Mafia & NotW Hosting Queue - 2020

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Mafia Hosting Queue
2021(?)

Welcome to CFC Mafia! We're glad you're here. Whether you are looking to play or host, you are more than welcome.

If this is your first time at CFC Mafia, or Mafia in general, we recommend you play a game before hosting one here to get at least a feel for the meta.

If you would like a spot on the queue, request one here in this thread. Have at least a game or two in between multiple hosting spots (although if we run out of hosts, you are welcome to host two in a row). If you have a picture or game summary, I will link those in the queue.

This thread is also for requesting help for co-moderation, theme ideas, or balance; general hosting help. We only have one queue right now as we build the number of players, but if it gets large enough, we will split into large\small\mini.

Mafia Queue

Scepter Ops
Pzelda - January/February

Articles and Posts on Balance and Game Design

Also feel free to post here and ask for someone to look at your game. I recommend Visorslash or Zack if you can find them. ;)

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Finished Games
Star Trek Mafia (Town/Neutral Win)
Kingdom Come: Deception (Mafia Victory)
Catan Mafia (Mafia Victory)
Dethy7 (Mafia Victory)
Smilie Mafia Three (Mafia Victory)
Harry Potter Mafia (Mafia Victory)
Meantime Micro (Mafia Victory)
War of the Princes (Town Victory)
Rhyme Mafia 4 (Mafia/3P Victory)
Animal Crossing Mafia (Town Victory)
WWNDD? (Town Victory)
Red John Mafia (Town Victory)
 
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Can I try hosting a game some time? I can come up with some fun ideas.
 
I have an idea for a fantasy game, with Elves and Undead.
 
Can I try hosting a game some time? I can come up with some fun ideas.

A great way to get inspiration for design is to skim through the backlog of old games, read their setups and the role reveals.
 
A great way to get inspiration for design is to skim through the backlog of old games, read their setups and the role reveals.
Right, and I will get some links to balancing from other sites. I think MU has a couple good ones, along with some here.
 
A great way to get inspiration for design is to skim through the backlog of old games, read their setups and the role reveals.

Or you can be like me and make the whole thing up out of whole cloth and promise a new and unique experience in mafia games, which will be a promise fulfilled even if you crash and burn in an epic disaster of imbalanced chaos that you will be hearing about for as long as you play mafia!
 
I would advise picking an experienced person (who obviously won't play) to bounce your ideas off. Some ideas just don't work and you don't notice until you've talked through them with someone else.
 
Articles on Balance and Game Design

How to design a setup that won’t make players want to blacklist you afterwards on Mafia Universe by mhsmith0

What Makes a Game Good? on Mafia Universe by Frozen Angel

NOTE: Mafia Universe can be a different ball-game than here, as pointed out in the first guide. In general be a little more easy on the town, but don't go overboard. :)

Game Design - Core Balance on Mafia Universe by Apoc

This article gets a bit math-y and the ratios may be off over here. It is good to give the town [(number of scum) + 1] mislynches at least. The key is to remember what he says about non-clears. If the town can get everyone clear mechanically, it's game over for mafia - and that stinks for them.

Posts on Balance and Game Design

Askthepizzaguy on having excessive town powers
Spoiler :

Askthepizzaguy said:
Panther said:
I enjoyed hosting the game. I hope most enjoyed playing and all enjoyed playing for at least some small portion of time.

If I ran this again, I'd probably nix the framer in favor of a roleblocker to give the mafia a bit of a boost. The other consideration was to keep the framer and replace the doctor with a jailkeeper so that it could be used as a block or a save (a save that would nerf another PR, though).

It seemed that town having jailkeeper and vig who could freely claim and clear themselves was really the biggest issue here. And if they did so prior to the mafia finding the cop they could continue to live as clears.

Other possible solutions that I thought for this were to nix the town JK in favor of a VT and just have the cop and the vig. The mafia would then have a rolecop, doctor (jailkeeper?), and goon. Shared shots would drop to 3 and keep the +1 caveat for PR deaths.

