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Killing_You

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Everything posted by Killing_You

  1. Funny as that would be, I'm townreading Shade right now (as in, this is his usual game). Plus I'd rather holster my shot for when it seems necessary.
  2. Probably doesn't help that I modified my own avatar to better fit the game :P Just look at the red or yellow titles.
  3. Did it, though? Irish got stuck despite only having a 25% chance to do so, and there were a couple of roles that failed a 50/50 coinflip on either the stuck or hit roll (yourself being one of them). Numbers game can only get us so far, but it can carry scum further than town. Let's not do it.
  4. Right? It's so different from nolynch. It makes things interesting!
  5. Hi everyone! New game, time to ##vo- *dodges random shots* Well, alright then. That's one way to start the day.
  6. Scheduled time probably works better given the Reborn rerelease event today.
  7. I don't know if it'll help, but when I first started I used APB 1 as a study guide, and it helped me get a good idea of the game even when I couldn't be online all the time. Here's a link to the thread: It's a fun read, and it helped a lot.
  8. Looking forward to it! I'm glad this style of Mafia is making a comeback!
  9. To be fair, there was a ton of speculation that the setup had two cops (one sane, and one insane), and even if I don't do that in the future, allowing for the mere possibility can make for good dialogue.
  10. Right, so here's the initial changelog I have for the rolesheet: -Light Infantry max number increased to 7 -Officer max number increased to 2 -New Unit Type Added: Vehicle. These roles are immune to daykills (unless the shooter is anti-vehicle) -New units added to GDI: Disc Thrower (Anti-Vehicle), Wolverine (Roleblocker), MSA (Self Watcher) -New units added to Nod: Elite Cadre (Role Cop), Rocket Soldier (Anti-Vehicle), Engineer (Roleblocker), Devil's Tongue (Ninja)
  11. Well, I hope you're able to be a regular player for TSR Mafia and any similar Mafias that follow. It was good to have you back as a player.
  12. I can confirm that vehicles and non-shooting roles will most certainly be on the role sheet for next game. I've gotten plenty of ideas for roles now that I've seen some of the drawbacks of this setup in practice. Buildings will probably wait until TSR 3, however. I can confirm that there will not be any permanently unlynchable Nod buildings in any setup. Whatever I do for Nod buildings, I'll do for GDI buildings as well, to avoid meta arguments in that area.
  13. You're very welcome! As I said in the dead doc, I think TSR mafia is a good fit for me to GM, and I'm looking forward to iterating on this further! And a big THANK YOU to all who played! It's the players that make the game, after all!
  14. >implying I didn't (I have physical dice at my desk to continue playing tabletop games with friends via Facebook messenger calls, so it was easier than trying to find an online number generator)
  15. In my defense, I tried to take into account the possibility of Town roles interfering with other Town roles (Riot Trooper and JumpJet, namely), and I think it's possible that Scum could've won in this setup. I did spot some holes in my original mindset, which will be rectified next game. I did have a mystery role, though; the JumpJet. There was also a plan for Nod to have a Confessor (which would've had a silencing ability), but Nod needed all of their more powerful roles for this game. I like the concept of a complete mystery because it adds a bit of uncertainty to the game, making it more interesting IMO.
  16. Eh, fair enough, and it'd fit the Toxin Pooper flavor (being a sniper and all). Though this would only affect the JumpJet anyway. Another change I'm thinking of making is nixing the "Max" column on the rolesheet. I ported it over from APB for no reason other than it was there, and it felt like more of a hinderance than a help. Opinions?
  17. Yes, though interestingly, N3 (or N2 had he chosen to land that day), he would've been immune to the neurotoxin, but not the NK.
  18. That's right. I presented Nodlied with the total rolesheet (including the JumpJet and Confessor, another mystery role that did not appear), and he pretty much told me it looked good. I then made the thread to put the game together.
