the scum team a specific plan: set the endgame to have the Calvin in it. This is why I'm glad Biceps got that role, as he was a strong enough player to pull that plan off, albeit Murderbush could've done just as well with it (I'm curious to see who would do better in an invention-off betwen the two of them). The plan is simplistic enough, and it was really easy to pull off. Traitor Terrorist had to lie low enough not to draw the scumkill, but remained active enough to avoid the Thief. The Jan had to use his role, then eventually get himself lynched, maybe outing a PR on the way (the Jan should be playing suicidal the entire time, but not suicidal enough to get himself lynched D1). Once the PR is exposed, the Terrorist blows it up, preserving the Jan for a day. THe jan gets lynched. THE ENTIRE TIME, the Calvin has so many options, and with his mates drawing everyone's attention he can avoid scrutiny. But at the same time, the early-game sweep is much harder to do, as it's almost too easy to kill his mates or for his mates to kill themselves.
The best part is? Without even intending to execute this, it happened. The only hitch was the scum killed the Traitor, but Ryker told me he was in a position to start the next day by blowing someone up. Other than that, they performed it exactly to my expectations. It's fun ****ing with roles.
Actually, no, the best part is, they knew what Murderbush was, but killed him anyways. Both Glyfe and JTB walked into the game, saw 14-man with a 2-man mafia, and thought "double mafia game." Like, seriously, they immediately pegged Murderbush as a traitor within his first few posts in the game (where he, y'know, literally claimed traitor)...but for the other mafia team. That's the best part about the misinformation: scum wasn't immune to it. They thought there was another team until at some point between D5-D6 (I think the JDietz/MeowMonster team was the last hurrah for them, until they realized there really wasn't).
Now, for town, I had about half the roles decided: fake roles. I hate vanillas. I find them boring, repetitive, and ultimately pointless, outside of ****ing over massclaims. But here, I gave the scum enough information to avoid that: the Calvin is an anti-mass claim role and the Jan and Terrorist were trying to die anyway (JTB claiming vig was hilarious, by the way). This game is no exception, so where most normal hosts would place vanillas, I used fake roles that did nothing. But I have to admit, this was my favorite set of fake roles out there. The Laser Deflector is a mainstay, one I used before in my first misinformation game that I hosted on AiB. It was frilly, stupid, but ridiculous enough to seem plausible, especially in a game where one of the characters pilots a robot that turns into a
gigantic laser gun.
The rest were a bit more original however. I think the backup was the first of these I made. I've used a backup role before in that same game I hosted on AiB, but it was a backup to a role that never existed. That's all fine and dandy, using linked roles is by far away the easiest means of creating fake roles, but that's easy and predictable ****. Likewise, when doing this, I wanted to create as many fake roles WITH ACTIONS as possible. This screws the tracker over in the early game but makes it a damn powerful role in the lategame when there aren't nearly as many actions going on.
"But you put a backup in anyway?"
DAMN STRAIGHT I DID. I validated it by making it a
backup to a fake role. Hence, Commander Stryker, the Town Popcap Vigilante, was born. I thought this was great: and I chuckled to myself quite a lot. It also added to the misinformation factor: it was important enough to get a backup, but it ultimately did nothing. People wouldn't believe it. They'd either think the backup was full of ****, or they'd think the vig was legitimate. Neither were true.
The last one's a throwaway one I did because I thought Dr. Park was a douche. I've seen watchmen before, I find them ultimately useless, as they just delay the game an entire phase. Yes, it stops scum, but it weakens the (mis)information flow, and that's just a detriment to the entire function of the game. So I made it fake with subtle hints in the role PM suggesting as much and moved on. Yay bull****.
Then the PR's came from that. Jailer was obvious, mandatory, and really there was no thought put into it. The Tracker was also an automatic selection as well. On that game I hosted on AiB, I used a tracker there as well, and I realized that it fit well into the game but not nearly well enough as it's nerfed to hell in the early game by the cluster**** of ongoing actions. These were my starting points for real PRs, as they both provided reliable actions and were one of the few role PMs where I could be totally clear about one action or another. Then came the fun ones, such as the Thief.
I think it's ironic Glyfe blew so many gaskets with this game, considering he hosts so many similar games. The thief was the source of his frustration besides his own damn role though, at least most of it. I chuckled. Yes, the thief was legit in everything it claimed to do. Originally, it wasn't like that. Joey was the one who thought it up in the first place (he helped me make the set-up originally when I ran it through the queue [yes I ran it through the queue first, only to turn around and host it as a private when i got skipped because activity]). I went with it because it was the perfect addition to the game. It was originally a flavor cop, meant to track little bits of flavor that could catch scum in the lategame. I altered it at the last minute, but I don't think the alterations impacted the role at all. Any smart player would've been able to tell a liar had the results been a "a robin" or "Orange goggles". It's still weaker than a regular role, but potentially dangerous in the right hands. Clues were meant to be cryptic but still telling. Again, misinformation, but this is one of the roles that could provide the closest thing to mod-confirmed, USEFUL info outside of a successful killshot this game.
The De-Evo Ray originally was called something less-ridiculous: the Gardener. I got the idea from the Woodsman, a role designed to kill tree stumps, and intended to make it a fake role originally, but then I figured it'd be SO MUCH BETTER as a plant killer. The way the role works, it just screams a fakerole immediately, and I wanted the capacity to blow it on something meaningless to exist, but simultaneously, I realized that it could also be a good countermeasure to **** over the indy. But then Orbo didn't touch it all game despite two abductions that could've really shaped endgame and altered how it progressed. Had he used it, he damn well wouldn't have cemented himself as the indy.
The Bodyguard and the Bookie were two last minute alterations. The Bookie's an underused role and it really shouldn't be. It's a powerful asset for scum players but it can be spun in the town's direction as well. Claim it, get your lynch, and use the shot you're gift and you become practically cleared--if town can get over the WIFOM of you claiming a traditionally scum role. But I gave it a BP because scumsidedgame much? The bodyguard was because the game was scumsided and I wanted more protective roles beyond the jailer. The bodyguard (and the bookie) helped to this extent. Ironically enough, none of the protectives sucessfully stopped a NK from hitting its intended target.
And...that's all I have on the set-up. Yes, it's lengthy, and I'm sorry for that but I wanted to explain it out, as a lot of it's not self-evident and there's a wide range of description here. My set-ups are usually well-planned for this exact reason: it makes balance easier and it makes role creation that much better. Outside of the stock ones, there's really not an unoriginal role here. All of it went to a single goal, outside of a few last minute alterations made for balance's sake.