One other solution was to keep the same 3/3 distribution but make the game a 17er (so maf would be 3 roles + goon) so that the town PR's claiming wasn't such a high % of clears living.

Any takes on which of these sounds the most ideal for balance?

In a game this small, the possibilitiy of a cop, a vig, and a town roleblocker in the form of a jailkeeper is too OP.

Recommend removing the vig altogether.

I've found, in my experience, it's poor practice to attempt to achieve balance by giving something to the mafia team. That's maybe not a last resort, but it's not the first thing I'd try. Usually where there is imbalance, it is because the town is too powerful. This is only not the case when the mafia team is too large.

Why that is, in my opinion-

Pretty much every single mafia role except for vigs (and maybe very rare other exceptions) are simply counters to town powers.

There's no need for a mafia godfather if there's no alignment cop. There's no need for a mafia roleblocker if there's no town power to block. There's no need for a mafia doctor if there's no town vigilante. Unless you're talking more goons or extra killing power, any mafia power is useless unless there's a town power it is fighting against. And in all cases, if that specific mafia power dies, town now typically has an uncountered advantage. Whereas, a town has an inherent design advantage at all times of being the larger team.

Because the principle of the game is an informed minority versus an uninformed majority, the more powerful and informed the majority becomes, the more imbalanced it is.

Sometimes it simply doesn't do to try to achieve balance by adding powers to the mafia side. Sometimes the first step is to make the uninformed majority less informed, or less able to defeat the mafia by brute force, and making them do what mafia is all about- townies guessing and being required to solve through lynching rather than other means.

Whenever your game is imbalanced, look at this:

Is the mafia too large for a game this size? If not, first step is to remove town powers to achieve balance.

Because if you remove town powers, the mafia's need to have counters is lessened.

In a game this small, a cop alone can nearly lock the game or lock it. Adding a vig and jailkeeper makes things worse, even if all of those shots are limited and come from a pool.

TLDR summary: remove the cop or the vig. Having both in the game leaves the scums with nowhere to run, nowhere to hide, a lot.

Askthepizzaguy on Game Balance
Spoiler :
Askthepizzaguy said:
Thread welcomes all opinions and articles. There is no right answer, just generally accepted principles, and not quite accepted principles.

Please feel free to contribute. My first article is as follows:



Games vary widely in design, and the design affects the balance of the game, and players generally enjoy playing balanced games more than greatly imbalanced ones, and especially, don't like playing broken games. If you want to host a game and be a respected game host, you should generally aim for proper balance.

What affects balance?

A) The rule set.

Are you allowed to talk after death? That's not allowed here, but it is allowed elsewhere. That affects the balance greatly. Are you allowed to privately communicate with others and therefore reveal your role privately, along with all the other networking shenanigans that can happen? PMs enabled or disabled greatly affects balance.

Townies allowed to speak after death is ++ for town, especially if they are not all vanilla. If they aren't, then it is ++++ for town.

PMs enabled and private reveals allowed is ++++ for town.

Are you allowed to screenshot? Better not be. That's completely breaking.

Are you allowed to quote your role PM publicly? If you do, you ABSOLUTELY must provide your scumbags and other nontown roles with some sort of template or cover role and have a publicly available vanilla townie role PM posted. Otherwise, this is broken in town's favor and mass claims always win for town. Even with blank PMs and a template, unless your scumbags are excellent liars, quoting PMs is ALWAYS at least +++ for town.

So take note, the rules you establish will greatly impact balance.


B) The flavor of the game, and what is revealed by the game host.

Do you answer every question posed by your gamers? If you do, you're breaking the game. You have to decide which questions are off-limits for you to answer. Anything which mod-confirms people to be guilty or innocent is therefore broken.

What do your end of round result writeups reveal?

