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Re: Westworld Mafia (input welcome)

PostPosted: 10 Feb 2018, 14:03
by kimpossible
Town could still announce who they passed it to the night before, but not knowing if MIB is Black Hat or White Hat makes that a risky move.

I could put in a scum role that lets them block a specific player from being targeted by MIB to prevent the above, but that seems like it cuts off an avenue of potentially interesting strategization for all parties.

Also, I'd probably have to make it where he can't redirect the shot if he was the target.

Re: Westworld Mafia (input welcome)

PostPosted: 10 Feb 2018, 15:47
by kimpossible
OH -- town doesn't want to reveal who they passed to, scum just shoots there, preventing a town clear.

This... this might be good.

Re: Westworld Mafia (input welcome)

PostPosted: 12 Feb 2018, 23:22
by kimpossible
Various tweaks to correct for some issues I saw with town gaming out strategies of revealing The Maze that just cut the White Hat MIB out altogether, and could have just plain stalled the game indefinitely.

Scum now can pass The Maze from one to the other if they receive it, but only for two days -- nobody can receive it back the night after they passed it.

Changed scum's "block recipient" to "steal The Maze", which prevents the issue with the game stalling indefinitely, and discourages "I'm going to pass it to", because that will lose them The Maze for two days, at least while there are two living scum. But it also gives town a little wiggle room if they decide it's worth that happening, since they'll get one day of their intended recipient holding The Maze.

Re: Westworld Mafia (input welcome)

PostPosted: 26 Feb 2018, 23:30
by kimpossible
Hmmmm. I'm wondering if a complete flip of this makes a much more interesting game.

What if:

Only the Maze holder can be NKed.
MIB is always scum-aligned. He and scum know each other's identities but MIB is not in scum chat. (Maybe)
MIB always know where The Maze is.
Maybe: MIB can attempt to steal The Maze during its pass.

I might need to reduce the number of players given that NKs are likely reduced.