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RaMafia 2 - Wrath of the Werewolves
#41
i get the feeling you misunderstood:
(03-08-2016, 06:23 PM)Ramond Wrote:  The clue is that the roles aren't unique. There could theoretically be 3 Knights or 2 Scouts of which one is a werewolf. Even an Inquisitor could be a werewolf and provide false information on others.

The hiding of the exact role distribution should also encourage players to lie about their roles in specific situations.

i think non-unique roles would be fun. more varying setups require more varying strategies
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#42
Non unique may be game breaking as anyone can claim anything he likes and no one can deny that possibility. But in place of unique, there is at least one person who knows that the claimant is lying.

EDIT:
@vRam-ond, Sure you are more experienced in this matter. You maybe correct here. Proceed as you like. :p

EDIT2:
Wait what? Ramond's message disappeared when I edited this post. :/

EDIT3:
Nvm. I just needed to refresh the page. :p

Ramond edited this post 03-15-2016 09:00 AM because:
I don't see how that would be game breaking. In classic Mafia, anyone can claim to be citizen/townie as well.

If nobody could lie about his role, everybody would just publicly announce their role and role-checking abilities would become useless.

If roles are non-unique, role-checking abilities have the power to confirm whether somebody is lying about his role or not, making them more useful.
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#43
Quote:would you prefer to see unique roles again?
Yes!
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#44
Unique would be fine though I have absolutely no problem with non unique too.
(03-20-2016, 06:41 PM)mfc Wrote:  Be the unsqueezable sponge!
My new life motto!
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#45
I'm in.,
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#46
Well just to make sure, I know Neeragon irl and he is going to be active, no doubt about it.
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#47
uniq roles are love, uniq roles are life.
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#48
what? nah, non-unique roles are waaaaay better

Ramond edited this post 03-16-2016 06:15 PM because:
It's probably going to be non-unique this time around
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#49
(03-12-2016, 05:23 PM)A-Man Wrote:  
(03-12-2016, 05:02 PM)T.O.R.N.A.D.O Wrote:  
(03-12-2016, 04:40 PM)Rhino.Freak Wrote:  
(03-12-2016, 04:27 PM)TheNave Wrote:  
(03-12-2016, 04:12 PM)Simoneon Wrote:  W h e n a r e y o u g o n n a s t a r t ?
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#50
Since there don't seem to be any arguments against the new rules and such, I propose using the following roles along with 2 or 3 werewolves.

(Anything standing behind a / means it will be the ability variant if this role is a werewolf.)

Knight: Protect somebody else during the night. / Prevent another player's night action.
Occultist: Revive somebody for the next day without abilities. (Essentially gives him a lynch vote for the next day, since ghost talk is allowed.)
Inquisitor: Check a player's alignment during the night, including dead players. / Give another player a fake werewolf alignment for the night.
Bard: Assign a secret lynch vote to a player for the next day.
Scout: Check a player's role during the night.

Please note that as per usual, you cannot use your ability on the same person two nights in a row. All abilities are optional as well.

STM has brought up the problem of how killing a person who is using an ability might be handled. This is the order the actions happen in:

Knight, Bard > Werewolf Kill > Scout, Inquisitor, Occultist

Objections?

Is this player list still accurate?

Player list (11):
  1. Bamboori
  2. TheNave
  3. Rhino.Freak
  4. T.O.R.N.A.D.O
  5. A-Man
  6. LutiChris
  7. empirefantasy
  8. mfc
  9. Simoneon
  10. MangaD
  11. Neeragon
  12. Blue Phoooooenix
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Thanks given by: Rhino.Freak , Bamboori




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