Alignment of the deceased? (+++ for town)
Method of death, with an identifiable and consistent method required for scum kills and non-scum kills? (+++ for town)
Other details such as a kill being stopped by doctor, blocker, scotsman power? (+++++ for town)

Does your game have a story people can identify, and characters they can identify? (+++++ for town)

If so, that means most everyone will be a unique and non-reproducable character, which means that a scum can be caught in a lie much more easily. You cannot claim the same role as someone else with a different name. It's going to look like a lie.

Does every power role exist in the game only once for the town side? If so, scums will likely be caught by claiming a role someone else has. (+++ for town)

Can a scumbag plausibly claim to be a vanilla townie? Generally, not if there aren't that many vanilla townies, and generally, not if there are Watchers and Trackers in play, that will catch them lying about having zero night actions.

If scums cannot claim vanilla townie and get away with it, they have to claim a town role, which means they have to avoid the common pitfalls of claiming one that is already in play, or claiming to be a character someone else has, or no one has heard of and doesn't match the story at large, or the power that they claim doesn't match the level of importance of the character. Any situation like this is (++++) for town.


C) The powers that town has.

Remember that the game is absolutely fair, balanced, and winnable for town even if they have absolutely zero power roles whatsoever.

Give you an example. Suppose town has nothing but vanilla roles, and a scum team of five has super powerful roles.

Godfather is meaningless without a town detective.
Untrackable/unwatchable/un-nightkillable roles are meaningless if town doesn't have a tracker, watcher, or vigilante.
Redirectors don't matter if town is all vanilla.
Absolutely nothing of value or meaning besides killing roles exists, or perhaps, a coroner role which confuses the alignment of the dead.

That means that a scum team's powers are, specifically, to counter town powers.

That means the balancing of the game itself begins, and ends, with town's powers, not the scum's powers.

A scum team can be huge and powerful, and even versus an all-vanilla townie setup, scum can still lose just as easily as if they didn't have any of those powers at all besides the nightkill.

Let that sink in for a moment.

Town is absolutely fine to defeat the scumbags even with ALL VANILLA ROLES.

So be careful about overpowering town!!! Adding a role to the town side gives town another method of defeating the scums besides just guessing!

Let's talk primarily about town's most powerful roles, roles which can single-handedly stop a scumbag.

1) Alignment detectives or role detectives.

Just one scan reveals an entire scumbag. A role like this will, on average, defeat 1-2 scums PERSONALLY. As such, it's a massively overpowered role if the scums have zero compensation.

(++++) for town.

Now, it's not broken, because scums can simply nightkill this person.


2) Vigilantes or poisoners or bombs, even serial killers!

One of these roles can EASILY defeat an entire scumbag, or two, and a role like this will, on average, cause at least 1-2 scum deaths personally. A vigilante is the single most powerful role that town has, even more powerful than a detective.

(++++++) for town. Be VERY careful about adding these to a game without compensation for the scums.


3) Roles that stop a nightkill (blocker, doctor, scotsman)

Scum already lose because town can lynch them outright and outvote them, if they have their act together. And with detectives and other nonsense, there's nothing scum can generally say in their own defense, so they can't even reliably lie their way out of it. So, when scums generally lose the game during the day, their compensation is to be able to REMOVE THREATS TO THEM during the night.

Anything which messes with this all-important power is (+++++) for town.

In general, stopping a nightkill not only throws a wrench into the scum's ability to win, it also generally proves someone is a townie to a degree of 90 percent likelihood in most setups. Therefore, it turns someone into half of a mason, and stops scum dead in their tracks.

A roleblocker, for example, can then also claim who they blocked, and this acts like a poor-man's investigation power on top of being a doctor power, that saved someone from death.

A town roleblocker is usually more valuable than a detective, only slightly less valuable than a vigilante. Their power acts like a doctor, mason, and detective role combined when they stop a murder. It's insane.

Scotsmen roles basically prove themselves to be town when they get hit. The only way this is even remotely fair is if the game host doesn't reveal they were hit in the writeup, or maybe even to the role itself who got hit. Otherwise, the scotsman now acts as a half-mason, since they are confirmed townie and now cannot be lynched, and also acts as a poor man's tracker. They know where the scums were that night, on them.

