The NK isn't mandatory. If the NK is just unreliable, I'd say knock one or two townies off a vanilla game, depending how unreliable it is.
HP wasn't actually unbalanced, it was just a stronng town.
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Telleo wrote:I don't think I've ever met someone who more perfectly embodied Chaotic Neutral than Condude1.
Crunkus wrote:It's important to note that nightless vanilla is a perfectly balanced variant with normal numbers. The mafia night kill is really more of a balance mechanism to roles the town might have access to mechanics that can potentially disrupt the game by clearing/fingering the alignments of certain players before they are eliminated. It offers an incentive to keep role information secret in most set ups for a time. A good mafia team at the end of the day has to win the game during the day while benefiting and/or contributing to a town's dysfunction. It's easy to over-emphasize the role the night kill plays in balancing in and of itself.
condude1 wrote:That's a field I have experience in, I can give you some stats and my opinion on how balanced they were from a GM's perspective.
A Shot in the Dark: The mafia's kill was in the hands of a third party, who didn't know their identities. Ran as 9-3-1, with the town having a blocker, and doctor, while the mafia had a jailor and rolecop. One mafia (Harb) ended up getting shot by his ally, and the others fell in rapid succession. Effectively 9-4, with no control over the NK was a slaughter.
Hot Potato: Rand as 8-3. Mafia NK resolved at a random point in the day, you knew if you were the target, and could pass it off to other players. The town played really well, one mafioso ended up exploding to their own NK, and the town sailed to victory. No roles. 8-3, decisive town victory.
Mafia having an unreliable NK is an advantage to the town. If a mafioso can be killed by their own NK, the unreliable NK is worth AT LEAST 2 townies in my experience, possibly more.
Crunkus wrote:It's important to note that nightless vanilla is a perfectly balanced variant with normal numbers. The mafia night kill is really more of a balance mechanism to roles the town might have access to mechanics that can potentially disrupt the game by clearing/fingering the alignments of certain players before they are eliminated. It offers an incentive to keep role information secret in most set ups for a time. A good mafia team at the end of the day has to win the game during the day while benefiting and/or contributing to a town's dysfunction. It's easy to over-emphasize the role the night kill plays in balancing in and of itself.
Keirador wrote:What are normal numbers, though? We've had this discussion before, but you run some games where the town only gets two mislynches before a loss (town loses upon the third mislynch). Purely personal opinion, but in an 11 or 12 player game, I think the town getting three mislynches before a loss is a bit more fair. . . but if you're running 9:3 with no night-kills, the town gets SIX mislynches, and I think that's pretty rough for the scum.
Bear in mind that I have never GMed nor designed a working game, so I say this entirely as a player.
Telleo wrote:I don't think I've ever met someone who more perfectly embodied Chaotic Neutral than Condude1.
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