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TopicDota 2 Mafia 2 Topic 8 - Lakad matataaaag (Normalin, normalin)
Isquen
09/17/22 5:48:44 PM
#477:


My design philosophy:
A Consumable Fiesta.
- Almost all players are given items at the start of the game, seperate from their passive abilities. On top of some passives, several roles are given items that they are capable of consuming in lieu of a normal role, and several may also be "passed" as a day action - or in one specific case, a free action.
- One scum member will have an Aghanim's Shard by default, and no shard can be consumed until day 2. Consuming a shard does not count as a daytime or nighttime action, but counts towards a one-item-per-phase limit. (This got scrapped through setup.)
- Items apart from Aegis of the Immortal can only be used once per DAY PHASE/NIGHT PHASE; if a player possesses multiple items, they can only use one item per phase. Items will specify if they are expended on use. (This was changed to make the items themselves be day actions and night actions, where applicable.)
- Everyone drops their items upon death unless otherwise specified. Scum that carries out a kill automatically (at random) retrieves one of these items on death.

Multiple independents. To have the amount of roles usable, two independents will be in the game. Neither town nor mafia know how many independents there are, but scum will be assured there are no traitor roles.

Setup traps - 10/3/2 - "Good guy" heroes being evil, to those in the know. Millers and scan-warnings with the only scans being for motion, items, and a Mafia-aligned cop (with upgrades providing more scanning power, if that occurs, such as an observer like back in Elden Ring mafia.) An "Insane" town-aligned role that receives false results. Two independents in the game, but they don't know of each other by default. Protection limited to bodyguard, a conditional poison healer, and a faux-doctor that requires cooperation with someone else or item use. Deduction will be a key factor.

Killing intent - Certain town roles have killing power, but not by default. Scum roles have their usual night kill, but no extra kill by default, and have no methods to hide it by default, either. Scum will have their Aghanims upgrades revealed to them at the start of the game.

Musings as a new host:
1.) Tone down the killing power somewhat. Yes, I laid a few traps, some unfairly, but I had expected a run out to day 6, not a day 5 finale. (And this was BEFORE I swapped Techies from "every night" to "odd-night," even though Techies could kill itself if it ever got roleblocked.)
2.) Be a bit less ambitious if new to hosting. There would have been more watching power (and cheap observer wards) available if I didn't continually mix up in my own head the difference between Observer Wards and Ctes's nightly power (and presumably, Chang's upgraded power.) What's more, this would've helped Lopen sanity-check himself.
3.) Be a bit more open with my co-host. I ran pretty much all the gold totals and inventories under the hood, and I appreciate that most of the players kept an eye on their own money, but with the stress of how rough Thursday the 8th was and the end of today was....
4.) If all three factions complain to me privately, did I do a good job, or a terrible one?
5.) I enjoyed writing flavor. I did not, however, enjoy how much casual racism I noticed in flavor *videos* from Dota 2. Man, I love Dota but I hate its playerbase.
6.) Yes, I agree Insane Psychic was bullshit. If I pull something like that ever again, a.) Yes, it requires a bastard tag for the game, not a "role madness" (inexperience strikes again) and b.) drop better hints. "None of them were trees" is not enough of a hint. "The ghost of ctes visited you last night" would've been a hint.

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[Rock and Stone]
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