That's a doctor/mason/tracker power all in one. Poor man's version, but look at the result. Very bad for scums.

All of these roles can self-confirm they are town, defeat scums single-handedly, or stop a murder. And it provides the town information of some kind, which is always +++ for town.

You add these roles to the game, and scumbags generally need TWO murders to compensate, and if they do not, they need to be on a team of five, with super-compensatory powers of their own, such as unstoppable kills, untrackable/godfather powers, roleblockers of their own, or even a scum scotsman or scum doctor.

If you do not provide compensation to the scums, your scum team will feel your game setup is rather sadistic.

D) Mason teams of 3 or more.

it's bad enough when 2 townies can never, ever be lynched and pushing those townies makes you look like scum, but when the townies have a bloc of 3-4 voters who can never ever be lynched, they don't even need ANY additional power roles to defeat the scums.

A mason team of three is generally enough to defeat a scum team of five ALL BY THEMSELVES.

(+++++)

A mason team of two is much less overpowered.

(+++)

But if you add doctors or watchers or trackers to the game in addition to a huge masonry team, all of a sudden these roles become MUCH MUCH MUCH more massively overpowered, and scums almost NEVER win.

(+++++++++++)

When you see this many plus signs for town, it means your game is instantly broken.

Can't lynch them.
Can't murder them.
They know each other are innocent and vote as a bloc in clutch situations.

As such, you just broke it, hero. Congratulations.


E) The powers that scum has.

You must provide compensation. Additional murder powers, anti-investigations, anti-protections, anti-night actions, anti-nightkill powers.

But this is a poor way to rebalance your game.

2 doctors can defend each other and are essentially unkillable masons.

Therefore, the scumbags can NEVER lose their ability to roleblock, in such a game setup, or the game is INSTANTLY AND IRREPARABLY BROKEN.

(+++++++++++++++++++++) for town. Instant game over.

If you balance out a crazy stupid town power setup with one role which counters it, and that role dies, you just ended the game with a town victory.

And it's no fun either hosting, or playing as town, or playing as mafia, in a game with 16 players remaining and the scums cannot ever possibly win the game.

Therefore the most important rule to remember when balancing:

Never give the town side so much power that the game becomes broken, the instant the role which counters their power dies.

Leaving the scums with no chances to win.

Mafia must be able to continue the fight even when half their team is destroyed.

If they can't, then there's no point giving them 5 members. They lose with 3 remaining, it's like they only ever had 2 members to begin with.

They are virtually a team of 2 at that point. Don't let that happen.

Now, you have the basics down to design a balanced game.

Askthepizzaguy on Game Balance
Spoiler :

Contact me if you are having trouble balancing your game for a more specific response.

I have assisted in balancing several games that were not my own, and as a host of many dozens of games, I have a standard checklist for what is and isn't balanced.

For starters, the game must be winnable by all factions, even if the odds are against that happening.

If there is a large faction (the town/innocent team) which has two protector/doctor/defender roles, then it is entirely possible that they could simply reveal publicly and then defend each other for the rest of the game. If there is a reliable investigator, they could also both be checked out. Now it is almost impossible for these two roles to die. They won't be lynched or murdered. Add a serial killer/lone wolf role. No matter how awesome this particular role, this role will not be able to defeat the two basically bulletproof roles. And that means that the game has the potential to be broken and unwinnable for the Serial Killer role. He cannot outvote or murder the two defenders. So no matter whatever else happens, the Serial Killer will always lose to this duo in the end.

In theory you could give the Serial Killer extra voting power or the ability to somehow murder through protection, and it could possibly be balanced that way. But at the same time, the game is still fairly unbalanced because until those two roles are dead, everyone else in the game is much more suspect and liable to be voted en masse and slain at the request of the two nigh-unstoppable innocents.