  19. GAME OVER With tensions mounting, one brave soul opens fire on the one who killed the medic on the previous day. It wasn't long before the accomplices were rooted out, and they surrendered without a further fight. iLikeToSnipe, the Mutant Hijacker, has surrendered! Voe, the Chameleon Spy, has surrendered! MISSION ACCOMPLISHED Congratulations to all the GDI players! Special thanks to @Nodlied, as my balance consultant for this game! ROLESI'll give my opinion on the roles and the players who played them in one go, for simplicity. LIGHT INFANTRY (Anon_Kat, Retaliation, Louis, Mojoman, Category 5 Hurricane) The five "vanilla Town" players. Pretty bog standard, a direct port of APB'S Rifle Soldiers, and I think they worked pretty well. Category 5 was the best player out of these five, but that's to be expected. Retaliation didn't do a bad job, even scumreading two scum members at the end of D2. Mojoman and Louis were chaotic elements, but surprisingly not as detrimental as it seemed. Anon_Kat, perhaps you should read some past Mafias to get a better idea of what to do and what to say. APB1 was my study guide, so perhaps you could look at that. OFFICER (Shade939) Again, copy/pasta from APB's Starshina, though it worked well here. I think Shade could've benefitted from not playing the numbers game so hard, and I think he could've claimed to save Irish (unless his weapon stuck, which it did), but ultimately, not too terrible. RIOT TROOPER (FRAYDO) This was one role that was depowered from APB Mafia, being a jailer instead of combo jailer/rolecop. Fairly balanced overall, I think, and FRAYDO not submitting his action N1 accidentally led to scum's downfall. Funnily enough, I predicted that FRAYDO would be Town's ace-in-the-hole. UMAGON (ChopBam) You know the drill. Kinda Copy/Pasta from APB's Sniper, except seeing who people visited instead of what action they took. I thought that was better balanced, and it led to some interesting situations where Chop had Snipe cleared in his mind, before using it as incriminating evidence when the time was right. MEDIC (TheIrishMan) Truth be told, this was the role I was most concerned about given APB didn't have a Town doc. But surprisingly, it didn't impact the game as much as I was worried about. Irish didn't do too bad, although claiming on the shot would've helped his case, especially if Shade backed him up. JUMPJET (OrangeP47) Orange got the secret role for this game; the JumpJet. I wasn't sure how to incorporate this unit, until I looked on the Wiki, discovered the Commuter, and decided to play around with it. I've always toyed with the idea of a role that had two different "states" it could toggle between. It was a fascinating experiment. Too bad Scum used neurotoxing on the one night Orange would've been vulnerable to it. CHAMELEON SPY (Voe) Yet again ported over from APB's Spy, though I wasn't sure if APB Spy doubled as a rolecop or not. I left it out this time since Town had no rolecop of their own, and it likely would've given Scum too many tools to work with. Maybe I'll restore the ability next game, maybe I won't. Depends on how I feel. As for Voe, I honestly thought he would've been in a good position to win until Snipe misplayed his hand. TOXIN TROOPER (Jeod) Scum's hyperlethal role, this was also a bit of an experiment. See, it was a unique brand of unstoppable kill in that it resolved before any other action rather than simply punching through roleblocks and doctor abilities. This would've been critical for killing the JumpJet before it took off and became the only role ingame immune to it, while also guaranteeing an early kill. Overall, I think this experiment was a marginal success. MUTANT HIJACKER (iLikeToSnipe) This was a strange one, as I'm not sure how well it fits into the overall balance considering it failed both nights. Snipe played the part well for the most part, however assuming his action failing was due to being blocked led to his downfall. Truth be told, I wasn't sure how to handle the action resolution initially, and the decision to report the action as a simple failure was advice I took from Nodlied. CONCLUSIONOverall, despite some odd issues here and there, I'm willing to call this a success. It was refreshing to see the conversations revolve around scumhunting more than mechanics. I also think my approach was successful, as I was deliberate in keeping information to a minimum, particularly with action resolutions. I also think the element of uncertainty was at just the right level; having just enough information to get the conversation going, but not so much that players could latch onto something with 100% certainty Like Secret Invasion and Netflix Basics, this game ended D3 with a Town victory. Unlike those games, I think this went over well. I look forward to running TSR 2 sometime next year. And with this format, setup will be easy. If someone else wants to go first, though, be my guest. Until then, I'll be ready and waiting. CVC AT THE TOP WILL HAVE LINKS TO THE DOCS AND MASTER SPREADSHEET
  20. @Voe attempts to shoot @iLikeToSnipe, but his weapon gets stuck!
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