Pyrotechnician1
New member
I think it could have been one of the most brutal endings if a treestump helped convince the doc to lynch the wrong person. Too much pressure in these 3 players left scenarios! lol. It's a good thing I don't smoke weed considering I am paranoid enough as it is.
Your initially claimed role was so much cooler than the role that I gave you, that I actually wished you had the role you claimed. It would have been massively overpowered, but it was well constructed, and fit fairly well. This happened with another player too, in the dead thread we were discussing things, and on Day 7 when CG was fake gloating, I once again wished he was actually some kind of strange commuting survivor neutral role.
Very nice game pyro, I enjoyed it a lot.
I made sooooo many hopeless fails and slip-ups that I was suprised to live as long as I did. Terrible game from my side. Ofc Gwaihir's late day uber bussing of both his remaining teammates didn't help our cause either :badteeth:
Balacing a game with a ton of powerroles is always hard. I was sort of annoyed at our poisoning ability, as having all your kills delayed by a day got on my nerves quickly - especially when I had to come up with a fake claim. I also think that 2 cops, a watcher, the bat signal, and a tracker were too many investigative roles for town - especially on top of an easily confirmable 4 man mason team. But, ofc, the mafias also had some awesome powers so yeah. Could've all turned out very different if kegs and DJ hadn't made so exceptionally good use of their roles.
I feel like I did have a lot of investigative roles, but as Jcakes told me over chat one day, its better than some other scenarios we have had here. You also have to note that I had little to no protective roles, there was one consistant protection (the doc), and the inventor could hand out a one shot bulletproof item. Two other roles (CG and Drixx) had possible protection, but it only affected themselves. I even gave the one mafia team strongman shots, so the chances of investigators taking a dive quickly was high.
No complaining about how the town had it too easy. It took lynching a mafia every single day except for once for the town to win. Any game which allows the town only one mislynch in order to win is not weighted against the mafia. [highlight]More than[/highlight] 1 in 3 players in the game were mafia, and both teams had a daily kill ability, and you all didn't crossfire each other at all. It's basically down to incredible play by djm and kestegs that the town even had a chance, and even so I thought Moar was going to pull it out in the end.
Imagine how differently the game could have gone. Let's say that BPC had been the trigger for "Last Laugh". In that case you come back to life on day 8 and the mafia win. The game could have completely swung just based upon a tiny little detail.
The game could have changed tides very quickly and I'll bring that up more in my full on post, but one thing I had regrets about was around Day 3 I realized that even with the current stream of investigation results, if there was no crossfire the town didn't have a chance just due to the sheer number of mafia. Later on in the game, I was reliant on the vigilantes and gladiator to make the right choices to give the town even a shot at winning.
It was an extremely well balanced and well thought out game and was loads of fun. The roles were great. As discussed in the dead thread, you HAVE to balance with the assumption of cross fire. And if kestegs had gone down early, mafia probably would have skated through this game. If you run this game 100 times, I bet we would see some pretty even results. Very fun
I have an idea for the gladiator role. Why not let the person activating it select two people instead of automatically pitting themselves in the battle? I could find it very hard to vote for the activator of the gladiator in any game, but a mafia gladiator would change my feelings. WIFOA!
I had a blast making the roles, that had to be the most fun, more on that later of course. The gladiator role, however cool it sounds, if it was a mafia power, that would make it extremely powerful. If used on two random townies you could pit a cop against a doctor if both of them were claimed, it also guarentees a mislych day. The gladiator in this one was a modified version of the one in Solar's game. There wasn't enough incentive I felt for the gladiator to use his ability in that game (Not that there was a chance too of course), so with the addition of bodyguard ability that couldn't be used until after the gladiator was used created that incentive.
Have to still say I disagree. In a 2 mafia set up, town should not have the same chance to win as in a normal setup. So it should feel harder. Especially when the 2 mafia have no crossfire and no failed kills, one of them a poison! That means it should be very hard on the town with a lot of power roles, requiring correct choices to win. Especially with a huge mason group that makes it much harder to get a townie lynched (and when it includes 2 investigator roles!).
How about we go with a more likely scenario. Imagine that omg was not mod killed and spent his second shot killing FOE the day I was lynched. Where would that put the game? Town would have run away with it.
...yeah, once again sorry for that. I was sick and not thinking so well. Completely forgot cdm actually was a lover, and not just his false claim. Messed that one up.
Also a good point to bring up kegs - damn you for winning that WIFOM battle. I thought I had Gory, no problem. Then you had to completely predict me. Sigh.
1st paragraph: Exactly my thoughts. I have only played 2 other games with 2 mafia that I remember, and this one was the most balanced. Excellent job Pyro. The thought and work put into this was very impressive.
2nd paragraph: Hah, that would be a really interesting role, and way easier to give to the mafia. I like it!
If there was one thing I did not like, it was the inability of mafia to hide. Cop, watcher, tracker, rolecop, party hoster (kinda). 5 kills we could not use names of because of masons. Makes it real hard for mafia to claim or hide from investigators. My mafia only had a one-shot redirect that we somehow managed to use at exactly the right time.
That said, posioner/seducer was one of the most intense roles I have played in a long time and I absolutely loved it.
Omg didn't have a second vig shot, he was a one and done, but that seems to be a common fake claim here, if they only have one shot, claim two, it lets them use their shot, and then since they are vanilla after that its not a big loss if they are targeted for a night kill. Pretty slick actually, not the first time it has been done though. The original role did have 2 shots, but I was short on town roles (and as a result added the huntress) and split the vig shots between them, making one a day vig, and the other a night vig.
I think I've heard a complaint about difficulty for their faction to win from each group (town and both mafia groups), so if everyone thought it was hard for their team to win, then it must have been balanced! =) Good logic right?
The multiple one shot roles were constructed that way on purpose. Most of those shots were extremely powerful, and even adding one more, could drastically alter the balance.
Thanks for hosting Pyro! Definitely a fun game with so many things going on. Some "oh, that's obvious" moments and yet some surprises as well. I didn't see Batman as watcher (I was thinking vigilante) and I didn't see him as a mason either.
Game balance is tricky with just two factions. It's nearly impossible with three.
On paper, town looks pretty damn overpowered (4 team mason, including power roles, multiple investigators, multiple vigilantes, etc) yet town needed every single power role and action to eek out a win. For the most part, town hit home runs with their night actions while mafia didn't hit any. Town lynched exactly 1 townie in 8 attempts. Town vigi's killed mafia but not townies (luckily). One mafia team could have sent in 4 additional night kill attempts. And despite all that, town could have lost.
Paper and practice are very different, and I learned that throughout the time I spent watching the game progress. More on that later of course. Comment on batman's powers though, in a batman theme game, you expect batman to be in the game, you also expect him to be the most powerful role in the game. Its too obvious. Also, although Batman is considered a "vigilante" he never actually kills anyone, ever. Thats where the Red Hood role came in, he had no qualms about killing if necessary, and although he doesn't scream town aligned, it really depends on how you look at his storyline. Batman is more of a watcher kind of guy to me, always finding information, but you never know he is or was there. The mason group and the corresponding bat signal were an evolving idea from the start. I had a very different idea when I was first creating the roles, but was talked out of it. Also, batman may say he always works alone, but he almost always has a sidekick or two.
I think someone mentioned an objection in the dead thread...
orly?---
Yes, I wonder who that was...