Even if you made it balanced, what happens if the game events unfold in such a way that the balance is disturbed? Suppose one of the two defenders is killed right away.... in your zeal to balance the game, you've made this incredibly powerful Serial Killer who has abilities tailor-made to match your potentially unstoppable innocent duo. But that duo no longer exists.... the game has become very unbalanced because an intended element to stand up to the uber-powerful serial killer no longer exists, and the see-saw is tilted too far in the other direction for the game to be balanced. It could just end up being a one-sided slaughter, all because the game host didn't make proper preparations for the eventuality of an early power role loss.


So far:

1) Make sure the game is winnable by all sides at the start of the game.
2) If one of the balancing elements is removed early on, make sure the game is still winnable for all sides. Otherwise one wrong lynch or murder ends the game and all the suspense is sucked out of it.




Some game hosts loathe to make basic roles, so they start passing out abilities and personal goals to everyone. But after crafting some awesome abilities and personal goals for over half the players, they start running low on ideas and just throw something together at the last minute. So now you have:

LAME ROLES.

Example:

Your objective is to locate character A using your scanning power. Your scanning power is useless for anything else. Your personal goal is to make sure such and such a character doesn't die. You have the ability to protect said character one time. But since you don't know when they will be attacked, your personal goal is nigh-impossible. And it is far more likely they will die before you even find them. If you do find them, when do you protect them?

I understand personal goals where you want so-and-so to survive, or wish to outlive so-and-so. That's fine as a stand-alone, throwaway, bonus points kind of goal, but when that is all that person is focused on, and they barely have the skills to accomplish that at all, then the role is pretty weak.

It is just taking a basic standard innocent role and giving it what amounts to a bogus, unwinnable mission. As if that player's character is given busywork.... sure, lynch some scumbags, but also do my taxes. It's not very interesting, and the whole concept is forgettable.

Given the near impossibility of accomplishing that goal, it's not even worth focusing on. Meanwhile, someone else might have the inclination to kill a certain person, and have the ability to murder them outright. It's a far easier goal to accomplish. Which of the two personal goals do you think will be fulfilled by the game's end?



3) Every player in your game is important. Make sure they have realistic goals and a realistic shot at accomplishing said goals, even if it is difficult. If you give them an ultra-weak role and a lame goal and nearly no chance of accomplishing it, that person's enjoyment of the game could be affected. Meanwhile, Johnny with the powerful role and the easy goal accomplishes his task, simply because he was lucky enough to be granted the easy role.



Sometimes people make it too hard for the "evil" roles to win, by doing the following:

A) Overpowering the innocent faction
B) Limiting the powers of the guilty faction too much
C) Creating too many other evil factions who will likely destroy each other, handing the innocent team an easy victory because they are many and the evil powers are few.

Examples:

A- TOO MANY POWERFUL ROLES

The innocent faction doesn't need to have 4 investigators. In a recent game there were too many investigators and I said that should be toned down. And I'm talking real investigators, not watcher roles or tracker roles or people who scan for items.... guilt/innocence investigators. For starters, guilt/innocence investigators suck, and they suck hard. It's unsporting. Number one, a certain group of players will always be investigated first, and when they do, and they were unfortunately randomly selected to be guilty, they've already lost the game. Simply because peeps always scan them. This has happened to me many, many times.

The only games I ever lost as a scumbag have all involved too many powerful roles (i.e. everyone else in the game was a roleblocker [WTH???] or everyone could see all my actions happening and they looked guilty in the writeup [WTH????] or MULTIPLE GUILT/INNOCENCE SCANNERS [GD, FFS, WTH????] and therefore totally ruined my enjoyment of the game and the challenge of it).

People also become too reliant on guilt-innocence scanners. People don't bother looking for guilty behavior, it becomes all about mindlessly following whoever the scanner says to kill. No one hones their skills that way, and the dynamic of the game shifts totally from the uninformed majority versus an informed minority, to an informed majority versus a powerless minority. Where's the challenge?

There's also no chance of lies and tactics. How is a player that people consider good supposed to weasel out of being accused as guilty by a guilty scanner? Especially if said scanner is willing to die if they are wrong? Especially if said person isn't even the scanner, but someone speaking on their behalf? The rest of the evil faction cannot even retaliate, or when they try, it is stopped by a protector role.

Then it just becomes a game of shooting fish in a barrel. There is no tactic which can overcome it, just exceedingly lucky guesses as to who to murder. But for the evil faction to win, they shouldn't be required to kill 3-4 people in the correct order just to prevent themselves from auto-losing the game due to sheer ease.

If you're going to have all these powerful roles on the innocent side, there needs to be COMPENSATION on the evil side. For example:

  • Having people who can avoid being detected by investigation
  • Having the ability to protect others on your team from investigation
  • Having the ability to frame innocent people if they are investigated
  • Being unlynchable unless others on the team have died
  • Having a vengeful lynchee power, to kill your accuser if you get lynched
  • Having the ability to kill people during the day phase
  • Having a suicide bombing power
  • Being able to murder multiple times per night phase
  • Having your results be inconclusive on the first scan, along with half of the innocent players, requiring a second scan.
  • Perhaps the evil factions have the ability to send notes back and forth via the game host, anonymously.
  • Having more than 3 team members.
  • Having the ability to block other people's actions.

And so on.

B- Limiting the powers of the guilty faction too much

If you cripple your guilty faction and make them underpowered, do you really expect them to win?

  • Having only three members when there are multiple roles that can murder at night, possibly resulting in that team being reduced to 1 member in the first couple of rounds, and therefore unable to realistically win the game.
  • Having only one member of that team have the ability to kill, and if they die, the team loses that power.
  • Giving them a blocking power, but then advertising that power in the writeup and letting everyone know, at the same time, that the person using that power is most likely evil. So therefore they cannot use it against any innocent powerful role without being labeled as guilty for certain by everyone.
  • Giving them limited strength and unable to kill people stronger than them, therefore making it real simple.... you just lynch anyone who wants weapons, because they are likely guilty. Then, as a topper, make it so the innocents can destroy such weapons instead of voting them to people. Furthermore, having guilt-innocence scanners check out someone who is innocent and strong, and then voting all weapons to said person, thus making them unbeatable and removing all chance of an evil victory.
  • Allowing people to share role PMs but not giving the guilty parties a cover role, or allowing them to see a standard innocent role PM.

Doing this kind of stuff means you hate the people you have cursed as guilty, and you also hate the innocent players because they will have very little challenge or enjoyment when hunting the fish in the barrel you call the big bad of your game.

C- Creating too many other evil factions who will likely destroy each other, handing the innocent team an easy victory because they are many and the evil powers are few.

Oh look, you made 4 evil factions, each with only 2 players apiece, or one of them is a serial killer.

  • A basic Serial Killer will not win the game, so it is a doomed role.
  • The evil factions will likely end up murdering half or all of the players on opposing teams, and taking damage in the process. Now, you have a huge innocent team and one or two guilty murderers left. Add investigators and defenders and you don't even have a challenge anymore.
  • Any time there are multiple evil factions, the innocent team has a great advantage and does not need lots and lots of powerful roles. I cite for you my Treehouse of Horror game, where the mafia families ended up nearly destroying the town, and then turned on each other in their quest to be the last one standing, and the endgame was literally one innocent role and two guilty roles in opposition. The town only had 1 power role, a standard investigator. They nearly won. You don't need to overload the innocent faction with power roles when the guilty parties will kill each other off.


4) Make the evil faction challenging to defeat, or at the very least, hard to find.



Don't go overboard and make a guilty faction with 6 members, or unable to kill any of the members unless they are all killed in a specific order. :crazyeye: No offense. Unless there's significant compensation for that on the innocent side.



5) If it is unlikely the innocent team will ever, by accident, outvote the evil faction, then the game is broken. THAT is a game where you can have a couple of innocent/guilty investigators and still have it be plausible.



Giving everyone super powers makes it no longer a game of uninformed majority versus informed minority. Then it can very easily be a game of "use a spreadsheet, have everyone reveal what they did all game long, and then deduce who is guilty simply by process of elimination".

Even if the game were "balanced" in this case, it could swiftly become unbalanced on night one.... the evil powers wipe out all the really, really powerful roles right away, making it impossible to win for the innocent team, or perhaps the innocent team murdering/blocking/defending and then easily crippling the guilty team right off the bat. Or, making everyone in your game a blocker except the guilty parties. That's just.... wrong. Please don't ever do that again.


6) Too many super roles makes the game lame.






In conclusion, don't overcomplicate things. More does not always equal better. Balance is not always achieved by adding things. The basis of this game was, as a reminder, basic innocent people versus one or two guilty people, and NO POWERS, GOALS, ITEMS, STRENGTH, etc. That formula worked. It worked because it was an uninformed majority versus an informed minority with the ability to fight back, but not have the power to get themselves out of a lynch.

If you go too far away from that, you have a different game, which is fine. NOTW is very different. I understand this. But if you veer too far into crazy land and you make something that no longer even resembles the source material, then it is difficult to balance, and then balancing might require such drastic steps that it actually makes the game unplayable.

A recent game called riftwar on another forum gave basically everyone special powers. The end result was a giant cluster that was no longer in character, ruined the story, and ultimately made all the powers useless anyway since everyone was getting blocked and murdered or investigated or defended every night anyway.

It didn't resemble a fun, mystery oriented game anymore, it was a random, chaotic, melee with no point. What unbalances the game is adding too much to it, or not compensating for what little does get added to it.

3 basic guilty roles with 2 murders can defeat 40 basic innocent roles. It has happened before. That is balanced. That is a fun game.

Adding a detective can be interesting, but adding more.... defenders and blockers and trackers and so forth.... will unbalance the game to the innocent side. Then you have to add more guilty roles, or give the guilty roles incredible powers. And then, the game will be dominated by those with powers, and those without will feel useless and stupid. And then you get massive inactivity or nothing but boring bandwagons every round.

A good soup doesn't contain too many ingredients, and the ingredients should be carefully measured, balanced out, and necessary to the soup. Throwing tons of sugar into chicken noodle soup ruins both. Same with these games.... adding too much to a game can ruin the point of everything else you've already added to the game.


7) By now, I know what is balanced. But it takes experience or lucky guessing. But use these guidelines and a bit of logic and sense of fairness and fun for everyone, and you will succeed.




And that's my 2,500+ word essay on balancing.
I recently made a game (Murder Manor III) which contained only ONE villain, and there was a chance for the innocents to be able to perform an investigation as well, which was accurate.

It was a small game, so upon writing the game setup I realized that there was basically no way for the Demon to win the game. That is, if the win condition is to be the last one standing.

So I altered the Demon's victory condition: instead of being the last one standing, simply make sure a certain number of people die by the end of the game. The more people die, the higher the Demon's score. There was a scale of victory, from Total Defeat, Major Defeat, Minor Defeat, Draw, Minor Victory, Major Victory, and Total Victory.


Thus, the game was winnable by the Demon and the guests, it was not mutually exclusive. However, their performances would be ranked, so if the guests outperformed the Demon, the guests would win. If the Demon outperformed the guests, the Demon would win.

I also made it so each guest could go for a solo victory by being the last one standing. In such a case they are the ultimate winner of the game. Or, they could choose to escape, and hopefully everyone else would as well. If that happens, then the guests win and share the victory. However, if two guests ended up killing each other off at the end, leaving no one alive, the Demon would automatically be granted a standard victory.

As predicted, one of the Guests went for a total victory and achieved it.


This is an example where the game doesn't have to be "totally" winnable for it to still be fair. There were victory conditions for the serial killing Demon which made it possible to win.

Consider adding such conditions or a scoring system, and you can make even a broken game fair.

I'd say that's plenty to chew on, but I am going to add more articles as we go along. I especially recommend the posts by Askthepizzaguy. :)
 
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I think I have some novel ideas, and some thoughts on things to add flavor and extra fun without wrecking balance. I don't want to read too much so I can keep my imagination clear, I'm mostly going to trust my intuition. I may be relatively new, but I'm very creative.

If my darned computer would work! I'm having sooo much difficulty typing sometimes. :( It's not my keyboard, because I got a new one and I'm still having the same problem. It comes and goes, I don't know what's causing this.
 
I think I have some novel ideas, and some thoughts on things to add flavor and extra fun without wrecking balance. I don't want to read too much so I can keep my imagination clear, I'm mostly going to trust my intuition. I may be relatively new, but I'm very creative.

If my darned computer would work! I'm having sooo much difficulty typing sometimes. :( It's not my keyboard, because I got a new one and I'm still having the same problem. It comes and goes, I don't know what's causing this.
That's strange. Maybe post over in computer talk for some help.

I think I have some novel ideas, and some thoughts on things to add flavor and extra fun without wrecking balance. I don't want to read too much so I can keep my imagination clear, I'm mostly going to trust my intuition. I may be relatively new, but I'm very creative.

If my darned computer would work! I'm having sooo much difficulty typing sometimes. :( It's not my keyboard, because I got a new one and I'm still having the same problem. It comes and goes, I don't know what's causing this.
Also, make your ideas and send em to Visor. That's the best idea. He will have a good feel for it.
 
At some point, I should probably do a fourth game. Given how all three of my previous games were very different, I'm not sure how I'll be able to maintain that record.
 
I would advise picking an experienced person (who obviously won't play) to bounce your ideas off. Some ideas just don't work and you don't notice until you've talked through them with someone else.

Would you relish the opportunity to try to talk sense into me? Do you know anyone who would?

I'm kidding. I already have a volunteer, though I may need him to get to sixteen players so I haven't committed yet. You could join the game and make it less likely that I will have to put him in as a player and fly my first mission totally solo.
 
Articles on Balance and Game Design

How to design a setup that won’t make players want to blacklist you afterwards on Mafia Universe by mhsmith0

What Makes a Game Good? on Mafia Universe by Frozen Angel

NOTE: Mafia Universe can be a different ball-game than here, as pointed out in the first guide. In general be a little more easy on the town, but don't go overboard. :)

Game Design - Core Balance on Mafia Universe by Apoc

This article gets a bit math-y and the ratios may be off over here. It is good to give the town [(number of scum) + 1] mislynches at least. The key is to remember what he says about non-clears. If the town can get everyone clear mechanically, it's game over for mafia - and that stinks for them.

Posts on Balance and Game Design

Askthepizzaguy on having excessive town powers
Spoiler :



Askthepizzaguy on Game Balance


Askthepizzaguy on Game Balance
Spoiler :




I'd say that's plenty to chew on, but I am going to add more articles as we go along. I especially recommend the posts by Askthepizzaguy. :)

I've read the first link so far and it's matching up pretty well with my understanding. Maybe I'm overthinking this.

I'll read the other things first before deciding if I'm ready to put myself on the schedule. I'll also need to look at previous threads on here... I don't want to do something that's already been done several times and then have my first time compared to those. :(
 
I've read the first link so far and it's matching up pretty well with my understanding. Maybe I'm overthinking this.

I'll read the other things first before deciding if I'm ready to put myself on the schedule. I'll also need to look at previous threads on here... I don't want to do something that's already been done several times and then have my first time compared to those. :(
You'll do fine. :)
At some point, I should probably do a fourth game. Given how all three of my previous games were very different, I'm not sure how I'll be able to maintain that record.
Is that a sign-up for the queue? :D

I've read the first link so far and it's matching up pretty well with my understanding. Maybe I'm overthinking this.

I'll read the other things first before deciding if I'm ready to put myself on the schedule. I'll also need to look at previous threads on here... I don't want to do something that's already been done several times and then have my first time compared to those. :(
Like I said, read those Pizza posts. They're super helpful.
 
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